Re: [hlcoders] Historical player number statistics

2005-11-01 Thread Michael Fischer
--
[ Picked text/plain from multipart/alternative ]
I also had in mind something along those lines. I started collecting stats
(well, just saving the stats.html page to my hard disk) once every hour,
ever since September 14 (so that's just over 1,100 files so far), using a
program written in C#. If you want, I can send you my data. I don't know any
PHP though (though it's similar to C++, and it's on my list of languages to
learn right after Python :) ). I'd suggest developing your own robust Xml
schema for saving the old data, decoupling the Html-parsing code from the
Xml saving code, so you can go back and aggregate stats any time you want.

Also, along those same lines, I'm collecting stats about which maps are
played the most here http://ascendancy.us.to/realtime/all_maps.shtml. It's
only a 24-hour moving window though.

-Mike

On 11/1/05, Jorge Rodriguez [EMAIL PROTECTED] wrote:

 Adam amckern Mckern wrote:

 Mr. Rodriguez (Star Ship Troppers?)
 
 Anyway, very good idea, and if i knew more of PHP,
 then i would love to give you a hand. However my
 skills fall short of PHPBB CMS's.
 
 The steam stats page is powerful, but maybe if you can
 find the right person at valve, you might be able to
 contract yourself, and review, and upgrade the stats
 page for them, with your PHP script.
 
 Adam
 
 
 And uh, no, Rodriguez is my real last name. I'm Cuban.

 --
 Jorge Vino Rodriguez


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[hlcoders] Player Steam IDs from Source Server Query?

2005-10-30 Thread Michael Fischer
--
[ Picked text/plain from multipart/alternative ]
Is there any way to get the Steam IDs of players in a given server without
joining? I'm asking because the Source server query protocol doesn't appear
to support this, but typing 'status' in the console will do it (so, privacy
doesn't seem to be a concern with this).

I'm currently tracking some map popularity statistics
herehttp://ascendancy.us.to/realtime/all_maps.shtml,
but my goal is to create a system that tracks users' preferences for maps
much like Amazon.com http://Amazon.com tracks users' preferences for
products (e.g., customers who bought a Chopin CD are much less likely to buy
a Metallica CD than someone who bought one of Linkin Park's CDs). The
problem I'm trying to solve is how to find new maps for players that they
would probably want to play. Two possible paths are external tracking using
Steam IDs as above, or an in-game voting mechanism like a server plug-in.

Thanks,
Mike
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Re: [hlcoders] Player Steam IDs from Source Server Query?

2005-10-30 Thread Michael Fischer
--
[ Picked text/plain from multipart/alternative ]
On 10/30/05, Adam amckern Mckern [EMAIL PROTECTED] wrote:

 I think amazon uses a database refrence for the user
 account to track what they would more lilkly buy.

Sure... that seems pretty clear.

You can do this, however, i dont know how many people
 you wish to force into havin an account to download a
 map - i know for one, it wont be me.

I think I made this unclear -- all the user would have to do is vote for the
map he likes in game, or visit a website and provide his steam ID and vote
for the maps he's played recently. Steam IDs would take care of everything
-- no separate accounts needed.

My real question is about the Steam IDs from server queries. Any ideas?

Thanks,
Mike

--- Michael Fischer [EMAIL PROTECTED] wrote:

  --
  [ Picked text/plain from multipart/alternative ]
  Is there any way to get the Steam IDs of players in
  a given server without
  joining? I'm asking because the Source server query
  protocol doesn't appear
  to support this, but typing 'status' in the console
  will do it (so, privacy
  doesn't seem to be a concern with this).
 
  I'm currently tracking some map popularity
  statistics
 
 herehttp://ascendancy.us.to/realtime/all_maps.shtml,
  but my goal is to create a system that tracks users'
  preferences for maps
  much like Amazon.com http://Amazon.com http://Amazon.com tracks
  users' preferences for
  products (e.g., customers who bought a Chopin CD are
  much less likely to buy
  a Metallica CD than someone who bought one of Linkin
  Park's CDs). The
  problem I'm trying to solve is how to find new maps
  for players that they
  would probably want to play. Two possible paths are
  external tracking using
  Steam IDs as above, or an in-game voting mechanism
  like a server plug-in.
 
  Thanks,
  Mike
  --
 
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 My Website http://www.ammahls.com
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Re: [hlcoders] Using odd compilers

2005-10-13 Thread Michael Fischer
--
[ Picked text/plain from multipart/alternative ]
*Shudder* I ditched VC++ 6.0 as soon as I got a hold of VC++ 7.1. Poor
standards compliance, and in particular poor support for templates drove me
away. I'm very curious as to why you'd want to use .NET with C++ instead of
C#, and in particular with VC++ 6.0...

There used to be a free Express version of VC++ 7.1 (VS 2003), but I've done
some extensive searching and haven't been able to locate it. Apparently MS
pulled it from their site when 2005 was around to replace it.

MS has a HL2 mod spot at
http://msdn.microsoft.com/coding4fun/half-life/default.aspx . They claim
that they're working with Valve to get the SDK compiling with VS 2005, but
it'll be a while before we see anything. I once tried to compile the SDK
with the VS 2005 Beta 2 (available for minimal cost at
www.getthebetas.comhttp://www.getthebetas.com-- it rocks, btw), but
I think I stopped at linker errors. I had a strong
suspicion that even if I could get the SDK to compile with 2005, it would
crash on startup.

-Mike

On 10/13/05, Deadman Standing [EMAIL PROTECTED] wrote:

 You just need to install the .NET libraries on the target computer and get
 Microsofts Latest SDK to use .NET with VS 6.0 (all are free from Micorsoft
 for the asking).

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
 botman
 Broome
 Sent: Thursday, October 13, 2005 10:46 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Using odd compilers


 Won't do any good. The VGUI library (and other libraries built with
 .NET) won't be compatible with VisualStudio 6.0.

 --
 Jeffrey botman Broome

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Re: [hlcoders] Like Obtaining the file mapcycle.txt of a servant?

2005-09-28 Thread Michael Fischer
--
[ Picked text/plain from multipart/alternative ]
(This may get posted twice; I apologize in advance)

There's a pretty straightforward way to do it if sv_downloadurl is in use.
And by straightforward, I mean it can be done without too much black magic
and reverse engineering.

Given a list of servers, query each server S for the name of the current map
M (this is pretty easy to do if you've used sockets before -- use
thishttp://developer.valvesoftware.com/wiki/Source_Server_Queriesas
a reference). If M is not in your Half-Life 2 maps folder, then you'll
need to download it. So, query S for the value of its sv_downloadurl cvar,
and then download the file from sv_downloadurl/maps/mapname.bz2. To
automatically extract the map is a slightly different story -- you'll
probably need to find a command-line unzip utility capable of dealing with
bz2; this one http://www.7-zip.org/ comes to mind. Also, you'll need to
write code to deal with .res files, since not all mappers know to package
all custom assets into the bsp.

Run the above paragraph once every ten minutes or so, and over the course of
5-10 hours you should be completely up to date on all the servers you check.
The one hiccup is that this doesn't work for servers without sv_downloadurl
-- I imagine it'd be possible with lots of packet sniffing and reverse
engineering, but the legality of that is questionable.

I think this program would be pretty straightforward to write in C#.
Actually, if you don't write it then I probably will... but I have other
fish to fry at the moment.

-Mike

On 9/28/05, Draco [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Ah, so you want it to check the map rotation of any server, find all the
 maps in it, then allow you to find and download them?

 Sounds like quite a task, I do not think it is possible without having
 access to the servers files( via FTP or something)

 --
 Draco
 --

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Re: [hlcoders] FileFarm - Community File Mirror Network

2004-12-17 Thread Michael Fischer
Modulo all the p2p discussion that's been going on in this thread,
filefarm as you have it looks promising.  One of my biggest pet peeves
about gaming is the download sites that redirect you to page after page
with a link saying click here to download the file.  I love the no
nonsense, one-click download of filefarm.  Hopefully the mirrors you
link to will allow this, and not insist that the user be redirected to
their site before downloading the file.
It'd be great to have one end all, be all gaming mirror site (or at
least a site with an exhaustive list of hl2 mod files).  That said,
there are already many, many dedicated file hosting sites out there, and
they all want to be THE gaming site.  So it'd take full cooperation on
our part to make this happen...
Do you have a mechanism to automatically deal with broken links?  They
could quickly become a problem.
Keep up the good work.  I'll submit links to any content I produce.
HoundDawg wrote:
Hi Everyone,
Just wanted to inform you of a new web application I launched earlier this
week, which will help with your file releases.  It allows you to post your
new file release and add your download link as the first mirror for the
file.  Then, other mirrors have the ability to download your file and add
their mirror links to the list, effectively building a set of mirrors for
your file.
Yes, this is a new and different concept for many of you, that are used to
services like FilePlanet.  The big difference here, is that this service is
free and maintained by the participating mirror providers, who are able to
register and immediately participate at any time.
You can think of it like a file mirror wiki of sorts.  Then, on your
website, you can provide a link to your file mirror list on FileFarm.  This
removes the work of maintaining a mirror list yourself and allows you to
focus on support and updates.
http://www.FileFarm.net
Unlike services like FilePlanet, users looking to download your file won't
need a membership, or wait in any lines.  They'll be able to search for the
file and then select the closest mirror.  It's really a win-win-win solution
for those releasing files, those providing mirrors for the files, and for
those looking and downloading the files.
If you have any questions or comments, I'll be on IRC in #FileFarm on
GameSurge (irc.gamesurge.net).
- HoundDawg
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Re: [hlcoders] should I wait for hl2dm sdk?

2004-12-16 Thread Michael Fischer
That's great news!  Thanks a ton.
Adrian Finol wrote:
We are planning on releasing the HL2DM source code but don't have a date
for it right now.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyle Keating
Sent: Wednesday, December 15, 2004 8:35 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] should I wait for hl2dm sdk?
I worked on and complete a hl1 mod for two years. I became very
efficient with that SDK and so far, hl2 seems very similar. If I need to
learn anything, its the new entity structure and some new variable names
and vgui 2.0. Other than that I just want to improve hldm2. My entire
hl1 mod was aimed at improving hldm1 and we developed lots of robust
features that we would like to incorporated into hldm2 before it gets
boring and dies out. With only 2 maps and and no features, the mod
(hldm2) as it stands is pretty bare, and valve would do itself justice
by realising the SDK to the experience programmers who have the
motivation and enthusiasm to help the game. I don't want the SDK to
learn. I did that, I want the SDK to make hl2dm worthy of its name.
On Wed, 15 Dec 2004 22:35:23 -0500, John bKT Bellone
[EMAIL PROTECTED] wrote:
ChessMess wrote:

Learning through example is much more efficient then learning by
trial. If you have the time to spare, learn by trial. If you need to
get up to speed quickly or you don't have the time to spare, learn by

example.
What ever became of that Book that was suppose to be published about
modding for HL2?
http://www.amazon.com/exec/obidos/tg/detail/-/0761543635/qid=11031454
08/sr=1-3/ref=sr_1_3/102-8508584-8465730?v=glances=books
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Not sure... I usually learn faster by learning by trial because I know

exactly what is happening, and I don't need to fish around someone
elses' code.
Normally I look at entities (in this SDK at least) that would most
resemble what I am attempting to create, therefore I have somewhat of
a basis when creating mine. The power of Find in Files :)
--
-John bKT Bellone
Project Manager, Programmer
Flipside Software
http://www.flipsidesoftware.com
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Re: [hlcoders] I know this is a long shot

2004-12-03 Thread Michael Fischer
I'm interested in this too.  I've tried both options in the Create a Mod
dialog.  Start a mod from scratch seems to create a bare-bones
multiplayer mod, and doesn't make use of any of the HL2 weapon code (the
files are included in the project, but they're excluded from the
build).  Modify Half-Life 2 does include the HL weapon code, but of
course the default behavior for the mod is a single player game.
Changing appid in gameinfo.txt to 320 or using -applaunch 320 for
steam.exe doesn't seem to do the trick (the changes I made to the source
still don't have any effect, since it looks like it's just loading the
old deathmatch dll).
So, has anyone been able to basically recompile HL2DM with the SDK?  I'd
imagine this is how mods like Rocket Crowbar get their beginnings.
-Mike
Kyle Keating wrote:
but is the code for your hl2dm including with the hl2 sdk, or is it
jsut the single player. I'm interested in making a simple mod to
improve featuring for hldm2. I do not wish to make a whole new mod or
recreate hldm2.
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Re: [hlcoders] I know this is a long shot

2004-12-03 Thread Michael Fischer
Yeah, I'd like to use the HL2 weapons.  Essentially, I want to be able
to create a mod identical to HL2DM in every respect, for the purpose of
modifying it.
I'm just wondering if anyone else has had any luck doing this in some
simple way.
Ryan Horton wrote:
Are you looking specifically for HL2 weapons? As in, not the CS
weapons? Because you can use the shotgun, mp5, and grenade from CS if
you just do a straight, untouched build off of Start a mod from
scratch
On Fri, 03 Dec 2004 13:14:24 -0500, Michael Fischer [EMAIL PROTECTED] 
wrote:

I'm interested in this too.  I've tried both options in the Create a Mod
dialog.  Start a mod from scratch seems to create a bare-bones
multiplayer mod, and doesn't make use of any of the HL2 weapon code (the
files are included in the project, but they're excluded from the
build).  Modify Half-Life 2 does include the HL weapon code, but of
course the default behavior for the mod is a single player game.
Changing appid in gameinfo.txt to 320 or using -applaunch 320 for
steam.exe doesn't seem to do the trick (the changes I made to the source
still don't have any effect, since it looks like it's just loading the
old deathmatch dll).
So, has anyone been able to basically recompile HL2DM with the SDK?  I'd
imagine this is how mods like Rocket Crowbar get their beginnings.
-Mike

Kyle Keating wrote:

but is the code for your hl2dm including with the hl2 sdk, or is it
jsut the single player. I'm interested in making a simple mod to
improve featuring for hldm2. I do not wish to make a whole new mod or
recreate hldm2.
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Re: SV: [hlcoders] sdk release and a surprise ideas..

2004-12-01 Thread Michael Fischer
Visual C++ 2005 Express Beta might be of interest to some of you,
downloadable for free at
http://lab.msdn.microsoft.com/express/visualc/default.aspx .  Game
mods is even listed as one of the possible uses for the software.
Looks like an almost full-featured IDE for free.  Not sure what the
license restrictions are though.
I haven't tried it myself, so I can't vouch for it yet (I have VS.NET
2002).  Anyone who does try it, let us know how it does with the SDK.
-Mike
Jakob W. Nielsen wrote:
Having VS7.1 myself and only just now downloading the sdk I have no idea
but...
Will the linux makefiles work with the free VC7.1 compiler ?
If not is there any chance you will make makefiles for that?, as this
would be great for people not able to gather the amount of money needed
for the entire Visual Studio...
Jakob Nielsen
-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af Alfred
Reynolds
Sendt: 1. december 2004 07:13
Til: [EMAIL PROTECTED]
Emne: RE: [hlcoders] sdk release and a surprise ideas..
Only VC7.1 (.NET 2003) will be supported for the Source SDK under
Windows. The SDK includes linux makefiles (in the linux_sdk directory).
You can read more details on how to compile under linux here:
http://www.valve-erc.com/srcsdk/linux_compiling.html
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ruari
O'Sullivan Sent: Tuesday, November 30, 2004 9:58 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] sdk release and
a surprise ideas..

Hey, there it is.
Didn't most people say they were still using MSVC++ 6? I know I am.
Any chance of project files? If not, how about a makefile for g++?
Digging the documentation so far. It's good to have something there.
-randomnine-
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