RE: [hlcoders] Basic Bot Stub

2006-08-03 Thread Scott Tuttle
 I grabbed the bits and pieces from the serverplugin_empty and added them to
the serverplugin_bot and did some file and project name changes to get what
I want.

I am happy with what I have right now.

I understand the limitations of some of the information that has not been
exposed.  Just figured it might be interesting enough to do some fiddling.
:)

Thanks for the help all...

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Jeremy Swigart
> Sent: Thursday, August 03, 2006 2:35 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Basic Bot Stub
>
> --
> [ Picked text/plain from multipart/alternative ]
> Yea unfortunately the documentation is pretty non-existant.
> If you take one
> of those open source bot plugins, you should be able to load
> it and spawn
> bots in any mod, though to get them to use weapons you will
> need to make
> source changes to pass the appropriate weapon names into
> SetActiveWeapon and
> stuff.
>
> On 8/3/06, Scott Tuttle <[EMAIL PROTECTED]> wrote:
> >
> > > I don't have the sdk in front of me, but if there are
> variables and/or
> > > functions defined in there and you remove them you are going
> > > to get linker
> > > errors. Looks like thats exactly what is happening. That file
> > > is probably in
> > > there for a reason. You can't just remove arbitrary files and
> > > expect things
> > > to keep working.
> >
> > I guess its my fault when I look at a server plugin example
> thinking it
> > would also not just work... But explain why it works...
> >
> > Maybe it would have made more sense to me if they  had
> instead called
> > serverplugin_empty.cpp main.ccp required.  Obviously it is
> required.  And
> > I
> > wasn't trying to remove "arbitryary files" but instead
> wondering if any of
> > it wasn't needed Some of the calls clearly in
> serverplugin_empty.cpp
> > are
> > not required especially if I can just instead place the
> same CON_COMMANDS
> > and ConVar statements in serverplugin_bot.cpp.  Although it
> isnt exactly
> > clear... it is more of an assumption, based on not really having any
> > documentation about what the plugin calls are doing.
> >
> > So thanks for "answering" my questions in a non-answer sort of way.
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the
> list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
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RE: [hlcoders] Basic Bot Stub

2006-08-03 Thread Scott Tuttle
>
> Scott if you look here:
> http://filebase.bots-united.com/index.php?action=category&id=19
> and download a file called RCBot 2 Base Source, it has a basic
> stucture to have moving and working bots.  At the moment it only fires
> in hl2dm, but in dod source it actually allows you to place way
> points, and have bots roam around.

Thank you for your great reply. :)


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RE: [hlcoders] Basic Bot Stub

2006-08-03 Thread Scott Tuttle
> I don't have the sdk in front of me, but if there are variables and/or
> functions defined in there and you remove them you are going
> to get linker
> errors. Looks like thats exactly what is happening. That file
> is probably in
> there for a reason. You can't just remove arbitrary files and
> expect things
> to keep working.

I guess its my fault when I look at a server plugin example thinking it
would also not just work... But explain why it works...

Maybe it would have made more sense to me if they  had instead called
serverplugin_empty.cpp main.ccp required.  Obviously it is required.  And I
wasn't trying to remove "arbitryary files" but instead wondering if any of
it wasn't needed Some of the calls clearly in serverplugin_empty.cpp are
not required especially if I can just instead place the same CON_COMMANDS
and ConVar statements in serverplugin_bot.cpp.  Although it isnt exactly
clear... it is more of an assumption, based on not really having any
documentation about what the plugin calls are doing.

So thanks for "answering" my questions in a non-answer sort of way.


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RE: [hlcoders] Basic Bot Stub

2006-08-03 Thread Scott Tuttle
Yeah so much for not wanting to use 2003.  I setup a virtual pc and have
2003 installed in that environment.

I am checking out the serverplugin_empty example  I see it has a
serverplugin_bot.cpp

It compiles fine and I can use the command plugin_bot_add command to add  a
bot to the server.

My question is... Do I need all the stuff in the serverplugin_empty.cpp
file.  Since there is no explanation of what is going on in this file I
can't figure out how it is used and how it relates to the
serverplugin_bot.cpp.  I tried to remove the serverplugin_empty.cpp and
recompile it but it seems to be giving me too many errors... Attached below.

I am just tryign to get it to a clean project and figure out if there is
anything I don't need.  Do I just leave the serverplugin_empty in and take
out its CON_COMMANDS and ConVars that areant really necessary?

Thanks,
Scott





serverplugin_empty error LNK2001: unresolved external symbol "class
IEngineTrace * enginetrace" (?enginetrace@@3PAVIEngineTrace@@A)
serverplugin_empty The 'Outputs' property for the custom build step for file
'tier0.lib' is not set. The custom build step will be skipped.
serverplugin_empty warning LNK4075: ignoring '/EDITANDCONTINUE' due to
'/INCREMENTAL:NO' specification
serverplugin_empty error LNK2001: unresolved external symbol "class
IPlayerInfoManager * playerinfomanager"
(?playerinfomanager@@3PAVIPlayerInfoManager@@A)
serverplugin_empty error LNK2001: unresolved external symbol "class
IBotManager * botmanager" (?botmanager@@3PAVIBotManager@@A)
serverplugin_empty error LNK2001: unresolved external symbol "class
IVEngineServer * engine" (?engine@@3PAVIVEngineServer@@A)
serverplugin_empty error LNK2001: unresolved external symbol "class
CGlobalVars * gpGlobals" (?gpGlobals@@3PAVCGlobalVars@@A)
serverplugin_empty error LNK2001: unresolved external symbol "class
IUniformRandomStream * randomStr" (?randomStr@@3PAVIUniformRandomStream@@A)
serverplugin_empty error LNK2001: unresolved external symbol "class
IServerPluginHelpers * helpers" (?helpers@@3PAVIServerPluginHelpers@@A)
serverplugin_empty fatal error LNK1120: 7 unresolved externals

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Scott Tuttle
> Sent: Wednesday, August 02, 2006 3:03 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Basic Bot Stub
>
> Nah I wont use 2003.  I just was reading the examples and
> such and obviously
> the documentation is not sufficient.  I wanted to do
> something simple and
> just use their code to "add" a bot the the server.  But
> obviously they have
> no "simple" code to do this.  However they should have such
> simple example
> code.  I guess I expect too much.
>
> I plan on checking out your 2005 link there.  :)
>
> Thanks
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Robbie Groenewoudt
> > Sent: Wednesday, August 02, 2006 2:51 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Basic Bot Stub
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > * rereads message
> >
> > Are you sure you want to make a bot? if you just started, I
> > would recommened
> > to do something simple first. Download some open-source
> > serverplugins and
> > take a look in it. There are also open-source bots.
> >
> > Second, you are talking about Dod: Source and modcode.
> > However, there's no
> > modcode available for DODS. You will have to make a
> > serverplugin and don't
> > use modcode. (That is for HL2(DM))
> >
> > Third: Many people still have loads of errors with 2005. The
> > VDC page is
> > only about the modcode so it would be hard to fix server
> > plugins for 2005. I
> > would recommend using Visual Studio 2003.
> >
> > On 8/2/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > >
> > > 1. Turn off digest mode... It sucks when also replying at
> > the list ;)
> > > 2. http://developer.valvesoftware.com/wiki/Compiling_under_VS2005
> > >
> > >
> > > On 8/2/06, Scott Tuttle <[EMAIL PROTECTED]> wrote:
> > > >
> > > > I guess that's just a small amount of the compile errors
> > I am getting.
> > > >
> > > > I wont burden the list by posting all of them :)
> > > >
> > > > > -Original Message-
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > > Scott Tuttle
> >

RE: [hlcoders] Basic Bot Stub

2006-08-02 Thread Scott Tuttle
Nah I wont use 2003.  I just was reading the examples and such and obviously
the documentation is not sufficient.  I wanted to do something simple and
just use their code to "add" a bot the the server.  But obviously they have
no "simple" code to do this.  However they should have such simple example
code.  I guess I expect too much.

I plan on checking out your 2005 link there.  :)

Thanks

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Robbie Groenewoudt
> Sent: Wednesday, August 02, 2006 2:51 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Basic Bot Stub
>
> --
> [ Picked text/plain from multipart/alternative ]
> * rereads message
>
> Are you sure you want to make a bot? if you just started, I
> would recommened
> to do something simple first. Download some open-source
> serverplugins and
> take a look in it. There are also open-source bots.
>
> Second, you are talking about Dod: Source and modcode.
> However, there's no
> modcode available for DODS. You will have to make a
> serverplugin and don't
> use modcode. (That is for HL2(DM))
>
> Third: Many people still have loads of errors with 2005. The
> VDC page is
> only about the modcode so it would be hard to fix server
> plugins for 2005. I
> would recommend using Visual Studio 2003.
>
> On 8/2/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >
> > 1. Turn off digest mode... It sucks when also replying at
> the list ;)
> > 2. http://developer.valvesoftware.com/wiki/Compiling_under_VS2005
> >
> >
> > On 8/2/06, Scott Tuttle <[EMAIL PROTECTED]> wrote:
> > >
> > > I guess that's just a small amount of the compile errors
> I am getting.
> > >
> > > I wont burden the list by posting all of them :)
> > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > Scott Tuttle
> > > > Sent: Wednesday, August 02, 2006 2:33 PM
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: [hlcoders] Basic Bot Stub
> > > >
> > > > Dear List:
> > > >
> > > > I have been looking at the sdk code all day.  Trying to get a
> > > > basic project
> > > > setup that would allow me to do some bot work.  Specifically
> > > > dod source.  I
> > > > see there are some deficiencies in the plugin aspect and am
> > > > looking at the
> > > > mod aspect.
> > > >
> > > > I downloaded the sdk but am having some problems:
> > > >
> > > > 1. I have visual studio 2005 and cannot compile the
> current sample mod
> > > > project created.  I used the integrated conversion tool to
> > > > open up the 2003
> > > > project and covert it to 2005.  But, when I try to compile, I
> > > > am getting
> > > > some errors.  Compile errors are attached to the end of this
> > > > email.  Does
> > > > someone have a vs2005 sdk project that can be
> downloaded and compiles
> > > > properly?  I don't understand how to properly convert the
> > > > depreciated lines
> > > > and fix the cannot convert errors.
> > > >
> > > > 2. In the project are all the files necessary in order
> to use the
> > > > sdk_bot_temp.cpp example?  Once I compile it how do I
> add it to my dod
> > > > source server to test.  I have installed mani before but it
> > > > is a plugin.  I
> > > > am not sure how a bod mod would be installed into dod.
> > > >
> > > > If someone could provide a simple vs2005 project to start bot
> > > > development
> > > > for dod source I would be eternally grateful.  I am a fairly
> > > > proficient
> > > > programmer but havent done much c++ programming so I am
> > > > getting stalled here
> > > > :)
> > > >
> > > > Thanks,
> > > > Scott
> > > >
> > > >
> > > > Warning   1   warning C4996: '_vsnprintf' was
> > > > declared deprecated
> > > > c:\dodsbot\src\Public\tier0\dbg.h 482
> > > > Warning   2   warning C4996: '_vsnprintf' was
> > > > declared deprecated
> > > > c:\dodsbot\src\Public\tier0\dbg.h 482
> > > > Warning   3   warning C4996: 'strcpy' was
> declared deprecated
> > 

RE: [hlcoders] Basic Bot Stub

2006-08-02 Thread Scott Tuttle

> You can't compile a mod and run it with DOD:S (DOD:S is a mod).

Yes I thought this.  Which was a source of my confusion when checking out
the server bot portion of the sdk wiki.

> You need to make a plugin. Check out this list history for
> posts related to
> this. Bots that interact with players can't currently be made
> for exisiting
> mods like CS:S or DOD:S with the Valve provided plugin interfaces.

As I stated in my original post I did look at the history.  I scanned the
history for bot referrences all the way back to 2004.

Thanks for the reply.



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RE: [hlcoders] Basic Bot Stub

2006-08-02 Thread Scott Tuttle
I guess that's just a small amount of the compile errors I am getting.

I wont burden the list by posting all of them :)

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Scott Tuttle
> Sent: Wednesday, August 02, 2006 2:33 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Basic Bot Stub
>
> Dear List:
>
> I have been looking at the sdk code all day.  Trying to get a
> basic project
> setup that would allow me to do some bot work.  Specifically
> dod source.  I
> see there are some deficiencies in the plugin aspect and am
> looking at the
> mod aspect.
>
> I downloaded the sdk but am having some problems:
>
> 1. I have visual studio 2005 and cannot compile the current sample mod
> project created.  I used the integrated conversion tool to
> open up the 2003
> project and covert it to 2005.  But, when I try to compile, I
> am getting
> some errors.  Compile errors are attached to the end of this
> email.  Does
> someone have a vs2005 sdk project that can be downloaded and compiles
> properly?  I don't understand how to properly convert the
> depreciated lines
> and fix the cannot convert errors.
>
> 2. In the project are all the files necessary in order to use the
> sdk_bot_temp.cpp example?  Once I compile it how do I add it to my dod
> source server to test.  I have installed mani before but it
> is a plugin.  I
> am not sure how a bod mod would be installed into dod.
>
> If someone could provide a simple vs2005 project to start bot
> development
> for dod source I would be eternally grateful.  I am a fairly
> proficient
> programmer but havent done much c++ programming so I am
> getting stalled here
> :)
>
> Thanks,
> Scott
>
>
> Warning   1   warning C4996: '_vsnprintf' was
> declared deprecated
> c:\dodsbot\src\Public\tier0\dbg.h 482
> Warning   2   warning C4996: '_vsnprintf' was
> declared deprecated
> c:\dodsbot\src\Public\tier0\dbg.h 482
> Warning   3   warning C4996: 'strcpy' was declared deprecated
> c:\dodsbot\src\Public\vstdlib\strtools.h  89
> Warning   4   warning C4996: 'strcpy' was declared deprecated
> c:\dodsbot\src\Public\vstdlib\strtools.h  89
> Error 5   error C2440: 'return' : cannot convert from
> 'const char *'
> to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
> Error 6   error C2440: 'return' : cannot convert from
> 'const char *'
> to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
> Error 7   error C2440: 'return' : cannot convert from
> 'const char *'
> to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
> Error 8   error C2440: 'return' : cannot convert from
> 'const char *'
> to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
> Warning   9   warning C4996: 'strcpy' was declared deprecated
> c:\dodsbot\src\Public\datamap.h   384
> Warning   10  warning C4996: 'strcat' was declared deprecated
> c:\dodsbot\src\Public\datamap.h   385
> Warning   11  warning C4996: 'strcpy' was declared deprecated
> c:\dodsbot\src\Public\datamap.h   384
> Warning   12  warning C4996: 'strcat' was declared deprecated
> c:\dodsbot\src\Public\datamap.h   385
> Warning   13  warning C4996: '_vsnprintf' was
> declared deprecated
> c:\dodsbot\src\Public\tier0\dbg.h 482
> Warning   14  warning C4996: 'strcpy' was declared deprecated
> c:\dodsbot\src\Public\vstdlib\strtools.h  89
> Error 15  error BK1506 : cannot open file
> '.\release_sdk\AlphaMaterialProxy.sbr': No such file or directory
> BSCMAKE
> Error 16  error C2440: 'return' : cannot convert from
> 'const char *'
> to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
> Error 17  error C2440: 'return' : cannot convert from
> 'const char *'
> to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
> Warning   18  warning C4996: 'strcpy' was declared deprecated
> c:\dodsbot\src\Public\datamap.h   384
> Warning   19  warning C4996: 'strcat' was declared deprecated
> c:\dodsbot\src\Public\datamap.h   385
> Error 20  error BK1506 : cannot open file
> '.\release_sdk\AI_Activity.sbr': No such file or directoryBSCMAKE
>
>
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RE: [hlcoders] Upcoming SDK Release

2006-08-02 Thread Scott Tuttle
>
> Are you guys required to use Outlook or something? Every post
> I've ever
> seen to this list from Valve has been with Outlook, and it
> always screws
> up the thread groups. I find it rather humorous that Valve uses GNU
> Mailman for their mailing list, a software bundle that tries to
> intricately to handle thread groups well, and then turns
> around and uses
> Outlook to trample all over them :P

Are you sure its not because he just replied to another post and changed the
subject and then sent his SDK Release notification?


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[hlcoders] Basic Bot Stub

2006-08-02 Thread Scott Tuttle
Dear List:

I have been looking at the sdk code all day.  Trying to get a basic project
setup that would allow me to do some bot work.  Specifically dod source.  I
see there are some deficiencies in the plugin aspect and am looking at the
mod aspect.

I downloaded the sdk but am having some problems:

1. I have visual studio 2005 and cannot compile the current sample mod
project created.  I used the integrated conversion tool to open up the 2003
project and covert it to 2005.  But, when I try to compile, I am getting
some errors.  Compile errors are attached to the end of this email.  Does
someone have a vs2005 sdk project that can be downloaded and compiles
properly?  I don't understand how to properly convert the depreciated lines
and fix the cannot convert errors.

2. In the project are all the files necessary in order to use the
sdk_bot_temp.cpp example?  Once I compile it how do I add it to my dod
source server to test.  I have installed mani before but it is a plugin.  I
am not sure how a bod mod would be installed into dod.

If someone could provide a simple vs2005 project to start bot development
for dod source I would be eternally grateful.  I am a fairly proficient
programmer but havent done much c++ programming so I am getting stalled here
:)

Thanks,
Scott


Warning 1   warning C4996: '_vsnprintf' was declared deprecated
c:\dodsbot\src\Public\tier0\dbg.h   482
Warning 2   warning C4996: '_vsnprintf' was declared deprecated
c:\dodsbot\src\Public\tier0\dbg.h   482
Warning 3   warning C4996: 'strcpy' was declared deprecated
c:\dodsbot\src\Public\vstdlib\strtools.h89
Warning 4   warning C4996: 'strcpy' was declared deprecated
c:\dodsbot\src\Public\vstdlib\strtools.h89
Error   5   error C2440: 'return' : cannot convert from 'const char *'
to 'char *' c:\dodsbot\src\Public\vstdlib\strtools.h90
Error   6   error C2440: 'return' : cannot convert from 'const char *'
to 'char *' c:\dodsbot\src\Public\vstdlib\strtools.h93
Error   7   error C2440: 'return' : cannot convert from 'const char *'
to 'char *' c:\dodsbot\src\Public\vstdlib\strtools.h90
Error   8   error C2440: 'return' : cannot convert from 'const char *'
to 'char *' c:\dodsbot\src\Public\vstdlib\strtools.h93
Warning 9   warning C4996: 'strcpy' was declared deprecated
c:\dodsbot\src\Public\datamap.h 384
Warning 10  warning C4996: 'strcat' was declared deprecated
c:\dodsbot\src\Public\datamap.h 385
Warning 11  warning C4996: 'strcpy' was declared deprecated
c:\dodsbot\src\Public\datamap.h 384
Warning 12  warning C4996: 'strcat' was declared deprecated
c:\dodsbot\src\Public\datamap.h 385
Warning 13  warning C4996: '_vsnprintf' was declared deprecated
c:\dodsbot\src\Public\tier0\dbg.h   482
Warning 14  warning C4996: 'strcpy' was declared deprecated
c:\dodsbot\src\Public\vstdlib\strtools.h89
Error   15  error BK1506 : cannot open file
'.\release_sdk\AlphaMaterialProxy.sbr': No such file or directory
BSCMAKE
Error   16  error C2440: 'return' : cannot convert from 'const char *'
to 'char *' c:\dodsbot\src\Public\vstdlib\strtools.h90
Error   17  error C2440: 'return' : cannot convert from 'const char *'
to 'char *' c:\dodsbot\src\Public\vstdlib\strtools.h93
Warning 18  warning C4996: 'strcpy' was declared deprecated
c:\dodsbot\src\Public\datamap.h 384
Warning 19  warning C4996: 'strcat' was declared deprecated
c:\dodsbot\src\Public\datamap.h 385
Error   20  error BK1506 : cannot open file
'.\release_sdk\AI_Activity.sbr': No such file or directory  BSCMAKE


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RE: [hlcoders] STOPP FUCKING

2005-02-23 Thread Scott Tuttle
Forget about how he unsubscribes.  I am wondering how he ever subscribed.
:boggles:

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Wednesday, February 23, 2005 12:48 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] STOPP FUCKING

His brain is oh too small for that.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Frank Weima
Sent: Wednesday, February 23, 2005 12:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] STOPP FUCKING

Hey look, We got nice people in the mail-script coding team.
It says:

"To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders";

Heey! What the... it's at the bottom, maybe you should press it?
Do you Yah... Code!? :-)

Frank


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RE: [hlcoders] the family that games together

2004-11-10 Thread Scott Tuttle
Is this something new?  Because when source became available I purchased it
twice on one card.  So this must be something new or I just happened to get
through fine.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rice, Rick
Sent: Wednesday, November 10, 2004 1:55 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] the family that games together

VALVe needs to have an option where users can purchase multiple licenses for
families and such. Personally, I would like to get 3 tickets (license) for
my home PC's. VALVe's policy of 1 CC per ticket (which I can understand)
makes this very difficult.

I would suggest another option: allow a purchaser the option of buying 1, 2,
3 or 5 tickets on one card and only allow that card to purchase once. This
would allow users like me to get the tickets I need all at once and still
adhere to their credit card fraud olicy.

Just my $0.02.

Radi8

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A. Stumm
Sent: Wednesday, November 10, 2004 1:50 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] the family that games together

On Tue, 9 Nov 2004, Karl Jones wrote:

> Hi All -
>
> Somewhat off-topic, but I can't help myself ...
>
> >I wish to be able to purchase 3 copies of hl2 so that I, my wife and
> >my kids can all game together. [Brian A. Stumm" <[EMAIL PROTECTED]>]
> >
> >
> Your wife plays first-person shooters?  Your entire *family* plays
> head-to-head??
>
> My God -- you're the luckiest husband in the world!
>
> : )
>

:D

Yeppers, my wife plays TFC. She's not into alot of games but some. I
actually have 2 kids but not enough desktops for all 4 of us to play at
once. My youngest son has been playing since he was 2. YES TWO YEARS OLD and
he was pretty good then... He couldn't recite his ABC's but if you told him
to hit the "C" key he knew right were it was LOL. The youngest is
5 now and currently into sven coop.


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RE: [hlcoders] Re: Source SDK Released

2004-11-09 Thread Scott Tuttle
I purchased one copy of the bronze for me and then I purchased it for a
friend...

So I don't know if that is something they just changed or if it just allowed
me to do it...

So... You could try it... What do you have to loose?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A. Stumm
Sent: Tuesday, November 09, 2004 6:27 AM
To: [EMAIL PROTECTED]
Cc: Taylor Sherman
Subject: RE: [hlcoders] Re: Source SDK Released


I have a concern...

I wish to be able to purchase 3 copies of hl2 so that I, my wife and my kids
can all game together. And I wish to purchase all copies using one credit
card. What hoops must I jump through to accomplish this? Or should I just
opt for the store bought versions. And If I go for store bought does that
mean I'm screwed out of dod source or what? Considering we are only a week
away I'd think its time to start answering these questions...


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RE: [hlcoders] Log_addaddress issue

2004-11-09 Thread Scott Tuttle
I heard this doesn't work... But you might try it...

log_level 15

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Fernando Manso
Sent: Tuesday, November 09, 2004 5:06 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Log_addaddress issue

Someone know how to setup srcds for sending restartround events and more
like it? I dont know what i am doing wrong but with hlds I received the
restartrounds events and with srcds it doesnt. Even it dont appear in srcds
console.

Thanks

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RE: [hlcoders] Source rcon protocol

2004-11-08 Thread Scott Tuttle
Just remember... Whatever you do don't put that link in your server.cfg.
Unless they have fixed the bug where that line gets reloaded every round
creating multiple streams to your udp listener...

Put it into game.cfg.  It will only get loaded once when it starts...  Only
problem I have had there is that I lost the information that I placed into
the game.cfg...  Just plain gone.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Fernando Manso
Sent: Monday, November 08, 2004 5:02 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Source rcon protocol

Ok thx Now it works but I am having another problem. The server dont send me
the restartround event and more like it :(


On Fri, 5 Nov 2004 12:58:37 -0500, Scott Tuttle <[EMAIL PROTECTED]>
wrote:
> Do
>
> log_addaddress "192.168.0.50:6888 "
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] ] On Behalf Of Fernando
> Manso
> Sent: Friday, November 05, 2004 11:18 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Source rcon protocol
>
> It seems it doesnt get the correct sintax.
>
> This is what i get in console:
>
> log_addaddress 192.168.0.50:6888
> log_addaddress:  usage
> log_addaddress ip:port
>
> something wrong ?
>
> excuse my english.
> thanks.
>
> On Fri, 5 Nov 2004 17:11:11 +0100, Fernando Manso <[EMAIL PROTECTED] >
wrote:
> > I dont ask for the command. I know the command but it dont works, or
> > dont works like cs1.6 or something. I cant get the logs remotely on
> > source but I can in cs1.6.
> >
> >
> >
> >
> > On Sat, 06 Nov 2004 03:05:13 +1000, Bruce Bahamut Andrews
> > <[EMAIL PROTECTED] > wrote:
> > > Fernando Manso wrote:
> > >
> > > >Ok thanks that was the problem.
> > > >
> > > >But another question. Do log_addaddress works on srcds ? I am
> > > >trying it and I receive the log with cs1.6 but not with source.
> > > >
> > > >Thanks again !
> > > >
> > > >
> > > cvarlist in the console shows the following commands for Source
> > > regarding logs:
> > >  log  : cmd
> > > :  : Enables standard log file <0|1>.
> > >  log_addaddress   : cmd
> > > :  : Set address and port for remote host .
> > >  log_console  : cmd
> > > :  : Echos event logging in console <0|1>.
> > >  log_events   : cmd
> > > :  : Set UDP logging to remote host <0|1>.
> > >  log_level: cmd
> > > :  : Specifies a logging level 0..15 .
> > >  log_udp  : cmd
> > > :  : Send log packets to hosts in address list <0|1>.
> > >
> > > --
> > >
> > > - Bruce "Bahamut" Andrews
> > >
> > > ___
> > >
> > >
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
>
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>
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RE: [hlcoders] RE: Source SDK released

2004-11-07 Thread Scott Tuttle
>Yeah, I know. I find it rather annoying that you have to spend
>the extra for those extras when you already own them. >.<

>Heck, I'd like it if it only showed packages that you'd NEED
>to buy to get that... So, if you own HL already... Then it
>wouldn't bother with some of them... Heck, or even if it lowered
>the price on the higher packages!

Have you considered you aren't buying those older half-life games when you
buy the larger package and that valve is really just giving them away?

Cosidering what you are really getting for the extra money is...
Half-Life: Source
Day of Defeat: Source


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RE: [hlcoders] Source SDK released

2004-11-06 Thread Scott Tuttle
Or until he re-updates the encoded mono file

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of  Childe
Roland
Sent: Saturday, November 06, 2004 10:56 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Source SDK released

I'm sure this works fine, until HL2.exe is updated via Steam, and nobody can
access your mod anymore.


On Sat, 06 Nov 2004 10:51:38 +0100, tei <[EMAIL PROTECTED]> wrote:
>
> my 0.02 ?
>
> Here is a project to able to distribute content that force you to own
> already other content:
>
> http://monolith.sourceforge.net/
>
> You can encode yourmodSRC.zip to force users to own hl2.exe to decode:
>
> yourmodSRC.zip-#hl2.exe#-.mono
>
> to extract your mod, may need that:
>
>   1) the monolith app
>   2) hl2.exe file
>   3) yourmodSRC.zip-#hl2.exe#-.mono file
>
> the result will be:
>
> yourmodSRC.zip
>
>
>
>
> Oskar Lindgren wrote:
> > Does this mean that you MOST own a source account to use the SDK? If
> > so, that means that I will not be able to release the complete
> > source code for my upcoming HL2 MOD. If this is correct I will not make
a MOD.
> >
> > Brian "Satertek" Irelan wrote:
> >
> >> You need to own a Source game to have access to the SDK.
> >>
> >> I don't see how you can get more clear than that, you have to have
> >> a Source game bought on your account.
> >>
> >> And:
> >> "This release includes Source tools (Hammer, Model Viewer, etc) and
> >> work-in-progress documentation. These tools allow creation of
> >> Counter-Strike Source maps, models, and materials."
> >>
> >> So I guess we'll have to wait till around the HL2 release for the code?
> >>
> >>
> >>
> >> On Fri, 05 Nov 2004 16:53:20 -0600, Jeffrey botman Broome
> >> <[EMAIL PROTECTED]> wrote:
> >>
> >>
> >>> Martin Otten wrote:
> >>>
> >>>
>  ---
> 
>  The initial version of the Source SDK has been released.
>  You need to own a Source game to have access to the SDK.
> 
> 
> >>> "You need to own a Source game", is the SDK *NOT* going to be
> >>> available to someone who has a Steam account, but doesn't own a Source
game?
> >>>
> >>> --
> >>> Jeffrey "botman" Broome
> >>>
> >>>
> >>>
>
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>


--

 Childe Roland
"I will show you fear in a handful of jelly beans."

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RE: [hlcoders] Source rcon protocol

2004-11-05 Thread Scott Tuttle
Do

log_addaddress "192.168.0.50:6888"

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Fernando Manso
Sent: Friday, November 05, 2004 11:18 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Source rcon protocol

It seems it doesnt get the correct sintax.

This is what i get in console:

log_addaddress 192.168.0.50:6888
log_addaddress:  usage
log_addaddress ip:port


something wrong ?

excuse my english.
thanks.

On Fri, 5 Nov 2004 17:11:11 +0100, Fernando Manso <[EMAIL PROTECTED]> wrote:
> I dont ask for the command. I know the command but it dont works, or
> dont works like cs1.6 or something. I cant get the logs remotely on
> source but I can in cs1.6.
>
>
>
>
> On Sat, 06 Nov 2004 03:05:13 +1000, Bruce Bahamut Andrews
> <[EMAIL PROTECTED] > wrote:
> > Fernando Manso wrote:
> >
> > >Ok thanks that was the problem.
> > >
> > >But another question. Do log_addaddress works on srcds ? I am
> > >trying it and I receive the log with cs1.6 but not with source.
> > >
> > >Thanks again !
> > >
> > >
> > cvarlist in the console shows the following commands for Source
> > regarding logs:
> >  log  : cmd
> > :  : Enables standard log file <0|1>.
> >  log_addaddress   : cmd
> > :  : Set address and port for remote host .
> >  log_console  : cmd
> > :  : Echos event logging in console <0|1>.
> >  log_events   : cmd
> > :  : Set UDP logging to remote host <0|1>.
> >  log_level: cmd
> > :  : Specifies a logging level 0..15 .
> >  log_udp  : cmd
> > :  : Send log packets to hosts in address list <0|1>.
> >
> > --
> >
> > - Bruce "Bahamut" Andrews
> >
> > ___
> >
> >
> > To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>

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RE: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-29 Thread Scott Tuttle
Of course I am sure the original poster meant to say "Whole SDK !" :D

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Elektordi
Sent: Friday, October 29, 2004 9:44 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

Sorry. Corrected post :-) below:


/***
*
* Copyright (c) 2000, 2004 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology").  Id Technology (c) 2004 Id Software,
Inc.
* All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products
from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
/

//TODO: Hole SDK !


- Original Message -
From: Elektordi <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, October 28, 2004 11:42 PM
Subject: Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts


> main.cpp:
>
> /***
> *
> * Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
> *
> * This product contains software technology licensed from Id
> * Software, Inc. ("Id Technology").  Id Technology (c) 2004 Id
> Software, Inc.
> * All Rights Reserved.
> *
> *   Use, distribution, and modification of this source code and/or
resulting
> *   object code is restricted to non-commercial enhancements to products
> from
> *   Valve LLC.  All other use, distribution, or modification is prohibited
> *   without written permission from Valve LLC.
> *
> /
>
> //TODO: Whole SDK
>
> - Original Message -
> From: Jeffrey "botman" Broome <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, October 28, 2004 12:26 AM
> Subject: Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts
>
>
> Dave Sanders wrote:
> > Please.  If anyone at Valve is reading this thread.  Please.  Please.
> > Release the SDK.   We obviously need something to work on... :)
>
> Yes.  Even if it's not done, even if it won't compile, even if it's
> written in COBOL, even if it's only a single line of code from the
> smallest header file, even if it's just a COPYRIGHT comment.  We want
> an SDK that we can't do anything with!!!  :)


___[ Pub ]
Inscrivez-vous gratuitement sur Tandaime, Le site de rencontres !
http://rencontre.rencontres.com/index.php?origine=4


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RE: [hlcoders] Congrats Valve!

2004-10-24 Thread Scott Tuttle
Actually I found that an existing server where I could not run 3 1.6 servers
could easily run 3 cs source servers.  Seems they have optimized them so
that they don't interfere with each other as much.  But that is just my
opinion and yes it seems that they use about the same amount of bandwidth.

But of course the client will take more memory and better cpu.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei
Sent: Saturday, October 23, 2004 3:03 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Congrats Valve!


Inversion for cybercafes can be too high, has HL1 still ran well on existing
hardware. A new engine may need a huge investement on new hardware (mostly a
new 3d card 200$ by station, and maybe +256 MB), and cybercafes are always
short of money.

Also I suspect the dedicated version of HL2 will need much more memory and
better cpu, maybe even a hiperthread or a dual one board. Will be phisic for
all players emulated on the server? We dont know how will ran the server on
old hardware.

This mean a enormeous group of people will continue, because can't afford he
new game + the hardware enhancements.

Anyway because HL1 is that old, I suspect this problem will be surprising
smaller.

HL1 will abe still a huge userbase worldwide, Its only USA, UK, etc users
that will swich globally, west countrys.

Its also important to check if HL2 need more bandwidth per player, some
countrys (Brasil, Rusia and Aus) still has lots of users, but bad wires,
still a lot *cough* modem *cough* users.

Bandwidth can be optimized for modwise, I suspect, but latency its critical,
will be interesting to check if player prediction its better on HL2. I am
not a expert, trough. :I


Andrew Foss wrote:

> 'grats.
>
> Oddly, I still have my HL 1.0 disc. (and case, and I think even the
> box...) It's been through hell and back with me, and it still works :D
> It's too bad Steam turned it into a coaster. :(
>
> I'm getting all sentimental... I think it's time to make a shrine...
>
> I have a semi-on-topic question: Will the hlcoders list continue on
> for HL2, or will there be another dedicated list? I'd wager that this
> would be reused for HL2, since the last SDK was _the_ last. I think
> Valve is declaring HL an EOL product...
>
> RIP, dear friend. I will miss the old days of mods... (Imagine how
> laughed at CS would be if it were released today...)
>
> On Thu, 21 Oct 2004 21:32:00 +0100, Ben Davison <[EMAIL PROTECTED]>
wrote:
>
>>"(so, how about unlocking us folks on the hlcoders list a few days
>>early, eh? :)"
>>
>>Hehe if that was true and it got out to the general populace at large
>>I think valves list server would combust into many pieces.
>>
>>But anyway many congrats to valve! It must have been a hard journey to
>>make but you made it, and if the reviews are anything to go by you
succeed.
>>
>>And im looking forward to building a MOD with the tools you set forth,
>>and hopefully I can put it in my future portfolio.
>>
>>
>>
>>
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of Dave
>>Sanders
>>Sent: 22 October 2004 20:20
>>To: [EMAIL PROTECTED]
>>Subject: [hlcoders] Congrats Valve!
>>
>>Since we're barely on topic anymore anyway, I figured I'd give a big
>>W00T to Valve.  Just got my PCGamer today and they had a very, very
>>good review of HL2.
>>
>>I've been following Valve and HL since I got my HL 1.0 disc. (which I
>>still have!)  In the days of people hacking their own editors and
>>having to build their own hacks into the engines to get their mods to
>>work at all, Valve stepped forward and BUILT the modern mod community
>>with cooperation and style, not elitism.
>>
>>Now its (hopefully) going to happen all over again!  I'm psyched!  I
>>have been very worried over the past year that this version was never
>>going to happen... glad to see it was not worth the worry.
>>
>>(so, how about unlocking us folks on the hlcoders list a few days early,
eh?
>>:)
>>D
>>

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RE: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Scott Tuttle
If you want to continue to use VC6 I have no problem with that.  Was just
answering the question of why someone would want to use vs.net when it cost
more money.  When in fact it doesn't.  No dev environment but hey... that's
secondary to the fact its free (other than having access to a Windows
system).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Florian Zschocke
Sent: Thursday, October 21, 2004 4:46 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] What MSVC version do you use/have?

Scott Tuttle wrote:
> Umm compiler for vs.net is free.  You can compile and code from
> notepad and the commandline.  I believe...

And why would people want to compile and code from notepad and the
commandline if they have a nice VC6 GUI that just works for them? :)

Florian

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RE: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Scott Tuttle
Umm compiler for vs.net is free.  You can compile and code from notepad and
the commandline.  I believe...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Florian Zschocke
Sent: Thursday, October 21, 2004 8:26 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] What MSVC version do you use/have?

Peter Holcroft wrote:

> Most of the HL coders I know are using .net 2003, I am surprised at
> the number of VC6 users. Perhaps it's simply because the bare SDK
> gives fewer problems for VC6 rather than the cost?

Perhaps MSVS.NET is rather costly and not everybody can afford it, so they
stay with their good ol' VC6?

> It should be noted that Microsoft Visual C++ Toolkit 2003 is free for
> download:

Makefiles for the SDK usable with the toolkit would be nice then, I guess.
:)

Florian



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