Re: [hlcoders] Alive?

2011-05-09 Thread Spencer 'Voogru' MacDonald

I'm on a coding list?

I forgot.

On 5/9/2011 8:03 PM, Trevor 'Drak' wrote:

Is the coders mailing forum still active?


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Re: [hlcoders] Awesome

2011-04-14 Thread Spencer 'Voogru' MacDonald

But it would be so worth it.

On 4/14/2011 8:44 PM, Skyler York wrote:
Keep in mind, obvious trap is obvious. Too much trolling and you give 
away they've been caught.  It would seem Garry did just enough to 
trick the user into thinking it was a legitimate error so that they'd 
report it.


On Thu, Apr 14, 2011 at 5:07 PM, Spencer 'Voogru' MacDonald 
mailto:voo...@voogru.com>> wrote:


I didn't think it was a dick move.

I just think he should have gone a little further to troll the user.

Maybe crash garrys mod and force-open this URL:
http://www.youtube.com/watch?v=T3n0vBcW5fc



On 4/14/2011 8:00 PM, Jonathan Murphy wrote:

I also thought that this was a bit of a dick move, would've been
a much funnier "troll" if it did something humorous other than
crash the game and then force the user to inadvertently publish
identifying information.

Bad form Garry.

On Fri, Apr 15, 2011 at 8:25 AM, Spencer 'Voogru' MacDonald
mailto:voo...@voogru.com>> wrote:

Perhaps you should have considered having a 200+ step process
to 'fix' the problem, which involves reinstalling windows
among other things to waste even more of their time.


On 4/14/2011 1:32 PM, Garry Newman wrote:

Exactly right.

A lot of sites are reporting that people get banned from
Steam - this
isn't true. (How's that going to work?)

garry



On Thu, Apr 14, 2011 at 5:16 PM, Saul
Rennisonmailto:saul.renni...@gmail.com>>  wrote:

To be slightly more detailed than Rodrigo and Tobias
were:
According to Garry's Blog, the DRM is a simple "call
home", which I presume
sends the 64-bit SteamID to one of Garry's servers,
which in turn checks to
see if they are valid license owners of Garry's Mod,
if not, send back a
"PIRATE" signal, which then causes the engine error.

Thanks,
- Saul


On 14 April 2011 16:08,
Chrismailto:sniper...@fragspersecond.net>>  wrote:



http://www.gamepron.com/news/2011/04/12/garrys-mod-catches-pirates-the-fun-way/

Awesome story. Any insight into how it was done?
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Re: [hlcoders] Awesome

2011-04-14 Thread Spencer 'Voogru' MacDonald

I didn't think it was a dick move.

I just think he should have gone a little further to troll the user.

Maybe crash garrys mod and force-open this URL: 
http://www.youtube.com/watch?v=T3n0vBcW5fc



On 4/14/2011 8:00 PM, Jonathan Murphy wrote:
I also thought that this was a bit of a dick move, would've been a 
much funnier "troll" if it did something humorous other than crash the 
game and then force the user to inadvertently publish identifying 
information.


Bad form Garry.

On Fri, Apr 15, 2011 at 8:25 AM, Spencer 'Voogru' MacDonald 
mailto:voo...@voogru.com>> wrote:


Perhaps you should have considered having a 200+ step process to
'fix' the problem, which involves reinstalling windows among other
things to waste even more of their time.


On 4/14/2011 1:32 PM, Garry Newman wrote:

Exactly right.

A lot of sites are reporting that people get banned from Steam
- this
isn't true. (How's that going to work?)

garry



On Thu, Apr 14, 2011 at 5:16 PM, Saul
Rennisonmailto:saul.renni...@gmail.com>>  wrote:

To be slightly more detailed than Rodrigo and Tobias were:
According to Garry's Blog, the DRM is a simple "call
home", which I presume
sends the 64-bit SteamID to one of Garry's servers, which
in turn checks to
see if they are valid license owners of Garry's Mod, if
not, send back a
"PIRATE" signal, which then causes the engine error.

Thanks,
- Saul


On 14 April 2011 16:08, Chrismailto:sniper...@fragspersecond.net>>  wrote:



http://www.gamepron.com/news/2011/04/12/garrys-mod-catches-pirates-the-fun-way/

Awesome story. Any insight into how it was done?
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Re: [hlcoders] Awesome

2011-04-14 Thread Spencer 'Voogru' MacDonald
Perhaps you should have considered having a 200+ step process to 'fix' 
the problem, which involves reinstalling windows among other things to 
waste even more of their time.


On 4/14/2011 1:32 PM, Garry Newman wrote:

Exactly right.

A lot of sites are reporting that people get banned from Steam - this
isn't true. (How's that going to work?)

garry



On Thu, Apr 14, 2011 at 5:16 PM, Saul Rennison  wrote:

To be slightly more detailed than Rodrigo and Tobias were:
According to Garry's Blog, the DRM is a simple "call home", which I presume
sends the 64-bit SteamID to one of Garry's servers, which in turn checks to
see if they are valid license owners of Garry's Mod, if not, send back a
"PIRATE" signal, which then causes the engine error.

Thanks,
- Saul


On 14 April 2011 16:08, Chris  wrote:


http://www.gamepron.com/news/2011/04/12/garrys-mod-catches-pirates-the-fun-way/

Awesome story. Any insight into how it was done?
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Re: [hlcoders] A2S_RULES just getting another challenge

2010-06-14 Thread Spencer 'voogru' MacDonald
Number 3 and 4 can be done by following valve employees into TF2 games and
healing them.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of frostschutz
Sent: Monday, June 14, 2010 12:27 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] A2S_RULES just getting another challenge

On Mon, Jun 14, 2010 at 05:58:47PM +0200, C-F Strid wrote:
> Side note though: I'm not getting all the ConVars I'd like, and the
> last one is cut off. The dev wiki mentions this. Still no solution?

Possible solutions (for Source):

1) use rcon
2) use the remote logging facility
3) bribe someone at Valve to fix their broken Source Query protocol
4) bribe someone at Valve to release proper documentation for it too

Regards
frostschutz

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Re: [hlcoders] Source Engine 2!!!

2010-06-11 Thread Spencer 'voogru' MacDonald
She got disfigured in a portal mishap.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Friday, June 11, 2010 11:45 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source Engine 2!!!

That was a girl? It seemed quite ugly. Very much so compared to the person
they based it on.

On Fri, Jun 11, 2010 at 11:07 AM, Colm Sloan  wrote:

> I'd like to see the girl from Portal as a new character in TF2.
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Re: [hlcoders] ConVar assignment breaks game

2010-05-19 Thread Spencer 'voogru' MacDonald
"I made the assignment to a 
global variable"

cvar is NULL when the dll loads.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Klaus Müller
Sent: Wednesday, May 19, 2010 10:43 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] ConVar assignment breaks game

Okay, seems like it broke the game because I made the assignment to a 
global variable, although I still don't understand what the problem with 
that is. So if I assign it to a member variable of my panel resp. my 
property sheet class, at least the game remains functional. The problem 
still remains though that I can't change the value of the variable.

Klaus Müller wrote:
> I'm currently rewriting the entire options dialogue of Ep2 in order to 
> be able to add my own options. One of the fields I want to add is the 
> number of decals. So I made a call to cvar->FindVar("r_decals") in my 
> optionspanel.cpp. Since I'll be needing the ConVar multiple times, I 
> assigned it to a ConVar pointer via
>
> ConVar *cvDecals = (ConVar*) cvar->FindVar("r_decals");
>
> The same is done in c_baseplayer.cpp for example, i.e. ConVar *pVar = 
> (ConVar *)cvar->FindVar( "snd_soundmixer" ). The code compiles 
> absolutely fine. However, if I start the mod and go to the console, it 
> says "ConVarRef cl_forwardspeed doesn't point to an existing ConVar". 
> Trying to open my panel I get a "unknown command modoptions". When I 
> want to start a singleplayer game I get the DT_Basegrenade error 
> discussed here multiple times, complaining about missing decoders. 
> And, to top it all off, when I close the game via exit or quit through 
> the console or the quit dialogue, the game crashes with this listed as 
> faulty module: Fault Module Name:client.dll_unloaded.
>
> The strange thing is though that if I don't assign the return value of 
> FindVar() and simply do a
>  
> Q_strcpy( m_cDecals, cvar->FindVar("r_decals")->GetString() );
> m_pDecals->SetText( m_cDecals );
>
> everything works fine and the value of r_decals gets printed to the 
> appropriate text field. However, it's not possible to change the value 
> of the ConVar. For example, if I do a 
> cvar->FindVar("r_decals")->SetValue(1024) before I copy the string to 
> m_cDecals, the value will still be 2048 as defined in my config.cf.
>
> This is all very confusing since I can't find the striking difference 
> between the example in c_baseplayer I mentioned and my panel.

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Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Spencer 'voogru' MacDonald
"Besides that scripts are ugly as hell from a C++ coder's point of view."

Fixed.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
Kraeutmann
Sent: Monday, May 10, 2010 4:50 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Dugs in sdk update

Besides that Uscript is ugly as hell from a C++ coder's point of view.

On Mon, May 10, 2010 at 10:28 PM, Dexter  wrote:
> Sure, let me just port all this C++ code to Uscript really quick .. :)
>
> On Mon, May 10, 2010 at 1:27 PM, Ryan Sheffer  wrote:
>
>> Download the UDK today!
>>
>> ~Ryan
>>
>> On May 10, 2010, at 10:30 AM, "Jeffrey \"botman\" Broome" <
>> botman.hlcod...@gmail.com
>>  > wrote:
>>
>> > "Coming Soon"
>> >
>> > http://developer.valvesoftware.com/wiki/Valve_Time  :)
>> >
>> >
>> > On 5/10/2010 12:22 PM, Sam wrote:
>> >> So does anyone know an ETA of when this is going to be fixed? I'm
>> >> tired of
>> >> changing the appID every time I open Source SDK.
>> >>
>> >> On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions<
>> onl...@jumpcore.com
>> >> >wrote:
>> >>
>> >>
>> >>> We're a bit off topic here, I know, but here's a work around from
>> >>> the
>> >>> forums. It seems to do the job, as far as I can tell. Good luck with
>> >>> finishing up your mod!
>> >>>
>> >>> ***
>> >>>
>> >>> Originally Posted by IcarusNine:
>> >>> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to
>> >>> 440 (Team
>> >>> Fortress 2) seems to work around it. I'm not sure what Hammer is
>> >>> using/associating with the appID, but the lack of it is what's
>> >>> causing at
>> >>> least some of the problem.
>> >>>
>> >>>
>> >>> -Original Message-
>> >>> Date: Mon, 3 May 2010 17:32:19 +0100
>> >>> From: Harry Jeffery
>> >>> Subject: Re: [hlcoders] Dugs in sdk update
>> >>> To: Discussion of Half-Life Programming
>> >>>        
>> >>> Message-ID:
>> >>>      
 > >>> >
>> >>> Content-Type: text/plain; charset=ISO-8859-1
>> >>>
>> >>> It'd be nice if valve could fix this soon. Our mod can't progress at
>> >>> all, we only really need to fix up the maps at the moment.
>> >>>
>> >>>
>> >>>
>> >>>
>> >>> ___
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>> >>>
>> >>>
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Re: [hlcoders] VS2010

2010-04-13 Thread Spencer &#x27;voogru' MacDonald
But it can be fixed, which is probably a good intelligence barrier.

If someone can't figure out how to make it work, it's one less person
posting on this list "how do i nake rawkit launcher multiplay"

- voogru.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jarno Veuger
Sent: Tuesday, April 13, 2010 4:18 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] VS2010

But it doesn't work, since it doesn't compile in VS2008 (and VS2010) out 
of the box.

- Ywa

Op 13-Apr-10 19:40, Harry Jeffery schreef:
> If it works, dont break it.
>
> On 13 April 2010 18:33, Jarno Veuger  wrote:
>
>> Because no one in Valve maintains the mod SDK anymore.
>>
>> - Ywa
>>
>> Op 13-Apr-10 14:00, Casey Doran schreef:
>>  
>>> Been using it for a while now. While the stock SDK code does not
compille,
>>> making the changes listed on the wiki to get it running for 2008 work
fine.
>>> (Why isn't valve shipping SDK code that works on current-gen IDEs?)
>>> Honestly, I haven't had a single issue that the people above have had.
Been
>>> using RC Ultimate from dreamspark, installed release professional from
>>> dreamspark last night and did a test compile. Everything looks
beautiful. :)
>>>
>>> On Tue, Apr 13, 2010 at 7:16 AM, Tom
Edwardswrote:
>>>
>>>
>>>
 It also does highlighting and intellisense in preprocessor-disabled
 areas, which makes which makes working with shared code much easier.

 On 13/04/2010 9:58, Tom Edwards wrote:

  
> I've used it since Beta 2 and it's great for Source. If your projects
> work in 2008 there shouldn't be any manual changes needed after you
move
> to 2010.
>
> It's 100% worth upgrading for the new Intellisense. It's way faster
and
> doesn't need to be rebuilt every time the IDE starts, and also does
the
> inline error checking thing for Win32 C++ now.
>
> On 13/04/2010 6:29, Bob Somers wrote:
>
>
>
>> It's out now, if you haven't heard.
>>
>> http://www.microsoft.com/visualstudio/en-us/
>>
>> Did anyone here on the list use the betas or RCs (or even the now the
>> release version) for compiling source mods? I'd love to upgrade to
>> VS2010 to get the multi-monitor support, but if it's going to cause
me
>> headaches I'll just stick with VS2008.
>>
>> --Bob
>>
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Spencer &#x27;voogru' MacDonald
One time google brought up a old news article about some Airline declaring
bankruptcy from like 2000.

In 2008 or 2009.

The stock went weee-splat (-95%), and then immediately recovered.

Some good deals there yar.

- voogru.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
Sent: Monday, March 15, 2010 4:22 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac

I need to read google news less. >_>

On 15 March 2010 19:20, Adam Buckland  wrote:
> Oh dear. How many people read that article? Elan Ruskin and Alex
> Vlachos have been at Valve since 2006. That writer doesn't have a clue
>
> On 15 Mar 2010, at 18:25, Harry Jeffery
>  wrote:
>
>> It doesn't help that Sony is run by a megalomaniac who insists on
>> giving the PS3 8 cores even though the designers believed having only
>> 6 would be more practical/efficient.
>>
>> To get something done right it generally needs to be collaborative.
>> Take open source software and Valve as examples. Anyways, I'm sure
>> there are some real PS3 developers reading this mailing list now that
>> valve have stolen some PS3 devs from Naughty Dog.
>>
>> On 15 March 2010 14:07, Marek Sieradzki 
>> wrote:
>>> And PS3 game devs I use bare driver and not OpenGL from what I've
>>> heard. Porting to PS3 is totally different thing than porting to Mac.
>>>
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Re: [hlcoders] How to find SteamID

2010-01-18 Thread Spencer &#x27;voogru' MacDonald
If you're making any kind of player database though I'd go ahead and use the
64 bit ID's, that way if valve ever changes the STEAM_x:y:z format in the
future your stuff will work without making any modifications.

I don't use the STEAM_ id's anymore for anything big.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Monday, January 18, 2010 11:29 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] How to find SteamID

I'd prefer:
uint32 accountId = sid.GetAccountID();

char text[255];
Q_snprintf(text, 255, "STEAM_0:%d:%d\n", accountId & 0x01, accountId >> 1);
// Alternatively:
// Q_snprintf(text, 255, "STEAM_0:%d:%d\n", accountId % 2, accountId / 2);

I think I mentioned this earlier in the thread.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Mark Chandler
Sent: Monday, January 18, 2010 1:18 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] How to find SteamID

If you use steam_api.lib from the sdk and steam_api.dll you can get it 
this way:


#include "steam/steam_api.h"
#include "steam/isteamuser.h"
#include "steam/steamclientpublic.h"

 SteamAPI_InitSafe();

 CSteamAPIContext cc;
 cc.Init();
 ISteamUser *user = cc.SteamUser();

 if (user)
 {
 CSteamID  sid = user->GetSteamID();

 uint64 scid = sid.ConvertToUint64();

 bool srv = scid % 2;
 int auth = ((scid - srv) - 76561197960265728) / 2;

 char text[255];
 Q_snprintf(text, 255, "STEAM_0:%d:%d\n", srv, auth);
}


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Re: [hlcoders] How to find SteamID

2010-01-04 Thread Spencer &#x27;voogru' MacDonald
Community ID is the steam id.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Alexander
Hirsch
Sent: Monday, January 04, 2010 8:15 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] How to find SteamID

What?

Anyways, you can obtain it via
CSteamID ID;
ToBaseMultiplayerPlayer( pPlayer )->GetSteamID( &ID );
I'm not sure how to parse it correctly, but you can obtain the
Community ID via ID.ConvertToUint64();

On Mon, Jan 4, 2010 at 12:57 PM, Adem Sadiku  wrote:
> stop fucking begging me aight
>
> --
> From: "Michael Bang" 
> Sent: Monday, January 04, 2010 12:47
> To: 
> Subject: [hlcoders] How to find SteamID
>
>>
>>
>>
>>
>>
>>
>> Hi there,
>>
>> I'm wondering if there is a reliable way to find a users current SteamID,
>> without having to type status in the console, while being connected to an
>> online game?
>>
>> So
>> far I've been reading the Steam.log-file, to find the SteamID, but I
>> found out that it's not very reliable. It doesn't update everytime I
>> log on to a new account.
>> Is there any way to force steam to update the file, or even better -
>> another place to find the ID?
>>
>> Thanks
>>
>> _
>> Word Up! Få opdateringer fra Facebook og Arto i din Messenger. Gør det
>> her!
>> http://www.microsoft.com/danmark/windows/windowslive/import-friends/
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Re: [hlcoders] SVN GPL Question

2009-11-21 Thread Spencer &#x27;voogru' MacDonald
+1

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Friday, November 20, 2009 10:57 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] SVN GPL Question

You're right. You should just accidentally all of valve's engine codes to
the webs.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Garry Newman
Sent: Friday, November 20, 2009 1:57 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] SVN GPL Question

All this license bullshit. What's the point.

garry

On Fri, Nov 20, 2009 at 9:50 PM, Bob Somers  wrote:

> Eww... yikes, I can't imagine GPL3 being a viable license for a large
> chunk of projects then. Stick with LGPL, it seems to make the most
> sense out of all the OS licenses.
>
> --Bob
>
> On Fri, Nov 20, 2009 at 1:33 PM, Keeper  wrote:
> > When I read up on the GPL3 this morning.  You have to provide all the
> source code allow your application to compile.  It's geared towards 100%
> open source applications.  So for licensing your plugin as open source, it
> seems that the Lesser license is what we need to use since we don't (and
> cannot) supply the code for the VALVe libraries that we link against.
> >
> > Keeper
> >
> > -Original Message-
> > From: Bob Somers [mailto:magicbob...@gmail.com]
> > Sent: Friday, November 20, 2009 4:25 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] SVN GPL Question
> >
> > Does the GPL also cover libraries that you use, though? As I
> > understand it, all of *your* code could be covered under the GPL,
> > while Valve's is still covered under there license, and doesn't need
> > to be supplied. It would probably be a royal bitch to decouple the
> > code that much though, especially when we're talking about the source
> > SDK.
> >
> > --Bob
> >
> >
> >
> >
> > On Fri, Nov 20, 2009 at 1:15 PM, Keeper 
> wrote:
> >> As I understand GPL3, as long as you provide all the source code to
> build
> >> the application then you are fine.  In which case we could not
_legally_
> be
> >> in compliance with that licensing.  Which is why I was asking.  I think
> we
> >> can be open source, but I think the version of license that we are
using
> is
> >> incorrect.
> >>
> >> I'll look into the LGPL ... thanks for that info.
> >>
> >> Keeper
> >
> >
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Re: [hlcoders] Change default demo directory and move demos after creation

2009-11-17 Thread Spencer &#x27;voogru' MacDonald
Why not just record the demo to where it will end up anyway and skip the
whole moving part?

With SourceTV you can change the demo path by simply doing like tv_record
"path/to/demo.dem", probably the same with the standard record command.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of N K
Sent: Tuesday, November 17, 2009 2:06 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Change default demo directory and move demos after
creation

Hello everyone. I've got two rather special questions which I doubt have
been asked before. I'm guessing that's also why I haven't been able to find
anything about it on the internet so far.

First of, I'm working with the OB version of the SDK. I've added a custom
trigger to triggers.cpp that is supposed to start and stop a demo when the
player touches it. That's where my first question comes up. I'm recording
the demo to a temporary file that I want to rename and move after it's fully
recorded. For that purpose I'd like to save the temporary demo in another
folder than the root dir of my mod in /sourcemods (say in
/sourcemods/mymod/temp). Is that possible somehow or is it not in the hands
of modders? I have not been able to find anything about it in the source
code the SDK provides so I'm getting the feeling it's not.

Secondly, once the demo is stopped, I want to rename it after a certain
scheme and then move it out of it's temporary folder (respectively the root
dir if I can't change that). The problem is that it takes a certain time
until the demo is stopped. Right now, touching the stopping trigger calls
the Touch( CBaseEntity *pOther ) method from where it issues the following
two commands:

engine->ServerCommand( "stop\n" );
pPlayer->MoveDemo( pPlayer );

I've implemented the MoveDemo method in basecombatcharacter.cpp cause I need
to access player specific variables I added to the class. Now my question is
simply how I could work around this problem, meaning how could I make sure
the MoveDemo function gets called when I can be sure that the demo isn't
used by the application anymore.

In that context I just thought of another question that's of similar nature.
I don't want to stop the demo at the exact moment the player touches the
trigger. I'd rather have a little time difference of say 6+ seconds so the
demo doesn't stop so abruptly.

I'm really happy about any input from you guys cause I'm completely stuck
because of these problems right now. Thank you.
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Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Spencer &#x27;voogru' MacDonald
Isn't there some other mod that changed out the OpenGL binary triggering VAC
bans?

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Trevor 'Drak'
Sent: Monday, October 05, 2009 4:07 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Bump mapping in HL1

I'm trying to add bump mapping in the goldsrc engine. And I just about got 
it.
I use the CG toolkit and standard OpenGL libraries and place them in the 
root of the half-life folder. Will this piss off VAC? What exactly do I have

todo to trigger VAC - I'm doing a lot with the renderer. 


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Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Spencer &#x27;voogru' MacDonald
Here's an idea, if you don't like valves mod support, go make awesome server
mods for non-valve games.

Oh wait...

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick
Sent: Tuesday, September 15, 2009 6:39 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] CSS FOV since last update?

Remember when valve gave modders good tools and fixed bugs?

no, neither do i..

On Tue, Sep 15, 2009 at 5:32 PM, Tony Paloma 
wrote:
> You guys remember when they broke "say" in hl2mp?
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Croghan
> Sent: Tuesday, September 15, 2009 12:42 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] CSS FOV since last update?
>
> Thanks for your help but I've been around long enough to know all
> about network vars. I can't think of how it wouldn't be intentional
> though, breaking console commands wouldn't be too easily done!
>
> - Jay
>
> Quoting Saul Rennison :
>
>> A) No it wouldn't have been intentional.
>> B) Change the CBasePlayer::m_iFOV SendProp to change FOV
>> Thanks,
>> - Saul.
>>
>>
>> 2009/9/15 Jay Croghan 
>>
>>> Hey,
>>>
>>> I would consider it a coding question as I'm writing code which
> used
>>> to use it server side via the IServerPluginHelpers interface and
> it
>>> stopped working after the last update with no console messages. I
> was
>>> simply wondering if this was intentional or not :)
>>>
>>> - Jay
>>>
>>> Quoting ZuM :
>>>
>>> > Well, but he asked why it isn't working with sv_cheats enable,
> so
>>> it is
>>> > considered as cheat but changing the values with sv_cheats
> enable
>>> does
>>> > nothing.
>>> >
>>> > Honestly, i don't know why it isn't working since i'm not a
> Valve
>>> employee
>>> > and also i don't play CS:S anymore to check if this is true :X.
>>> >
>>> > 2009/9/15 Jorge Rodriguez 
>>> >
>>> >> Jay,
>>> >>
>>> >> I'm not sure if this is even a coding question, which is why
> you
>>> probably
>>> >> got all of the snarky replies.
>>> >>
>>> >> I'm not a Valve employee, but it think I would be accurate if I
>>> said that
>>> >> the reason fov is considered a cheat is because players used to
>>> set it to
>>> >> ridiculously large values to be able to see other players who
> were
>>> directly
>>> >> behind them, or zoom in to be able to see players far away,
> even
>>> without a
>>> >> scope or binoculars.
>>> >>
>>> >> It shouldn't be restricted entirely, but rather capped to a
>>> certain value
>>> >> range, like 80 to 120 or so. Can we stop bickering now?
>>> >>
>>> >> --
>>> >> Jorge "Vino" Rodriguez
>>> >> ___
>>> >> To unsubscribe, edit your list preferences, or view the list
>>> archives,
>>> >> please visit:
>>> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>> >>
>>> >>
>>> > ___
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>>> > archives, please visit:
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>>> >
>>> >
>>>
>>>
>>>
>>>
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>>>
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Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-20 Thread Spencer &#x27;voogru' MacDonald
Not really.

I've personally seen valve fix stuff like this once they were made aware of
it. I'm wondering if this guy even alerted valve to it before releasing it.

I don't mind him publicly disclosing stuff, but giving out pre-packaged
binaries with the exploit that any 13 year old could figure out how to use
is a little silly in my opinion.

It's enough to describe the exploit and the specifics related to it. 

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R.
Sent: Friday, August 21, 2009 12:21 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine
(exploit; arbitary memory access)

Public disclosure is the only way to get something fixed.

On Thu, Aug 20, 2009 at 11:09 PM, Adam "amckern" McKern
wrote:

> Dont you just love public disclosure by black hats?
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On Fri, 21/8/09, 1nsane <1nsane...@gmail.com> wrote:
>
> From: 1nsane <1nsane...@gmail.com>
> Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine
> (exploit; arbitary memory access)
> To: "Discussion of Half-Life Programming"  >
> Received: Friday, 21 August, 2009, 12:55 PM
>
> And there's still some left.
>
> But hey, now this is super public!
>
> On Thu, Aug 20, 2009 at 10:49 PM, AzuiSleet  wrote:
>
> > These exploits are already public, and have been floating around for
> years
> > before anyway.
> >
> > On Thu, Aug 20, 2009 at 8:43 PM, Matt Hoffman
> > wrote:
> >
> > > Is it really a good idea to post the link? Not everyone on this list
> has
> > > the
> > > best intentions, nor do I think anyone can do anything about it?
> (Correct
> > > me
> > > if I'm wrong)
> > >
> > > Wouldn't it work better directly mailed to Valve?
> > >
> > > On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison <
> saul.renni...@gmail.com
> > > >wrote:
> > >
> > > > Luigi has found yet another exploit in Valve's up-to-date,
> > > > unexploitable engine :D
> > > >
> > > >
> > > >
> > > > Thanks,
> > > > - Saul.
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
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> > > please visit:
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> > >
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Re: [hlcoders] Lines of code in Source SDK?

2009-08-18 Thread Spencer &#x27;voogru' MacDonald
Over 9000.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Adam Buckland
Sent: Tuesday, August 18, 2009 8:35 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Lines of code in Source SDK?

Just a quick question:

How many lines of code would you estimate, make up the Source SDK?

-- 

Bucky

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Re: [hlcoders] New Headers?

2009-08-13 Thread Spencer &#x27;voogru' MacDonald
In dt_send.h, in the SendProp class, add 4 bytes just before "const char
*m_pVarName;".

There appears to be one more change that just might be the SendPropType, on
DataTables the "SendPropType" comes up as DPT_NUMSendPropType.

- voogru.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Keeper
Sent: Thursday, August 13, 2009 8:26 PM
To: 'Discussion of Half-Life Programming'
Subject: [hlcoders] New Headers?

Is there any chance we can get an updated SDK for our plugins?  This latest
OB update killed most of the plugins out there.

Thanks,
Keeper


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Re: [hlcoders] whats happening with this engine

2009-07-25 Thread Spencer &#x27;voogru' MacDonald
I like this one better.

http://compsoc.dur.ac.uk/whitespace/



-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
Sent: Saturday, July 25, 2009 10:54 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine

Its a good job you used tinyurl, otherwise it wouldn't have fit on my
screen!...

2009/7/25 Harry Pidcock 

> Valve contacted me yesterday to tell me they have successfully implemented
> a
> new feature.
>
> http://tinyurl.com/4f6mt
>
> I hope to see more of these innovations in the future.
>
> --
> From: "Andrew Ritchie" 
> Sent: Saturday, July 25, 2009 10:21 AM
> To: "Discussion of Half-Life Programming"  >
> Subject: Re: [hlcoders] whats happening with this engine
>
> > Surely this topic could be split into several different points.
> Personally
> > I
> > see 4 different ones here.
> >
> > 1) Engine features
> > 2) Tools Capabilities
> > 3) Tools Availability
> > 4) Tools Presentation
> >
> > The first is ignorable, Valve is clearly only going to add new features
> or
> > change things, like BSP and displacement maps, when they think it's
> > important.  It's their engine and it needs to do what their games need
> > doing.  If you choose to use Source then you have to accept you are
> > modding
> > their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve a
lot
> > of
> > money and brought huge success but they were also developed around the
> > constraints of the engine rather than the engine being built FOR these
> > mods
> > to be made.  If a technical limitation is big enough to warrent an
engine
> > change then do so rather than hanging about wanting Valve to add the
> > feature, as big as the previous mentioned mods are you'd need to really
> > prove you're up to their popularity before Valve would make a drastic
> > change
> > for you.  So either accept the engine's features before you get underway
> > or
> > be prepared to encounter the fact you can't do certain things without a
> > lot
> > of work, if not at all.
> >
> > The Tools Capabilities I think is what Jed was really getting at, I
don't
> > mean like adding features to hammer and stuff but specifically allowing
> > the
> > chance for modders to by pass say model exporting to smd and just use a
> > common format.  The tool would need to have the importer and converter
> > written but I personally think that approaching Valve with a specific
and
> > industry accepted intermediate format might be a good cause. Especially
> if
> > it makes life easier for getting the raw assets into a format that the
> > tool
> > can then use.
> >
> > With the availability of tools, I mean those asking that they be open
> > source.  Specifically referring to a comment about hammer, look at
> > Worldcraft and BSP ( Yahn's editor iirc ) they were originally personal
> > projects.  So you could take a leaf and have a bash at your own editor
> and
> > open source it, you never know might turn out to be a better designed
> > tool.
> > However just having the source code to hammer, I doubt would be of any
> > benefit, you'd have dozens of versions of the tool floating around and
do
> > you really think you could add something useful to it?  It may have bugs
> > but
> > if you advocate open source then why not take the initiative and lead by
> > example?
> >
> > The last one, has been brought up in regards to wrapping a tool with a
UI
> > or
> > removing the need for QC files.  With this I think the issue is
balancing
> > the technical knowledge and the capabilities of a tool.  However I feel
> it
> > again falls back to a situation where Valve are happy to use it the way
> it
> > is, they understand it and can get any of their tools to do what they
> > need.
> > It's the new, non technical, or perhaps slightly lazy people who would
> > need
> > that more complex aspects automated for them.  I'd refer this back to
> > Hammer, the early days of mapping could often mean rooting around in a
> hex
> > or text editor and as things progressed and art started needing the
> > technical requirements to be simplified you found map editors hiding
away
> > the old formats.  Worldcraft and Hammer essentially sit between the user
> > and
> > the BSP, VIS, RAD etc.. compilers.  The format they accept might be, at
> > this
> > stage, more heavily tied into hammer but it's still a front end for
> those.
> > Again perhaps Worldcraft was a special case with Valve gobbling it up,
> > HLMV
> > too, but I think if the community is adamant enough about simplifying
and
> > unifying the tool chain then perhaps a bit of proactive development
could
> > lead the way or at least prove to Valve that everyone is serious about
> > rethinking the way we interact with the SDK.
> >
> > Ok, sorry bit of a ramble but mainly what I wanted to share was that
> > specific things like adding FBX to the formats stu

Re: [hlcoders] Rendering Z-Depth Pass's in TF2?

2009-07-04 Thread Spencer &#x27;voogru' MacDonald
Wait, he didn't get the whole $10 though, doesn't it split 50/50 between him
and valve?

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
Sent: Saturday, July 04, 2009 5:55 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Rendering Z-Depth Pass's in TF2?

And mine! =[ =[ =[

Let's mug him!

2009/7/4 Matt Hoffman :
> Yeah I don't need it in GMod, I need them in TF2. You've already gotten my
> 10bux.
>
> On Sat, Jul 4, 2009 at 1:13 PM, Garry Newman 
wrote:
>
>> Gimmie ten bux and I'll show you how to make all the TF2 DOF'd
screenshots
>> you could ever want!
>> garry
>>
>> On Sat, Jul 4, 2009 at 8:34 PM, Harry Jeffery <
>> harry101jeff...@googlemail.com> wrote:
>>
>> > H... create a lookalike mod with tf2 content mounted and ask garry
>> > how to do DOF blur?
>> >
>> > 2009/7/4 Matt Hoffman :
>> > > Well I'm sure that's now how Valve does it, so now i"m curious as to
>> how
>> > > they do it for the Meet the Shorts. Maybe it's part of the Source
>> > Filmmaker
>> > > toolkit... *cough*
>> > >
>> > > As to the tracelines: Guh that sounds painful for 30 fps... Probably
>> not
>> > > even worth it in even the shortest scene.
>> > >
>> > >
>> > > On Sat, Jul 4, 2009 at 11:00 AM, Harry Jeffery <
>> > > harry101jeff...@googlemail.com> wrote:
>> > >
>> > >> You could do a server plugin that does tracelines and produces a
shade
>> > >> of white from (0-255) based on distance.
>> > >>
>> > >> That would be (1024*768) tracelines though. So cpu usage could be
fun.
>> > >>
>> > >> 2009/7/4 Matt Hoffman :
>> > >> > I don't suppose there is any way to have TF2 render a z-depth pass
(
>> > >> > http://aamirmalik.net/wp-content/uploads/2009/01/zdepth.jpg One
>> > grabbed
>> > >> off
>> > >> > of google).
>> > >> >
>> > >> > What it would be useful for is post DOF. As far as I know there's
no
>> > way
>> > >> to
>> > >> > do DOF in TF2 by default, so I was wondering if there was some
>> shader
>> > or
>> > >> > plugin or anything that could render a pass of the scene like
this.
>> > >> >
>> > >> >
>> > >> > Ever hopefull,
>> > >> >
>> > >> > -Matt
>> > >> > ___
>> > >> > To unsubscribe, edit your list preferences, or view the list
>> archives,
>> > >> please visit:
>> > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > >> >
>> > >> >
>> > >>
>> > >> ___
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archives,
>> > >> please visit:
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>> > >>
>> > >>
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>> >
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Re: [hlcoders] Source SDK Beta Concluded

2009-06-16 Thread Spencer &#x27;voogru' MacDonald
No no no.

Bush did it.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge
Rodriguez
Sent: Tuesday, June 16, 2009 5:33 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK Beta Concluded

It was Stavros.


-- 
Jorge "Vino" Rodriguez
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Re: [hlcoders] TF2 compound_bow kill

2009-06-04 Thread Spencer &#x27;voogru' MacDonald
Yeah, you just think of what you want to accomplish and bam, it happens.

Pretty cool.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Raphael Hehl
Sent: Thursday, June 04, 2009 1:31 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] TF2 compound_bow kill

Server Plugins works without code?

-Ursprüngliche Nachricht-
Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Gabriel
Gesendet: Donnerstag, 4. Juni 2009 13:02
An: hlcoders@list.valvesoftware.com
Betreff: [hlcoders] TF2 compound_bow kill


This has no tie to coding. This list is for more modding/SDK related
discussion.

Gabriel Smith


  


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Re: [hlcoders] npc_surface - Could VALVekindlyprovidethesourcecodeto this awesome test entity?

2009-04-15 Thread Spencer &#x27;voogru' MacDonald
Can I interest you in a tin foil hat?

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Keith
Sent: Wednesday, April 15, 2009 7:22 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] npc_surface - Could
VALVekindlyprovidethesourcecodeto this awesome test entity?

Upon further investigation, valve will most likely not give this to us. It's

going to be a part of Episode 3. Why do i say this? Not only does it call on

the Hydra model, but in the console commands for the surface entity, the 
shape of it can be switched between "the test shape and the hydra model". 
It's the new hydra.

Mike has appeared to have lied.
James
- Original Message - 
From: "Jonas 'Sortie' Termansen" 
To: "Discussion of Half-Life Programming" 
Sent: Wednesday, April 15, 2009 5:03 PM
Subject: Re: [hlcoders] npc_surface - Could 
VALVekindlyprovidethesourcecodeto this awesome test entity?


Very interesting self-assembling NPC.

Should be possible using some kind of alternative AI that can think for
every blob at once, and some kind of advanced mesh blending with a
env_cubemap shader. And some weird physics. I *could* program it, if I had
the time or saw gameplay potential.

- Original Message - 
From: "Matt Hoffman" 
To: "Discussion of Half-Life Programming" 
Sent: Wednesday, April 15, 2009 5:44 PM
Subject: Re: [hlcoders] npc_surface - Could VALVe
kindlyprovidethesourcecodeto this awesome test entity?


Jonas: http://www.youtube.com/watch?v=sqSS0sSff44

On Wed, Apr 15, 2009 at 5:59 AM, Jonas 'Sortie' Termansen  wrote:

> Uhm, I have little idea what exact entity you are talking about; where can
> I
> see a video of this benchmark entity?
>
> - Original Message -
> From: "James Keith" 
> To: "Discussion of Half-Life Programming"  >
> Sent: Wednesday, April 15, 2009 3:53 AM
> Subject: Re: [hlcoders] npc_surface - Could VALVe
> kindlyprovidethesourcecode
> to this awesome test entity?
>
>
> No. I have the particle benchmark, it's not an env_cubemap surface being
> called, as i have a multi-colored blob.
>
> James
> - Original Message -
> From: "Garry Newman" 
> To: "Discussion of Half-Life Programming"  >
> Sent: Tuesday, April 14, 2009 7:54 AM
> Subject: Re: [hlcoders] npc_surface - Could VALVe kindly
> providethesourcecode to this awesome test entity?
>
>
> Wasn't it just a bunch of env_cubemap spheres floating about?
> garry
>
> On Tue, Apr 14, 2009 at 11:59 AM, James Keith  wrote:
>
> > Fine, you code up a NPC that has the properties of a fluid.
> >
> > James
> > - Original Message -
> > From: "Garry Newman" 
> > To: "Discussion of Half-Life Programming" <
> hlcoders@list.valvesoftware.com
> > >
> > Sent: Tuesday, April 14, 2009 3:39 AM
> > Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide
> > thesourcecode to this awesome test entity?
> >
> >
> > Why can't people just code their own stuff..
> > garry
> >
> > On Tue, Apr 14, 2009 at 5:21 AM, Matt Hoffman
> > wrote:
> >
> > > Source is all about modding. Valve should understand that. Half of
> > modding
> > > (or more) is experimenting. I don't see why letting people experiment
> > with
> > > it is a good thing, especially in Source's code. Just something to
> think
> > > about.
> > >
> > > On Mon, Apr 13, 2009 at 7:10 PM, James Keith 
> > wrote:
> > >
> > > > Darn. I really wanted that!
> > > >
> > > > Thanks,
> > > > James.
> > > > - Original Message -
> > > > From: "Tobias Kammersgaard" 
> > > > To: "Discussion of Half-Life Programming" <
> > > hlcoders@list.valvesoftware.com
> > > > >
> > > > Sent: Monday, April 13, 2009 10:01 PM
> > > > Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide the
> > > > sourcecode to this awesome test entity?
> > > >
> > > >
> > > > I asked Mike Durand for this a long time ago.
> > > >
> > > > Hi Tobias-
> > > >
> > > > Sorry. That file isn't part of the SDK distro. In fact, I'm not sure
> > > > that
> > > > it
> > > > is even being used internally at this point. It was an old
> experiment.
> > > >
> > > > -Mike
> > > >
> > > >
> > > > /ScarT
> > > >
> > > >
> > > > 2009/4/14 James Keith 
> > > >
> > > > > I know this is probably going to sound kinda silly, but could
> > > > > someone
> > > > > contact valve (sending this to gabe would seem kinda fruity, i
> > > > > have
> > no
> > > > > idea
> > > > > who to ask) and see if we can get the source code to npc_surface?
> It
> > > was
> > > > a
> > > > > npc from the particle benchmark that had the properties of a
> liquid,
> > > and
> > > > > i'm
> > > > > interested in how it worked. It's not provided in the source code
> > (yet
> > > > > npc_blob from the benchmark is, hmm?) and I don't see how it would
> > > > > hurt
> > > > > anybody if we could look at it.
> > > > >
> > > > > Thanks,
> > > > > James.
> > > > >
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list 

Re: [hlcoders] npc_surface - Could VALVe kindly provide the sourcecode to this awesome test entity?

2009-04-13 Thread Spencer &#x27;voogru' MacDonald
IT'S THE TERMINATOR.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
Sent: Tuesday, April 14, 2009 12:58 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide the
sourcecode to this awesome test entity?

Ooh good point. Somehow, I think it would be pulled like the Hydra was.

Speculation on the entity:
Looking at this video: http://www.youtube.com/watch?v=sqSS0sSff44
It would appear that either some mesh blending is going on (Instead of just
no-coliding some blobs and moving them togeather) or there's some material
implemented that appears to blend. If you look further on smooth bumps are
produced between the main blobs, which leads me to the mesh
blending/defomation idea.

On Mon, Apr 13, 2009 at 9:53 PM, Tobias Kammersgaard <
tobias.kammersga...@gmail.com> wrote:

> This is where we start speculating whether they're going to use it for
> Episode Three,and whatnot amirite?
>
>
> /ScarT
>
>
> 2009/4/14 Matt Hoffman 
>
> > Source is all about modding. Valve should understand that. Half of
> modding
> > (or more) is experimenting. I don't see why letting people experiment
> with
> > it is a good thing, especially in Source's code. Just something to think
> > about.
> >
> > On Mon, Apr 13, 2009 at 7:10 PM, James Keith 
> wrote:
> >
> > > Darn. I really wanted that!
> > >
> > > Thanks,
> > > James.
> > > - Original Message -
> > > From: "Tobias Kammersgaard" 
> > > To: "Discussion of Half-Life Programming" <
> > hlcoders@list.valvesoftware.com
> > > >
> > > Sent: Monday, April 13, 2009 10:01 PM
> > > Subject: Re: [hlcoders] npc_surface - Could VALVe kindly provide the
> > > sourcecode to this awesome test entity?
> > >
> > >
> > > I asked Mike Durand for this a long time ago.
> > >
> > > Hi Tobias-
> > >
> > > Sorry. That file isn't part of the SDK distro. In fact, I'm not sure
> that
> > > it
> > > is even being used internally at this point. It was an old experiment.
> > >
> > > -Mike
> > >
> > >
> > > /ScarT
> > >
> > >
> > > 2009/4/14 James Keith 
> > >
> > > > I know this is probably going to sound kinda silly, but could
someone
> > > > contact valve (sending this to gabe would seem kinda fruity, i have
> no
> > > > idea
> > > > who to ask) and see if we can get the source code to npc_surface? It
> > was
> > > a
> > > > npc from the particle benchmark that had the properties of a liquid,
> > and
> > > > i'm
> > > > interested in how it worked. It's not provided in the source code
> (yet
> > > > npc_blob from the benchmark is, hmm?) and I don't see how it would
> hurt
> > > > anybody if we could look at it.
> > > >
> > > > Thanks,
> > > > James.
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > ___
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> > > please visit:
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> > >
> > >
> > >
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> > > please visit:
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> > >
> > >
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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-16 Thread Spencer &#x27;voogru' MacDonald
*   Particle systems can now be defined with a per-map manifest, similar to
soundscapes. Inside the particles folder you simply create
particles_mapname.txt and declare your particle system files just like the
regular manifest. Prefix with ! to cache automatically. Ex: "file"
"!particles/mymap_effects.pcf"

I wonder if it'll be possible to send down particles from the server via
plug-in and have the client properly load them...

Also,

>From teamplayroundbased_gamerules.h

virtual bool GetInfo_Custom(int valueType, pluginvariant &outValue,
pluginvariant options);

What is "pluginvariant" I'm assuming it's just variant_t in disguise? There
is no definition for it in the SDK.

- voogru.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi
Sent: Monday, March 16, 2009 8:51 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

Missing, sorry ;)

Vmtcheck/vmt_tweak shouldn't have been mentioned either. My bad.

-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Keith
Sent: March-16-09 8:38 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

I see no normal2ssbump, where is it?

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Re: [hlcoders] (no subject)

2009-03-05 Thread Spencer &#x27;voogru' MacDonald
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How do these ppl get on the mailing list to begin with?

Maybe time for valve to put triple opt-in ?

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of homi
Sent: Thursday, March 05, 2009 3:16 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] (no subject)

please dont send mi this mesges. thanks
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Re: [hlcoders] Can no longer access IServerGameDLL from plugin

2009-02-19 Thread Spencer &#x27;voogru' MacDonald
TF2 is ServerGameDLL005 (INTERFACEVERSION_SERVERGAMEDLL)

 

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of cheeseh-bu
Sent: Thursday, February 19, 2009 6:52 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Can no longer access IServerGameDLL from plugin

>From the new OrangeBox/TF2 updates I can no longer get the IServerGameDLL
interface from a server plugin. This is imperative for my plugin.

Cannot open game server interface INTERFACEVERSION_SERVERGAMEDLL
IServerGameDLL servergamedll

---code---

LOAD_GAME_SERVER_INTERFACE(servergamedll,IServerGameDLL,INTERFACEVERSION_SER
VERGAMEDLL_VERSION_4);

#define LOAD_GAME_SERVER_INTERFACE(var,type,version) if ( (var =
(type*)gameServerFactory(version,NULL)) == NULL ) { Warning("Cannot open
game server interface "## #version ##" "## #type ##" "## #var ##"\n");
return false; } else { Msg("Found interface "## #version ##" "## #type ##"
"## #var ## "\n"); }

---/code---

Anything changed? Any work around?

Thanks
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Re: [hlcoders] L4D Plugin Headers

2008-11-13 Thread Spencer &#x27;voogru' MacDonald
I'd wait till full release before asking :) valves got a lot on their plate
:)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Saul Rennison
Sent: Thursday, November 13, 2008 5:06 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] L4D Plugin Headers

I'm wondering if one of the Valve Devs would be able to zip up the new SDK
headers that are required to make plugins.

Mattie [Casper] noticed that VEngineCVar has updated from 004 (TF2) to 007
(L4D). He also noticed an update in eiface.

I politely ask any of the Valve Devs to stick the new headers and or
libraries up somewhere.

Much thanks in advance,
- Saul.
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Re: [hlcoders] Steam Community Group members

2008-10-23 Thread Spencer &#x27;voogru' MacDonald
This isn't possible from the Steam API AFAIK. You're better off using the
XML from the steam community pages.

IE: http://steamcommunity.com/id/voogru?xml=1

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of frikazoyd
Sent: Thursday, October 23, 2008 3:31 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Steam Community Group members

Hi,
I noticed in the isteamfriends.h API there is some code to grab Steam
Community Group info for the local player.

Is there a way to check whether anybody on the server is a member of a
particular community group?  I don't see any promising function names in the
CSteamID class.

Thanks,
frikazoyd
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[hlcoders] Old recorded demos

2008-09-17 Thread Spencer &#x27;voogru' MacDonald
Hi,

Is there anything we can do about demos being broken nearly every time an
update for a mod is out? I have some old demos I need to extract the audio
out of (voice comm.) but obviously can't play it back due to mod updates.

And I can't get the older version of the mod (TF2) to make demo playback
possible.

Am I totally screwed?

- voogru.


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Re: [hlcoders] Decompiling Orangebox Models

2008-08-25 Thread Spencer &#x27;voogru' MacDonald
I tried that but the decompiler crashed regardless.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
Sent: Monday, August 25, 2008 5:06 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Decompiling Orangebox Models

Open up the OB .mdl with notepad..

Change the header from 'IDST0' to 'IDST,' (Note: it may be 'IDST-' or 
something else, just change it to 'IDST,')

and decompile normally.

bl4nkeh wrote:
> There's a program out there called "fixvtf" (the download link I had is 
> gone now) that would make it so you could use Ep2 models in Ep1. I 
> imagine you could convert them over to Ep1 using that, change the stuff 
> you want, and probably conver it back over to Ep2 afterwards.
>
> Spencer 'voogru' MacDonald wrote:
>   
>> Hey all,
>>
>> I'm trying to decompile an orangebox model to change the path of a
texture,
>> but it appears every tool I come across after a google search, the
utilities
>> do not appear to work for Orangebox models.
>>
>> Are there any tools available that actually work to decompile orangebox
>> models?
>>
>> Thanks.
>>
>> - voogru.
>>
>>
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>>
>>   
>> 
>
>
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>
>   


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Re: [hlcoders] Decompiling Orangebox Models

2008-08-25 Thread Spencer &#x27;voogru' MacDonald
I'm going to be using the model in orangebox, I'm not trying to make an
orangebox model work in EP1, I just need to fix a path in an orangebox model
to a texture.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of bl4nkeh
Sent: Monday, August 25, 2008 5:04 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Decompiling Orangebox Models

There's a program out there called "fixvtf" (the download link I had is 
gone now) that would make it so you could use Ep2 models in Ep1. I 
imagine you could convert them over to Ep1 using that, change the stuff 
you want, and probably conver it back over to Ep2 afterwards.

Spencer 'voogru' MacDonald wrote:
> Hey all,
>
> I'm trying to decompile an orangebox model to change the path of a
texture,
> but it appears every tool I come across after a google search, the
utilities
> do not appear to work for Orangebox models.
>
> Are there any tools available that actually work to decompile orangebox
> models?
>
> Thanks.
>
> - voogru.
>
>
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[hlcoders] Decompiling Orangebox Models

2008-08-25 Thread Spencer &#x27;voogru' MacDonald
Hey all,

I'm trying to decompile an orangebox model to change the path of a texture,
but it appears every tool I come across after a google search, the utilities
do not appear to work for Orangebox models.

Are there any tools available that actually work to decompile orangebox
models?

Thanks.

- voogru.


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Re: [hlcoders] Running Source on VMWare Fusion

2008-08-15 Thread Spencer &#x27;voogru' MacDonald
Hi,

I'm a PC.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of botman
Sent: Friday, August 15, 2008 10:15 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Running Source on VMWare Fusion

Adam "amckern" McKern wrote:
> I have a friend that is trying to help me out with models, however he
> only has an Intel Mac, and is running VMWare Fusion for Mac.
> 
> When ever he try's to launch a steam game, it sits there with the
> green 'loading Source SDK Base', and then dumps him back to the
> desktop, even before hl2.exe loads.
> 
> What can we do?

Buy a PC?

aw c'mon, somebody had to say it!  :)

-- 
Jeffrey "botman" Broome

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Re: [hlcoders] Breaking on Asserts freezes VS2005?

2008-07-21 Thread Spencer &#x27;voogru' MacDonald
I can't remember the last time I ran a game in full screen.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Sunday, July 20, 2008 10:35 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Breaking on Asserts freezes VS2005?

run in widnow mode if you're not. you should always debug in window mode -
it's to the point now that i play most mods in window mode now too.


On Sun, Jul 20, 2008 at 9:57 PM, Walter Gray <[EMAIL PROTECTED]> wrote:

> I've been having the strangest problem recently with Asserts.  I have
> visual
> studio 2005 express all setup to run my mod when I hit debug, but whenever
> I
> hit "Break" in one of the Assert windows, Half-Life takes over that
monitor
> and seems to freeze VS2005.  I can bring up the task manager and alt tab,
> but I can't seem to bring up the visual studio window to debug the
> application.  The wierdest thing is that I can get around this by putting
> visual studio on a separate monitor.  If I do that, it works fine, but
> recently I've been working on a one-monitor system and it's becoming a
> problem.  Does anyone know why this might be happening or have any
> suggestions on how to fix it?
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Re: [hlcoders] Post your code!

2008-06-15 Thread Spencer &#x27;voogru' MacDonald
I actually liked S&I...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Garrett
Sent: Sunday, June 15, 2008 8:21 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

Yeah, that's what's killed Science and Industry 2.  I joined the dev team
last summer, thinking I could jump start the mod again, get things actually
moving since they were without a coder.  Boy was I wrong.  The mod wasn't
going anywhere not just because it was without a coder.  It wasn't going
anywhere because the team was a bunch of lazy people who couldn't really
care less about SI2, let alone SI.  Most of the people on the team would
rather torrent and watch entire seasons of bad American TV shows.  Granted,
there were a couple people who still tried to keep working on the mod,
including myself.  But those of us who actually cared about the mod were
completely bogged down with real life and barely had time to work on it.
Maybe those other lazy people were busy with real life, but they always made
sure they had plenty of time to watch season after season of TV shows.

Garrett
aka FredFriendship




- Original Message 
From: Ben Everett <[EMAIL PROTECTED]>
To: Discussion of Half-Life Programming 
Sent: Sunday, June 15, 2008 4:21:17 PM
Subject: Re: [hlcoders] Post your code!

http://www.obike.net/forsaken/Release.exe

There's the link to download the final version of Forsaken. Management
skills aren't as much of a problem as most people think, it's something that
can be developed over time. The problem is finding people that are willing
to dedicate time and effort to a mod, even if it means making a little
sacrifices. Unfortunately not many people are willing to do that, which is
why a lot of mods have been dying.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Sunday, June 15, 2008 6:01 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!

Just checked it out. Seems like you guys were pretty far in development!

I could easily see somebody taking continuing this project, unfortunately,I
don't think my management skills are good enough for that.
What kinda scares me (bit off-topic, I know) is the amount of mods (big)
mods dying lately.

/ScarT


On 16/06/2008, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> I don't have access to modify the Forsaken entry on ModDB anymore
> unfortunately. I would have no problem throwing it up on Google Code, IF
> the
> mod was still being actively developed. The problem was never updating the
> code, just art assets and maps. You know there is a problem when coders
> start learning how to map ;)
>
> Forsaken could still easily be developed and released for wide public use,
> the only thing ever lacking was the final push from artists and mappers to
> add the few remaining assets. Unfortunately our lead mapper is now the
lead
> level designer for Little Big Planet, our lead character artist/animator
is
> now the lead character artist for Hi-Rez Studio's Global Agenda, and our
> lead weapon modeler has worked full-time at Terminal Reality for quite a
> while. It's hard for people to work on a game full-time during the day and
> come home and work on another game... it's draining on a lot of levels.
>
> The key thing is we all had fun developing Forsaken. All we cared about
was
> making a game that WE enjoyed playing, and at that we succeeded. It's just
> unfortunate that despite the amount of time we poured into the project,
the
> general public never really got to see what we were doing. That's why I'm
> releasing everything now... to let others enjoy it. There's the fringe
> benefit for everyone else out there in getting to learn from our source
> code, there's some pretty cool stuff tucked away in there. One of them
> being
> the ability to have a mapper create the win conditions for a map that
> depends on the team.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
> Sent: Sunday, June 15, 2008 5:27 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Post your code!
>
> You could put it on ModDB too.
>
> http://www.moddb.com/mods/3591/forsaken/downloads
>
> Ben Everett wrote:
> > Copyright isn't an issue at all, distribution is. I'll contact
FilePlanet
> > and FileShack to have them host it. You can already nab all art assets
> and
> > code from:
> > http://www.obike.net/forsaken/Forsaken%20Release.rar
> >
> > I'll upload a installation file for the mod itself shortly.
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Tom
> Edwards
> > Sent: Sunday, June 15, 2008 2:33 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Post your code!
> >
> > Watch out for copyright. It doesn't matter if you can get in touch with
> > them any more: it's still not your work.
> >
> > Otherwise, bring

Re: [hlcoders] Tools and SDK Updates Live Now

2008-06-13 Thread Spencer &#x27;voogru' MacDonald
Come to think of it, it might be a better idea to just use a networked
string table (say... particleprecache), read the default particle systems
from the manifest, and then after reading other precached files (models,
generic, sound), process the particleprecache.

Mainly to just avoid reading potentially hundreds of particles that may end
up in the particles folder that won't be used on the server they are
connecting to.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford
Sent: Friday, June 13, 2008 4:50 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Tools and SDK Updates Live Now

I'm gonna make this change anyway, load all .pcf fies from the particles
directory (the code is in particle_parse.cpp)

On Fri, Jun 13, 2008 at 1:33 PM, Spencer 'voogru' MacDonald <
[EMAIL PROTECTED]> wrote:

> Mike, it would be nice to take advantage of the particle systems from the
> plug-in interface, currently everything is accessible and it's possible to
> spawn and make full use of the existing particle systems that a mod has.
>
> However, if I create a separate particle system (ie, neat_effects.pcf),
add
> it to the download table, and precache it from the server, it gets sent to
> the client, but ultimately the client does not load the particle effect.
>
> I can get them to work ultimately by loading the particle system with the
> particle tools, but that's it.
>
> A quick investigation on the client and I've noticed that the client reads
> a
> list of files from the particles_manifest.txt and reads all particle files
> that are listed in that file, is there any real point to doing this rather
> than simply loading all *.pcf files in the game mods particles directory
> (as
> well as the sub-directories)?
>
> Or alternatively, watching the "downloadables" string table for *.pcf
files
> and reading custom particle systems that way.
>
> It would be really nice for server plug-in authors to be able to create
> their own custom particle systems, and this is the only thing that is
> preventing it.
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
> Sent: Thursday, June 12, 2008 9:08 PM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] Tools and SDK Updates Live Now
>
> Hi All-
>
>
>
> We've updated the engine tools and the SDK this afternoon. Here's the
> changelist:
>
>
>
> =SDK Source Code=
>
> -Removed GameStats.cpp and GameStats.h from the server folder since the
> client and server should be using the one in shared
>
> -Removed deprecated statgather.cpp from the client folder
>
> -Added requested headers for 'matsys_controls'
>
>
>
> =SDK Tools=
>
> Fixed crash in 'splitskybox.exe'
>
>
>
> =Source Engine Tools=
>
> Fixed crashes in the Particle Editor, Material Editor, and Commentary
> Editor when saving files
>
>
>
> -Mike
>
> ___
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> please visit:
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>
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-- 
Matt Stafford (Wraiyth)
http://www.wraiyth.com
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Re: [hlcoders] Tools and SDK Updates Live Now

2008-06-13 Thread Spencer &#x27;voogru' MacDonald
Yeah, this would also have the side effect of allowing mappers to make their
own particle systems.

It's a no brainer.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Friday, June 13, 2008 4:59 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Tools and SDK Updates Live Now

If this is going to happen, it would be great to do the same for other 
types of manifest. If files like soundscapes, response rules and 
soundscripts were given unique extensions (currently they're all plain 
..txt) the engine could scan the whole scripts/ folder for them. It'd 
help mappers trying to embed custom scripts in their maps as well as 
plugin authors.

I use .soundscape, .soundscript and .talker already, so that they're 
picked up by my syntax highlighting rules in Notepad++, and it works a 
treat.

(There would need to be an exclude list for response rules you didn't want.)

Spencer 'voogru' MacDonald wrote:
> Mike, it would be nice to take advantage of the particle systems from the
> plug-in interface, currently everything is accessible and it's possible to
> spawn and make full use of the existing particle systems that a mod has.
>
> However, if I create a separate particle system (ie, neat_effects.pcf),
add
> it to the download table, and precache it from the server, it gets sent to
> the client, but ultimately the client does not load the particle effect.
>
> I can get them to work ultimately by loading the particle system with the
> particle tools, but that's it.
>
> A quick investigation on the client and I've noticed that the client reads
a
> list of files from the particles_manifest.txt and reads all particle files
> that are listed in that file, is there any real point to doing this rather
> than simply loading all *.pcf files in the game mods particles directory
(as
> well as the sub-directories)?
>
> Or alternatively, watching the "downloadables" string table for *.pcf
files
> and reading custom particle systems that way.
>
> It would be really nice for server plug-in authors to be able to create
> their own custom particle systems, and this is the only thing that is
> preventing it.
>
> - voogru.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
> Sent: Thursday, June 12, 2008 9:08 PM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] Tools and SDK Updates Live Now
>
> Hi All-
>
>  
>
> We've updated the engine tools and the SDK this afternoon. Here's the
> changelist:
>
>  
>
> =SDK Source Code=
>
> -Removed GameStats.cpp and GameStats.h from the server folder since the
> client and server should be using the one in shared
>
> -Removed deprecated statgather.cpp from the client folder
>
> -Added requested headers for 'matsys_controls'
>
>  
>
> =SDK Tools=
>
> Fixed crash in 'splitskybox.exe'
>
>  
>
> =Source Engine Tools=
>
> Fixed crashes in the Particle Editor, Material Editor, and Commentary
> Editor when saving files
>
>  
>
> -Mike
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [hlcoders] Tools and SDK Updates Live Now

2008-06-12 Thread Spencer &#x27;voogru' MacDonald
Mike, it would be nice to take advantage of the particle systems from the
plug-in interface, currently everything is accessible and it's possible to
spawn and make full use of the existing particle systems that a mod has.

However, if I create a separate particle system (ie, neat_effects.pcf), add
it to the download table, and precache it from the server, it gets sent to
the client, but ultimately the client does not load the particle effect.

I can get them to work ultimately by loading the particle system with the
particle tools, but that's it.

A quick investigation on the client and I've noticed that the client reads a
list of files from the particles_manifest.txt and reads all particle files
that are listed in that file, is there any real point to doing this rather
than simply loading all *.pcf files in the game mods particles directory (as
well as the sub-directories)?

Or alternatively, watching the "downloadables" string table for *.pcf files
and reading custom particle systems that way.

It would be really nice for server plug-in authors to be able to create
their own custom particle systems, and this is the only thing that is
preventing it.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Thursday, June 12, 2008 9:08 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Tools and SDK Updates Live Now

Hi All-

 

We've updated the engine tools and the SDK this afternoon. Here's the
changelist:

 

=SDK Source Code=

-Removed GameStats.cpp and GameStats.h from the server folder since the
client and server should be using the one in shared

-Removed deprecated statgather.cpp from the client folder

-Added requested headers for 'matsys_controls'

 

=SDK Tools=

Fixed crash in 'splitskybox.exe'

 

=Source Engine Tools=

Fixed crashes in the Particle Editor, Material Editor, and Commentary
Editor when saving files

 

-Mike

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[hlcoders] Player collisions, enemies vs friendlies.

2008-06-10 Thread Spencer &#x27;voogru' MacDonald
Hey guys,

I've been trying to work with the collisions in TF2 and figure out exactly
how it's deciding who collides with who.

In TF2, with tf_avoidteammates set to 1, red players don't collide with red
players, blue players don't collide with blue players.

I've noticed the collisiongroups on red and blue players appear to be the
same, so I'm wondering what function is actually determining whether they
collide or not, I have looked at ShouldCollide and various other functions
that seem to be related to this and haven't had any luck.

Any ideas?

Thanks.

- voogru.


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Re: [hlcoders] Limiting access by Steam ID

2008-06-03 Thread Spencer &#x27;voogru' MacDonald
You can use the Steam Client API to get their FriendID, which converts to
their STEAM ID, this would be implemented on the client.

Then for the server end you put some protection there as well.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of vivoli
Sent: Tuesday, June 03, 2008 6:01 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Limiting access by Steam ID

You can't because in LAN (or localhost), the SteamID is STEAM_PENDING.
So you can't limiting access by SteamID.


> Nuclear Dawn does something like this, with Steam ID's as far as I know.  
> I
> imagine a good place would be the DLL's init function (server & client?).
>
> That's my best guess.
>
> /ScarT
>
>
> On 03/06/2008, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
>>
>> This is your best bet.
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Adam Maras
>> (memzero)
>> Sent: Tuesday, June 03, 2008 5:17 PM
>> To: 'Discussion of Half-Life Programming'
>> Subject: Re: [hlcoders] Limiting access by Steam ID
>>
>> Could you invite the testers to a private Steam Communities group and
>> hard-code the group ID into the mod instead? Then, simply use the Steam  
>> API
>> to check for membership in that group.
>>
>> //  Adam Maras (memzero)
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Jed
>> Sent: Tuesday, June 03, 2008 2:04 PM
>> To: Discussion of Half-Life Programming
>> Subject: [hlcoders] Limiting access by Steam ID
>>
>> I know this is going to be a controversial subject but bear with me.
>>
>> I was asked by one of our Mod team if it would be possible for the
>> internal beta version to lock them so that they could only be played
>> by certain people. As we use SVN to allow testers to download/update
>> the various builds it's percieveable they could give/share their SVN
>> info and others could happily leech off it.
>>
>> The idea was to hard code a list of steam ID's into the DLLs for the
>> duration of testing and basically refuse to load the game if you're
>> not on the list. We're not thinking just stopping people joining games
>> but actually stopping them completely so they can't make local listen
>> or LAN servers.
>>
>> I've never gone this deep into the whole Steam side of things for
>> getting ID's or where would be a suitable or safe place to put the
>> check/reject code.
>>
>> Thoughts? Suggestions?
>>
>> - Jed
>>
>> P.S. We're a EP1 mod.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
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>>
>>
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Re: [hlcoders] Limiting access by Steam ID

2008-06-03 Thread Spencer &#x27;voogru' MacDonald
This is your best bet.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Maras
(memzero)
Sent: Tuesday, June 03, 2008 5:17 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Limiting access by Steam ID

Could you invite the testers to a private Steam Communities group and
hard-code the group ID into the mod instead? Then, simply use the Steam API
to check for membership in that group.

//  Adam Maras (memzero)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jed
Sent: Tuesday, June 03, 2008 2:04 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Limiting access by Steam ID

I know this is going to be a controversial subject but bear with me.

I was asked by one of our Mod team if it would be possible for the
internal beta version to lock them so that they could only be played
by certain people. As we use SVN to allow testers to download/update
the various builds it's percieveable they could give/share their SVN
info and others could happily leech off it.

The idea was to hard code a list of steam ID's into the DLLs for the
duration of testing and basically refuse to load the game if you're
not on the list. We're not thinking just stopping people joining games
but actually stopping them completely so they can't make local listen
or LAN servers.

I've never gone this deep into the whole Steam side of things for
getting ID's or where would be a suitable or safe place to put the
check/reject code.

Thoughts? Suggestions?

- Jed

P.S. We're a EP1 mod.

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Re: [hlcoders] CUtlVector<*>... Memory management?

2008-05-31 Thread Spencer &#x27;voogru' MacDonald
I thought FireFox could do no wrong?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Saturday, May 31, 2008 8:32 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] CUtlVector<*>... Memory management?

There are only a few sections where the gains were at all significant.  
Rather than a divergent library they probably could've realized a few 
optimization patches and gotten the same benefit.  The thing I don't 
understand though is why so many software companies to this day still 
try to do so much low-level memory management themselves, as if the OS 
was incapable of it.  It's not just gaming software either: case in 
point, Firefox and its insane memory management that bloats to using 
hundreds of megabytes over time.

Paul Peloski wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> In the algorithms they made some significant gains on Windows and Xbox,
but
> not so much on Mac and Linux. I guess libstdc++ is faster than Microsoft's
> STL implementation. Since a lot of games will target Microsoft platforms I
> guess it was a good move to rewrite their STL implementation.
>
> I wonder if Valve has a similar benchmark comparison for CUtl* and the
> equivalent operations using STL.
>
> Regards,
>
> Paul
>
> On Fri, Feb 15, 2008 at 11:23 AM, Nate Nichols <[EMAIL PROTECTED]>
wrote:
>
>   
>> That is a really interesting article.  How did you find it?
>>
>> Also, they do have some performance benchmarks buried at the bottom:
>>
>>
http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html#Appendix_
20
>>
>> Nate
>>
>> On Fri, Feb 15, 2008 at 9:55 AM, Paul Peloski <[EMAIL PROTECTED]>
>> wrote:
>> 
>>> --
>>>  [ Picked text/plain from multipart/alternative ]
>>>  Interesting, thanks for finding that.
>>>
>>>  I wonder if eastl is actually faster, more portable, etc. I'm sure it
>>>  satisfies their desire for a simpler std::allocator. But, I would have
>>>   
>> liked
>> 
>>>  to see some performance comparisons in this paper. There's nothing like
>>>   
>> hard
>> 
>>>  numbers to justify the time they spent rewriting/redesigning the STL.
>>>
>>>  Regards,
>>>
>>>  Paul
>>>
>>>
>>>  On Fri, Feb 15, 2008 at 4:56 AM, Justin Krenz <[EMAIL PROTECTED]> wrote:
>>>
>>>
>>>
>>>   
 I found a good site that details EA's own version of STL and why game
 
>>>  > companies don't use STL.
>>>  >
>>>  > http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html
>>>  >
>>>  > Paul Peloski wrote:
>>>  > > --
>>>  > > [ Picked text/plain from multipart/alternative ]
>>>  > > Why doesn't Valve use the STL, anyways? I've always wondered. I
>>>   
>> really
>> 
>>>  > like
>>>  > > the STL (and Boost). Is there some important consideration I missed
>>>  > about
>>>  > > their usage with the Source SDK?
>>>  > >
>>>  > > Regards,
>>>  > >
>>>  > > Paul
>>>  > >
>>>  >
>>>  > ___
>>>  > To unsubscribe, edit your list preferences, or view the list
>>>   
>> archives,
>> 
>>>  > please visit:
>>>  > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>  >
>>>  >
>>>  --
>>>
>>>
>>>
>>>  ___
>>>  To unsubscribe, edit your list preferences, or view the list archives,
>>>   
>> please visit:
>> 
>>>  http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>   
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>> please visit:
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>>
>> 
> --
>
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>   


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Re: [hlcoders] Steam login ingame

2008-05-08 Thread Spencer &#x27;voogru' MacDonald
It sounds to me like he wants to make some malicious server plugins.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Thursday, May 08, 2008 3:35 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Steam login ingame

I can't think of a valid reason why you'd want the login name, unless you're
trying to steal it or something.

There is no benefit for having it.


On Thu, May 8, 2008 at 3:17 PM, Tony Paloma <[EMAIL PROTECTED]> wrote:

> And, as far as I know, neither contains the steam username used to login.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
> Sent: Thursday, May 08, 2008 10:32 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Steam login ingame
>
> You can examine the steamID and determine the steam community id.  This
> would let you process their steam friends page or the xml version of it.
>
>
>
> On Thu, May 8, 2008 at 3:46 AM, vivoli <[EMAIL PROTECTED]> wrote:
>
> > Hi,
> >
> > I look for how to have the Steam login of a player ingame (for example
> my
> > Steam Login is "vivoli12").
> > I can have the STEAM_ID with GetNetworkIDString(), but I don't know how
> I
> > can have the Steam Login.
> >
> > Someone can help me? (I use the HL2 Episode One SDK)
> >
> > ___
> > 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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>


-- 
-Tony
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Re: [hlcoders] Steam login ingame

2008-05-08 Thread Spencer &#x27;voogru' MacDonald
Now why would you need the steam login?

The steam id is more than enough.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of vivoli
Sent: Thursday, May 08, 2008 5:47 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Steam login ingame

Hi,

I look for how to have the Steam login of a player ingame (for example my  
Steam Login is "vivoli12").
I can have the STEAM_ID with GetNetworkIDString(), but I don't know how I  
can have the Steam Login.

Someone can help me? (I use the HL2 Episode One SDK)

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Re: [hlcoders] Truncated/Shortened A2S_INFO for TF2

2008-05-08 Thread Spencer &#x27;voogru' MacDonald
Even loading up these IP's in HLSW give problems, it's probably something
running on the server mucking with queries.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Allan
Sent: Thursday, May 08, 2008 4:58 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Truncated/Shortened A2S_INFO for TF2


On 7 May 2008, at 18:03, Tom Leighton wrote:

> Have you checked its not sending 2 packets ? With the rest of the  
> packet
> following?

No, but given that the protocol specifically defines how such a  
situation would be handled by the first 4 bytes of the reply being  
0xFFFE rather than the reply I'm seeing of 0x I doubt  
that has much to do with it. The replies are also very small (~100  
bytes) so I don't see why they'd be split across multiple UDP datagrams.

FWIW:

[EMAIL PROTECTED] ~/src $ python
Python 2.5.1 (r251:54863, Jan 17 2008, 19:35:17)
[GCC 4.0.1 (Apple Inc. build 5465)] on darwin
Type "help", "copyright", "credits" or "license" for more information.
 >>> import socket
 >>> udpsock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
 >>> udpsock.connect(("213.228.232.26", 27015))
 >>> udpsock.send("\xFF\xFF\xFF\xFFTSource Engine Query\x00")
25
 >>> udpsock.settimeout(10)
 >>> a = udpsock.recv(1400)
 >>> b = udpsock.recv(1400)
Traceback (most recent call last):
   File "", line 1, in 
socket.timeout: timed out


Good idea though. :)

Ciao.

-Chris

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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Spencer &#x27;voogru' MacDonald
Yeah I wonder how they get on the mailing list to begin with.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of 1nsane .
Sent: Friday, March 14, 2008 3:14 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] extract detail model positions from a .bsp file?

OT: What is it with this recent bunch of retards? How can they subscribe
themselves to the list, then confirm it and yet be unable to read the
Unsubscribe message at the bottom while having the audacity to YELL at us to
stop emailing him? I will keep on emailing the list, not him.

On Fri, Mar 14, 2008 at 2:57 PM, Spencer 'voogru' MacDonald <
[EMAIL PROTECTED]> wrote:

> Okay.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Chrs
> Anderson
> Sent: Friday, March 14, 2008 2:49 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] extract detail model positions from a .bsp file?
>
> DO NOT EMAIL ME
>
>
> Nick <[EMAIL PROTECTED]> wrote:
>  Hotmail is screwing up the entire message list. Please use gmail instead.
>
> On Fri, Mar 14, 2008 at 10:14 AM, Adam Donovan wrote:
> > Hi Ryan,
> > By detail props I mean the type of models that are generated
> automatically
> on a "WorldVertexTransition" transition texture based on alpha ranges
> > I always thought it was done at compile time because I see the following
> line when compiling
> > Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
> > or is this something else?
> > I would look in the bsp file if there was a simple way to read it as
> text?
> -is there? - it just looks like garlbe mess when i open one in
> notpad..maybe
> i should try a hex editor? I havent looked into the code for the bsp files
> yet maybe I will now have a look..any help on this would be cool cause
> then
> we might be able to make a small tool that others can use to place any
> type
> of entity.
> >
> > thanks again
> > adam
> >
> >
> > Date: Thu, 13 Mar 2008 23:18:45 -0700
> > From: [EMAIL PROTECTED]
> > To: [EMAIL PROTECTED]; hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] hlcoders digest, Vol 1 #3715 - 6 msgsextract
> detail model positions from a .bsp file?
> >
> > Are you sure they are compiled? I thought those were generated as
> func_detail on runtime. If surface detail models are done on compile, they
> are probably merged with Model 0 (worldspawn). If you find those are
> generated in vbsp, then just alter vbsp to dump a list of coordinates for
> you. We have the vbsp code, not the orange box ones yet though I don't
> think.
> >
> >
> > On Thu, Mar 13, 2008 at 7:02 PM, Adam Donovan wrote:
> >
> >
> >
> >
> >
> > Hi Again all,
> >
> >
> >
> > Is there any way anyone
> >
> > knows of a way to extract detail model positions from a .bsp file? I
> would
> like to be able to rip the x,y,z
> >
> > information of the detail models so that I can use the coordinates to
> place
> >
> > static props. By detail models I mean the unlit models that are emitted
> from a
> >
> > .vbsp file at compile time.
> >
> >
> >
> > Any ideas help?
> >
> >
> >
> > Adam
> >
> >
> >
> >
> >
> > _
> >
> > New music from the Rogue Traders - listen now!
> >
> >
>
>
http://ninemsn.com.au/share/redir/adTrack.asp?mode=click&clientID=832&referr
>
al=hotmailtaglineOct07&URL=http://music.ninemsn.com.au/roguetradershttp://music.ninemsn.com.au/roguetraders>
> >
> >
> > ___
> >
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
> >
> > --
> > ~Ryan
> >
> > _
> > Overpaid or Underpaid? Check our comprehensive Salary Centre
> >
>
>
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fcontent%2Emycareer%2Ecom%2Ea
>
>
u%2Fsalary%2Dcentre%3Fs%5Fcid%3D595810&_t=766724125&_r=Hotmail_Email_Tagline
>
_MyCareer_Oct07&_m=EXT<http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fconte
nt%2Emycareer%2Ecom%2Eau%2Fsalary%2Dcentre%3Fs%5Fcid%3D595810&_t=766724125&_
r=Hotmail_Email_Tagline_MyCareer_Oct07&_m=EXT>
> > ___
> > To unsubscribe, edit y

Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Spencer &#x27;voogru' MacDonald
Okay.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chrs Anderson
Sent: Friday, March 14, 2008 2:49 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] extract detail model positions from a .bsp file?

DO NOT EMAIL ME
  

Nick <[EMAIL PROTECTED]> wrote:
  Hotmail is screwing up the entire message list. Please use gmail instead.

On Fri, Mar 14, 2008 at 10:14 AM, Adam Donovan wrote:
> Hi Ryan,
> By detail props I mean the type of models that are generated automatically
on a "WorldVertexTransition" transition texture based on alpha ranges
> I always thought it was done at compile time because I see the following
line when compiling
> Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
> or is this something else?
> I would look in the bsp file if there was a simple way to read it as text?
-is there? - it just looks like garlbe mess when i open one in notpad..maybe
i should try a hex editor? I havent looked into the code for the bsp files
yet maybe I will now have a look..any help on this would be cool cause then
we might be able to make a small tool that others can use to place any type
of entity.
>
> thanks again
> adam
>
>
> Date: Thu, 13 Mar 2008 23:18:45 -0700
> From: [EMAIL PROTECTED]
> To: [EMAIL PROTECTED]; hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] hlcoders digest, Vol 1 #3715 - 6 msgsextract
detail model positions from a .bsp file?
>
> Are you sure they are compiled? I thought those were generated as
func_detail on runtime. If surface detail models are done on compile, they
are probably merged with Model 0 (worldspawn). If you find those are
generated in vbsp, then just alter vbsp to dump a list of coordinates for
you. We have the vbsp code, not the orange box ones yet though I don't
think.
>
>
> On Thu, Mar 13, 2008 at 7:02 PM, Adam Donovan wrote:
>
>
>
>
>
> Hi Again all,
>
>
>
> Is there any way anyone
>
> knows of a way to extract detail model positions from a .bsp file? I would
like to be able to rip the x,y,z
>
> information of the detail models so that I can use the coordinates to
place
>
> static props. By detail models I mean the unlit models that are emitted
from a
>
> .vbsp file at compile time.
>
>
>
> Any ideas help?
>
>
>
> Adam
>
>
>
>
>
> _
>
> New music from the Rogue Traders - listen now!
>
>
http://ninemsn.com.au/share/redir/adTrack.asp?mode=click&clientID=832&referr
al=hotmailtaglineOct07&URL=http://music.ninemsn.com.au/roguetraders
>
>
> ___
>
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
>
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>
>
> --
> ~Ryan
>
> _
> Overpaid or Underpaid? Check our comprehensive Salary Centre
>
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fcontent%2Emycareer%2Ecom%2Ea
u%2Fsalary%2Dcentre%3Fs%5Fcid%3D595810&_t=766724125&_r=Hotmail_Email_Tagline
_MyCareer_Oct07&_m=EXT
> ___
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>

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RE: [hlcoders] RE: tags maybe messing up mods?

2008-03-04 Thread Spencer &#x27;voogru' MacDonald
You can fix that by removing any declaration of maxplayers from configs or
the servers startup line.

Your server will be capped at 2 players, but now your sv_tags will be empty.
Woop Woop Yay.

Heres my sv_tags with maxplayers 24.

23:28:00 L 03/04/2008 - 22:27:58: server_cvar: "sv_tags"
"increased_maxplayers,respawntimes,"

Yay!

Heres my sv_tags with maxplayers 4

23:28:00 L 03/04/2008 - 22:29:15: server_cvar: "sv_tags"
"increased_maxplayers,respawntimes,"


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer
Sent: Tuesday, March 04, 2008 8:47 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] RE: tags maybe messing up mods?

--
[ Picked text/plain from multipart/alternative ]
Little update on that, increased_maxplayers appears to be stuck to on. Cant
set it to nothing.

On Tue, Mar 4, 2008 at 5:35 PM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:

> Only increased_maxplayers.
>
>
> On Tue, Mar 4, 2008 at 10:26 AM, Eric Smith <[EMAIL PROTECTED]>
> wrote:
>
> > What tags are you seeing for your mod? (check the value of sv_tags on
> > the server)
> >
> > -Eric
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer
> > Sent: Monday, March 03, 2008 8:50 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] Latest engine updates breaking sdk?
> >
> > Hey
> >
> > So with the latest steam updates I've noticed a couple things with our
> > mod.
> > Scoreboard avatars no longer work, and the only way you can see servers
> > is
> > through the custom tag server window. Anyone else noticed these?
> >
> > --
> > ~Ryan
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ~Ryan




--
~Ryan
--

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RE: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-29 Thread Spencer &#x27;voogru' MacDonald
I hate to rain on your bash valve parade...

But this is in the Orange Box SDK:

//--
---
// Purpose: Interface from engine to tools for manipulating entities
//--
---
class IServerTools : public IBaseInterface
{
public:
virtual IServerEntity *GetIServerEntity( IClientEntity
*pClientEntity ) = 0;
virtual bool SnapPlayerToPosition( const Vector &org, const QAngle
&ang, IClientEntity *pClientPlayer = NULL ) = 0;
virtual bool GetPlayerPosition( Vector &org, QAngle &ang,
IClientEntity *pClientPlayer = NULL ) = 0;
virtual bool SetPlayerFOV( int fov, IClientEntity *pClientPlayer =
NULL ) = 0;
virtual int GetPlayerFOV( IClientEntity *pClientPlayer = NULL ) = 0;
virtual bool IsInNoClipMode( IClientEntity *pClientPlayer = NULL ) =
0;

// entity searching
virtual void *FirstEntity( void ) = 0;
virtual void *NextEntity( void *pEntity ) = 0;
virtual void *FindEntityByHammerID( int iHammerID ) = 0;

// entity query
virtual bool GetKeyValue( void *pEntity, const char *szField, char
*szValue, int iMaxLen ) = 0;
virtual bool SetKeyValue( void *pEntity, const char *szField, const
char *szValue ) = 0;
virtual bool SetKeyValue( void *pEntity, const char *szField, float
flValue ) = 0;
virtual bool SetKeyValue( void *pEntity, const char *szField, const
Vector &vecValue ) = 0;

// entity spawning
virtual void *CreateEntityByName( const char *szClassName ) = 0;
virtual void DispatchSpawn( void *pEntity ) = 0;

// This reloads a portion or all of a particle definition file.
// It's up to the server to decide if it cares about this file
// Use a UtlBuffer to crack the data
virtual void ReloadParticleDefintions( const char *pFileName, const
void *pBufData, int nLen ) = 0;

virtual void AddOriginToPVS( const Vector &org ) = 0;
};

#define VSERVERTOOLS_INTERFACE_VERSION "VSERVERTOOLS001"

Oh, I wonder what this could be...

virtual void *CreateEntityByName( const char *szClassName ) = 0;

Oh and...

virtual void *FirstEntity( void ) = 0;
virtual void *NextEntity( void *pEntity ) = 0;

Oh baby! We're getting raunchy now!

Perhaps when CSS gets upgraded to the Orangebox engine this will be made
available. It works in TF2 at least.

Regardless of what valve does to try and limit plug-ins, programmers will
find ways around it.

I think valve should welcome plug-ins, not try and thwart them. Not
everybody wants to make a full blown mod, the original plug-in SDK was a sad
joke. With regards to the HudMsg in CSS, I fully agree.

One of what I believed to be AdminMOD's trademark (the pretty center says),
removed from the new game purposely... by the creator of AdminMOD!

But, center says work in TF2... but perhaps I should not speak so loudly
cause valve might hear it, though with the new additions in the Orangebox
engine, I think valve is improving. Let's hope it continues.

Bash valve all you want (I do it too!), but they are leaps and bounds ahead
of other companies when it comes to customization.

I'll give them credit where it's due.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Friday, February 29, 2008 4:50 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
Server Plugins?

--
[ Picked text/plain from multipart/alternative ]
My point was that that is going to be the only way.  Not only has Valve made
it clear that mod-specific API items won't be provided, they've removed as
much as possible the functionality of plugins.

As an example, remember the SpawnEntityByName function (from June 2005)?
That function has long been removed from the codebase.  - Alfred
Spawning entities into a map from a plugin is not supported.  - Alfred
We are more concerned with giving people consistent gameplay rather than
any specific cheat problem. You would be amazed at the number of people
that get confused (i.e email us complaining) when joining a HL1 based
server with some of the noisier mods (I am looking at the warcraft3
superhero mod here...). - Alfred

Or another example, the HudMsg that allows you to print text anywhere on the
screen?  The font definition was intentionally removed from
ClientSchemes.res to prevent plugins from using HudMsg.

I'm 95% certain they won't add that. Properly done, signature scans don't
break that often.  I haven't had to find a new signature for CSS in a long
time.  Usually when one of mine is invalid it's because I've missed a wild
card flag.







On Fri, Feb 29, 2008 at 1:12 PM, Saul Rennison <[EMAIL PROTECTED]>
wrote:

> The problem is, LDuke, Mattie doesn't want to add hacks and signature
> scans to EventScripts (or whatever he wants it for), as it can break
> pret

[hlcoders] Players getting stuck in physics objects.

2008-02-10 Thread Spencer &#x27;voogru' MacDonald
Hello,

It seems I have come into an interesting issue.

I have a physics object that I am spawning, and everything seems to work
normally on it. It will collide with other physics, push them around, etc.

Players will also clip/collide with them when they are stopped.

The problem is, when the physics object is on the move, such as a barrel
rolling, if the player is silly enough to stand in its way the poor
uneducated player will get stuck in the physics object while the object
moves through the player.

If the object stops while instead the player, the player is then permanently
stuck until the entity is either deleted, or another player decides to put
him out of his misery.

I thought it might be the collision groups, but I tried every possible
collision group with no change.

Any ideas?

Thanks.

- voogru.




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RE: [hlcoders] New update.

2008-01-23 Thread Spencer &#x27;voogru' MacDonald
The cake is a lie.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dylan McLaughlin
Sent: Wednesday, January 23, 2008 8:33 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] New update.

--
[ Picked text/plain from multipart/alternative ]
Many thanks, whos up for some cake?




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RE: [hlcoders] Steam account phishing

2008-01-18 Thread Spencer &#x27;voogru' MacDonald
Or make bots to generate legitimate looking entries.

That’s how you counter phishing. Fill it up with crap that the real stuff is so 
buried they'll never get to it.

- voogru.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Friday, January 18, 2008 11:33 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam account phishing

Lol, everyone spam it with useless info :P

Grzegorz SieQ Łabuzek wrote:
> Received via Steam (chat):
>
> [תּשּׂ]Julie[Ŧ$](Teh Shovle: Cs1.6 - Css - TF2 - DoD:S - COD4
> Tournaments On http://steam-gaming.tk/ : For The Winners Valve
> Complete Packs :)
>
> WARNING! It is supposed to be steam account phishing. The web page is
> located at membres.lycos.fr/steamonline/
> ___
> 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] Re: NPC Animation Latency...

2007-12-05 Thread Spencer &#x27;voogru' MacDonald
You know what'd be cool?

HL2 SDK on SVN, and as code patches get put in, we get access to the updates
on the fly.

Ah... wet dreams...

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski
Sent: Wednesday, December 05, 2007 7:37 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: NPC Animation Latency...

--
[ Picked text/plain from multipart/alternative ]
I reported this bug and the fix 8/8/*2006*. More than a year ago. And it's
still in the shipping SDK and someone is still encountering it at least once
a month.

We need an SDK code update, Mike!

Regards,

Paul

On Dec 5, 2007 1:09 PM, Christopher Harris <[EMAIL PROTECTED]> wrote:

> OH MEH GEE!
>
> This has fixed so many things
>
> This has fixed vehicle pose parameters, Third person player view, and npc
> jitter. Just have to see what other players look like, but If they are
> recieving a networked animtime should it matter if it is changed right
> before network update?
>
> Chris
> - Original Message -
> From: "Andrew Watkins" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, December 05, 2007 5:08 AM
> Subject: [hlcoders] Re: NPC Animation Latency...
>
>
> >I don't see why, but although changing it to if((isNPC() &&
> > IsSelfAnimating()) || !IsSelfAnimating()) doesn't work, simply
> > if(IsSelfAnimating()) does it just for me fine! Not looked into player
> > effects yet, though.
> >
> > Andrew
> >
> >> Message: 5
> >> From: "Christopher Harris" <[EMAIL PROTECTED]>
> >> To: 
> >> Subject: Re: [hlcoders] Re: NPC Animation Latency...
> >> Date: Tue, 4 Dec 2007 23:15:20 -0500
> >> Reply-To: hlcoders@list.valvesoftware.com
> >>
> >> Didn't seem to do much.
> >>
> >> I tried net_fakelag 25 and it did look perfect. But I don't think
> having
> >> a
> >> mod running listen servers with fake lag is a smart move.
> >>
> >> Chris
> >> - Original Message -
> >> From: "Maurino Berry" <[EMAIL PROTECTED]>
> >> To: 
> >> Sent: Tuesday, December 04, 2007 9:16 PM
> >> Subject: Re: [hlcoders] Re: NPC Animation Latency...
> >>
> >>
> >>> Hey there.. the default NPC jitter can be fixed with this :
> >>>
> >>>
> >>> line 1920 of c_baseentity
> >>> if (!IsSelfAnimating()) to if(IsSelfAnimating())
> >>>
> >>> Although I think you can remove it entirely as this ended up having
> >>> adverse effects when trying to actually do self animating entities
> >>> (like properly predicting players), perhaps you could do
> >>>
> >>> if((isNPC() && IsSelfAnimating()) || !IsSelfAnimating())
> >>>
> >>> Let me know if that has any effect on your problem
> >>>
> >>>
> >>>
> >>> On Dec 3, 2007 2:15 PM, Christopher Harris <[EMAIL PROTECTED]>
> >>> wrote:
>  That did not help much. Now the pose parameters appear to be stuck at
> a
>  single value and unchanged. I assume because there is no npc
> animation
>  code
>  on the client. The only C_AI_BaseNPC is a few minor things.
> 
>  Chris
>  - Original Message -
>  From: "Andrew Watkins" <[EMAIL PROTECTED]>
>  To: 
> 
>  Sent: Monday, December 03, 2007 6:19 AM
>  Subject: [hlcoders] Re: NPC Animation Latency...
> 
> 
>  >I have run into this problem too - and don't have a proper solution.
>  > I have discovered, however, that if you set net_fakelag to anything
>  > about
>  > ~25ms, the jittering disappears. This is probably in line with what
>  > you
>  > would expect with a listenserver-only problem.
>  > Until I find a proper solution, I have simply added
>  > UseClientSideAnimation()
>  > into the AI_BaseNPC constructor - this also stops jittering, but it
>  > does
>  > affect all animations, causing them to be "less exaggerated"
>  >
>  >> From: "Christopher Harris" <[EMAIL PROTECTED]>
>  >> To: 
>  >> Date: Mon, 3 Dec 2007 02:09:04 -0500
>  >> Subject: [hlcoders] NPC Animation Latency...
>  >> Reply-To: hlcoders@list.valvesoftware.com
>  >>
>  >> I have developed npcs deriving off the PlayerCompanion class and I
>  >> am
>  >> havin=
>  >> g some issues. The first thing I tried was disabling any possible
>  >> predictio=
>  >> n issues or anything related to that, but it did not solve
> anything.
>  >> ie
>  >> CDi=
>  >> sablePrediction Filtering.
>  >>
>  >> What is occuring is NPC animations are jittery and sometimes will
>  >> enter
>  >> jes=
>  >> us pose breifly. As well sometimes odd animation issues occur
> where
>  >> the
>  >> fee=
>  >> t are using wrong pose parameters to actual movement. Like the npc
>  >> is
>  >> walki=
>  >> ng nw direction facing north and the feet look like they are
>  >> strafing
>  >> towar=
>  >> d the east .
>  >>
>  >> The issue also only occurs in Listen Servers. In dedicated servers
>  >> the
>  >> anim=
>  >> ations all work fantastically.
>  >>
>  >>

RE: [hlcoders] Combo System

2007-12-04 Thread Spencer &#x27;voogru' MacDonald
Here this might help you,
http://www.dummies.com/WileyCDA/DummiesTitle/productCd-0764568523.html

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of kitson foo
Sent: Tuesday, December 04, 2007 10:11 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Combo System

--
[ Picked text/plain from multipart/alternative ]

ah yes you did. sorry about that its been awhile since i last checked the
emails guess i missed it. i was adding it however i'm getting some
undeclared identifiers for m_iComboCounter and m_flComboTime. i'm using HL2
SP too btw. the deploy segment in which you asks me to add the codes in is
found in basehlcombatweapon_shared.h instead of being it inv
BaseBuldgeonWeapon.cpp. below are the list of compile errors i recieved.

error C2065: 'm_iComboTime' : undeclared identifier
error C2065: 'm_iCombocounter' : undeclared identifier
error C2014: preprocessor command must start as first nonwhite space
error C2106: '=' : left operand must be l-value
error C2143: syntax error : missing ')' before ';'
warning C4390: ';' : empty controlled statement found; is this the intent?
_
Get your free suite of Windows Live services!
http://www.get.live.com/wl/all
--

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RE: [hlcoders] Team Fortress 2 Critical Hits

2007-11-19 Thread Spencer &#x27;voogru' MacDonald
The cvars to control crits was removed in a recent update.

So that wont work anymore.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve S.
Sent: Monday, November 19, 2007 2:24 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Team Fortress 2 Critical Hits

ummm has anyone tried this

http://www.beetlesmod.com/forums/viewtopic.php?t=3724


> I believe alot of it has to do with scoreboard momentum too, which I
> totally disagree with. I dislike rewarding good players in a way that
> makes it several times easier to get kills, because that subsequently
> means more momentum = more crit chance = more kills etc etc.
>
> On Nov 18, 2007 3:34 PM, Ryan --- <[EMAIL PROTECTED]> wrote:
>> They can be summed up as such -
>>
>> great when they happen for you, horrible when they happen against you.
>>
>> At first i enjoyed the randomess but now i think perhaps more
>> clarification on how to activate them would be helpful. As i
>> understand it they are meant to be a reward for playing your chosen
>> class skillfully, implying there is some sort of behind the scenes
>> analytical monitoring code that studies a number of factors to judge
>> how well you are playing, but i've had instances where the first shot
>> i fire when i start as a new class can be a critical shot.
>>
>> If it is indeed a randomly occuring feature then i think they may in
>> the end actually be a negative thing because players (as is mentioned
>> in the commentary section of the game) don't mind being killed if
>> their death was a result of a more skilled opponent or by poor play on
>> their part but tend to get annoyed when their opponent gains an
>> upperhand on them, not by skill, but by a poor game mechanic. I think
>> randomly dished out one hit kills would fall into this category.
>>
>> But hey, there most likely is some kind of method behind it and i
>> still love the game ;)
>>
>>
>>
>> On Nov 18, 2007 3:46 AM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
>> > This is the biggest complaint with TF2, but I personally don't mind
>> > them. I agree with the server console command.
>> > Also, we should keep this discussion on the Steam forums, this is the
>> > coders mailer.
>> >
>> >
>> > On Nov 16, 2007 7:15 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>> > > only thing I think crits should be able to be disabled for is match
>> play.
>> > > actually all of the "the team that's winning continues to win" stuff
>> > > ruins match play.
>> > >
>> > > because if the other team you're playing against happens to get
>> lucky
>> > > one round, it ruins it for the rest of the match to the point that
>> > > they spawn quicker, get crits more often and you can't make a
>> comeback
>> > > v ery easily, you end up being penalized for messing up at the
>> start.
>> > >
>> > > it's extremely noticable on 2fort.
>> > > -Tony
>> > >
>> > >
>> > > On Nov 16, 2007 7:26 PM, Matt Stafford <[EMAIL PROTECTED]> wrote:
>> > > > Remove Crit Rockets and I'll be happy ;)
>> > > >
>> > > > On Nov 17, 2007 9:22 AM, Paul Peloski <[EMAIL PROTECTED]>
>> wrote:
>> > > > > --
>> > > > > [ Picked text/plain from multipart/alternative ]
>> > > > > This is the wrong place for that topic. The hlds list might be
>> better.
>> > > > > Although I like critical hits myself, they add some
>> unpredictability to what
>> > > > > would normally be me getting owned every time I play.
>> Undoubtedly the
>> > > > > feature brings new and casual gamers out to play, which is a
>> great thing for
>> > > > > TF2.
>> > > > >
>> > > > > Regards,
>> > > > >
>> > > > > Paul
>> > > > >
>> > > > > On Nov 16, 2007 4:02 PM, George Devgru Seal
>> <[EMAIL PROTECTED]> wrote:
>> > > > >
>> > > > > > --
>> > > > >
>> > > > > > [ Picked text/plain from multipart/alternative ]
>> > > > > > Any possibility of seeing critical hits as a server-side
>> variable? Perhaps
>> > > > > > through a third-party module for servers, or even in an
>> upcoming patch?
>> > > > > >
>> > > > > > Thanks
>> > > > > > -Devgru
>> > > > > > __
>> > > > > > Devgru Seal
>> > > > > > - PC Geek -
>> > > > > > > June 1st: HL2:Episode 1 Release <
>> > > > > > > October 9th, 2007: The Orange Box Release <
>> > > > > > --
>> > > > > >
>> > > > > > ___
>> > > > > > To unsubscribe, edit your list preferences, or view the list
>> archives,
>> > > > > > please visit:
>> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > > > > >
>> > > > > >
>> > > > > --
>> > > > >
>> > > > > ___
>> > > > > To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> > > > >
>> > > > >
>> > > >
>> > > >
>> > > >
>> > > > --
>> > > > Matt Stafford (Wraiyth)
>> > > > http://www.wraiyth.com
>> > > > NightFall, a Half Life 2 Single Player Mod -
>> http://www.nightfallmod.com
>> > > >
>> > > >
>> >

RE: [hlcoders] Wall running.

2007-11-01 Thread Spencer &#x27;voogru' MacDonald
Maybe he's trying to keep the amount of programming lines down to a minimum?

I was bored, so let's see if outlook can do it any better.

Vector EndPoint;
trace_t tr;

if( mv->m_nButtons & IN_STUNT && mv->m_nButtons & IN_SPEED && mv->m_nButtons
& IN_FORWARD )
{
for(i = 0; i < 2; i++)
EndPoint[i] = player->GetAbsOrigin()[i] + m_vecRight[i] *
24.0f;

UTIL_TraceLine( player->GetAbsOrigin(), EndPoint,
MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr);

if( tr.fraction < 1.0 ) // There is a wall
{
player->SetMoveType( MOVETYPE_WALL );
} else
{ // no wall
mv->m_nOldButtons |= IN_JUMP;
return false;
}
}

if( mv->m_nButtons & IN_STUNT && mv->m_nButtons & IN_FORWARD )
{
for(i = 0; i < 2; i++) EndPoint[i] = player->GetAbsOrigin()[i] +
m_vecRight[i] * 24.0f;
UTIL_TraceLine( player->GetAbsOrigin(), EndPoint,
MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr);
if( tr.fraction < 1.0 ) // There is a wall
{
player->SetMoveType( MOVETYPE_WALL );
}
else
{ // no wall
mv->m_nOldButtons |= IN_JUMP;
return false;
}
}

if( mv->m_nButtons & IN_STUNT && mv->m_nButtons & IN_SPEED && mv->m_nButtons
& IN_FORWARD )
{
for(i = 0; i < 2; i++) EndPoint[i] = player->GetAbsOrigin()[i] +
m_vecRight[i] * -24.0f;
UTIL_TraceLine( player->GetAbsOrigin(), EndPoint,
MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr);
if( tr.fraction < 1.0 ) // There is a wall
{
player->SetMoveType( MOVETYPE_WALL );
}
else
{ // no wall
mv->m_nOldButtons |= IN_JUMP;
return false;
}
}

if( mv->m_nButtons & IN_STUNT && mv->m_nButtons & IN_FORWARD )
{
for(i = 0; i < 2; i++) EndPoint[i] = player->GetAbsOrigin()[i] +
m_vecRight[i] * -24.0f;
UTIL_TraceLine( player->GetAbsOrigin(), EndPoint,
MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr);

if( tr.fraction < 1.0 ) // There is a wall
{
player->SetMoveType( MOVETYPE_WALL );
} else { // no wall
player->mv->m_nOldButtons |= IN_JUMP;
return false;
}
}

- voogru.

-Original Message-
From: Jonathan Murphy [mailto:[EMAIL PROTECTED]
Sent: Friday, November 02, 2007 2:41 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Wall running.

--
[ Picked text/plain from multipart/alternative ]
If you code like that then you are the most elite programmer I've ever
encountered.

Seriously though I think your e-mail client has removed all your newlines
and/or whitespace, you should try sending from something other than Hotmail
possibly.

On 11/2/07, kitson foo <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
>
> hey guys i'm currently doing a wall run for my mod and i've encountered an
> error when i tried doing it in the engine.
> This is the error that i get :
> Bogus pmove player movetype 2 on (1) 0=cl 1=sv
>
> The bottom is my codes. any help i can get would be much appreciated.
> Vector EndPoint; trace_t tr; if( mv->m_nButtons & IN_STUNT &&
> mv->m_nButtons & IN_SPEED && mv->m_nButtons & IN_FORWARD ) { for(i = 0; i
<
> 2; i++) EndPoint[i] = player->GetAbsOrigin()[i] + m_vecRight[i] * 24.0f;
> UTIL_TraceLine( player->GetAbsOrigin(), EndPoint, MASK_SOLID_BRUSHONLY,
> NULL, COLLISION_GROUP_NONE, &tr); if( tr.fraction < 1.0 ) // There is a
> wall { player->SetMoveType( MOVETYPE_WALL ); } else { // no wall
> mv->m_nOldButtons |= IN_JUMP; return false; } } if( mv->m_nButtons &
> IN_STUNT && mv->m_nButtons & IN_FORWARD ) { for(i = 0; i < 2; i++)
> EndPoint[i] = player->GetAbsOrigin()[i] + m_vecRight[i] * 24.0f;
> UTIL_TraceLine( player->GetAbsOrigin(), EndPoint, MASK_SOLID_BRUSHONLY,
> NULL, COLLISION_GROUP_NONE, &tr); if( tr.fraction < 1.0 ) // There is a
> wall { player->SetMoveType( MOVETYPE_WALL ); } else { // no wall
> mv->m_nOldButtons |= IN_JUMP; return false; } } if( mv->m_nButtons &
> IN_STUNT && mv->m_nButtons & IN_SPEED && mv->m_nButtons & IN_FORWARD ) {
> for(i = 0; i < 2; i++) EndPoint[i] = player->GetAbsOrigin()[i] +
> m_vecRight[i] * -24.0f; UTIL_TraceLine( player->GetAbsOrigin(), EndPoint,
> MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr); if( tr.fraction <
> 1.0 ) // There is a wall { player->SetMoveType( MOVETYPE_WALL ); } else {
> // no wall mv->m_nOldButtons |= IN_JUMP; return false; } } if(
> mv->m_nButtons & IN_STUNT && mv->m_nButtons & IN_FORWARD ) { for(i = 0; i
<
> 2; i++) EndPoint[i] = player->GetAbsOrigin()[i] + m_vecRight[i] * -24.0f;
> UTIL_TraceLine( player->GetAbsOrigin(), EndPoint, MASK_SOLID_BRUSHONLY,
> NULL, COLLISION_GROUP_NONE, &tr); if( tr.fraction < 1.0 ) // There is a
> wall {
> player->SetMoveType( MOVETYPE_WALL ); } else { // no wall
> mv->m_nOldButtons |= IN_JUMP; return false; } }
> __

RE: [hlcoders] OnQueryCvarValueFinished & Orange Box

2007-11-01 Thread Spencer &#x27;voogru' MacDonald
-> - Fixed Server Plugin "StartQueryCVarValue" falsely returning
-> CvarNotFound for cvars that did exist.


I love you.

- voogru.

-Original Message-----
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
Sent: Tuesday, October 30, 2007 2:14 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] OnQueryCvarValueFinished & Orange Box

Yay! Thank you.

- voogru.

-Original Message-
From: Mike Dussault [mailto:[EMAIL PROTECTED]
Sent: Monday, October 29, 2007 2:21 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] OnQueryCvarValueFinished & Orange Box

I'll take a look.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer
'voogru' MacDonald
Sent: Saturday, October 27, 2007 5:04 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] OnQueryCvarValueFinished & Orange Box

^

-Original Message-
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
Sent: Tuesday, October 23, 2007 1:55 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] OnQueryCvarValueFinished & Orange Box

Why are my questions always so hard :(

- voogru.

-Original Message-
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
Sent: Monday, October 22, 2007 1:40 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] OnQueryCvarValueFinished & Orange Box

Is anyone noticing that this is not working properly on Orange Box?

It's always returning eQueryCvarValueStatus_CvarNotFound regardless of
what cvar I look for.

But if I try it on a command, it properly states that it's not a cvar
(returning eQueryCvarValueStatus_NotACvar)

I am using the plug-in helper interface to query the cvars rather than
the engine (The engine interface seems to do absolutely nothing).

- voogru.




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RE: [hlcoders] OnQueryCvarValueFinished & Orange Box

2007-10-29 Thread Spencer &#x27;voogru' MacDonald
Yay! Thank you.

- voogru.

-Original Message-
From: Mike Dussault [mailto:[EMAIL PROTECTED]
Sent: Monday, October 29, 2007 2:21 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] OnQueryCvarValueFinished & Orange Box

I'll take a look.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer
'voogru' MacDonald
Sent: Saturday, October 27, 2007 5:04 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] OnQueryCvarValueFinished & Orange Box

^

-Original Message-
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
Sent: Tuesday, October 23, 2007 1:55 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] OnQueryCvarValueFinished & Orange Box

Why are my questions always so hard :(

- voogru.

-----Original Message-
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
Sent: Monday, October 22, 2007 1:40 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] OnQueryCvarValueFinished & Orange Box

Is anyone noticing that this is not working properly on Orange Box?

It's always returning eQueryCvarValueStatus_CvarNotFound regardless of
what cvar I look for.

But if I try it on a command, it properly states that it's not a cvar
(returning eQueryCvarValueStatus_NotACvar)

I am using the plug-in helper interface to query the cvars rather than
the engine (The engine interface seems to do absolutely nothing).

- voogru.




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RE: [hlcoders] OnQueryCvarValueFinished & Orange Box

2007-10-27 Thread Spencer &#x27;voogru' MacDonald
^

-Original Message-
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
Sent: Tuesday, October 23, 2007 1:55 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] OnQueryCvarValueFinished & Orange Box

Why are my questions always so hard :(

- voogru.

-Original Message-
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
Sent: Monday, October 22, 2007 1:40 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] OnQueryCvarValueFinished & Orange Box

Is anyone noticing that this is not working properly on Orange Box?

It's always returning eQueryCvarValueStatus_CvarNotFound regardless of what
cvar I look for.

But if I try it on a command, it properly states that it's not a cvar
(returning eQueryCvarValueStatus_NotACvar)

I am using the plug-in helper interface to query the cvars rather than the
engine (The engine interface seems to do absolutely nothing).

- voogru.




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RE: [hlcoders] TF2 Sudden Death

2007-10-25 Thread Spencer &#x27;voogru' MacDonald
They are not called as far as I know. I tried a few things, but no dice.

-Original Message-
From: Ray [mailto:[EMAIL PROTECTED]
Sent: Thursday, October 25, 2007 8:57 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Sudden Death


I get that when it appears the maps over and changing..

Im looking to see if anyones been able to get these:
 "teamplay_suddendeath_begin"
 {
 // nothing for now
 }

 "teamplay_suddendeath_end"
 {
 // nothing for now
 }



At 08:11 PM 10/25/2007, you wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>teamplay_game_over
>
>On 10/25/07, Ray <[EMAIL PROTECTED]> wrote:
> >
> > Is anyone able to get the sudden death events to fire in plugins..
> > The modevents.res file shows them..but they never seem to fire.
> > Ray
> >
> >
> >
> > ___
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> > please visit:
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> >
> >
>
>
>--
>-omega
>--
>
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>--
>No virus found in this incoming message.
>Checked by AVG Free Edition.
>Version: 7.5.503 / Virus Database: 269.15.10/1091 - Release Date:
>10/24/2007 2:31 PM



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RE: [hlcoders] OnQueryCvarValueFinished & Orange Box

2007-10-22 Thread Spencer &#x27;voogru' MacDonald
Why are my questions always so hard :(

- voogru.

-Original Message-
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
Sent: Monday, October 22, 2007 1:40 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] OnQueryCvarValueFinished & Orange Box

Is anyone noticing that this is not working properly on Orange Box?

It's always returning eQueryCvarValueStatus_CvarNotFound regardless of what
cvar I look for.

But if I try it on a command, it properly states that it's not a cvar
(returning eQueryCvarValueStatus_NotACvar)

I am using the plug-in helper interface to query the cvars rather than the
engine (The engine interface seems to do absolutely nothing).

- voogru.




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[hlcoders] OnQueryCvarValueFinished & Orange Box

2007-10-21 Thread Spencer &#x27;voogru' MacDonald
Is anyone noticing that this is not working properly on Orange Box?

It's always returning eQueryCvarValueStatus_CvarNotFound regardless of what
cvar I look for.

But if I try it on a command, it properly states that it's not a cvar
(returning eQueryCvarValueStatus_NotACvar)

I am using the plug-in helper interface to query the cvars rather than the
engine (The engine interface seems to do absolutely nothing).

- voogru.




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RE: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Spencer &#x27;voogru' MacDonald
Send the lua files as a txt file then rename it on the client perhaps?

- voogru.

-Original Message-
From: Jeremy [mailto:[EMAIL PROTECTED]
Sent: Friday, October 19, 2007 2:11 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Adding downloads via downloadables table

--
[ Picked text/plain from multipart/alternative ]
We use lua to go along with our maps, and I'm trying to get the server to
automatically send the lua files to the clients like it already does the
maps. After messing with it a bit trying to get it to work, I tried a text
file and it worked, so it appears that lua files are filtered/excluded from
being able to be downloaded. Is there any way to get around this? In our mod
at least, the map files are incomplete without the lua files, so the clients
can start their own server with the maps unless they get the lua files from
somewhere else. Obviously that's not practical when it would be best if we
could get the engine to send them the lua file as well. There a way to do
this?

J
--

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RE: [hlcoders] Valve/Mike: Hard coded 4 second limit on ingame menus

2007-10-16 Thread Spencer &#x27;voogru' MacDonald
Yes. I noticed this myself. ShowMenus are ignoring the time variable that
you're able to set on them.

My temporary workaround is to reissue the menu every 4.5 seconds if a player
has not voted.

- voogru.

-Original Message-
From: Bryan Beaudreault [mailto:[EMAIL PROTECTED]
Sent: Tuesday, October 16, 2007 11:56 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Valve/Mike: Hard coded 4 second limit on ingame menus

Is this a bug or a feature?  Picture a map vote coming up and
expecting all of the members of a server to vote within 4 seconds.
Thats a little rediculous, and it affects other mods as well.  Please
fix this!

Right now the only work around is to force the menus to keep
re-appearing every 4 seconds, and I think we all can agree how
inefficient that is.

Thanks!

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RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-12 Thread Spencer &#x27;voogru' MacDonald
It's not really that hard to look at the file and figure out what's going
on.

But here:

http://www.voogru.com/filesystem_passthru.h

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Sent: Friday, October 12, 2007 1:15 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

Hello,

nice, can you share it with us?

With friendly Reguards

Ratman2000

- Original Message -----
From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
To: 
Sent: Friday, October 12, 2007 6:36 PM
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


> I got mine working by just adding the new functions from filesystem.h
>
> -Original Message-
> From: David Anderson [mailto:[EMAIL PROTECTED]
> Sent: Friday, October 12, 2007 10:19 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>
> I think we need an updated filesystem_passthru.h as well.
>
>---David Anderson
>http://www.bailopan.net/
>
> Mike Durand wrote:
> > Added those three.
> >
> > Is anyone else waiting on me for anything other than the Linux version
> > of tier1?
> >
> > -Mike
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > [EMAIL PROTECTED]
> > Sent: Thursday, October 11, 2007 11:34 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
> >
> > Hello Mike,
> >
> > please give us:
> >
> > public/tier1/characterset.h
> > public/tier1/utlbuffer.h
> > public/tier1/tier1.h
> >
> > Thanks
> >
> > with friendly reguards
> >
> > Ratman2000
> >
> > - Original Message -
> > From: "Keeper" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Wednesday, October 10, 2007 3:19 AM
> > Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
> >
> >
> >> They fill a void.  And make a canned game a little more flexible.
> >>
> >> That being said, Mike:  will the upcoming converted source games be
> >> available as a beta before they are released?  Some are game specific
> > and
> >> can't be tested on TF2.
> >>
> >> Thanks for all the work!
> >> Keeper
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Tony
> > "omega"
> >> Sergi
> >> Sent: Tuesday, October 09, 2007 5:11 PM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> hmm, i seem to think the easiest thing would be. wait for the damned
> > sdk
> >> instead of trying to rush it. plugins suck and aren't that important
> > anyway
> >> :P
> >>
> >>
> >> ___
> >> 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] TF2 Plugin Headstart? VEngineCvar004?

2007-10-12 Thread Spencer &#x27;voogru' MacDonald
I got mine working by just adding the new functions from filesystem.h

-Original Message-
From: David Anderson [mailto:[EMAIL PROTECTED]
Sent: Friday, October 12, 2007 10:19 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

I think we need an updated filesystem_passthru.h as well.

   ---David Anderson
   http://www.bailopan.net/

Mike Durand wrote:
> Added those three.
>
> Is anyone else waiting on me for anything other than the Linux version
> of tier1?
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Thursday, October 11, 2007 11:34 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>
> Hello Mike,
>
> please give us:
>
> public/tier1/characterset.h
> public/tier1/utlbuffer.h
> public/tier1/tier1.h
>
> Thanks
>
> with friendly reguards
>
> Ratman2000
>
> - Original Message -
> From: "Keeper" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, October 10, 2007 3:19 AM
> Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>
>
>> They fill a void.  And make a canned game a little more flexible.
>>
>> That being said, Mike:  will the upcoming converted source games be
>> available as a beta before they are released?  Some are game specific
> and
>> can't be tested on TF2.
>>
>> Thanks for all the work!
>> Keeper
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Tony
> "omega"
>> Sergi
>> Sent: Tuesday, October 09, 2007 5:11 PM
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>>
>> --
>> [ Picked text/plain from multipart/alternative ]
>> hmm, i seem to think the easiest thing would be. wait for the damned
> sdk
>> instead of trying to rush it. plugins suck and aren't that important
> anyway
>> :P
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>
>
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[hlcoders] A rather simple feature request. (Pictures!)

2007-10-08 Thread Spencer &#x27;voogru' MacDonald
For the longest time, when we kick a player off a server, we have the option
of giving them a reason for being kicked.

This is a great tool.

But there is a problem; we are terribly limited in what we can type out to
them as a message.

For example, I use my own ban system, and then kick banned players when they
connect. I'd like to show them a message that contains information about
their ban, such as who banned them, when they were banned, why they were
banned, and where to go to contest the ban.

The kick message also has the same redundant string "You have been
disconnected" "Disconnected: Kicked by console: " that takes up precious
space.

Yeah, I had no idea I was disconnected. I thought aliens might have abducted
my client or something.

So what kind of request am I making?

How about replacing this:

http://www.voogru.com/images/uglykick.jpg

With something like this:

http://www.voogru.com/images/nicekick.jpg

Preferably, making box blank by default so we can format the message however
we like.

I can't see this being that hard of a request and it would be nice.

- voogru.


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RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-05 Thread Spencer &#x27;voogru' MacDonald
I just got my stuff working.

Thanks! You're awesome!

- voogru.

-Original Message-
From: Mike Durand [mailto:[EMAIL PROTECTED]
Sent: Thursday, October 04, 2007 2:31 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

Just out of curiosity: has anyone else gotten close to getting their
updated plugin to build/work?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Thursday, October 04, 2007 11:15 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

OK. I  added these:

byteswap.h
convar_serverbounded.h
vstdlib.lib
mathlib.lib
tier0.lib
tier2.lib
vstdlib.lib

Do you still get an unresolved when you link tier1.lib but don't compile
convar.cpp? I would try that route if you haven't already.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson
Sent: Wednesday, October 03, 2007 6:14 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

Phew! Still a few more errors...

  - Looks like CByteswap isn't defined in utlbuffer.h
  - tier1/convar_serverbounded.h is missing
  - Unresolved externals while linking: _GetCVarIF, ConMsg, etc not
found.  do we need new tier0 and vstdlib libs?
  - Another unresolved link error, to ConCommand::ConCommand when using
CON_COMMAND.  I can't include both convar.cpp and tier1.lib (since they
overlap), but if I cherry-pick code out of convar.cpp then it works.

   ---David Anderson
   http://www.bailopan.net/


Mike Durand wrote:
> They are there now.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of David
> Anderson
> Sent: Wednesday, October 03, 2007 2:51 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>
> Seems to be compiling after some strtools fixes -- the next step is
> linking ;) I think we're gonna need a new tier1.lib or convar.cpp.
>
> Thanks,
>
>---David Anderson
>http://www.bailopan.net/
>
> Mike Durand wrote:
>> I've added 'iconvar.h' and 'convar.h'. That should keep those
crickets
>> under control until the next compilation error. :)
>>
>> -Mike
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Spencer
>> 'voogru' MacDonald
>> Sent: Wednesday, October 03, 2007 11:42 AM
>> To: hlcoders@list.valvesoftware.com
>> Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>>
>> I hear crickets.
>>
>> - voogru.
>>
>>
>> ___
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archives,
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RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-04 Thread Spencer &#x27;voogru' MacDonald
Well, I'm not sure if it's the right way of doing it.

But I managed to get cvars working by:

1. Add the convar.cpp valve provided to your project.
2. Declare g_pCVar somewhere and then set it to the icvar interface.
3. Call ConVar_Register on load, and ConVar_Unregister on unload.

It seems to work flawlessly for me.

- voogru.

-Original Message-
From: Ray [mailto:[EMAIL PROTECTED]
Sent: Thursday, October 04, 2007 7:54 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

At 02:58 PM 10/4/2007, you wrote:
>Everything loads+works just fine now.  Thanks for your help, Mike!
>
>   ---David Anderson
>   http://www.bailopan.net/

Are you or anyone having issues with using cvars?
I had the default InitCvars function...and cant call it because of
ConCommandBaseMgr::OneTimeInit not existing anywhere that I can find.
I cant use any cvars in plugin or in console ..
Is anyone else able to get this to work?
Ray




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RE: [hlcoders] Current engine and orange box engine

2007-10-04 Thread Spencer &#x27;voogru' MacDonald
An updated filesystem_passthru.h would be really tasty right about now :)

Thanks.

-Original Message-
From: Mike Durand [mailto:[EMAIL PROTECTED]
Sent: Thursday, October 04, 2007 2:44 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Current engine and orange box engine

When HL2MP (320) is updated in the next few weeks to use the new engine your
mod will stop working. So in order to ensure your mod doesn't suddenly break
you should:

1) Change your gameinfo.txt to base your mod on 215 instead of 320. 215 will
still load the older engine compatible with your mod.
2) Load the HL2MP content you need from within your mod
http://developer.valvesoftware.com/wiki/IFileSystem#Mount_Steam_Application_
Content

Once the new SDK is out you may want to update your mod to take advantage of
the newer engine, but until then you should make an update to the old one.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert
Sent: Thursday, October 04, 2007 10:29 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Current engine and orange box engine

--
[ Picked text/plain from multipart/alternative ]

Hi,

My mod is based on hl2mp. appID is set to 320.

I would like to know if HL2MP will be affected by the new engine with orange
box or if current HL2MP will continue to work as of today.

In case there is a new hl2mp with orange box, will there have an appid for
old hl2mp (the one we have currently with 320) and a new appid for new hl2mp
?

Thank you in advance for your comments about that.
_
Votez pour vos acteurs de séries TV préférés et tentez de gagner un voyage à
Hawaï !
http://messengerawards.divertissements.fr.msn.com/
--

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RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-04 Thread Spencer &#x27;voogru' MacDonald
Well, for one I'm glad valve is at least giving some stuff out early.

We're bugging them for it. They are giving some out, so let's not attack
them now that they are being nice and giving out stuff early.

It may be incomplete, but its better then nothing.

Sure, valve does a few silly things sometimes, but compare them against
other companies who laugh at you when you want an SDK.

They don't have to give us zilch.

- voogru.

-Original Message-
From: Christopher Harris [mailto:[EMAIL PROTECTED]
Sent: Thursday, October 04, 2007 11:58 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

And the fact that he has to merge the changes into all 4 sdk types! It will
take time and he estimated 1 month after Orange Box release. Patience,
people, Patience.

Chris
- Original Message -
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 04, 2007 5:08 AM
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


> --
> [ Picked text/plain from multipart/alternative ]
> As you may, or may not have read, that happens AFTER orange box comes out.
>
> What kind of a moron would release the source to their game when it's not
> even out yet? ;)
>
> On 10/4/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>>
>> Hello Mike,
>>
>> thanks for your help, but is it not simpler to put a new SDK with all
>> Files
>> to Steam?
>> Name it Orange Box SDK and give it us to download... becouse so we have
>> all
>> files needed
>> and nobody have to copy / paste all files in the right directories...
>> I followed this list and now i get many errors and cant fix it becouse
>> many
>> declaration errors..
>>
>> So please put a full package or a package with the directory structure,
>> so
>> that we can "update"
>> the SDK simple by put it over the original SDK.
>>
>> Thanks!!!
>>
>> With friendly Reguards
>>
>> Ratman2000
>>
>> - Original Message -
>> From: "Mattie Casper" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Thursday, October 04, 2007 1:00 AM
>> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>>
>>
>> > --
>> > [ Picked text/plain from multipart/alternative ]
>> > FYI-- to be sure other plugin authors are aware (some of you definitely
>> > are), the old school:
>> >engine->Cmd_Argv(i)
>> >engine->Cmd_Args()
>> >engine->Cmd_Argc()
>> > commands are no longer available from the server. Console commands now
>> get
>> > their arguments via an extra parameter passed to the CON_COMMAND(). The
>> > argument is an instance of the CCommand class and typically is passed
>> > as
>> > "args" if you use the built-in CON_COMMAND macro. As such, the
>> corresponding
>> > code would be (notice the change in case):
>> >args.Arg(i)
>> >args.ArgS()
>> >args.ArgC()
>> >
>> > I happen to have macro'd those references anyway so the swap was fairly
>> > easy, but some plugins might need to search/replace/refactor to make
>> this
>> > compile properly. Not a minor change (especially for plugins with 100+
>> > console commands), but feels a lot cleaner than accessing the global
>> > arguments through the engine which always felt odd.
>> >
>> > There are more gotchas, but I didn't note all of them so far. I have
>> more
>> > plugins to port and am not quite finished with my first-- there was a
>> > missing method in the engine interface, InsertServerCommand, which I've
>> > asked to have restored.
>> >
>> > If others did manage to note the changes they needed,  please share. :)
>> > -Mattie
>> >
>> >
>> > > Mike Durand wrote:
>> > > > I've added 'iconvar.h' and 'convar.h'. That should keep those
>> crickets
>> > > > under control until the next compilation error. :)
>> > > >
>> > > > -Mike
>> > > >
>> > > > -Original Message-
>> > > > From: [EMAIL PROTECTED]
>> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Spencer
>> > > > 'voogru' MacDonald
>> > > > Sent: Wednesday, October 03, 2007 11:42 AM
>> > > > To: hlcoders@list.valvesoftware.com
>> > > > Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>> > > >
>> > > > I

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-03 Thread Spencer &#x27;voogru' MacDonald
I hear crickets.

- voogru.


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RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-02 Thread Spencer &#x27;voogru' MacDonald
iconvar.h seems to be missing.

>From icvar.h

#include "tier1/iconvar.h"

- voogru.

-Original Message-
From: David Anderson [mailto:[EMAIL PROTECTED]
Sent: Wednesday, October 03, 2007 12:19 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

Mike: I think a definition for CCommand is missing.

In reply to the abstraction/metamod comment(s):

A general abstraction is probably a waste of time, especially if one
engine will be deprecated for another.  Such a layer is best done on a
plugin-by-plugin basis as needed.

In that vein, the engine differences are too severe for us to distribute
a single Metamod binary, so we will be distributing separate builds for
the two engines.  While Metamod's API (as always) remains backwards
compatible (and will work no matter which build is chosen), obviously
Metamod plugins that require HL2 engine API will still need their own
changes anyway.

As for child plugins having to make users to download alternate builds,
MM:S 1.6.0 ameliorates this somewhat by letting you see which engine
version is loaded.  Normal server plugins may have a tougher time since
Valve hasn't changed the IServerPluginCallbacks version number (as of
this writing).  You can't do the pretty thing and detect+return a
different interface on load.  Hopefully that will get changed, along
with the version number on ServerGameDLL.

   ---David Anderson
   http://www.bailopan.net/

Nick wrote:
> metamod?
>
> On 10/2/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
>> Has anybody thought about creating some sort of abstraction to allow us
to
>> use the same DLL/so for both the older engine and the newer one? I was
>> thinking of thinking of taking the adapter approach and creating my own
>> classes that would know which version of the interface to use. I'm
>> interested in other ideas though.
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
>> Sent: Tuesday, October 02, 2007 6:06 PM
>> To: hlcoders@list.valvesoftware.com
>> Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>>
>> Hi All-
>>
>> I decided that posting the contents of the files on the Wiki was lunacy.
>> So I made a new user on our FTP site that you can use to get a zip of
>> the headers:
>>
>> ftp.valvesoftware.com
>> user: sourcemod
>> password sourcemod
>>
>> The only file available is PluginHeaders.zip, which contains hopefully
>> all of the headers you will need to get a head start on updating your
>> plugins. If I've left any important ones please let me know.
>>
>> -Mike
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Ray
>> Sent: Tuesday, October 02, 2007 3:10 PM
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>>
>> any word on this?
>>
>>
>>
>> At 03:55 PM 9/28/2007, you wrote:
>>> This is a multi-part message in MIME format.
>>> --
>>> [ Picked text/plain from multipart/alternative ]
>>> Yes, I'll make all of the updated headers needed for building server
>>> plugins available when I get back to the office on Tuesday.
>>>
>>> -Mike
>>>
>>>
>>> - Original Message -
>>> From: [EMAIL PROTECTED]
>>> <[EMAIL PROTECTED]>
>>> To: hlcoders@list.valvesoftware.com 
>>> Sent: Fri Sep 28 10:18:35 2007
>>> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>>>
>>> --
>>> [ Picked text/plain from multipart/alternative ]
>>> Just a gentle reminder-- any chance, Valve, that we can get the
>> definition
>>> for the VEngineCvar004?
>>>
>>> Again congrats on TF2-- I've been playing way too much of it when I
>> should
>>> be coding.
>>> -Mattie
>>>
>>> On 9/18/07, Mattie Casper <[EMAIL PROTECTED]> wrote:
 Just to compare notes: I had the same findings this afternoon for
>> (a) and
 (b), though I didn't check out the differences in IServerGameDLL005.
>> As for
 (b), that vstdlib to vstdlib_s relocation is problematic to manage
>> for
 existing plugins. It's all a bit of a mess with so many things
>> relocated.
 From what I can ascertain, any substantial plugin would probably
>> have to
 wait for the SDK release or maybe a secondary/temporary/bridge
>> library to
 cover for the missing pieces. I hope a clarification on the
 deprecation/relocation will come with the SDK update.

 In an effort to even get a barebones VSP loaded into the TF2 server,
>> I cut
 a dependency on the GetCVarIF() usage in convar.cpp (one of those
 relocated/removed exports). After that's done, an empty plugin can
>> load and
 get the majority of callbacks/interfaces from the server.
>> Unfortunately,
 though, since the VEngineCvar004 interface is used by TF2, the
>> plugin can't
 register console commands or variables. I wanted to request that
>> interface
 because with it, it should be possible to make a a simplistic
>> (possibly
 CRT-depen

RE: [hlcoders] I want to play TF2 already

2007-09-18 Thread Spencer &#x27;voogru' MacDonald
I will be thrilled if that's the case.

-Original Message-
From: Phil Corley [mailto:[EMAIL PROTECTED]
Sent: Tuesday, September 18, 2007 11:32 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] I want to play TF2 already

--
[ Picked text/plain from multipart/alternative ]
yeh well that probably wont be until after orange box release

On 18/09/2007, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
>
> Now we just need to wait for valve to give us an updated SDK so we can
> stick
> our admin plugins on.
>
> /me whistles.
>
> -Original Message-
> From: Tobias Kammersgaard [mailto:[EMAIL PROTECTED]
> Sent: Tuesday, September 18, 2007 9:40 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] I want to play TF2 already
>
> --
> [ Picked text/plain from multipart/alternative ]
> Thanks mom! Great game you gave me :D
>
> /ProZak
>
>
> On 18/09/2007, Matt Stafford <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I has no credit card or paypal :(
> >
> > On 9/18/07, Joel R. <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Yea sorry for posting here.  I just never waited so long for anything,
> > and
> > > its driving me nuts!
> > > It's also going to be a very long wait for server modders who want to
> > mod
> > > the game already.  Metamod:S is probably going to need an entirely new
> > > binary to get it working for HL2 and TF2.  Compatibilty nightmare.
> > >
> > > On 9/18/07, Minh <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > I think he just came from the steam forums...
> > > > I can even see the sweat dripping from his forehead.
> > > >
> > > > - Original Message -
> > > > From: "Tony Paloma" <[EMAIL PROTECTED]>
> > > > To: 
> > > > Sent: Monday, September 17, 2007 11:23 PM
> > > > Subject: RE: [hlcoders] I want to play TF2 already
> > > >
> > > >
> > > > > Please take yourself to the steam forums.
> > > > >
> > > > > -Original Message-
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of Joel
> R.
> > > > > Sent: Monday, September 17, 2007 11:14 PM
> > > > > To: hlcoders
> > > > > Subject: [hlcoders] I want to play TF2 already
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Preload the client.dll already!!! =(
> > > > > --
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
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> > > >
> > > >
> > > --
> > >
> > > ___
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> > > please visit:
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> > >
> > >
> >
> >
> > --
> > Matt Stafford (Wraiyth)
> > http://www.wraiyth.com
> > NightFall HL2 Mod - http://www.nightfallmod.com
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
> >
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--
~Phil~
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RE: [hlcoders] I want to play TF2 already

2007-09-18 Thread Spencer &#x27;voogru' MacDonald
Now we just need to wait for valve to give us an updated SDK so we can stick
our admin plugins on.

/me whistles.

-Original Message-
From: Tobias Kammersgaard [mailto:[EMAIL PROTECTED]
Sent: Tuesday, September 18, 2007 9:40 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] I want to play TF2 already

--
[ Picked text/plain from multipart/alternative ]
Thanks mom! Great game you gave me :D

/ProZak


On 18/09/2007, Matt Stafford <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I has no credit card or paypal :(
>
> On 9/18/07, Joel R. <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Yea sorry for posting here.  I just never waited so long for anything,
> and
> > its driving me nuts!
> > It's also going to be a very long wait for server modders who want to
> mod
> > the game already.  Metamod:S is probably going to need an entirely new
> > binary to get it working for HL2 and TF2.  Compatibilty nightmare.
> >
> > On 9/18/07, Minh <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I think he just came from the steam forums...
> > > I can even see the sweat dripping from his forehead.
> > >
> > > - Original Message -
> > > From: "Tony Paloma" <[EMAIL PROTECTED]>
> > > To: 
> > > Sent: Monday, September 17, 2007 11:23 PM
> > > Subject: RE: [hlcoders] I want to play TF2 already
> > >
> > >
> > > > Please take yourself to the steam forums.
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Joel R.
> > > > Sent: Monday, September 17, 2007 11:14 PM
> > > > To: hlcoders
> > > > Subject: [hlcoders] I want to play TF2 already
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Preload the client.dll already!!! =(
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
> > ___
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> > please visit:
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> >
> >
>
>
> --
> Matt Stafford (Wraiyth)
> http://www.wraiyth.com
> NightFall HL2 Mod - http://www.nightfallmod.com
> --
>
> ___
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RE: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-03 Thread Spencer &#x27;voogru' MacDonald
I agree.

The Valve plug-in interface is a slap in the face.

- voogru.


-Original Message-
From: dackz [mailto:[EMAIL PROTECTED]
Sent: Monday, September 03, 2007 10:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???

Don't use Valve's poorly implemented and poorly documented plugin
interface and you'll be much better off. There are alternatives, you
know.

On 9/1/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
> Hello,
>
> i have written a small plugin what removes only a special entity from a
Map
> and Unloads
> itself after doing that...
>
> So i have added a small log text to Game Frame to see whats doing becouse
> the unload...
>
> So i have startet it, the plugin starts, removes the entity and unloads
> fine...
>
> But after server activate, my plugin begins to printing the Game Frame
> Funktion AFTER unloading the Plugin
>
> whats wrong??? Why CS:S calls the Plugin after its Unloaded???
>
> Why we can unload plugins, when they dont get unloaded???
>
> I call in my Plugin in Load this:
>
> Engine->ServerCommand( "plugin_unload MyPlugin\n" );
>
> Is there a bug or a "feature"???

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RE: [hlcoders] Weird request ... sound logs?

2007-08-14 Thread Spencer &#x27;voogru' MacDonald
Yeah, but the numbers following, could they be repeated?

For example:

STEAM_0:0:12345
STEAM_0:1:12345

I'm asking if the "12345" is unique regardless of the auth server (least
that's what I have been told what the "1" is.

- voogru


-Original Message-
From: Kevin Ottalini [mailto:[EMAIL PROTECTED]
Sent: Tuesday, August 14, 2007 9:11 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Weird request ... sound logs?

Steamids can be STEAM_0: or STEAM_1:


- Original Message -
From: "Spencer 'voogru' MacDonald"
To: 
Sent: Tuesday, August 14, 2007 4:24 PM
Subject: RE: [hlcoders] Weird request ... sound logs?


> Also, another quick question about steamids.
>
> Say I have a STEAMID of STEAM_0:1:1182... Does that mean there could also
> be
> a STEAM_0:0:1182 or no?
>
> Thanks.
>


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RE: [hlcoders] Weird request ... sound logs?

2007-08-14 Thread Spencer &#x27;voogru' MacDonald
Cool!

Does it use player names or steamids?

Also, another quick question about steamids.

Say I have a STEAMID of STEAM_0:1:1182... Does that mean there could also be
a STEAM_0:0:1182 or no?

Thanks.

-Original Message-
From: Yahn Bernier [mailto:[EMAIL PROTECTED]
Sent: Tuesday, August 14, 2007 6:59 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Weird request ... sound logs?

voice_writevoices writes each player's voice out separately to file (I
think this cvar has shipped out, but if not, it will go out the next
time the Source engine updates on Steam).

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer
'voogru' MacDonald
Sent: Tuesday, August 14, 2007 3:14 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Weird request ... sound logs?

I highly wish that server admins would get the option of recording all
voice traffic on the server with an individual file for each STEAMID.
(Probably one file for each day or so).

But, I'm just daydreaming.

Oh well.

- voogru


-Original Message-
From: Keeper [mailto:[EMAIL PROTECTED]
Sent: Tuesday, August 14, 2007 11:05 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Weird request ... sound logs?

We have often used chat logs to determine people that were being abusive
on our servers.  Lately we've had some problems and there is no way to
back it up because they use the microphone instead of the keyboard.

The quality doesn't have to be great, but does anyone know if it's
possible via plugin to record that sound stream to a file?  I would love
to add it to my plugin.

TIA,
Keeper



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RE: [hlcoders] Weird request ... sound logs?

2007-08-14 Thread Spencer &#x27;voogru' MacDonald
I highly wish that server admins would get the option of recording all voice
traffic on the server with an individual file for each STEAMID. (Probably
one file for each day or so).

But, I'm just daydreaming.

Oh well.

- voogru


-Original Message-
From: Keeper [mailto:[EMAIL PROTECTED]
Sent: Tuesday, August 14, 2007 11:05 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Weird request ... sound logs?

We have often used chat logs to determine people that were being abusive on
our servers.  Lately we've had some problems and there is no way to back it
up because they use the microphone instead of the keyboard.

The quality doesn't have to be great, but does anyone know if it's possible
via plugin to record that sound stream to a file?  I would love to add it to
my plugin.

TIA,
Keeper



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RE: [hlcoders] make client authority

2007-07-30 Thread Spencer &#x27;voogru' MacDonald
Emulate the movement client side and then send the final position to the
server?

Course, other players wont see it move until they finish moving it, no idea
if that's important or not.

-Original Message-
From: Oliver [mailto:[EMAIL PROTECTED]
Sent: Monday, July 30, 2007 2:57 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] make client authority

--
[ Picked text/plain from multipart/alternative ]
Yup, that's exactly what I tried.  The problem is the lag between when the
user moves entity via mouse and when the entity updates it's position based
on the commands coming through.  It'd be sweet if we could get the entity to
follow the mouse pointer exactly.

On 7/30/07, Justin Krenz <[EMAIL PROTECTED]> wrote:
>
> Yes, it's possible.  Modify the UserCMD class to send a vector to the
> server for the position, and then the server uses that vector as the
> position for your entity when it processes the usercmd.
>
> Oliver wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Is there a way to temporarily set a client to be the authority over the
> > server?  For example, client updates position of entity and server
> updates
> > its position off of the client?
> >
> > OR
> >
> > Is there a way to disable the server setting an entity's location back
> to
> > the server's version of its location when the entity is moved
> client-side.
> > If so we could send the final entity location to the server after the
> client
> > finished moving the entity.
> > --
> >
> > ___
> > 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] DOD:S and server plugins

2007-05-08 Thread Spencer &#x27;voogru' MacDonald
Lol.

I think they should just block commands such as bind, toggle, unbind, alias,
and other blatant commands that can be abused (such as cvar setting)

Rather than blocking everything and only allowing a select few.

But I guess that's too much to ask for. We can't even use HudMsg.

- voogru.


-Original Message-
From: Tony Paloma [mailto:[EMAIL PROTECTED]
Sent: Tuesday, May 08, 2007 7:01 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] DOD:S and server plugins

Put the map change on a timer and then exec +showscores on players...

Oh.wait..

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Tuesday, May 08, 2007 3:18 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] DOD:S and server plugins

Hello,

in the modevents.res of DOD:S I find the following event:

"dod_point_captured"
{
"cp""byte"  // index of the point that was
captured
"cpname""string"// name of the point
"cappers"   "string"// string where each character is a
player index of someone that capped
"bomb"  "bool"  // was this a bomb exploding
}

I have registered this event to the game event listener and I receive this
event, when it occurs. The problem is, all fields are filled except the
cappers field, this is empty. But I need to know who captured the flag, I
don't need to know which flag. How can get this information?

The second question is regarding a level change. If I change the map with
engine->ChangeMap() the map will be changed immediatly without showing the
results of the current map. How can I show the results first and then change
the map to another one?

Remember, this should be all done within a server plugin.

Thanks for your help.

Best regards

Ronny Schedel


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RE: [hlcoders] ClientActive & Bots

2007-04-28 Thread Spencer &#x27;voogru' MacDonald
Well yes, you could do a hack like that, or find out if this behavior is
intended and see if it's a possible bug that could be leading to other
problems.

- voogru

-Original Message-
From: Ratman2000 [mailto:[EMAIL PROTECTED]
Sent: Saturday, April 28, 2007 9:05 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] ClientActive & Bots

Hello,

when you add bots in the server, plugins get the ClientActive funktion for
each bot and
PlayerInfo->GetNetworkIDString() is set to "BOT" so you can check for bots!

I hope that helps!

With friendly reguards

Ratman2000

- Original Message -
From: "Garry Newman" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, April 28, 2007 2:45 PM
Subject: Re: [hlcoders] ClientActive & Bots


> The only thing I've come up against with bots is that the FAKECLIENT
> flag (or whatever it is) isn't set immediately, it's set after the bot
> has joined the game. I forget why this was an issue in GMod, but I
> remember that it was..
>
> Could this be related?
>
> On 4/28/07, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
> > Is this question really that hard?
> >
> > Is ClientActive ever intended to be called on bots or not?
> >
> > Thanks :)
> >
> > - voogru.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
> >
> > Sent: Saturday, March 31, 2007 11:14 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] ClientActive & Bots
> >
> > I can confirm that there's a bug where ClientDisconnect doesn't always
get
> > called.  There are various bugs with that, seemingly all involving map
> > changes or the client disconnecting during startup negotiation.
> >
> > At 2007/03/30 01:19 PM, Spencer 'voogru' MacDonald wrote:
> > >Maybe my question is too hard? Or nobody loves me?
> > >
> > >Anyways, it seems like a bug to me.
> > >
> > >ClientActive is normally never called on a bot. However, if a player
> > >connects and then immediately disconnects, the next bot to join the
game
> > >will have ClientActive called on them, seemingly before even
> > >CreateFakeClient is called.
> > >
> > >And unfortunately for us, there seems to be no way to tell if a client
> > >disconnected in this case because ClientDisconnect isn't called this
early.
> > >
> > >- voogru.
> > >
> > >-Original Message-
> > >From: Kevin 'Poof' Gerry [mailto:[EMAIL PROTECTED]
> > >Sent: Thursday, March 29, 2007 11:07 PM
> > >To: hlcoders@list.valvesoftware.com
> > >Subject: RE: [hlcoders] ClientActive & Bots
> > >
> > >Is there any response to this? Or was it given to Spencer off-list?
> > >
> > >Thanks! I'd like to know as well.
> > >
> > >-Original Message-
> > >From: [EMAIL PROTECTED]
> > >[mailto:[EMAIL PROTECTED] On Behalf Of Spencer
> > 'voogru'
> > >MacDonald
> > >Sent: Wednesday, March 28, 2007 8:23 PM
> > >To: hlcoders@list.valvesoftware.com
> > >Subject: RE: [hlcoders] ClientActive & Bots
> > >
> > >*Crickets*
> > >
> > >-Original Message-
> > >From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
> > >Sent: Tuesday, March 27, 2007 2:50 AM
> > >To: hlcoders@list.valvesoftware.com
> > >Subject: [hlcoders] ClientActive & Bots
> > >
> > >Hi all,
> > >
> > >I have noticed that the ClientActive function does not seem to be
called by
> > >bots.
> > >
> > >Is this supposed to be the case all of the time? I just ran into a case
> > >where it's being called on a bot if special conditions are met and I
want
> > to
> > >know if this is a bug.
> > >
> > >- voogru.
> > >
> > >
> > >___
> > >To unsubscribe, edit your list preferences, or view the list archives,
> > >please visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > >___
> > >To unsubscribe, edit your list preferences, or view the list archives,
> > >please visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > >___
> > >To unsubscribe, edit your list preferences, or view the list archives,

RE: [hlcoders] ClientActive & Bots

2007-04-27 Thread Spencer &#x27;voogru' MacDonald
Is this question really that hard?

Is ClientActive ever intended to be called on bots or not?

Thanks :)

- voogru.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]

Sent: Saturday, March 31, 2007 11:14 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] ClientActive & Bots

I can confirm that there's a bug where ClientDisconnect doesn't always get
called.  There are various bugs with that, seemingly all involving map
changes or the client disconnecting during startup negotiation.

At 2007/03/30 01:19 PM, Spencer 'voogru' MacDonald wrote:
>Maybe my question is too hard? Or nobody loves me?
>
>Anyways, it seems like a bug to me.
>
>ClientActive is normally never called on a bot. However, if a player
>connects and then immediately disconnects, the next bot to join the game
>will have ClientActive called on them, seemingly before even
>CreateFakeClient is called.
>
>And unfortunately for us, there seems to be no way to tell if a client
>disconnected in this case because ClientDisconnect isn't called this early.
>
>- voogru.
>
>-Original Message-
>From: Kevin 'Poof' Gerry [mailto:[EMAIL PROTECTED]
>Sent: Thursday, March 29, 2007 11:07 PM
>To: hlcoders@list.valvesoftware.com
>Subject: RE: [hlcoders] ClientActive & Bots
>
>Is there any response to this? Or was it given to Spencer off-list?
>
>Thanks! I'd like to know as well.
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Spencer
'voogru'
>MacDonald
>Sent: Wednesday, March 28, 2007 8:23 PM
>To: hlcoders@list.valvesoftware.com
>Subject: RE: [hlcoders] ClientActive & Bots
>
>*Crickets*
>
>-Original Message-
>From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
>Sent: Tuesday, March 27, 2007 2:50 AM
>To: hlcoders@list.valvesoftware.com
>Subject: [hlcoders] ClientActive & Bots
>
>Hi all,
>
>I have noticed that the ClientActive function does not seem to be called by
>bots.
>
>Is this supposed to be the case all of the time? I just ran into a case
>where it's being called on a bot if special conditions are met and I want
to
>know if this is a bug.
>
>- voogru.
>
>
>___
>To unsubscribe, edit your list preferences, or view the list archives,
>please visit:
>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>___
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>please visit:
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>
>
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>
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RE: [hlcoders] plugin_unload woes

2007-04-27 Thread Spencer &#x27;voogru' MacDonald
It's a hard question.

Every time I ask a hard question the list goes quiet.

:(

- voogru.

-Original Message-
From: Tony Paloma [mailto:[EMAIL PROTECTED]
Sent: Friday, April 27, 2007 5:27 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] plugin_unload woes

Is there anyone at Valve on this list that knows more about plugin
unloading? I'd like to know if there is a reason that the module is not
unloaded from memory when plugin_unload unloads a plugin.

Thanks,
Tony Paloma

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Saturday, April 21, 2007 11:17 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] plugin_unload woes

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
This has been brought up before, even as early as 2005, but no discussion
really ever took place about it. When a plugin is unloaded with
plugin_unload, it's destructor is never called and it is never actually
unloaded from memory. This makes it impossible to update plugins without
having to restart the server.



I've experimented with this, and I believe all that needs to happen is that
after the engine calls the plugin's Unload function, it just needs to call
filesystem->UnloadModule(plugin). I came up with this based on the fact that
if I call it myself in the plugin's Unload function, it successfully calls
the destructor and unloads from memory. However, it immediately crashes
because it tries to return to the where it left off in the plugin's Unload
function which is now invalid memory (see example at end).



Furthermore, if you try to get around this by renaming the plugin's DLL
after it is "unloaded" and then replacing the DLL with a new one, it just
loads the old one. The only way to get around it is to load a completely new
DLL (e.g. plugin_2.dll).



My plugin fully supports being unloaded and loaded in the middle of a game,
but this is the only thing stopping that feature from being useful. Maybe
there is a reason it is not unloaded after the plugin_unload command, or
maybe it's just a mistake. Could Valve please respond?





Example from second paragraph:





IFileSystem *filesystem = NULL;

CSysModule *g_OurDLL = NULL;





bool CEmptyServerPlugin::Load(   CreateInterfaceFn
interfaceFactory, CreateInterfaceFn gameServerFactory )

{

filesystem =
(IFileSystem*)interfaceFactory(FILESYSTEM_INTERFACE_VERSION, NULL);

g_OurDLL = filesystem->LoadModule( "sourceop" ); // get the handle for our
dll to unload later

return true;

}



void CEmptyServerPlugin::Unload( void )

{

filesystem->UnloadModule(g_OurDLL); // unload once because
we loaded it ourself (decrements engine's use counter)

filesystem->UnloadModule(g_OurDLL); // unload again to
actually unload dll

// crash here (invalid memory access)

}

--


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RE: [hlcoders] Free Sound List is full!

2007-04-05 Thread Spencer &#x27;voogru' MacDonald
Okay.

I write server plugins.

I run a local dedicated server for testing.

I can pretty much forget about using the console window because anything in
there is instantly wiped out by the spam from the "Free Sound List is full!"
message.

Is this entity even needed in MP? Can the message at least be moved to
developer 2 or something.



-Original Message-
From: Andrew (Bromfitsen) [mailto:[EMAIL PROTECTED]
Sent: Thursday, April 05, 2007 10:45 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Free Sound List is full!

--
[ Picked text/plain from multipart/alternative ]
hard to infer what you have and don't have when you give no information
other than the fact you have an issue.
--

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RE: [hlcoders] Free Sound List is full!

2007-04-05 Thread Spencer &#x27;voogru' MacDonald
Hard to do when you don't have the source code to the mod!

-Original Message-
From: Adam "amckern" McKern [mailto:[EMAIL PROTECTED]
Sent: Thursday, April 05, 2007 9:32 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Free Sound List is full!

Yep :)

Just drop your sounds list for each emiter to less
then 16.

Adam


--- Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>
wrote:

> Free Sound List is full!
> Free Sound List is full!
> Free Sound List is full!
> Free Sound List is full!
> Free Sound List is full!
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> F

[hlcoders] Free Sound List is full!

2007-04-05 Thread Spencer &#x27;voogru' MacDonald
Free Sound List is full!
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PLEASE. MAKE. IT. STOP

I'm about to go nuts, I have already signed into the loony bin.

- voogru.


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RE: [hlcoders] InconsistentFile Function in Source

2007-04-03 Thread Spencer &#x27;voogru' MacDonald
I'm looking to do this from a server plug-in though.

-Original Message-
From: Garry Newman [mailto:[EMAIL PROTECTED]
Sent: Tuesday, April 03, 2007 5:39 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] InconsistentFile Function in Source

I do this myself in GMod.

I made a new string table with filenames as the strings and an
unsigned long CRC as the data. When the client joins it goes through
the table and checks the CRC's of the files.


On 4/3/07, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
> Yes.
>
> Except in HL1, there was a function that got called when a client had
> mismatching files, it would pass the file that is mismatched, and you
could
> return either 1 or 0 to make it kick the client, or not.
>
> Even allowed you to set a nice fancy message.
>
> InconsistentFile
> from dlls/client.cpp:
>
> int InconsistentFile(const edict_t *player, const char *filename, char
> *disconnect_message);
> One of the ENGINE_FORCE_UNMODIFIED files failed the consistency check for
> the specified player Return 0 to allow the client to continue, 1 to force
> immediate disconnection (with an optional disconnect message of up to 256
> characters).
> comments:
>
>
> Added in SDK 2.0.
>
> -Original Message-
> From: LDuke [mailto:[EMAIL PROTECTED]
> Sent: Sunday, April 01, 2007 5:16 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] InconsistentFile Function in Source
>
> --
> [ Picked text/plain from multipart/alternative ]
> I think this is what ForceExactFile() does?
>
>
> On 3/30/07, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
> >
> > There is a little pet peeve I have with source.
> >
> > There seems to be no InconsistentFile function, like in HL1 where a
> > GameDLL
> > could decide to kick a player or not if a file was modified.
> >
> > It would be nice to have this put in Source, preferably with the same
> > functionality as before and possibly have a CRC/MD5 hash of the clients
> > file.
> >
> > Just a thought.
> >
> > - voogru.
> >
> >
> >
> > ___
> > 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] InconsistentFile Function in Source

2007-04-02 Thread Spencer &#x27;voogru' MacDonald
Yes.

Except in HL1, there was a function that got called when a client had
mismatching files, it would pass the file that is mismatched, and you could
return either 1 or 0 to make it kick the client, or not.

Even allowed you to set a nice fancy message.

InconsistentFile
from dlls/client.cpp:

int InconsistentFile(const edict_t *player, const char *filename, char
*disconnect_message);
One of the ENGINE_FORCE_UNMODIFIED files failed the consistency check for
the specified player Return 0 to allow the client to continue, 1 to force
immediate disconnection (with an optional disconnect message of up to 256
characters).
comments:


Added in SDK 2.0.

-Original Message-
From: LDuke [mailto:[EMAIL PROTECTED]
Sent: Sunday, April 01, 2007 5:16 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] InconsistentFile Function in Source

--
[ Picked text/plain from multipart/alternative ]
I think this is what ForceExactFile() does?


On 3/30/07, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
>
> There is a little pet peeve I have with source.
>
> There seems to be no InconsistentFile function, like in HL1 where a
> GameDLL
> could decide to kick a player or not if a file was modified.
>
> It would be nice to have this put in Source, preferably with the same
> functionality as before and possibly have a CRC/MD5 hash of the clients
> file.
>
> Just a thought.
>
> - voogru.
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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[hlcoders] InconsistentFile Function in Source

2007-03-30 Thread Spencer &#x27;voogru' MacDonald
There is a little pet peeve I have with source.

There seems to be no InconsistentFile function, like in HL1 where a GameDLL
could decide to kick a player or not if a file was modified.

It would be nice to have this put in Source, preferably with the same
functionality as before and possibly have a CRC/MD5 hash of the clients
file.

Just a thought.

- voogru.



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RE: [hlcoders] ClientActive & Bots

2007-03-30 Thread Spencer &#x27;voogru' MacDonald
Maybe my question is too hard? Or nobody loves me?

Anyways, it seems like a bug to me.

ClientActive is normally never called on a bot. However, if a player
connects and then immediately disconnects, the next bot to join the game
will have ClientActive called on them, seemingly before even
CreateFakeClient is called.

And unfortunately for us, there seems to be no way to tell if a client
disconnected in this case because ClientDisconnect isn't called this early.

- voogru.

-Original Message-
From: Kevin 'Poof' Gerry [mailto:[EMAIL PROTECTED]
Sent: Thursday, March 29, 2007 11:07 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] ClientActive & Bots

Is there any response to this? Or was it given to Spencer off-list?

Thanks! I'd like to know as well.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Wednesday, March 28, 2007 8:23 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] ClientActive & Bots

*Crickets*

-----Original Message-
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
Sent: Tuesday, March 27, 2007 2:50 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] ClientActive & Bots

Hi all,

I have noticed that the ClientActive function does not seem to be called by
bots.

Is this supposed to be the case all of the time? I just ran into a case
where it's being called on a bot if special conditions are met and I want to
know if this is a bug.

- voogru.


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RE: [hlcoders] ClientActive & Bots

2007-03-28 Thread Spencer &#x27;voogru' MacDonald
*Crickets*

-Original Message-
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
Sent: Tuesday, March 27, 2007 2:50 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] ClientActive & Bots

Hi all,

I have noticed that the ClientActive function does not seem to be called by
bots.

Is this supposed to be the case all of the time? I just ran into a case
where it's being called on a bot if special conditions are met and I want to
know if this is a bug.

- voogru.


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[hlcoders] ClientActive & Bots

2007-03-26 Thread Spencer &#x27;voogru' MacDonald
Hi all,

I have noticed that the ClientActive function does not seem to be called by
bots.

Is this supposed to be the case all of the time? I just ran into a case
where it's being called on a bot if special conditions are met and I want to
know if this is a bug.

- voogru.


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RE: [hlcoders] Model Problem; Error Ingame

2007-03-22 Thread Spencer &#x27;voogru' MacDonald
I'm sorry there is just no way anyone can take the OP seriously anymore.

Should have reproduced the effect with another model.

;)

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]

Sent: Thursday, March 22, 2007 10:15 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Model Problem; Error Ingame

OUCH!

At 2007/03/22 06:40 PM, Adam \"amckern\" Mckern wrote:
>The mail list strips all attachments
>
>Adam
>
>
>--- Mukkan Yhtio <[EMAIL PROTECTED]> wrote:
>
>> This is a multi-part message in MIME format.
>> --
>> The attached zip file contains a 3D model I am
>> trying to port into HL2 DM.
>>
>> It is a penis yes; but let's try and be serious
>> about this. It afterall
>> does have a serious purpose and we are all mature
>> people here.
>>
>> It shows up in game as the big red "Error" model;
>> but when viewed
>> through the model viewer it's fine.
>>
>> Anyone know what could be wrong with this model of
>> mine?
>>
>> Thanks
>> --
>> [ penismodel.zip of type application/octet-stream
>> deleted ]
>> --
>>
>>
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>>
>
>
>
>Nigredo Studios http://www.nigredostudios.com
>
>
>
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RE: [hlcoders] Downloadables Bug? VALVE?

2007-03-20 Thread Spencer &#x27;voogru' MacDonald
Fat chance of this happening right?

http://www.voogru.com/images/inyourdreams.jpg

Nah, that's just too easy.

- voogru.


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RE: [hlcoders] Downloadables Bug? VALVE?

2007-03-20 Thread Spencer &#x27;voogru' MacDonald
Don't want people drawing to the screen?

Better remove TextMsg too, that draws to the screen.

Do SayText & SayText2 & ShowMenu while they are at it.

This is ridiculous, just add it to clientscheme.res and throw in a
cl_restrict_hudmsg DEFAULT to off.

Everybody wins.

Hell even if its default to on it'd be better than what we have now, which
is pretty much nothing.

I mean, Valve makes it seem as if any client can spam HudMsg messages to
other clients. Only the server can send these, if a player doesn't like the
'spam' they can go find another server.

Otherwise we are forced to display data using the TextMsg/ShowMenu, which
creates even MORE spam because it's combined with the chat and other
messages.

Right now, and I've said this before, Valve is treating HudMsg messages as
if they are worse then executing client commands.

I see the point of restricting client commands, but HudMsg messages too?
With no cvar? Ridiculous. I mean has Valve really received that many support
tickets about "THIS SERVER I PLAY ON THAT HAS MODZISIFICATIONS IS FILLING MY
CREEN UP WITH GREEN TEXT OMG WTF PLEASE VAC BAN THE H4XORS!!!" ?

There are always going to be "rogue" plug-ins, but responsible plug-in
authors shouldn't be punished because of these. If it was not for the
flexibility of Valve's games, suddenly a lot of other games look much more
attractive.

Servers with such "rogue" plug-ins usually don't last very long either.

Besides, there are much better things a rogue server plug-in can do to
clients then silly little messages, which still work and are much more
sinister than executing a client command.

Valve can email me if they want specifications.

But Valve is so worried about the little things that they are missing the
real problems, so I don't think I'll be getting any emails, if I do I'll be
surprised.

- voogru.



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RE: [hlcoders] Making a Score Keeping system.

2007-03-16 Thread Spencer &#x27;voogru' MacDonald
Ignore who?

I didn't see anything.

-Original Message-
From: Jorge Rodriguez [mailto:[EMAIL PROTECTED]
Sent: Friday, March 16, 2007 9:47 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Making a Score Keeping system.

--
[ Picked text/plain from multipart/alternative ]
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg17437.html

Just ignore him.

--
Jorge "Vino" Rodriguez
--

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RE: [hlcoders] Downloadables Bug? VALVE?

2007-03-15 Thread Spencer &#x27;voogru' MacDonald
Well, I can see the need for things like restricting commands sent down by
the server, I mean it's not cool when a 13 year old admin binds every key to
"kill"

But, it appears that according to valve, displaying a string on the client
is far worse than binding all someone's keys to kill, because unlike
cl_restrict_server_commands, there isn't even an option to allow players to
enable HudMsgs without editing the clientscheme.res, and since a majority of
players don't know what the console is, you can pretty much forget about it.

The stuff on the HUD goes away when they leave the server, binding all of
their keys to kill doesn't go away.

If it's that much of a problem, add a cvar to allow a client to see the
HudMsg's or not, except this time, default it to ON. If they have
hallucinations or go in a mad frenzy when they see a HudMsg they have the
option of turning it off.

But personally, HudMsgs have been used in HL1 for all kinds of various
purposes, what's the problem with having it in HL2? Isn't HL2 supposed to
have more features? Not less?

And I'm sure it's just an oversight that they missed putting the
CenterPrintText definition in the file to begin with.

- voogru.

-Original Message-
From: Jay Croghan [mailto:[EMAIL PROTECTED]
Sent: Thursday, March 15, 2007 5:31 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Downloadables Bug? VALVE?

Lately Valve have been of the opinion that their users are a heard of
sheep with absolutely no self-intuition.

As was said before and will be again, that attitude will be the death
of Valve and it's games.

- Jay


Quoting Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>:

> Intrusive? Make the font a little smaller maybe?
>
> If it's abused it's the users choice to leave the server.
>
> - voogru.
>
>
> -Original Message-
> From: David Anderson [mailto:[EMAIL PROTECTED]
> Sent: Tuesday, March 13, 2007 10:28 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>
> I never knew that text could be so intrusive.  Is it:
>
>a) The colors (think of the children!),
>b) The letters themselves (which could, on occasion, be combined to
> form words), or,
>c) The fact that they can be arbitrarily positioned?
>
> There's already a way to do "b" (white, centered), so I'm guessing there
> must be something abjectly heinous about the other two.  If such is the
> case, why not add something for coloring but not positioning, or
> something for positioning but not coloring?
>
> ---David Anderson
> http://www.bailopan.net/
>
> Yahn Bernier wrote:
>> Alfred and I discussed and there was too much concern that it would be
>> abused so we're going to leave it out for now.  I think there are other
>> ways for plugins to present info to clients that aren't as intrusive.
>>
>> Yahn
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
>> Sent: Tuesday, March 13, 2007 12:40 PM
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>>
>> --
>> [ Picked text/plain from multipart/alternative ] The downloadables bug
>> fix is something a lot of plugin developers and server admins are very
>> happy about having. Thank you.
>>
>> What about the "CenterPrintText font definition is missing from
>> ClientScheme.res" ?  Did that just not make it in, or is there some
>> other reason that it won't be added?
>>
>> Grant
>> (L. Duke)
>>
>>
>>
>> On 2/24/07, Yahn Bernier <[EMAIL PROTECTED]> wrote:
>>> Sure
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
>>> Sent: Saturday, February 24, 2007 6:04 PM
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>>>
>>> --
>>> [ Picked text/plain from multipart/alternative ] Another bug that's
>>> been around for a while:
>>>
>>> The CenterPrintText font definition is missing from ClientScheme.res
>>> so that a HudMsg doesn't get displayed.  One of the guys at Turtlerock
>>
>>> said he'd add it to the to-do list months ago. Would it be possible to
>>
>>> add this fix to the next update also?
>>>
>>> I've been trying to show a timer in an unobtrusive place on the screen
>>
>>> for a CAL match plugin for DODS, but there is really no way to do 

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