--
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Now that's just a gross exaggeration. I've played ZM from time to time and
most of the popular servers are pure.
On Mon, Mar 3, 2008 at 4:11 PM, Christopher Harris <[EMAIL PROTECTED]>
wrote:
> On the subject of this I can sometimes find myself siding with Valve.
> There
> are so many plugins for HL2 mods, without this interface, that have been
> all
> but ruined. Referred to as RPG mods they infect slowly all the servers of
> a
> mod changing everything the developers spent time to balance and giving
> players unbalanced weaponry and stats. But the players who get these
> things
> must grind the server and then they can kill new people with ease. A lot
> of
> new people especially if Casual game will not know what a RPG plugin is
> and
> will probably blame the bad gameplay on the MOD itself. RPG Plugins are
> IMO
> a mod's worst nightmare.
>
> For Valve Official games this is fine because there are so many servers,
> but
> for mods a single RPG mod can single handedly ruin a MOD. For example
> zombie
> master has pretty much only RPG mod servers, etc.
>
> Chris
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
> Sent: Saturday, March 01, 2008 12:39 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 ]
> I think you just append ",mytag" to the sv_tags convar string.
>
> And I second the "Thank you" to Valve from Mattie. And a HUGE "thank you"
> if that interface is in the CSS orangebox update.
>
>
>
>
>
> On Sat, Mar 1, 2008 at 6:04 AM, Saul Rennison <[EMAIL PROTECTED]>
> wrote:
>
> > Yeah you just made no sense.
> >
> > " imagine they added the functions like CreateEntityByName etc. again
> > because they thought of themegatag serverbrowser function etc."
> >
> > Uhm... yes? What is the interface for the server tags anyway?
> >
> > On 1 Mar 2008, at 12:44, Tobias Kammersgaard wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I imagine they added the functions like CreateEntityByName etc. again
> > > because they thought of themegatag serverbrowser function etc.
> > >
> > > Also, if this doesn't make any sense its because I've had a few
> > > beers ;-)
> > > (DRUNK ON THE INTERWEBLOLOLOL)
> > >
> > > Oh Lord.
> > >
> > > /ScarT
> > >
> > >
> > > On 01/03/2008, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> > >>
> > >> --
> > >> [ Picked text/plain from multipart/alternative ]
> > >> They're not trying to 'thwart' them.
> > >> You have to realize it's a matter of priority.
> > >>
> > >> You typically don't get support for anything that the game is going
> > >> to
> > >> have
> > >> in situations like this. Look at any other game; unless it's
> > >> something
> > >> that
> > >> benefits the host game, or is designed for the host game, you don't
> > >> specifically have it.
> > >>
> > >> The problem is simply, there isn't anyone dedicated to doing
> > >> "extra" stuff
> > >> like that.Ie: the biggest complaint; lack of a real multiplayer
> > >> vehicle.
> > >> Well, the hardcore facts are, until valve decides: "Okay, our next
> > >> game is
> > >> going to be multiplayer vehicular combat" the likeliness of actually
> > >> seeing
> > >> them sit down and dedicate time AND money to writing a multiplayer
> > >> vehicle,
> > >> which they aren't going to use is rather slim.
> > >>
> > >> Does that make sense to you? Think about it this way; it's the same
> > >> as
> > >> with
> > >> a mod.
> > >> Are you going to sit there and implement a bunch of features that
> > >> you're
> > >> not
> > >> going to use, just for the sake of "okay, well we aren't using y
> > >> feature,
> > >> but lets just make people happy and spend x hours on y feature just
> > >> so
> > >> they
> > >> don't bitch, even if it's never going to be used in our mod."
> > >>
> > >> It's common sense.
> > >> -Tony
> > >>
> > >>
> > >> On Fri, Feb 29, 2008 at 6:50 PM, Spencer 'voogru' MacDonald <
> > >> [EMAIL PROTECTED]> wrote:
> > >>
> > >>> 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 *pClientPlay