[hlcoders] Server Query Protocol?

2008-02-27 Thread ratman2000

Hello,

i writing a Server Query Script in Perl to Check the Rules...

The Script can recieve the Infos like Map, Server Name and this...

But when i try to recieve the Rules, i only get Garbage...

Im sending:

send( SOCKET, "\xFF\xFF\xFF\xFF\x56$Challenge", 0 )

where $Challenge is the ChallangeID that i have recieved by the Challange ID
Request...

So all looks fine, but when i recieve the Rules i get that:

þÿÿÿZ?ÇÂáÝÑBZh91AY&SYné ìãß?ÀèoSA¿ïÿðÀöê.$4ÔÆTýsÐi#Ð^ [EMAIL 
PROTECTED]
4ôSj51ha 444$Ð# i4zSzS?ö©/6<*ê3ða+]bNä­S­`i{"ÆÖ'ºj(
É×ö>hàÓ"R5¢îiB±óU0"T²g^Ë«3YÊ_-"S?ìJÜB£Y~-2Øe.D"/&Uâj[Ñz0(M%NSRnE­z¢ëoB!F1ÙZ.kã-e^O°O&c×?o.¯utyݶ{80¹l^ßz
] ýTRáù/[EMAIL PROTECTED]"s}ÐibZºJs£Ms)-Õ^-çoµp2Ê?'XcU{4
=OfFâB7ÑÐmwì)B"Pj?"A}9' "é÷z åêY(Y³
Ô/" ";7£{A}ìpyF9-Js áfhÚÔt1óé"§~o[eòC A [EMAIL PROTECTED]"^SfЁÁÝqv¯
ÊîÓEÝ'ÇQá$`2(çEX'{D_#'yÝLS\EùBÙ£A92.cxÁÁ+e+|År,$íS"^ZªµÐdÐƬY?y9?u³1±oë^2¶Ë
"TOkaÁæË.qãV;&Ðq¬ç@@"Á TÓ5Í5¥ÆÁ>T\l(`Þcs
ªhVT3FÐZ%Å"û¥ú¹¶ÃSS?¶°ÃTqÏi"µU,فò$?1A

But when i try another Server to check my script works fine i get:

EBpopup_versionAbr9knifep3n4.6.0es_corelib_ver1.5.0.171bmani_nextmapfy_poolparty_vvsmani_admin_plugin_version1.2BetaS
VSPmani_tickrate100mani_reserve_slots0mattie_eventscripts1eventscripts_ver1.5.0.171mp_hostagepenalty0mp_dynamicpricing0nextlevelmp_autoteambalance1mp_maxrounds0mp_roundtime3mp_freezetime1mp_c4timer35mp_limitteams1sv_alltalk0mp_timelimit30sv_gravity800sv_stopspeed75sv_noclipaccelerate5sv_noclipspeed5sv_specaccelerate5sv_specspeed3sv_specnoclip1sv_maxspeed320sv_accelerate5sv_airaccelerate10sv_wateraccelerate10sv_waterfriction1sv_footsteps1sv_rollspeed200sv_rollangle0sv_friction4sv_bounce0sv_stepsize18r_VehicleViewDampen1r_JeepViewDampenFreq7.0r_JeepViewDampenDamp1.0r_JeepViewZHeight10.0r_AirboatViewDampenFreq7.0r_AirboatViewDampenDamp1.0r_AirboatViewZHeight0.0mp_friendlyfire1mp_teamplay0mp_fraglimit0mp_falldamage1mp_weaponstay0mp_forcerespawn1mp_footsteps1mp_flashlight1mp_autocrosshair1decalfrequency5mp_teamlisthgrunt;scientistmp_allowNPCs1sv_cheats0sv_pausable0sv_contactwww.ClanNitro.desv_voiceenable1deathmatch1coop0tv_password0tv_relaypassword0sv_password0

So there i recieve the Rules... But whats that by the first call to the
other Server???

I hope anybody can help me!

Thanks from Germany

Ratman2000


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[hlcoders] Plugin dont get loaded

2006-07-01 Thread Ratman2000
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello,

i have an big problem...
Since i have reformated my Linux box, i cant load my plugin.
I have writen it and compiled with gcc 3.4.2 and all runs fine
but now after the reformat, i can compile it without errors but when i load it 
i become:
Unable to load plugin "../cstrike/addons/MyPlugin/Plugin"

My Problem now is, how can i find out, whats exactly wrong?
Can i do anything?

When i compile it under Windows al runs fine so i dont understand whats wrong 
now...

Please help me!

Thanks!!!

With friendly Reguards from germany

Michael


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Re: [hlcoders] Plugin dont get loaded

2006-07-01 Thread Ratman2000
Have found it out! Thanks :)

with friendly greatings


- Original Message -
From: "Ratman2000" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, July 01, 2006 9:05 PM
Subject: [hlcoders] Plugin dont get loaded


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hello,
>
> i have an big problem...
> Since i have reformated my Linux box, i cant load my plugin.
> I have writen it and compiled with gcc 3.4.2 and all runs fine
> but now after the reformat, i can compile it without errors but when i
load it i become:
> Unable to load plugin "../cstrike/addons/MyPlugin/Plugin"
>
> My Problem now is, how can i find out, whats exactly wrong?
> Can i do anything?
>
> When i compile it under Windows al runs fine so i dont understand whats
wrong now...
>
> Please help me!
>
> Thanks!!!
>
> With friendly Reguards from germany
>
> Michael
>
>
> --
>
>
>
> ___
> 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] Plugin dont get loaded

2006-07-02 Thread Ratman2000
Hello,

i have rewritten my Makefile...

with friendly Reguards

- Original Message -
From: "pete r" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, July 02, 2006 7:52 AM
Subject: Re: [hlcoders] Plugin dont get loaded


> I have this exact problem. Could you please tell me how you fixed it?
>
> Peter
>
> On 7/2/06, Ratman2000 <[EMAIL PROTECTED]> wrote:
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hello,
> >
> > i have an big problem...
> > Since i have reformated my Linux box, i cant load my plugin.
> > I have writen it and compiled with gcc 3.4.2 and all runs fine
> > but now after the reformat, i can compile it without errors but when i
load it i become:
> > Unable to load plugin "../cstrike/addons/MyPlugin/Plugin"
> >
> > My Problem now is, how can i find out, whats exactly wrong?
> > Can i do anything?
> >
> > When i compile it under Windows al runs fine so i dont understand whats
wrong now...
> >
> > Please help me!
> >
> > Thanks!!!
> >
> > With friendly Reguards from germany
> >
> > Michael
> >
> >
> > --
> >
> >
> >
> > ___
> > 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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[hlcoders] New SDK brokes my Compile... Whats wrong?

2006-08-27 Thread Ratman2000
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello from Germany,

last night i come Back from my Hollidays and see the new Update...
So i have updated my SDK and would compile my Plugin...
But now i have many Errors (befoure i dont have errors!)

Here my Errors:

In Datei, eingefügt von ../HL2SDK/public/vector.h:35,
von ../HL2SDK/public/edict.h:14,
von ../HL2SDK/public/engine/iserverplugin.h:16,
von RatModSource.cpp:18:
/usr/lib/gcc/i386-redhat-linux/3.4.2/include/xmmintrin.h:34:3: #error "SSE 
instruction set not enabled"
In file included from ../HL2SDK/public/vmatrix.h:36,
 from ../HL2SDK/dlls/cbase.h:41,
 from Utils.h:22,
 from RatModSource.cpp:29:
../HL2SDK/public/vector4d.h:160: Fehler: expected `;' vor »&«
../HL2SDK/public/vector4d.h:161: Fehler: expected `;' vor "const"
../HL2SDK/public/vector4d.h:161: Fehler: expected `;' vor »&«
../HL2SDK/public/vector4d.h:163: Fehler: expected `;' vor "private"
../HL2SDK/public/vector4d.h: In member function `void 
Vector4DAligned::InitZero()':
../HL2SDK/public/vector4d.h:632: Fehler: 'class Vector4DAligned' has no member 
named 'AsM128'
../HL2SDK/public/vector4d.h:632: Fehler: `_mm_set1_ps' undeclared (first use 
this function)
../HL2SDK/public/vector4d.h:632: Fehler: (Each undeclared identifier is 
reported only once for each function it appears in.)
../HL2SDK/public/vector4d.h: In function `void Vector4DWeightMADSSE(vec_t, 
const Vector4DAligned&, Vector4DAligned&, const Vector4DAligned&, 
Vector4DAligned&)':
../HL2SDK/public/vector4d.h:663: Fehler: `__m128' undeclared (first use this 
function)
../HL2SDK/public/vector4d.h:663: Fehler: expected `;' vor "packed"
../HL2SDK/public/vector4d.h:666: Fehler: 'class Vector4DAligned' has no member 
named 'AsM128'
../HL2SDK/public/vector4d.h:666: Fehler: 'class Vector4DAligned' has no member 
named 'AsM128'
../HL2SDK/public/vector4d.h:666: Fehler: 'const class Vector4DAligned' has no 
member named 'AsM128'
../HL2SDK/public/vector4d.h:666: Fehler: `packed' undeclared (first use this 
function)
../HL2SDK/public/vector4d.h:666: Fehler: `_mm_mul_ps' undeclared (first use 
this function)
../HL2SDK/public/vector4d.h:666: Fehler: `_mm_add_ps' undeclared (first use 
this function)
../HL2SDK/public/vector4d.h:667: Fehler: 'class Vector4DAligned' has no member 
named 'AsM128'
../HL2SDK/public/vector4d.h:667: Fehler: 'class Vector4DAligned' has no member 
named 'AsM128'
../HL2SDK/public/vector4d.h:667: Fehler: 'const class Vector4DAligned' has no 
member named 'AsM128'
make: *** [obj/plugin/RatModSource.o] Fehler 1


Whats wrong now?

I like to compile it with gcc 3.4.2-6.fc3

Before the update i dont have problems...
On windows i get 1000 errors... (with VS6.0)

What can i do to fix the problems?

Thanks for your help!!!

With friendly Reguards from Germany

Ratman2000

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Re: [hlcoders] New SDK brokes my Compile... Whats wrong?

2006-08-27 Thread Ratman2000
Hello,

the problem is, when i compile the sample plugin i get:

make
mkdir -p ./obj
mkdir -p ./obj/plugin
mkdir -p ./obj/plugin/public
mkdir -p ./obj/plugin/tier1
mkdir -p ./obj/plugin/tier0
ln -sf ../hlds_l/bin/tier0_i486.so
ln -sf ../hlds_l/bin/vstdlib_i486.so
/usr/bin/g++ -I../HL2SDK/public -I../HL2SDK/public/tier0 -I../HL2SDK/public/
tier1 -I../HL2SDK/dlls -I../HL2SDK/game_shared -I../HL2SDK/cl_dll -I../HL2SD
K/game_controls -Iinclude -w -fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcas
ecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D
_snprintf=snprintf -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcase
cmp -mtune=i486 -march=pentium -mmmx -O3 -Usprintf=use_Q_snprintf_instead_of
_sprintf -Ustrncpy=use_Q_strncpy_instead -UPROTECTED_THINGS_ENABLE -DARCH=i4
86 -o obj/plugin/serverplugin_empty.o -c serverplugin_empty.cpp
In Datei, eingefügt von ../HL2SDK/public/vector.h:35,
von ../HL2SDK/public/edict.h:14,
von ../HL2SDK/public/engine/iserverplugin.h:16,
von serverplugin_empty.cpp:13:
/usr/lib/gcc/i386-redhat-linux/3.4.2/include/xmmintrin.h:34:3: #error "SSE
instruction set not enabled"
make: *** [obj/plugin/serverplugin_empty.o] Fehler 1


So before the update i dont have some errors...

What have i now to do, to get the sample plugin running?
Or... whats changed??
Is the old SDK still working???
Becouse my plugin where dont loaded after the Update...

Please help me!

With friendly Reguards from Germany

Ratman2000

- Original Message -
From: <[EMAIL PROTECTED]>
To: ; 
Sent: Sunday, August 27, 2006 5:38 PM
Subject: Re: [hlcoders] New SDK brokes my Compile... Whats wrong?


Well his compilation message is from Linux.

See the KI page.  Linux is not functional after the latest SDK.  The
compilation fixes you can do yourself, but you'll then hit blocker linker
bugs.

http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_compi
le_on_Linux

At 2006/08/27 08:33 AM, Adam \"amckern\" Mckern wrote:
>YOU MUST have 2003 now as i understand it
>
>--- Ratman2000 <[EMAIL PROTECTED]> wrote:
>
>> This is a multi-part message in MIME format.
>> --
>> [ Picked text/plain from multipart/alternative ]
>> Hello from Germany,
>>
>> last night i come Back from my Hollidays and see the
>> new Update...
>> So i have updated my SDK and would compile my
>> Plugin...
>> But now i have many Errors (befoure i dont have
>> errors!)
>>
>> Here my Errors:
>>
>> In Datei, eingefügt von
>> ../HL2SDK/public/vector.h:35,
>> von ../HL2SDK/public/edict.h:14,
>> von
>> ../HL2SDK/public/engine/iserverplugin.h:16,
>> von RatModSource.cpp:18:
>>
>/usr/lib/gcc/i386-redhat-linux/3.4.2/include/xmmintrin.h:34:3:
>> #error "SSE instruction set not enabled"
>> In file included from ../HL2SDK/public/vmatrix.h:36,
>>  from ../HL2SDK/dlls/cbase.h:41,
>>  from Utils.h:22,
>>  from RatModSource.cpp:29:
>> ../HL2SDK/public/vector4d.h:160: Fehler: expected
>> `;' vor »&«
>> ../HL2SDK/public/vector4d.h:161: Fehler: expected
>> `;' vor "const"
>> ../HL2SDK/public/vector4d.h:161: Fehler: expected
>> `;' vor »&«
>> ../HL2SDK/public/vector4d.h:163: Fehler: expected
>> `;' vor "private"
>> ../HL2SDK/public/vector4d.h: In member function
>> `void Vector4DAligned::InitZero()':
>> ../HL2SDK/public/vector4d.h:632: Fehler: 'class
>> Vector4DAligned' has no member named 'AsM128'
>> ../HL2SDK/public/vector4d.h:632: Fehler:
>> `_mm_set1_ps' undeclared (first use this function)
>> ../HL2SDK/public/vector4d.h:632: Fehler: (Each
>> undeclared identifier is reported only once for each
>> function it appears in.)
>> ../HL2SDK/public/vector4d.h: In function `void
>> Vector4DWeightMADSSE(vec_t, const Vector4DAligned&,
>> Vector4DAligned&, const Vector4DAligned&,
>> Vector4DAligned&)':
>> ../HL2SDK/public/vector4d.h:663: Fehler: `__m128'
>> undeclared (first use this function)
>> ../HL2SDK/public/vector4d.h:663: Fehler: expected
>> `;' vor "packed"
>> ../HL2SDK/public/vector4d.h:666: Fehler: 'class
>> Vector4DAligned' has no member named 'AsM128'
>> ../HL2SDK/public/vector4d.h:666: Fehler: 'class
>> Vector4DAligned' has no member named 'AsM128'
>> ../HL2SDK/public/vector4d.h:666: Fehler: 'const
>> class Vector4DAligned' has no member named 'AsM128'
>> ../HL2SDK/public/v

[hlcoders] SDK Brokes my Plugin! Whats wrong?

2006-08-31 Thread Ratman2000
Hello from Germany,

now i have an new Problem...

I have compiled my Plugin fine without errors...
But when i start the dedicated server, he dont loads the plugin...
Is there a way to show, whats wrong?
Becouse i dont see errors...
And before the update all runs fine without errors!!!
So i can say that the plugin iss ok!!!
(Becouse the SDK update has changed so i think i have missing linker or
other)

Sorry i dont work so long with linux and GCC!

I hope you can help me and teach me in the right direction!



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Re: [hlcoders] November SDK - Final

2006-11-08 Thread Ratman2000
Hello,

i currently have an Problem with the new memoverride.cpp...

I have included it in my compile allready but now after the update i get
lots of errors like...:

memoverride.cpp:812: Error: _CRT_ALLOC_HOOK isnt an type (translated)
or
line 781:
_heap_alloc  undeclared (first use this function)

i have 17 errors in this file...
All beginns at line 781... The new included source...
So whats wrong with it?

i compile with:
gcc 3.4.2 20041017 (Red Hat 3.4.2-6.fc3)

I hope you can help me!

Sorry for the bad english! i am from germany :)

With friendly reguards

Ratman2000

- Original Message -
From: "Jeremy Swigart" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 09, 2006 3:50 AM
Subject: Re: [hlcoders] November SDK - Final


> --
> [ Picked text/plain from multipart/alternative ]
> Your point? I'm happy for you that you are among the people that hate
bots,
> though I'm not sure why you would share that here, your personal bot
> preferences have no bearing on the subject of fixes that have been put off
> for years.
>
> J
>
> On 11/8/06, Nick <[EMAIL PROTECTED]> wrote:
> >
> > I never liked the idea of bots. Mostly because they are just that
> > "robots".  I haven't yet seen a robot that could learn, and if I did I
> > don't know if I would want to play against one anyway.
> >
> > On 11/8/06, Jeremy Swigart <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Could we please bias some bugs on their age? We've been waiting on
those
> > bot
> > > fixes for several years now, and there still isn't and end in sight to
> > it.
> > > There are a number of bot coders(and users no doubt) that would
> > absolutely
> > > love to be able to make bots for CS:S, DOD:S, HL2DM, and other hl2
mods
> > with
> > > the server plugin interface that has been forever lacking in
> > functionality.
> > > Even if it was an incremental fix, adding the most important missing
> > parts
> > > to begin with, and the rest later it would be greatly appreciated. I'm
> > doing
> > > bots for Fortress Forever, using the SDK due to the server plugin
> > > shortfalls, so I have a good amount of experience with bots if you
need
> > help
> > > or info.
> > >
> > > Jeremy
> > >
> > > On 11/8/06, Nick <[EMAIL PROTECTED]> wrote:
> > > >
> > > > I will try to vote later tonight on some of the bugs. I don't
remember
> > > > if I created a account for bugzilla yet or not, I have too many
> > > > accounts to remember, and waay too many passwords.
> > > >
> > > > Thanks Mike again for releasing the update. These updates help us
> > > > coders a great deal.
> > > >
> > > >
> > > >
> > > > On 11/8/06, Mike Durand <[EMAIL PROTECTED]> wrote:
> > > > > Then I will be able to effectively prioritize... none of them. :)
> > > > >
> > > > > -Original Message-
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of John
> > Sheu
> > > > > Sent: Wednesday, November 08, 2006 4:42 PM
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Subject: Re: [hlcoders] November SDK - Final
> > > > >
> > > > > On Wednesday 08 November 2006 6:31 pm, Mike Durand wrote:
> > > > > > Speaking of Bugzilla: make sure that you guys vote for the bugs
> > that
> > > > > > you really care about. Only 5 of the 62 current bugs have any
> > votes at
> > > > > all!
> > > > >
> > > > > I vote for... all of them.
> > > > >
> > > > > -John Sheu
> > > > >
> > > > > ___
> > > > > 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
> > > > >
> > > > >
> > > >
> > > > ___
> > > > T

[hlcoders] Server Plugin > Client Plugin communication ?

2006-11-16 Thread Ratman2000
Hello,

i like to start a new way to communicat from server with clients...

So my idea was it, to load an server plugin and then by connecting an client
plugin is forced to download...
Now when the player puts in the server, the plugin where loaded by server
command...

But i have tested it, so i found out, that i dont can force dll`s to
download now...

Is there a way to realise an plugin with this funktions?
So i need an funktion, to force the client to download the files there are
needed for the client plugin (like an War screenshot plugin or other...)

Is there a way to do it?

I hope you can help me!

Thanks! Sorry for my bad english :)

With friendly Reguards from Germany

Ratman2000





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Re: [hlcoders] Server Plugin > Client Plugin communication ?

2006-11-16 Thread Ratman2000
Hello,

thanks for your replay...

I have tested it out now and have seen, that there is an block in the auto
download system to download *.dll files...

When i rename an dll to another format like *.wav there get the file
downloaded but than i have the problem, that i cant rename the file on the
client system...

I have thinked, that i download the files on connecting and after accept the
agreements the client plugin get checking for actions like make an
screenshot
or check for an running program like an anti cheat system...

So there is no way to do it? Valve?

it where nice, to add an funktion so that we can start downloading the
client the plugin and the client get an message:

"This Server uses an Client Plugin to play on it... You like to download it?
YES / NO"

So we can make thinks like an Game Server Radio station or other nice
features... But when he have to install it manually, it dont
give many players there do it... :(

I hope anybody have an nice idea!!!

Thanks for all tips!!!


With friendly reguards from germany

Ratman2000

- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To: 
Sent: Friday, November 17, 2006 7:35 AM
Subject: Re: [hlcoders] Server Plugin > Client Plugin communication ?


> Hey rat, i think the only way to get people to
> download plugins now is to give them a weblink, i know
> many people will be truning the download content off -
> even though it has been a valid convar for a long
> while.
>
> Adam
>
> --- Ratman2000 <[EMAIL PROTECTED]> wrote:
>
> > Hello,
> >
> > i like to start a new way to communicat from server
> > with clients...
> >
> > So my idea was it, to load an server plugin and then
> > by connecting an client
> > plugin is forced to download...
> > Now when the player puts in the server, the plugin
> > where loaded by server
> > command...
> >
> > But i have tested it, so i found out, that i dont
> > can force dll`s to
> > download now...
> >
> > Is there a way to realise an plugin with this
> > funktions?
> > So i need an funktion, to force the client to
> > download the files there are
> > needed for the client plugin (like an War screenshot
> > plugin or other...)
> >
> > Is there a way to do it?
> >
> > I hope you can help me!
> >
> > Thanks! Sorry for my bad english :)
> >
> > With friendly Reguards from Germany
> >
> > Ratman2000
> >
> >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
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Re: [hlcoders] Server Plugin > Client Plugin communication ?

2006-11-17 Thread Ratman2000
Hello,

the Problem is, that i am thinking about an Anti Cheat Plugin to find
Aimbots, Wallhacks and other like Punkbuster for CS 1.4?

The problem was, that the cheater have hacked the Buster...

Where there a way to modify the Client Plugin on every server (like random
check intervalls or other)
the Cheat coder cant hack the Buster so fast... So as theory:

Client Anti Cheat Plugin Released and the client downloaded it on Server
1
Client Disconnects and connects on Server 2 but here the Plugin intervalls
and routines are changed (automatically)
He than connects on Server 3 and get an other version that changed too...

So the coder have to find out what algorythm the plugin uses to make an
"safe" cheat...
But in this time the plugin can find hunderts of cheaters and log it to an
global list...

So when the algorythm is hacked, we only implement an new and put the plugin
with an server plugin auto updater on
every Server without restarting it so the cheaters dont know the new
algorythm and the check find out that they cheat...
So we can catch many cheaters but when the client have to download the
client plugin all times, he dont connect to this servers

So the Plugin where useless

You know what i mean?

The Client download can put up an popup with information like:

===
=== The Server forced you to install the Plugin XXX  ===
===  You want to do it automatically?===
===YESNO
===
===

So the user can choose what to do...
So when i have an Radio Server the player can hear it when he have the
plugin...
I think this is interessting for many players... (not all)

Or an Plugin with Tutorials like an Taktik manager is an nice idea
So one admin programms Taktiks in it and the plugin on client side make the
thinks like lines to follow,
special marks to find special points or points to check before go away and
more... Thats gives the game the
old look like Defusing Bombs and rescue Hostages... And dont only get nice
stats...

But your right... the risk is verry high...
So he can format the harddrive or install trojans...
So a way where to limited the rights to only the HL2 Folders... So we can
make own Windows and other but cant do damage in the system...
You know what i meen?

I think an system like this what i have writen from are interesting many
Plugin Coders becouse the Server Side
funktions are verry verry small... So we can make own Windows on Client an
can Show it with the server side plugin and other thinks...

So, is there an example Client Plugin? (Like the Stub?)

Thanks for your informations!!!

With friendly reguards from germany

Ratman2000

- Original Message -
From: "Jeremy Swigart" <[EMAIL PROTECTED]>
To: 
Sent: Friday, November 17, 2006 9:37 AM
Subject: Re: [hlcoders] Server Plugin > Client Plugin communication ?


> --
> [ Picked text/plain from multipart/alternative ]
> I would imagine that would be a huge security issue if that were possible.
> If a server could force feed me a plugin, and presumably load it, it could
> do all manner of evil stuff to my game or my system. That said, it would
be
> very cool to have a communication option available between a server plugin
> and client plugin that was optional. The last patch for Enemy Territory
> added the capability for a user controllable pipe between client and
server
> so raw data could be sent and could be process in callbacks on the client.
> Similar capability would be very cool IMO, but forcing the plugin on users
> is a big nono in my book. Alternately with the proper knowhow you could
> probably establish a seperate connection between a server plugin and
client
> plugin with your own network code, if there is functionality to get the
> client ip in a server plugin. I wouldn't get my hopes up about something
> like this though.
>
> J
>
> On 11/16/06, Ratman2000 <[EMAIL PROTECTED]> wrote:
> >
> > Hello,
> >
> > thanks for your replay...
> >
> > I have tested it out now and have seen, that there is an block in the
auto
> > download system to download *.dll files...
> >
> > When i rename an dll to another format like *.wav there get the file
> > downloaded but than i have the problem, that i cant rename the file on
the
> > client system...
> >
> > I have thinked, that i download the files on connecting and after accept
> > the
> > agreements the client plugin get checking for actions like make an
> > screenshot
> > or check for an running program like an anti cheat system...
> >
> > So there is no way to do it? Valve?
> >
> > it where nice, to add an funktion so that we can start downloading the
> > client the plugin an

Re: [hlcoders] Server Plugin > Client Plugin communication ?

2006-11-17 Thread Ratman2000
Hello,

i know that no plugin send code files...
But thinkin on an Trojan... he transforms itself so that Anti Virus cant
find it... With te same shematic
we can create an Anti Cheat by using an algorithym and change it all days...
So Cheater have an hard live...
But with the currently system there is nothin what we can do... And now with
the server command block
we cant not longer check for console commands like "aimbot 1"

So the update brokes now the last way we can detect cheaters

What can we do now? Nothing...
Nice work... :'(

Why Valve release this updates? Like to kill al plugins? Or why he include
this functions?
With this commands we cant do anny carefull... We can close the game but
thats all...

He gives us the Helper and than put in the client an function to block it...
Nice work :P

I hope valve looks what he do...

i find the game isnt more that what it was... Its only an Cheating and
Fragging game... Nothing more :'(

In CS 1.4 we cant do annythink what we want and nobody hase done carefull
thinks... Jokes ok... but not more...

and now? We cant do anythink... The Plugin system iss verry small, we cant
do anythink with needed funktions like Bullet Count
(Becouse there is no way to count the real shoots...)
and other functions that the community need where dont included... But
functions to cut plugins

I dont understand what goes wrong here

With friendly reguards

Ratman2000

- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To: 
Sent: Friday, November 17, 2006 10:44 AM
Subject: Re: [hlcoders] Server Plugin > Client Plugin communication ?


> Ah i know what you mean now
>
> The .res format that plugins, and plain old servers
> use was intrdouced around 1.2 of Gold Source.
>
> If i can think back to a document i read by Jay Wilber
> about the format you could only allow map file
> formats, wav, txt, bsp, wad, etc, to stop servers
> sending unwated exe, com, and dll files that could be
> harmful to the clients system.
>
> If you can get enough clout behind the plugin like
> with CheatingDeath then you could setup a
> client/server hook.
>
> But no, mani mod, and un-modded servers will not send
> any 'code' files to the client.
>
> Adam
>
>
> --- Jeremy Swigart <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I would imagine that would be a huge security issue
> > if that were possible.
> > If a server could force feed me a plugin, and
> > presumably load it, it could
> > do all manner of evil stuff to my game or my system.
> > That said, it would be
> > very cool to have a communication option available
> > between a server plugin
> > and client plugin that was optional. The last patch
> > for Enemy Territory
> > added the capability for a user controllable pipe
> > between client and server
> > so raw data could be sent and could be process in
> > callbacks on the client.
> > Similar capability would be very cool IMO, but
> > forcing the plugin on users
> > is a big nono in my book. Alternately with the
> > proper knowhow you could
> > probably establish a seperate connection between a
> > server plugin and client
> > plugin with your own network code, if there is
> > functionality to get the
> > client ip in a server plugin. I wouldn't get my
> > hopes up about something
> > like this though.
> >
> > J
> >
> > On 11/16/06, Ratman2000 <[EMAIL PROTECTED]>
> > wrote:
> > >
> > > Hello,
> > >
> > > thanks for your replay...
> > >
> > > I have tested it out now and have seen, that there
> > is an block in the auto
> > > download system to download *.dll files...
> > >
> > > When i rename an dll to another format like *.wav
> > there get the file
> > > downloaded but than i have the problem, that i
> > cant rename the file on the
> > > client system...
> > >
> > > I have thinked, that i download the files on
> > connecting and after accept
> > > the
> > > agreements the client plugin get checking for
> > actions like make an
> > > screenshot
> > > or check for an running program like an anti cheat
> > system...
> > >
> > > So there is no way to do it? Valve?
> > >
> > > it where nice, to add an funktion so that we can
> > start downloading the
> > > client the plugin and the client get an message:
> > >
> > > "This Server uses an Client Plugin to play on
> > it... You like to download
> > 

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Ratman2000

Hello,

my biggest problem with the update is, that it brokes my Quake Sounds
System... I have exect on the client the "play" command...
But what can i now do???


=]-RS-[=Ratman2000 connected
cl_restrict_server_commands (= 1) prevented server running command: play
/ratmod/connect_sounds/tachmusik.mp3

Is there another way, to play the sound by the user???

I hope anybody can helps me!

Thanks!

With friendly reguards from Germany

Ratman2000

- Original Message -
From: "David Anderson" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, November 18, 2006 8:18 AM
Subject: Re: [hlcoders] cl_restrict_server_commands fiasco



Yes, good point, that's unfortunate but true.  I can't say I'm a good
person to ask which commands, as I'm not very familiar with the client
:) But I can take a guess that anything having to do with binds/aliases
or client-side settings (i.e. cl_*) is fair game.

I just think that at the very least, things that are sent from the
server and aren't handled by the client should be properly passed back
to the server.  Obviously, users can use IServerPluginHelpers to
simulate this, but I'm a big stickler for preserving backwards
compatibility.  Especially in this case when we're not even dealing with
binary hacks.

   ~dvander
   http://www.bailopan.net/

Nick wrote:

You have mentioned some good points. I am curious though which
commands you would restrict? About it being default on, the problem is
that users that know enough to enable cl_restrict_server_commands 1,
are not the ones that need the command the most. The users that do not
know how to set "cl_restrict_server_commands 1" are the users that
need it enabled the most.



On 11/18/06, David Anderson <[EMAIL PROTECTED]> wrote:

I think you're missing a few of the important points.  Yes, it's
important to have this feature, but:

a) It broke binary and source level backwards compatibility.  That's a
big no-no.
b) It restricts all commands, which is unnecessary.  A better solution
would be to flag the commands which need to be protected, or to flag
things registered in the client.  This would plugins continue to
register and trigger their own commands, preserving compatibility.
c) It defaults to on, which going back to a), breaks expected
functionality.
d) Going back to a) again, for an update like this, forewarning would be
nice.

Those are the issues I have with it, at least.

~dvander
http://www.bailopan.net/

Benjamin Davison wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Yeah I love it when some 14 year old server admin fucks with my
settings and
> sets my fire command to a suicide command.
>
> This is a good console command that was lng overdue.
>
> On 11/18/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
>> --
>> [ Picked text/plain from multipart/alternative ]
>> I don't think cl_restrict_server_commands is a mistake or bug. If
there
>> are
>> exploitable client cvars that need to be monitored by a server
>> plugin,
>> those
>> exploits need to be fixed. Officially supported fixes (not Mani-mod
client
>> cvar enforcement) carry the benefit of games that are harder to
exploit
>> out
>> of the box, and we don't have to worry about malicious server admins
>> having
>> unwanted access to client settings.
>>
>> Think of a web-page that has the ability to change your web browser
>> settings. It might be nice for a web designer to stick his site in
your
>> bookmarks or make sure you don't set your font size too large and
break
>> his
>> layout, but, it's your web browser and your browsing preferences
shouldn't
>> have anything to do with the web-page author.
>>
>> I wouldn't address Valve like morons or cowards, it's impolite.
Your point
>> has some merit but the new cvar is hardly an outrage: why can't
>> admins
>> just
>> use Mani-mod to kick/warn users who set their rate too high,
instead of
>> setting the rate for them?
>>
>> Regards,
>>
>> Paul
>>
>> On 11/17/06, Frazer <[EMAIL PROTECTED]> wrote:
>>> For those who may not be following other forums - check this
thread out
>> on
>>> the mani forum.
>>>
>>>
>>>
>>
http://www.mani-admin-plugin.com/index.php?option=com_smf&Itemid=26&topic=33

>>> 03.15
>>>
>>>
>>> The growing consensus seems to be in favour of a mani mod update
>>> that
>>> kicks
>>> players with the default setting, which was applied for them
courtesy of
>>> Valve.  Posts in this forum seem to be landing on deaf ears - but I
>>> suspect
>>> that if this little movement picks u

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-18 Thread Ratman2000

Hello,

we cant use cvar->FindVar("convar")->SetValue(value);
becouse its fully Server Side...
The Problem is, that we cant force thinks like: play
on client side to simple play an sound (mp3 file)...

When we force the play command (i cant do any critical thinks with this
command...)
you become this message on client side:


cl_restrict_server_commands (= 1) prevented server running command: play
/ratmod/connect_sounds/admins/jesus.mp3

Why you have to block this command???

So what can we do to force the client to play sounds??? We havent an
solution now...

With friendly reguards from Germany

Ratman2000

- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, November 19, 2006 4:06 AM
Subject: Re: [hlcoders] cl_restrict_server_commands fiasco



Why dont use just use
cvar->FindVar("convar")->SetValue(value);

I have been using it, becuase it allows you to hook
around the sv_cheat flags that would block you with a
stright engine->clientcommand.

Adam


--- LDuke <[EMAIL PROTECTED]> wrote:


--
[ Picked text/plain from multipart/alternative ]
I believe that is the exact command that is blocked
by this cvar (
engine->ClientCommand( blahblah ) ).

On 11/18/06, Nick <[EMAIL PROTECTED]> wrote:
>
> Can you list which exploits which need to be
fixed?
>
>
> This question was asked earlier and I could not
find a clear answer:
> Does this update break
>
> engine->ClientCommand( blahblah )
>
> when done from server side dll?
>
> On 11/18/06, Paul Peloski <[EMAIL PROTECTED]>
wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > (re: a) Obviously when Valve is attempting to
fix a problem they are
> going
> > to have to break compatibility with plugins/mods
that rely on that
> problem
> > behavior. Using this behavior as a workaround
for client cvar exploits
> is
> > bad because it has the effect of hiding the
exploits when they need to
> be
> > exposed and fixed.
> >
> > (re: b) cvars are already (or should be) divided
into client and server,
> > ranged to acceptable limits and in the extreme
case marked FCVAR_CHEAT
> if
> > they need to be set to a certain value for fair
play. Adding further
> > designation (like FCVAR_CLIENTPROTECT), or
"making lists" breaks
> > compatibility and masks exploits.
> >
> > (re: d) I agree it would be nice if Valve told
us more about what's
> coming
> > up, it might even be useful to them since our
discussion might bring to
> > light ... Nah, they're smarter than us, it's
their product, and they can
> > make competent decisions without us.
> >
> > Regards,
> >
> > Paul
> >
> > On 11/17/06, David Anderson
<[EMAIL PROTECTED]> wrote:
> > >
> > > I think you're missing a few of the important
points.  Yes, it's
> > > important to have this feature, but:
> > >
> > > a) It broke binary and source level backwards
compatibility.  That's a
> > > big no-no.
> > > b) It restricts all commands, which is
unnecessary.  A better solution
> > > would be to flag the commands which need to be
protected, or to flag
> > > things registered in the client.  This would
plugins continue to
> > > register and trigger their own commands,
preserving compatibility.
> > > c) It defaults to on, which going back to a),
breaks expected
> > > functionality.
> > > d) Going back to a) again, for an update like
this, forewarning would
> be
> > > nice.
> > >
> > > Those are the issues I have with it, at least.
> > >
> > > ~dvander
> > > http://www.bailopan.net/
> > >
> > > Benjamin Davison wrote:
> > > > --
> > > > [ Picked text/plain from
multipart/alternative ]
> > > > Yeah I love it when some 14 year old server
admin fucks with my
> settings
> > > and
> > > > sets my fire command to a suicide command.
> > > >
> > > > This is a good console command that was
lng overdue.
> > > >
> > > > On 11/18/06, Paul Peloski
<[EMAIL PROTECTED]> wrote:
> > > >> --
> > > >> [ Picked text/plain from
multipart/alternative ]
> > > >> I don't think cl_restrict_server_commands
is a mistake or bug. If
> there
> > > >> are
> > > >> exploitable client cvars that need to be
monitored by a server
> plugin,
> > > >> those
> > > >> exploits need to be fixed. Officially
supported fixes (not Mani-mod
> > > client
> > > >

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-19 Thread Ratman2000

Hello,

The function EmitSound is not ok for Quake sounds becouse the sound is
located on an position...
So when i play an sound like it gos 30 seconds and the player moves, he cant
hear it...
Is there no fonktion like the "play" command client side???

What can i do?

Thanks!

With friendly Reguards from Germany

Ratman2000

- Original Message -
From: "David Anderson" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, November 19, 2006 7:55 AM
Subject: Re: [hlcoders] cl_restrict_server_commands fiasco



You might want to look at public/engine/IEngineSound.h to do it manually.

   ~dvander
   http://www.bailopan.net/

Ratman2000 wrote:

Hello,

we cant use cvar->FindVar("convar")->SetValue(value);
becouse its fully Server Side...
The Problem is, that we cant force thinks like: play
on client side to simple play an sound (mp3 file)...

When we force the play command (i cant do any critical thinks with this
command...)
you become this message on client side:


cl_restrict_server_commands (= 1) prevented server running command: play
/ratmod/connect_sounds/admins/jesus.mp3

Why you have to block this command???

So what can we do to force the client to play sounds??? We havent an
solution now...

With friendly reguards from Germany

Ratman2000

- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, November 19, 2006 4:06 AM
Subject: Re: [hlcoders] cl_restrict_server_commands fiasco



Why dont use just use
cvar->FindVar("convar")->SetValue(value);

I have been using it, becuase it allows you to hook
around the sv_cheat flags that would block you with a
stright engine->clientcommand.

Adam


--- LDuke <[EMAIL PROTECTED]> wrote:


--
[ Picked text/plain from multipart/alternative ]
I believe that is the exact command that is blocked
by this cvar (
engine->ClientCommand( blahblah ) ).

On 11/18/06, Nick <[EMAIL PROTECTED]> wrote:
>
> Can you list which exploits which need to be
fixed?
>
>
> This question was asked earlier and I could not
find a clear answer:
> Does this update break
>
> engine->ClientCommand( blahblah )
>
> when done from server side dll?
>
> On 11/18/06, Paul Peloski <[EMAIL PROTECTED]>
wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > (re: a) Obviously when Valve is attempting to
fix a problem they are
> going
> > to have to break compatibility with plugins/mods
that rely on that
> problem
> > behavior. Using this behavior as a workaround
for client cvar exploits
> is
> > bad because it has the effect of hiding the
exploits when they need to
> be
> > exposed and fixed.
> >
> > (re: b) cvars are already (or should be) divided
into client and server,
> > ranged to acceptable limits and in the extreme
case marked FCVAR_CHEAT
> if
> > they need to be set to a certain value for fair
play. Adding further
> > designation (like FCVAR_CLIENTPROTECT), or
"making lists" breaks
> > compatibility and masks exploits.
> >
> > (re: d) I agree it would be nice if Valve told
us more about what's
> coming
> > up, it might even be useful to them since our
discussion might bring to
> > light ... Nah, they're smarter than us, it's
their product, and they can
> > make competent decisions without us.
> >
> > Regards,
> >
> > Paul
> >
> > On 11/17/06, David Anderson
<[EMAIL PROTECTED]> wrote:
> > >
> > > I think you're missing a few of the important
points.  Yes, it's
> > > important to have this feature, but:
> > >
> > > a) It broke binary and source level backwards
compatibility.  That's a
> > > big no-no.
> > > b) It restricts all commands, which is
unnecessary.  A better solution
> > > would be to flag the commands which need to be
protected, or to flag
> > > things registered in the client.  This would
plugins continue to
> > > register and trigger their own commands,
preserving compatibility.
> > > c) It defaults to on, which going back to a),
breaks expected
> > > functionality.
> > > d) Going back to a) again, for an update like
this, forewarning would
> be
> > > nice.
> > >
> > > Those are the issues I have with it, at least.
> > >
> > > ~dvander
> > > http://www.bailopan.net/
> > >
> > > Benjamin Davison wrote:
> > > > --
> > > > [ Picked text/plain from
multipart/alternative ]
> > > > Yeah I love it when some 14 year old server
admin fucks with my
> settings
> > > and
> > > > sets my fire command to a suicide command.
> > > >
> 

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-19 Thread Ratman2000

Hello,

the problem is, that this function only *.wav files allows...
I cant play *.mp3 files with this way :(

Is there no other solution?

With friendly reguards

Ratman2000

- Original Message -
From: "Oliver" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, November 19, 2006 11:07 AM
Subject: Re: [hlcoders] cl_restrict_server_commands fiasco



--
[ Picked text/plain from multipart/alternative ]
This is definitely a band-aid, not a fix.  Here's one way to play a sound
to
all players (I think).

enginesound->PrecacheSound(m_LoopSound, true); //m_LoopSound is char*
pointing to location of sound file
CRecipientFilter filter;
filter.AddAllPlayers();
Vector x = pPLayer->GetAbsOrigin();
enginesound->EmitSound(filter, entindex(), CHAN_AUTO, m_LoopSound, 0.7,
0,
0, 100, &x);


On 11/19/06, Ratman2000 <[EMAIL PROTECTED]> wrote:


Hello,

The function EmitSound is not ok for Quake sounds becouse the sound is
located on an position...
So when i play an sound like it gos 30 seconds and the player moves, he
cant
hear it...
Is there no fonktion like the "play" command client side???

What can i do?

Thanks!

With friendly Reguards from Germany

Ratman2000

- Original Message -
From: "David Anderson" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, November 19, 2006 7:55 AM
Subject: Re: [hlcoders] cl_restrict_server_commands fiasco


> You might want to look at public/engine/IEngineSound.h to do it
manually.
>
>~dvander
>http://www.bailopan.net/
>
> Ratman2000 wrote:
>> Hello,
>>
>> we cant use cvar->FindVar("convar")->SetValue(value);
>> becouse its fully Server Side...
>> The Problem is, that we cant force thinks like: play
>> on client side to simple play an sound (mp3 file)...
>>
>> When we force the play command (i cant do any critical thinks with
>> this
>> command...)
>> you become this message on client side:
>>
>>
>> cl_restrict_server_commands (= 1) prevented server running command:
play
>> /ratmod/connect_sounds/admins/jesus.mp3
>>
>> Why you have to block this command???
>>
>> So what can we do to force the client to play sounds??? We havent an
>> solution now...
>>
>> With friendly reguards from Germany
>>
>> Ratman2000
>>
>> - Original Message -
>> From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Sunday, November 19, 2006 4:06 AM
>> Subject: Re: [hlcoders] cl_restrict_server_commands fiasco
>>
>>
>>> Why dont use just use
>>> cvar->FindVar("convar")->SetValue(value);
>>>
>>> I have been using it, becuase it allows you to hook
>>> around the sv_cheat flags that would block you with a
>>> stright engine->clientcommand.
>>>
>>> Adam
>>>
>>>
>>> --- LDuke <[EMAIL PROTECTED]> wrote:
>>>
>>>> --
>>>> [ Picked text/plain from multipart/alternative ]
>>>> I believe that is the exact command that is blocked
>>>> by this cvar (
>>>> engine->ClientCommand( blahblah ) ).
>>>>
>>>> On 11/18/06, Nick <[EMAIL PROTECTED]> wrote:
>>>> >
>>>> > Can you list which exploits which need to be
>>>> fixed?
>>>> >
>>>> >
>>>> > This question was asked earlier and I could not
>>>> find a clear answer:
>>>> > Does this update break
>>>> >
>>>> > engine->ClientCommand( blahblah )
>>>> >
>>>> > when done from server side dll?
>>>> >
>>>> > On 11/18/06, Paul Peloski <[EMAIL PROTECTED]>
>>>> wrote:
>>>> > > --
>>>> > > [ Picked text/plain from multipart/alternative ]
>>>> > > (re: a) Obviously when Valve is attempting to
>>>> fix a problem they are
>>>> > going
>>>> > > to have to break compatibility with plugins/mods
>>>> that rely on that
>>>> > problem
>>>> > > behavior. Using this behavior as a workaround
>>>> for client cvar exploits
>>>> > is
>>>> > > bad because it has the effect of hiding the
>>>> exploits when they need to
>>>> > be
>>>> > > exposed and fixed.
>>>> > >
>>>> > > (re: b) cvars are already (or should be) divided
>>>> into client and server,
>>>> > > ranged to acceptable limits and in the extreme
>>>> case marked FC

[hlcoders] New Anti Cheat Client

2006-12-06 Thread Ratman2000

Hello Alfred,

i have an big question to you
I have written an Counter-Strike: Source Server Plugin and a Anti Cheat
Client for the Player like Cheating Death becouse my Client Communicates
with the Server Plugin...
But now i like to include an Screenshot function what uploads the Screenshot
to the Server and download it by the Admin there have forced it...

Is it than possibel to Draw it over CS:S ? Or will this found by vac as
Cheat? I dont like to get banned as Cheater becouse i write an Anti Cheat :)

I hope you can help me!!!

Thanks from Germany

Ratman2000



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[hlcoders] EngineSounds Bug?

2006-12-23 Thread Ratman2000
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello,

i have an Problem with the Sound System...

I have included a fun sound System in my Plugin so that an player types:
jesus
than the Plugin plays the Sound jesus.mp3...

But after a custom count of sounds, the engine Stops playing the files...
Nobody can hear the sounds than and minutes later one sound runs 
correctly... and it stops again...

I hope you can help me fixing this Problem.

I Play the sound with this function:

Vector Origin = Player.PlayerInfo->GetAbsOrigin();

MRecipientFilter Filter;

Filter.AddPlayer( PlayerIndex );
Filter.MakeReliable();

EngineSounds->EmitSound( Filter, PlayerIndex, CHAN_AUTO, SoundFile, 0.7,  0,
0, 100, &Origin );

On startup the Plugin Precaches the Sounds:

EngineSounds->PrecacheSound( SoundFile, true );

Can anybody help me fixinig this Problem?

Sorry for my bad english! I am from Germany :)

Thanks verry much!

With friendly Reguards

Ratman2000
--


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[hlcoders] Tactics Tool Posible?

2007-02-03 Thread Ratman2000

Hello,

i plane to build an Tactics Tool to help Clans make Taktiks in real time...

My idea was it to create an external Programm, and an to communicate with an
server plugin via sockets...

So i have planed, that the head admin clicks with the mous on the map and
the external programm register that and send the coords to the server
plugin. The Server plugin than send it to all other client programms so that
this programms can draw the line how the admin moves the mouse

So you can make taktiks in CS:S with all members and can tell all in
Teamspeak...

But my Question is:

Can i draw the lines over CS:S wit an external Programm or get it detected
as cheat by Vac?
Or detects Vac only the memory, so that i have free hand to draw my Map
coords?

For the map i like to use the over view map! I will change avery player
there have the programm (use on clan servers)
in spectator and open the overview map in game... And than let the Admin
draw the lines...

Is this posible or get it detected as Cheat?

I hope you can help me!

Thanks!

With friendly Reguards

Ratman2000

- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, March 30, 2005 5:59 AM
Subject: RE: [hlcoders] Name Change block bug ?



We are working on a fix to prevent the scoreboard name (and other
sources) changing when they shouldn't be.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Tuesday, March 29, 2005 8:50 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Name Change block bug ?

Alfred can you say something ?
Is it an bug ?


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Re: [hlcoders] Tactics Tool Posible?

2007-02-04 Thread Ratman2000

Hello,

so i cant draw the lines over CS:S becouse vac detects the DirectX Draw
function? hmm i have thinked, that vac only detect memory cheats???
Becouse
90% of the cheater uses Custom Radars, Aim Vectors and other shit... and
this is still drawed over cs:s and not detected?

My idea was ist to do it in realtime ingame becouse when 2 players are dead,
he can talk about the tactics realtime in the war :)

So he can plane all more effective without close CS:S...

I like to use the Over View Map:
www.ratmod.de/Bilder/Map.gif
And draw on this map only lines and dots...
Like the Way tracer...
Or is there a way to send the line cords from the server?
So that the client draws it automatically like the way tracer there allready
in cs:s?

I hope anybody can help me!

Thanks from Germany!

With friendly Reguards

Ratman2000

- Original Message -
From: "Fionnbharr" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, February 04, 2007 8:07 AM
Subject: Re: [hlcoders] Tactics Tool Posible?



While it would get picked up as a cheat on VAC servers, what is there
to stop a clan starting up their own non-VAC secured server and going
through strat runs. I personally have done that with my own clan to
practise strats we have come up with using SaTstrat
(http://home.swipnet.se/logiclord/satstrat/download.html).

It would still definatly be a viable option just as long as they were
warned not to use it on anything but their own servers (or at least
ones without VAC).

On 04/02/07, Joel R. <[EMAIL PROTECTED]> wrote:

--
[ Picked text/plain from multipart/alternative ]
It would most-likely get detected as a cheat.  Because it has to draw
using
DirectX over the current screen buffer, and things that do that are
detectable by valve.  For the exception of XFire which I believe Valve
allowed access to do that.  This would be very easy to do as part of a
HL2
mod though and would be very nifty.  However you do want it for CS:S
which
80% of the servers are VAC secured.  Try waiting on a response from one
of
the Valve guys maybe they could tell you about this.  Don't get your
hopes
up though, cause it would give away details on some of the things they
look
for which is most-likely against policy for them.

I've seen stuff like this done out-of-game, which might be your best bet.
Where it shows a map overview, and you can draw strats with others
watching
in real time.  I think it was created for 1.6 and is probably
non-existant
anymore, so would be nice to have a revamp on it for those clans out
there
interested in it.

On 2/3/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
>
> Hello,
>
> i plane to build an Tactics Tool to help Clans make Taktiks in real
> time...
>
> My idea was it to create an external Programm, and an to communicate
> with
> an
> server plugin via sockets...
>
> So i have planed, that the head admin clicks with the mous on the map
> and
> the external programm register that and send the coords to the server
> plugin. The Server plugin than send it to all other client programms so
> that
> this programms can draw the line how the admin moves the mouse
>
> So you can make taktiks in CS:S with all members and can tell all in
> Teamspeak...
>
> But my Question is:
>
> Can i draw the lines over CS:S wit an external Programm or get it
> detected
> as cheat by Vac?
> Or detects Vac only the memory, so that i have free hand to draw my Map
> coords?
>
> For the map i like to use the over view map! I will change avery player
> there have the programm (use on clan servers)
> in spectator and open the overview map in game... And than let the
> Admin
> draw the lines...
>
> Is this posible or get it detected as Cheat?
>
> I hope you can help me!
>
> Thanks!
>
> With friendly Reguards
>
> Ratman2000
>
> - Original Message -
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, March 30, 2005 5:59 AM
> Subject: RE: [hlcoders] Name Change block bug ?
>
>
> > We are working on a fix to prevent the scoreboard name (and other
> > sources) changing when they shouldn't be.
> >
> > - Alfred
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Ratman2000
> > Sent: Tuesday, March 29, 2005 8:50 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Name Change block bug ?
> >
> > Alfred can you say something ?
> > Is it an bug ?
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > __

[hlcoders] Download Bug?

2007-02-08 Thread Ratman2000

Hello,

i have an Problem with the Download Tables...

I am adding Sounds to the AutoDownload System by Adding it to the
downloadables...

By Connecting the Sounds are downloaded but when i try to play it, it gets
an error Message,
that the sound not on my harddisc... When i that show in my cstrike/sound
folder, the sounds i have downloaded already there... But i cant play it in
CS:S...

Is there a solution to fix that?

Thanks from Germany

Ratman2000


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Re: [hlcoders] Download Bug?

2007-02-08 Thread Ratman2000

Hello,

the same Problem occurs by Mani and other Plugins..

Nobody knows, whats wrong???

Is it an engine bug?

With friendly Reguards from Germany

Ratman2000

- Original Message -
From: "Ratman2000" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 08, 2007 12:46 PM
Subject: [hlcoders] Download Bug?



Hello,

i have an Problem with the Download Tables...

I am adding Sounds to the AutoDownload System by Adding it to the
downloadables...

By Connecting the Sounds are downloaded but when i try to play it, it gets
an error Message,
that the sound not on my harddisc... When i that show in my cstrike/sound
folder, the sounds i have downloaded already there... But i cant play it
in
CS:S...

Is there a solution to fix that?

Thanks from Germany

Ratman2000


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[hlcoders] Sound System Bug?

2007-02-14 Thread Ratman2000

Hello,

i have written an CS:S Plugin and have the Problem, that sounds that i force
to download
are downloaded by the clients but when i play the sound, the system says,
that its not on the harddrive...

But when the player restarts CS:S and connects again to this server (without
downloading)
the sound plays fine...

Who is the problem?

Thanks

With friendly reguards

Michael


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[hlcoders] Downloadables Bug? VALVE?

2007-02-18 Thread Ratman2000

Hello,

i have integrated in my CS:S Server Plugin an function to add Custom Sound
Files...
So i have added Sounds to this System and it works great but i have one
problem...

When i first time connect to the server, all content gets downloaded...
Then when i play the sounds by using:

MRecipientFilter Filter;

Filter.AddPlayer( i );
Filter.MakeReliable();

EngineSounds->EmitSound( Filter, PlayerIndex, CHAN_AUTO, SoundFile, 0.7,  0,
0, 100, &Origin );

The sound file dont get played...

When i then quit CS:S and start it again and connect to the same server, i
dont get download content and all sounds plays fine...

Who is the problem? Is it an Engine bug? Is there a workaround?

Please help!

With friendly reguards

Ratman2000


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Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-21 Thread Ratman2000

Hello Yahn,

is there somthing corrected in the next update? :)

Thanks!

With friendly reguards

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, February 20, 2007 4:30 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



I remember looking at something like this a while back.  I'll take
another look for you guys and see what's up.

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jay Croghan
Sent: Monday, February 19, 2007 1:20 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Downloadables Bug? VALVE?

This has been a bug since CS:S was released and they have verified it's
a bug. We were told over a year ago that it would take some major engine
updates and that it would be rolled out within a few months. As usual
though the time line was a little underestimated and we are still
sitting here using a broken interface.

The worst part about it is trying to test new materials/models/sounds,
because I have to restart my client after the download to verify it as a
success.

Valve: Any updates on this issue? It can't be too hard to change one
line of code to close the file handle on the client after you write the
file can it?

- Jay


Quoting Ratman2000 <[EMAIL PROTECTED]>:


Hello,

i have integrated in my CS:S Server Plugin an function to add Custom
Sound Files...
So i have added Sounds to this System and it works great but i have
one problem...

When i first time connect to the server, all content gets

downloaded...

Then when i play the sounds by using:

MRecipientFilter Filter;

Filter.AddPlayer( i );
Filter.MakeReliable();

EngineSounds->EmitSound( Filter, PlayerIndex, CHAN_AUTO, SoundFile,
EngineSounds->0.7,  0,
0, 100, &Origin );

The sound file dont get played...

When i then quit CS:S and start it again and connect to the same
server, i dont get download content and all sounds plays fine...

Who is the problem? Is it an Engine bug? Is there a workaround?

Please help!

With friendly reguards

Ratman2000


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Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-21 Thread Ratman2000

Hello Yahn,

ok :'(
Can you inform us over this tread, when you have found this bug?

Thanks from germany!

With friendly Reguards

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 21, 2007 7:53 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



Not yet that I'm aware of

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Wednesday, February 21, 2007 10:45 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Downloadables Bug? VALVE?

Hello Yahn,

is there somthing corrected in the next update? :)

Thanks!

With friendly reguards

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, February 20, 2007 4:30 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



I remember looking at something like this a while back.  I'll take
another look for you guys and see what's up.

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jay
Croghan
Sent: Monday, February 19, 2007 1:20 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Downloadables Bug? VALVE?

This has been a bug since CS:S was released and they have verified
it's a bug. We were told over a year ago that it would take some major



engine updates and that it would be rolled out within a few months. As



usual though the time line was a little underestimated and we are
still sitting here using a broken interface.

The worst part about it is trying to test new materials/models/sounds,



because I have to restart my client after the download to verify it as



a success.

Valve: Any updates on this issue? It can't be too hard to change one
line of code to close the file handle on the client after you write
the file can it?

- Jay


Quoting Ratman2000 <[EMAIL PROTECTED]>:


Hello,

i have integrated in my CS:S Server Plugin an function to add Custom
Sound Files...
So i have added Sounds to this System and it works great but i have
one problem...

When i first time connect to the server, all content gets

downloaded...

Then when i play the sounds by using:

MRecipientFilter Filter;

Filter.AddPlayer( i );
Filter.MakeReliable();

EngineSounds->EmitSound( Filter, PlayerIndex, CHAN_AUTO, SoundFile,
EngineSounds->0.7,  0,
0, 100, &Origin );

The sound file dont get played...

When i then quit CS:S and start it again and connect to the same
server, i dont get download content and all sounds plays fine...

Who is the problem? Is it an Engine bug? Is there a workaround?

Please help!

With friendly reguards

Ratman2000


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Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-21 Thread Ratman2000

Hello Yahn,

thank you :)

With friendly reguards

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 21, 2007 8:30 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



Sure

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Wednesday, February 21, 2007 11:07 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Downloadables Bug? VALVE?

Hello Yahn,

ok :'(
Can you inform us over this tread, when you have found this bug?

Thanks from germany!

With friendly Reguards

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 21, 2007 7:53 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



Not yet that I'm aware of

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Wednesday, February 21, 2007 10:45 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Downloadables Bug? VALVE?

Hello Yahn,

is there somthing corrected in the next update? :)

Thanks!

With friendly reguards

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, February 20, 2007 4:30 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



I remember looking at something like this a while back.  I'll take
another look for you guys and see what's up.

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jay
Croghan
Sent: Monday, February 19, 2007 1:20 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Downloadables Bug? VALVE?

This has been a bug since CS:S was released and they have verified
it's a bug. We were told over a year ago that it would take some
major



engine updates and that it would be rolled out within a few months.
As



usual though the time line was a little underestimated and we are
still sitting here using a broken interface.

The worst part about it is trying to test new
materials/models/sounds,



because I have to restart my client after the download to verify it
as



a success.

Valve: Any updates on this issue? It can't be too hard to change one
line of code to close the file handle on the client after you write
the file can it?

- Jay


Quoting Ratman2000 <[EMAIL PROTECTED]>:


Hello,

i have integrated in my CS:S Server Plugin an function to add Custom



Sound Files...
So i have added Sounds to this System and it works great but i have
one problem...

When i first time connect to the server, all content gets

downloaded...

Then when i play the sounds by using:

MRecipientFilter Filter;

Filter.AddPlayer( i );
Filter.MakeReliable();

EngineSounds->EmitSound( Filter, PlayerIndex, CHAN_AUTO, SoundFile,
EngineSounds->0.7,  0,
0, 100, &Origin );

The sound file dont get played...

When i then quit CS:S and start it again and connect to the same
server, i dont get download content and all sounds plays fine...

Who is the problem? Is it an Engine bug? Is there a workaround?

Please help!

With friendly reguards

Ratman2000


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Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-21 Thread Ratman2000

Hello,

hmm this sounds nice!
But is snd_restart executable by Server Plugins?
Just with the Helpers or have we call it client sied?

Thanks for your replay!

With friendly Reguards

Ratman2000

- Original Message -
From: "Daniel" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 22, 2007 8:09 AM
Subject: Re: [hlcoders] Downloadables Bug? VALVE?



--
[ Picked text/plain from multipart/alternative ]
I found out that snd_restart in console will make sounds work that you
just
downloaded.

On 2/21/07, Ratman2000 <[EMAIL PROTECTED]> wrote:


Hello Yahn,

thank you :)

With friendly reguards

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 21, 2007 8:30 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?


> Sure
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> Sent: Wednesday, February 21, 2007 11:07 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>
> Hello Yahn,
>
> ok :'(
> Can you inform us over this tread, when you have found this bug?
>
> Thanks from germany!
>
> With friendly Reguards
>
> Ratman2000
>
> - Original Message -
> From: "Yahn Bernier" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, February 21, 2007 7:53 PM
> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
>
>
>> Not yet that I'm aware of
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
>> Sent: Wednesday, February 21, 2007 10:45 AM
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>>
>> Hello Yahn,
>>
>> is there somthing corrected in the next update? :)
>>
>> Thanks!
>>
>> With friendly reguards
>>
>> Ratman2000
>>
>> - Original Message -
>> From: "Yahn Bernier" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Tuesday, February 20, 2007 4:30 PM
>> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
>>
>>
>>>I remember looking at something like this a while back.  I'll take
>>>another look for you guys and see what's up.
>>>
>>> Yahn
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Jay
>>> Croghan
>>> Sent: Monday, February 19, 2007 1:20 AM
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>>>
>>> This has been a bug since CS:S was released and they have verified
>>> it's a bug. We were told over a year ago that it would take some
>>> major
>>
>>> engine updates and that it would be rolled out within a few months.
>>> As
>>
>>> usual though the time line was a little underestimated and we are
>>> still sitting here using a broken interface.
>>>
>>> The worst part about it is trying to test new
>>> materials/models/sounds,
>>
>>> because I have to restart my client after the download to verify it
>>> as
>>
>>> a success.
>>>
>>> Valve: Any updates on this issue? It can't be too hard to change one
>>> line of code to close the file handle on the client after you write
>>> the file can it?
>>>
>>> - Jay
>>>
>>>
>>> Quoting Ratman2000 <[EMAIL PROTECTED]>:
>>>
>>>> Hello,
>>>>
>>>> i have integrated in my CS:S Server Plugin an function to add Custom
>
>>>> Sound Files...
>>>> So i have added Sounds to this System and it works great but i have
>>>> one problem...
>>>>
>>>> When i first time connect to the server, all content gets
>>> downloaded...
>>>> Then when i play the sounds by using:
>>>>
>>>> MRecipientFilter Filter;
>>>>
>>>> Filter.AddPlayer( i );
>>>> Filter.MakeReliable();
>>>>
>>>> EngineSounds->EmitSound( Filter, PlayerIndex, CHAN_AUTO, SoundFile,
>>>> EngineSounds->0.7,  0,
>>>> 0, 100, &Origin );
>>>>
>>>> The sound file dont get played...
>>>>
>>>> When i then quit CS:S and start it again and connect to the same
>>>> server, i dont get download content and all sounds plays fine...
>>>>
>>>> Who is the p

Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-22 Thread Ratman2000

Hello,

so i have tested it out...
But we cant use it becouse we cant execute it by server plugins becouse
cl_restrict_server_commands is set to 1 as default
And its possible to stop ambient sounds with that function so player can get
an
advantage becouse they can hear all better than an "normal" player...
As example:
we play on an loudness map with ambient sound... you cant hear me... i have
binded
snd_restart to an button and press it... so my sounds system gets reloaded
and i dont have ambient sound now... so i can hear sounds, what you dont
hear... i think this is an bug from the system!

i hope thats it get fixed!

With friendly Reguars

Ratman2000

- Original Message -----
From: "Ratman2000" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 22, 2007 8:24 AM
Subject: Re: [hlcoders] Downloadables Bug? VALVE?



Hello,

hmm this sounds nice!
But is snd_restart executable by Server Plugins?
Just with the Helpers or have we call it client sied?

Thanks for your replay!

With friendly Reguards

Ratman2000

- Original Message -
From: "Daniel" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 22, 2007 8:09 AM
Subject: Re: [hlcoders] Downloadables Bug? VALVE?



--
[ Picked text/plain from multipart/alternative ]
I found out that snd_restart in console will make sounds work that you
just
downloaded.

On 2/21/07, Ratman2000 <[EMAIL PROTECTED]> wrote:


Hello Yahn,

thank you :)

With friendly reguards

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, February 21, 2007 8:30 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?


> Sure
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> Sent: Wednesday, February 21, 2007 11:07 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>
> Hello Yahn,
>
> ok :'(
> Can you inform us over this tread, when you have found this bug?
>
> Thanks from germany!
>
> With friendly Reguards
>
> Ratman2000
>
> - Original Message -
> From: "Yahn Bernier" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, February 21, 2007 7:53 PM
> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
>
>
>> Not yet that I'm aware of
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of
>> Ratman2000
>> Sent: Wednesday, February 21, 2007 10:45 AM
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>>
>> Hello Yahn,
>>
>> is there somthing corrected in the next update? :)
>>
>> Thanks!
>>
>> With friendly reguards
>>
>> Ratman2000
>>
>> - Original Message -
>> From: "Yahn Bernier" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Tuesday, February 20, 2007 4:30 PM
>> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
>>
>>
>>>I remember looking at something like this a while back.  I'll take
>>>another look for you guys and see what's up.
>>>
>>> Yahn
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Jay
>>> Croghan
>>> Sent: Monday, February 19, 2007 1:20 AM
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>>>
>>> This has been a bug since CS:S was released and they have verified
>>> it's a bug. We were told over a year ago that it would take some
>>> major
>>
>>> engine updates and that it would be rolled out within a few months.
>>> As
>>
>>> usual though the time line was a little underestimated and we are
>>> still sitting here using a broken interface.
>>>
>>> The worst part about it is trying to test new
>>> materials/models/sounds,
>>
>>> because I have to restart my client after the download to verify it
>>> as
>>
>>> a success.
>>>
>>> Valve: Any updates on this issue? It can't be too hard to change one
>>> line of code to close the file handle on the client after you write
>>> the file can it?
>>>
>>> - Jay
>>>
>>>
>>> Quoting Ratman2000 <[EMAIL PROTECTED]>:
>>>
>>>> Hello,
>>>>
>>>> i have integrated in my CS:S Server Plugin an function to add
>>>> Custom
>
>>>> Sound Files...
>>>> So i have added Sounds to this System and it works great but i have
>>&g

Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-22 Thread Ratman2000

Hello,

thats it, what i mean for snd_restart so we need an block for it when a
player is on a team

With friendly Reguards

Ratman2000

- Original Message -
From: "LDuke" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, February 22, 2007 4:22 PM
Subject: Re: [hlcoders] Downloadables Bug? VALVE?



--
[ Picked text/plain from multipart/alternative ]
I used to use stopsound all the time, especially on maps like cs_rio with
the loud radio music. It's been a cheat in CSS since the beta was
released.

On 2/22/07, Jay Croghan <[EMAIL PROTECTED]> wrote:


That isn't a bug for gods sake.
Since pre-1.6 you could always type "stopsound" into your console and
stop all ambient sounds. It's people like you that are the reason
cl_restrict_server_commands exists.

- Jay


Quoting Ratman2000 <[EMAIL PROTECTED]>:

> Hello,
>
> so i have tested it out...
> But we cant use it becouse we cant execute it by server plugins becouse
> cl_restrict_server_commands is set to 1 as default
> And its possible to stop ambient sounds with that function so player
> can
get
> an
> advantage becouse they can hear all better than an "normal" player...
> As example:
> we play on an loudness map with ambient sound... you cant hear me... i
have
> binded
> snd_restart to an button and press it... so my sounds system gets
reloaded
> and i dont have ambient sound now... so i can hear sounds, what you
> dont
> hear... i think this is an bug from the system!
>
> i hope thats it get fixed!
>
> With friendly Reguars
>
> Ratman2000
>
> - Original Message -
> From: "Ratman2000" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, February 22, 2007 8:24 AM
> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>
>
>> Hello,
>>
>> hmm this sounds nice!
>> But is snd_restart executable by Server Plugins?
>> Just with the Helpers or have we call it client sied?
>>
>> Thanks for your replay!
>>
>> With friendly Reguards
>>
>> Ratman2000
>>
>> - Original Message -
>> From: "Daniel" <[EMAIL PROTECTED]>
>> To: 
>> Sent: Thursday, February 22, 2007 8:09 AM
>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>>
>>
>>> --
>>> [ Picked text/plain from multipart/alternative ]
>>> I found out that snd_restart in console will make sounds work that
>>> you
>>> just
>>> downloaded.
>>>
>>> On 2/21/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
>>>>
>>>> Hello Yahn,
>>>>
>>>> thank you :)
>>>>
>>>> With friendly reguards
>>>>
>>>> Ratman2000
>>>>
>>>> - Original Message -
>>>> From: "Yahn Bernier" <[EMAIL PROTECTED]>
>>>> To: 
>>>> Sent: Wednesday, February 21, 2007 8:30 PM
>>>> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
>>>>
>>>>
>>>>> Sure
>>>>>
>>>>> -Original Message-
>>>>> From: [EMAIL PROTECTED]
>>>>> [mailto:[EMAIL PROTECTED] On Behalf Of
Ratman2000
>>>>> Sent: Wednesday, February 21, 2007 11:07 AM
>>>>> To: hlcoders@list.valvesoftware.com
>>>>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>>>>>
>>>>> Hello Yahn,
>>>>>
>>>>> ok :'(
>>>>> Can you inform us over this tread, when you have found this bug?
>>>>>
>>>>> Thanks from germany!
>>>>>
>>>>> With friendly Reguards
>>>>>
>>>>> Ratman2000
>>>>>
>>>>> - Original Message -
>>>>> From: "Yahn Bernier" <[EMAIL PROTECTED]>
>>>>> To: 
>>>>> Sent: Wednesday, February 21, 2007 7:53 PM
>>>>> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
>>>>>
>>>>>
>>>>>> Not yet that I'm aware of
>>>>>>
>>>>>> -Original Message-
>>>>>> From: [EMAIL PROTECTED]
>>>>>> [mailto:[EMAIL PROTECTED] On Behalf Of
>>>>>> Ratman2000
>>>>>> Sent: Wednesday, February 21, 2007 10:45 AM
>>>>>> To: hlcoders@list.valvesoftware.com
>>>>>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>>>>>>
>>>>>> Hello Yahn,
>>>>>>
>>>>>> is there somthing corrected in the next update? 

Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-22 Thread Ratman2000

Hello Yahn,

in my Plugin i load an AutoDownloads file how i add all my Custom Download
files for simple handling...

That file i load on LevelInit.
Then each file i have added to that file, the plugin puts it in auto
download list:

AddToAutoDownload( UserSounds[ i ].File );

AddToAutoDownload is defined like  this:

void AddToAutoDownload( const char *File )
{
INetworkStringTable *pDownloadablesTable =
NetworkStringTable->FindTable("downloadables");

if ( pDownloadablesTable )
{
 bool Save = Engine->LockNetworkStringTables( false );
 pDownloadablesTable->AddString( File, strlen( File )+1 );
 Engine->LockNetworkStringTables( Save );
}
}

After i have added the file to the AutoDownload list, i preache the files
like this:

EngineSounds->PrecacheSound( UserSounds[ i ].File ), true );

UserSounds[ i ].File is an struct what holds all Custom Sounds in my plugin
so that i can call it every time without reloading the file!

And when i now play the sound, i do it like this:

   if ( !EngineSounds->IsSoundPrecached( SoundFile ) )
   {
EngineSounds->PrecacheSound( SoundFile, true );
   }

   Vector Origin = Player[ i ].PlayerInfo->GetAbsOrigin();

   MRecipientFilter Filter;

   Filter.AddPlayer( i );
   Filter.MakeReliable();

   EngineSounds->EmitSound( Filter, i, CHAN_AUTO, SoundFile, 0.7,  0,
0, 100, &Origin );

Player is an struct defined in my plugin (in german Spieler) what holds any
information for my plugin ordered by player slot so that i can use the
pointer
with all engine functions!

I hope you can use that to find out, whats wrong!

Thanks for your help Yahn!

With friendly reguards from Germany

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 23, 2007 3:20 AM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



I need a little more info on this one, how are you registering the
custom .wav (or other content) with the engine?  Are you creating a
mapname.res file or using some other API to register it?

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Sunday, February 18, 2007 10:39 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Downloadables Bug? VALVE?

Hello,

i have integrated in my CS:S Server Plugin an function to add Custom
Sound Files...
So i have added Sounds to this System and it works great but i have one
problem...

When i first time connect to the server, all content gets downloaded...
Then when i play the sounds by using:

MRecipientFilter Filter;

Filter.AddPlayer( i );
Filter.MakeReliable();

EngineSounds->EmitSound( Filter, PlayerIndex, CHAN_AUTO, SoundFile, 0.7,

EngineSounds->0,
0, 100, &Origin );

The sound file dont get played...

When i then quit CS:S and start it again and connect to the same server,
i dont get download content and all sounds plays fine...

Who is the problem? Is it an Engine bug? Is there a workaround?

Please help!

With friendly reguards

Ratman2000


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Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-23 Thread Ratman2000

Hello Jay,

yes thats the problem...

Anybody there join a server with custom content, he downloaded it but cant
hear the sounds...

I think nobody like to join a server, download mass custom files and than
have to close CS:S,
remember the IP and start it again... Is there a way to fix it?
I think when i download a map, what has custom ambient sounds, the sounds i
can hear...
but i dont know right now so i have to test it...

With friendly reguards

Ratman2000


- Original Message -
From: "Jay Croghan" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 23, 2007 10:40 AM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



Yahn,

It doesn't matter how the materials or sounds are downloaded, .res or
by adding it to the "downloadables" NetworkStringTable, the CS:S
(HL2?) client still requires a restart before the content is usable.

- Jay


Quoting Yahn Bernier <[EMAIL PROTECTED]>:


I need a little more info on this one, how are you registering the
custom .wav (or other content) with the engine?  Are you creating a
mapname.res file or using some other API to register it?

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Sunday, February 18, 2007 10:39 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Downloadables Bug? VALVE?

Hello,

i have integrated in my CS:S Server Plugin an function to add Custom
Sound Files...
So i have added Sounds to this System and it works great but i have one
problem...

When i first time connect to the server, all content gets downloaded...
Then when i play the sounds by using:

MRecipientFilter Filter;

Filter.AddPlayer( i );
Filter.MakeReliable();

EngineSounds->EmitSound( Filter, PlayerIndex, CHAN_AUTO, SoundFile, 0.7,

EngineSounds->0,
0, 100, &Origin );

The sound file dont get played...

When i then quit CS:S and start it again and connect to the same server,
i dont get download content and all sounds plays fine...

Who is the problem? Is it an Engine bug? Is there a workaround?

Please help!

With friendly reguards

Ratman2000


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Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-23 Thread Ratman2000

Hello Yahn,

thanks for your help!

I think there is something to do after adding it in the download-tables...

So the simplest way is to check, what the system does by loading the *.res
file!

With friendly reguards

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 23, 2007 4:23 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



I put the files in a map .res file and it worked, but I'll test the code
they way you had it set up and see what the problem is.

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Friday, February 23, 2007 2:05 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Downloadables Bug? VALVE?

Hello Jay,

yes thats the problem...

Anybody there join a server with custom content, he downloaded it but
cant hear the sounds...

I think nobody like to join a server, download mass custom files and
than have to close CS:S, remember the IP and start it again... Is there
a way to fix it?
I think when i download a map, what has custom ambient sounds, the
sounds i can hear...
but i dont know right now so i have to test it...

With friendly reguards

Ratman2000


- Original Message -
From: "Jay Croghan" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 23, 2007 10:40 AM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



Yahn,

It doesn't matter how the materials or sounds are downloaded, .res or
by adding it to the "downloadables" NetworkStringTable, the CS:S
(HL2?) client still requires a restart before the content is usable.

- Jay


Quoting Yahn Bernier <[EMAIL PROTECTED]>:


I need a little more info on this one, how are you registering the
custom .wav (or other content) with the engine?  Are you creating a
mapname.res file or using some other API to register it?

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Ratman2000
Sent: Sunday, February 18, 2007 10:39 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Downloadables Bug? VALVE?

Hello,

i have integrated in my CS:S Server Plugin an function to add Custom
Sound Files...
So i have added Sounds to this System and it works great but i have
one problem...

When i first time connect to the server, all content gets

downloaded...

Then when i play the sounds by using:

MRecipientFilter Filter;

Filter.AddPlayer( i );
Filter.MakeReliable();

EngineSounds->EmitSound( Filter, PlayerIndex, CHAN_AUTO, SoundFile,
EngineSounds->0.7,

EngineSounds->0,
0, 100, &Origin );

The sound file dont get played...

When i then quit CS:S and start it again and connect to the same
server, i dont get download content and all sounds plays fine...

Who is the problem? Is it an Engine bug? Is there a workaround?

Please help!

With friendly reguards

Ratman2000


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Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-23 Thread Ratman2000

Hello,

thanks from me too :)

With friendly Reguards from Germany

Ratman2000

- Original Message -
From: "LDuke" <[EMAIL PROTECTED]>
To: 
Sent: Friday, February 23, 2007 10:36 PM
Subject: Re: [hlcoders] Downloadables Bug? VALVE?



--
[ Picked text/plain from multipart/alternative ]
Thank you!  I know there are a lot of people out there who are glad this
is
being fixed.

Grant
(L. Duke)


On 2/23/07, Yahn Bernier <[EMAIL PROTECTED]> wrote:


Yeah, I can see the general issue and it's a bit sticky.  It's
definitely fixable, but it might take a couple of days of mucking around
with stuff in the engine.

I should have it fixed pretty shortly though.

Yahn




--

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Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-24 Thread Ratman2000

Hello,

please see this thread as closed! All information we need, we have become!

DONT SEND ANYMOR TO THIS THREAD AND LET HE WORK !!!

Becouse its no flame thread He sayed he have found the bug so let he
work on it and dont
flame now!!!

With friendly reguards

Ratman2000

- Original Message -
From: "Jay C." <[EMAIL PROTECTED]>
To: 
Sent: Saturday, February 24, 2007 4:12 AM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



Yahn, ring any bells? 21 MARCH 06 =[


-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED] On Behalf Of Yahn Bernier
Sent: 21 March 2006 02:01
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Sound downloads.

Unfortunately it required changes to the file system and the engine so
it's not on the immediate slate for release.  It's definitely in the
pipeline for release though.  No definite ETA, but hopefully in the next
couple of months.

Yahn



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Date: Mon Mar 20 15:36:02 2006
X-Original-Date: Mon, 20 Mar 2006 23:53:02 -

I'm just wondering is there a status on the sound download bug?

It has been reported a few times, you know, the one where sounds don't
work
on the map on which they were downloaded, you have to restart your client
for them to work.

Is this actually a bug or one of the new "features"?


-

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Date: Mon Mar 20 15:48:12 2006
X-Original-Date: M

Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-24 Thread Ratman2000

Hello Jay,

why? Its not needed to say thinks like:


> Yahn, ring any bells? 21 MARCH 06 =[


He knows, that the bug is found and get fixed, they than dont need to
"spamm" the thread
with that messages... Or why he send this message???

So i say that this thread is finished becouse the bug get fixed... the
thread has no other function...

So when you dont like my messages, you dont need to read that thread... Or
you can send me an private message
and tell me whats wrong... But in this list, its the wrong place... So
please stop flaming in this Thread!

With friendly Reguards

Ratman2000

- Original Message -
From: "Jay C." <[EMAIL PROTECTED]>
To: 
Sent: Saturday, February 24, 2007 1:26 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



Ratman, PLEASE stop replying to this list, you're giving me a headache.


-Original Message-
From: Ratman2000 [mailto:[EMAIL PROTECTED]
Sent: 24 February 2007 09:08
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Downloadables Bug? VALVE?

Hello,

please see this thread as closed! All information we need, we have
become!

DONT SEND ANYMOR TO THIS THREAD AND LET HE WORK !!!

Becouse its no flame thread He sayed he have found the bug so let he
work on it and dont
flame now!!!

With friendly reguards

Ratman2000

- Original Message -
From: "Jay C." <[EMAIL PROTECTED]>
To: 
Sent: Saturday, February 24, 2007 4:12 AM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?


> Yahn, ring any bells? 21 MARCH 06 =[
>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:hlcoders-
>> [EMAIL PROTECTED] On Behalf Of Yahn Bernier
>> Sent: 21 March 2006 02:01
>> To: hlcoders@list.valvesoftware.com
>> Subject: RE: [hlcoders] Sound downloads.
>>
>> Unfortunately it required changes to the file system and the engine so
>> it's not on the immediate slate for release.  It's definitely in the
>> pipeline for release though.  No definite ETA, but hopefully in the
next
>> couple of months.
>>
>> Yahn
>>
>
> From [EMAIL PROTECTED] Mon Mar 20 15:33:10 2006
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> Date: Mon Mar 20 15:36:02 2006
> X-Original-Date: Mon, 20 Mar 2006 23:53:02 -
>
> I'm just wondering is there a status on the sound download bug?
>
> It has been reported a few times, you know, the one where sounds don't
> work
> on the map on which they were downloaded, you have to restart your
client
> for them to work.
>
> Is this actually a bug or one of the new "features"?
>
> 

> -
>
> From [EMAIL PROTECTED] Mon Mar 20 15:45:31 2006
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> Received

Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-24 Thread Ratman2000

Hello Jay,

i dont have cried to fix the stop sound...
i have sayed thats simple for me better, to get snd_restart declared as
cheat so that nobody can restart the
sound system by playing on the servers to stop the sounds...

I think its not ok, that the sound stops becouse that is lik a cheat becouse
all players have this sound...
and why than one can stop it and so can hear my footsteps? Its not fear
becouse "new" players
there dont know this function...

So when its declared as Cheat, that he can execute it in spectator or when
disconnectet, there isnt a problem...

So i dont think, you dont have readed what i have typed^^

And that he knows the bug since a year is ok.. but this thread have taken he
to the bug and
so the bug gets NOW fixed... and not a year ago^^

So please stop now replaying to this thread or send me a private message...
becouse
this isnt the right place to flame^^

With friendly reguards from Germany

Ratman2000

- Original Message -
From: "Jay C." <[EMAIL PROTECTED]>
To: 
Sent: Saturday, February 24, 2007 1:53 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



He knew the bug was around a year ago too, the thread died and so did the
bug fix. A couple of days ago you were crying for a "fix" for stop sound
so
go busy yourself making that fix please.


-Original Message-
From: Ratman2000 [mailto:[EMAIL PROTECTED]
Sent: 24 February 2007 12:45
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Downloadables Bug? VALVE?

Hello Jay,

why? Its not needed to say thinks like:

>> > Yahn, ring any bells? 21 MARCH 06 =[

He knows, that the bug is found and get fixed, they than dont need to
"spamm" the thread
with that messages... Or why he send this message???

So i say that this thread is finished becouse the bug get fixed... the
thread has no other function...

So when you dont like my messages, you dont need to read that thread...
Or
you can send me an private message
and tell me whats wrong... But in this list, its the wrong place... So
please stop flaming in this Thread!

With friendly Reguards

Ratman2000

- Original Message -
From: "Jay C." <[EMAIL PROTECTED]>
To: 
Sent: Saturday, February 24, 2007 1:26 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?


> Ratman, PLEASE stop replying to this list, you're giving me a headache.
>
>> -Original Message-
>> From: Ratman2000 [mailto:[EMAIL PROTECTED]
>> Sent: 24 February 2007 09:08
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>>
>> Hello,
>>
>> please see this thread as closed! All information we need, we have
>> become!
>>
>> DONT SEND ANYMOR TO THIS THREAD AND LET HE WORK !!!
>>
>> Becouse its no flame thread He sayed he have found the bug so let
he
>> work on it and dont
>> flame now!!!
>>
>> With friendly reguards
>>
>> Ratman2000
>>
>> - Original Message -
>> From: "Jay C." <[EMAIL PROTECTED]>
>> To: 
>> Sent: Saturday, February 24, 2007 4:12 AM
>> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
>>
>>
>> > Yahn, ring any bells? 21 MARCH 06 =[
>> >
>> >> -Original Message-
>> >> From: [EMAIL PROTECTED] [mailto:hlcoders-
>> >> [EMAIL PROTECTED] On Behalf Of Yahn Bernier
>> >> Sent: 21 March 2006 02:01
>> >> To: hlcoders@list.valvesoftware.com
>> >> Subject: RE: [hlcoders] Sound downloads.
>> >>
>> >> Unfortunately it required changes to the file system and the engine
so
>> >> it's not on the immediate slate for release.  It's definitely in
>> >> the
>> >> pipeline for release though.  No definite ETA, but hopefully in the
>> next
>> >> couple of months.
>> >>
>> >> Yahn
>> >>
>> >
>> > From [EMAIL PROTECTED] Mon Mar 20 15:33:10 2006
>> > Received: from [70.84.243.162] (helo=gator12.hostgator.com)
>> > by list.valvesoftware.com with esmtp (Exim 3.35 #1 (Debian))
>> > id 1FLTs5-pM-00
>> > for ; Mon, 20 Mar 2006 15:33:09
>> > -0800
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>> > by gator12.hostgator.com with esmtp (Exim 4.52)
>> > id 1FLUBF-0008Uc-VV
>> > for hlcoders@list.valvesoftware.com; Mon, 20 Mar 2006 18:52:58 -0500
>> > From: "Jay C." <[EMAIL PROTECTED]>
>> > To: 
>> > Message-ID:
>> >
>>
> /g
>> > [EMAIL PROTECTED]>
>> > MIME-Version: 1.0
>> > X-Mailer: Microsoft Office Outlook 11
>> > Thread-Index: AcZMeWyLr40FLvdHS3qG

Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-24 Thread Ratman2000

Hello Yahn,

sounds is the biggest problem, so when its fixed for sounds, its realy nice
:)
With models i dont have problems now but i dont do realy much with models or
decals.

Is there a release date for the new engine update with the sound bug fix?

Thank for your great help Yahn!!!

With friendly Reguards from Germany

Ratman2000

- Original Message -
From: "Yahn Bernier" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, February 24, 2007 5:22 PM
Subject: RE: [hlcoders] Downloadables Bug? VALVE?



Yes, that was sounds in embedded .zip files in .bsps.  That was the
thing I was thinking I had fixed.

Although that one was fixed, if the sound was put into the downloadables
string table like the plugin was doing, I hadn't tested or fixed that
case.

I've got the downloads one working for sounds now, but I need to fix it
in general for other non-sound things in the downloads list (and other
non-sound things in bsp .zip files).

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
Sent: Friday, February 23, 2007 7:13 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Downloadables Bug? VALVE?

Yahn, ring any bells? 21 MARCH 06 =[


-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED] On Behalf Of Yahn Bernier
Sent: 21 March 2006 02:01
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Sound downloads.

Unfortunately it required changes to the file system and the engine so



it's not on the immediate slate for release.  It's definitely in the
pipeline for release though.  No definite ETA, but hopefully in the
next couple of months.

Yahn



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Date: Mon Mar 20 15:36:02 2006
X-Original-Date: Mon, 20 Mar 2006 23:53:02 -

I'm just wondering is there a status on the sound download bug?

It has been reported a few times, you know, the one where sounds don't
work on the map on which they were downloaded, you have to restart your
client for them to work.

Is this actually a bug or one of the new "features"?



-

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Re: [hlcoders] ClientActive & Bots

2007-04-28 Thread Ratman2000
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,
> > >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
> >
> >
> > ___
> > 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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[hlcoders] Server Side only Commands?

2007-05-08 Thread Ratman2000
Hello,

im trying to create a Server side only ConCommand without luck...

Can anybody tell me a way, i can create a Server Side Only Command, or i can
find out, which player runs this command?

The Problem is, that i like to make different thinkt by server and by client
commands...

Is there a way?

Sorry for my bad english :)

With friendly Reguards from Germany

Ratman2000


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Re: [hlcoders] Server Side only Commands?

2007-05-09 Thread Ratman2000
Hello,

thanks!

With friendly reguards

Ratman2000

- Original Message -
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, May 09, 2007 8:46 AM
Subject: Re: [hlcoders] Server Side only Commands?


> --
> [ Picked text/plain from multipart/alternative ]
> CON_COMMAND( server_command, "my server only command" )
> {
> if ( !UTIL_IsCommandIssuedByServerAdmin() )
>     return;
>
> dostuff();
> }
>
> On 5/9/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
> >
> > Hello,
> >
> > im trying to create a Server side only ConCommand without luck...
> >
> > Can anybody tell me a way, i can create a Server Side Only Command, or i
> > can
> > find out, which player runs this command?
> >
> > The Problem is, that i like to make different thinkt by server and by
> > client
> > commands...
> >
> > Is there a way?
> >
> > Sorry for my bad english :)
> >
> > With friendly Reguards from Germany
> >
> > Ratman2000
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> -omega
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
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Re: [hlcoders] Server Side only Commands?

2007-05-10 Thread Ratman2000
Hello,

my Problem was it, to catch the Client Commands becouse the most commands
are only server side in my plugin...

I have done it by checking SetCommandClient and store the index in a
global...

So i have written a function with params my plugin needed, so i can restrict
or allow that command!

Thanks for any help!

with friendly reguards

Ratman2000

- Original Message -
From: "Oliver" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, May 10, 2007 3:18 AM
Subject: Re: [hlcoders] Server Side only Commands?


> --
> [ Picked text/plain from multipart/alternative ]
> Ah gotcha, that makes sense.  Thanks for clarification.
>
> On 5/9/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > that still makes it issuable by anybody connected.
> >
> > hence the whole ServerAdmin stuff in my reply.
> >
> > On 5/9/07, Oliver <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Another idea is to use #ifndef and #ifdef  (NOTE: this is only valid
for
> > > shared code)
> > >
> > > So for server:
> > >
> > > #ifndef CLIENT_DLL
> > > CON_COMMAND(this_is_a_server_only_command, "")
> > > {
> > > //code
> > > }
> > > #endif
> > >
> > > And for client:
> > > #ifdef CLIENT_DLL
> > > CON_COMMAND(this_is_a_client_only_command, "")
> > > {
> > > //code
> > > }
> > > #endif
> > >
> > >
> > >
> > > On 5/9/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Hello,
> > > >
> > > > thanks!
> > > >
> > > > With friendly reguards
> > > >
> > > > Ratman2000
> > > >
> > > > - Original Message -
> > > > From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
> > > > To: 
> > > > Sent: Wednesday, May 09, 2007 8:46 AM
> > > > Subject: Re: [hlcoders] Server Side only Commands?
> > > >
> > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > CON_COMMAND( server_command, "my server only command" )
> > > > > {
> > > > > if ( !UTIL_IsCommandIssuedByServerAdmin() )
> > > > > return;
> > > > >
> > > > > dostuff();
> > > > > }
> > > > >
> > > > > On 5/9/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > > Hello,
> > > > > >
> > > > > > im trying to create a Server side only ConCommand without
luck...
> > > > > >
> > > > > > Can anybody tell me a way, i can create a Server Side Only
> > Command,
> > > or
> > > > i
> > > > > > can
> > > > > > find out, which player runs this command?
> > > > > >
> > > > > > The Problem is, that i like to make different thinkt by server
and
> > > by
> > > > > > client
> > > > > > commands...
> > > > > >
> > > > > > Is there a way?
> > > > > >
> > > > > > Sorry for my bad english :)
> > > > > >
> > > > > > With friendly Reguards from Germany
> > > > > >
> > > > > > Ratman2000
> > > > > >
> > > > > >
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > > > please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >
> > > > > >
> > > > >
> > > > >
> > > > > --
> > > > > -omega
> > > > > --
> > > > >
> > > > > ___
> > > > > 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
> > >
> > >
> >
> >
> > --
> > -omega
> > --
> >
> > ___
> > 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] Beta not ok?

2007-05-17 Thread Ratman2000
Hello,

i have currently update my Server to beta0407 and have tested it to show
what my plugin does..

But the Server crashes on start up... ok... so i have deleted my plugin from
the server and have startet it again..
But the server still crashes...

Ok last chance... i have deleted the full server and have downloaded all
again over the hldsupdatetool...

All fine i started the server and all runs fine... updated it to the beta
and i cant get running the server again...

So i have played arround with the params... i started a server without
params... and he dont crashes... than i
typed in: map de_dust2
and the following comes up:

maxplayers set to 32
Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
map de_dust2
Executing dedicated server config file
Error: Material "sprites/bubble" : proxy "AnimatedTexture" not found!
Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
./srcds_run: line 344: 26615 Speicherzugriffsfehler  $HL_CMD

So what is wrong with it??? There are no plugins...

I hope anybody can help me to fix that problem!

With friendly Reguards from Germany

Ratman2000


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Re: [hlcoders] Beta not ok?

2007-05-17 Thread Ratman2000
Hello,

ah ok so its an beta bug right ? :)

Thanks for your replay!
Was shoked as i have seen that :D

Thanks!

With friendly Reguards from germany

Ratman2000

- Original Message -
From: "Ondřej Hošek" <[EMAIL PROTECTED]>
To: 
Sent: Friday, May 18, 2007 1:35 AM
Subject: Re: [hlcoders] Beta not ok?


> [hlds_linux] has the scoop. Valve's done a mistake with the beta
> somewhere, so it tends to segfault. Alfred is doing some community
> collaboration on this one, so it looks pretty big.
>
> You may wish to monitor [hlds_linux] until the bug is squashed. In the
> mean time, remove the beta addendum to the command line to automagically
> downgrade to the latest gold release. (I hope it does that.)
>
> Obviously, the engine hardly does anything when you launch it without
> making it load a map, so it probably won't crash either.
>
> ~~ Ondra
>
> On 18.05.07 1:14 Uhr, Ratman2000 wrote:
> > Hello,
> >
> > i have currently update my Server to beta0407 and have tested it to show
> > what my plugin does..
> >
> > But the Server crashes on start up... ok... so i have deleted my plugin
from
> > the server and have startet it again..
> > But the server still crashes...
> >
> > Ok last chance... i have deleted the full server and have downloaded all
> > again over the hldsupdatetool...
> >
> > All fine i started the server and all runs fine... updated it to the
beta
> > and i cant get running the server again...
> >
> > So i have played arround with the params... i started a server without
> > params... and he dont crashes... than i
> > typed in: map de_dust2
> > and the following comes up:
> >
> > maxplayers set to 32
> > Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
> > map de_dust2
> > Executing dedicated server config file
> > Error: Material "sprites/bubble" : proxy "AnimatedTexture" not found!
> > Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
> > ./srcds_run: line 344: 26615 Speicherzugriffsfehler  $HL_CMD
> >
> > So what is wrong with it??? There are no plugins...
> >
> > I hope anybody can help me to fix that problem!
> >
> > With friendly Reguards from Germany
> >
> > Ratman2000
> >
>
> ___
> 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] Beta not ok?

2007-05-19 Thread Ratman2000
Hello,

i have tested it on my Linux Box again and verify_all added to the params...
But by running the map, the server crashes...
Is there a bug? There no plugins!
I start without map and all runs fine... than i fire the command: map
de_dust2
and the server goes down... Whats wrong?

./srcds_run -console -game cstrike  +maxplayers 64 -tickrate 100
Auto detecting CPU
Using SSE2 Optimised binary.
Auto-restarting the server on crash

Console initialized.
Game.dll loaded for "Counter-Strike: Source"
maxplayers set to 32
maxplayers set to 64
Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
version
Protocol version 7
Exe version 1.0.0.34 (cstrike)
Exe build: 16:30:29 May 10 2007 (3106)
map de_dust2
Executing dedicated server config file
Error: Material "sprites/bubble" : proxy "AnimatedTexture" not found!
Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
./srcds_run: line 344: 31405 Speicherzugriffsfehler  $HL_CMD

With friendly Reguards

Ratman2000

- Original Message -
From: "Jay C." <[EMAIL PROTECTED]>
To: 
Sent: Saturday, May 19, 2007 9:43 PM
Subject: RE: [hlcoders] Beta not ok?


> -verify_all did the trick sorry for the mistake!
>
> > -Original Message-
> > From: Jay C. [mailto:[EMAIL PROTECTED]
> > Sent: 19 May 2007 20:14
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Beta not ok?
> >
> > Alfred,
> >
> > Running -verify_all with the beta line now, it doesn't get far enough to
> > load any plugins it's an instant crash. I'll let you know if it happens
> > after the verify_all and I'll send you the mdmp file.
> >
> > Thanks,
> > Jay
> >
> > > -Original Message-
> > > From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
> > > Sent: 19 May 2007 19:15
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Beta not ok?
> > >
> > > The only problem I know of is with multi-proc linux based servers, I
am
> > > still working on that. This is the first report of a new crash with
the
> > > win32 build, make sure you remove all plugins and run a -verify_all so
> > > you are up to date. If it still happens email me off list with the
.mdmp
> > > files it makes when it crashes.
> > >
> > > - Alfred
> > >
> > > Keeper wrote:
> > > > To my knowledge on Friday he was still working on the problem.  I
> > > > don't know
> > > > if they do much work on the weekends.  Hopefully they'll have it
> > > > figured out
> > > > early in the week.
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> > > > Sent: Saturday, May 19, 2007 9:15 AM
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: RE: [hlcoders] Beta not ok?
> > > >
> > > > Has this been addressed yet? I've only seen one official answer from
> > > > Alfred
> > > > on hlcoders_linux and he says he didn't know what the problem was :(
> > > >
> > > > Alfred my Win32 srcds is crashing instantly, anything I can do to
> > > > help track
> > > > down the bug??
> > > >
> > > >
> > > >
> > > > ___
> > > > 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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Re: [hlcoders] Beta not ok?

2007-05-19 Thread Ratman2000
Hello,

but my linux box isnt a multi processor maschine... and he crashes too...

With friendly reguards

Ratman2000

- Original Message -
From: "Ondřej Hošek" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, May 19, 2007 11:00 PM
Subject: Re: [hlcoders] Beta not ok?


> Gah! Argh! Somebody's not participating in both hlds_linux and hlcoders,
> so this crossover attempt hurts.
>
> Clarification:
> - There is no known crashing with the Windows version of the beta. Do a
> -verify_all to see if things work.
> - There IS known crashing with the Linux version of the beta on
> multi-processor systems (SMP). Wait for Alfred & co. to fix.
>
> ~~ Ondra
>
> On 19.05.07 22:42 Uhr, Ratman2000 wrote:
> > Hello,
> >
> > i have tested it on my Linux Box again and verify_all added to the
params...
> > But by running the map, the server crashes...
> > Is there a bug? There no plugins!
> > I start without map and all runs fine... than i fire the command: map
> > de_dust2
> > and the server goes down... Whats wrong?
> >
> > ./srcds_run -console -game cstrike  +maxplayers 64 -tickrate 100
> > Auto detecting CPU
> > Using SSE2 Optimised binary.
> > Auto-restarting the server on crash
> >
> > Console initialized.
> > Game.dll loaded for "Counter-Strike: Source"
> > maxplayers set to 32
> > maxplayers set to 64
> > Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
> > version
> > Protocol version 7
> > Exe version 1.0.0.34 (cstrike)
> > Exe build: 16:30:29 May 10 2007 (3106)
> > map de_dust2
> > Executing dedicated server config file
> > Error: Material "sprites/bubble" : proxy "AnimatedTexture" not found!
> > Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
> > ./srcds_run: line 344: 31405 Speicherzugriffsfehler  $HL_CMD
> >
> > With friendly Reguards
> >
> > Ratman2000
> >
> > - Original Message -
> > From: "Jay C." <[EMAIL PROTECTED]>
> > To: 
> > Sent: Saturday, May 19, 2007 9:43 PM
> > Subject: RE: [hlcoders] Beta not ok?
> >
> >
> >
> >> -verify_all did the trick sorry for the mistake!
> >>
> >>
> >>> -Original Message-
> >>> From: Jay C. [mailto:[EMAIL PROTECTED]
> >>> Sent: 19 May 2007 20:14
> >>> To: hlcoders@list.valvesoftware.com
> >>> Subject: RE: [hlcoders] Beta not ok?
> >>>
> >>> Alfred,
> >>>
> >>> Running -verify_all with the beta line now, it doesn't get far enough
to
> >>> load any plugins it's an instant crash. I'll let you know if it
happens
> >>> after the verify_all and I'll send you the mdmp file.
> >>>
> >>> Thanks,
> >>> Jay
> >>>
> >>>
> >>>> -Original Message-
> >>>> From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
> >>>> Sent: 19 May 2007 19:15
> >>>> To: hlcoders@list.valvesoftware.com
> >>>> Subject: RE: [hlcoders] Beta not ok?
> >>>>
> >>>> The only problem I know of is with multi-proc linux based servers, I
> >>>>
> > am
> >
> >>>> still working on that. This is the first report of a new crash with
> >>>>
> > the
> >
> >>>> win32 build, make sure you remove all plugins and run a -verify_all
so
> >>>> you are up to date. If it still happens email me off list with the
> >>>>
> > .mdmp
> >
> >>>> files it makes when it crashes.
> >>>>
> >>>> - Alfred
> >>>>
> >>>> Keeper wrote:
> >>>>
> >>>>> To my knowledge on Friday he was still working on the problem.  I
> >>>>> don't know
> >>>>> if they do much work on the weekends.  Hopefully they'll have it
> >>>>> figured out
> >>>>> early in the week.
> >>>>>
> >>>>> -Original Message-
> >>>>> From: [EMAIL PROTECTED]
> >>>>> [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> >>>>> Sent: Saturday, May 19, 2007 9:15 AM
> >>>>> To: hlcoders@list.valvesoftware.com
> >>>>> Subject: RE: [hlcoders] Beta not ok?
> >>>>>
> >>>>> Has this been addressed yet? I've only seen one official answer from
> >>>>> Alfred
> >>>>> on hlcoders_linux and he says he didn't know what the problem was :(
> >>>>>
> >>>>> Alfred my Win32 srcds is crashing instantly, anything I can do to
> >>>>> help track
> >>>>> down the bug??
> >>>>>
>
> ___
> 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] Beta not ok?

2007-05-20 Thread Ratman2000
Hello,

i have updated my Linux Box Single Processor with -verify_all and the server
crashes again...
There are no chance to start it up... Every time i load a map the server
crashes..

I think its a hiperthreading problem

With friendly reguards

Ratman2000

- Original Message -
From: "Benjamin Lange" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, May 20, 2007 12:43 PM
Subject: Re: [hlcoders] Beta not ok?


--
[ Picked text/plain from multipart/alternative ]
some people ma get it wrong how to use -verify_all.
You need to add this to the update command, not to the startupline for your
server!

Would be nice to know if this is just MultiCore issue, or even a
Hyperthreading issue.

2007/5/20, Anthony R. Paloma <[EMAIL PROTECTED]>:
>
> Perhaps it is hyperthreaded?
>
>
> >From: Regime <[EMAIL PROTECTED]>
> >Reply-To: hlcoders@list.valvesoftware.com
> >To: hlcoders@list.valvesoftware.com
> >Subject: Re: [hlcoders] Beta not ok?
> >Date: Sun, 20 May 2007 02:47:01 +0200
> >MIME-Version: 1.0
> >Received: from list.valvesoftware.com ([207.173.176.202]) by
> >bay0-mc5-f18.bay0.hotmail.com with Microsoft SMTPSVC(6.0.3790.2668); Sat,
> >19 May 2007 17:53:34 -0700
> >Received: from localhost ([127.0.0.1] helo=list.valvesoftware.com)by
> >list.valvesoftware.com with esmtp (Exim 3.35 #1 (Debian))id
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> >17:46:11 -0700
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>
>
> c0ld.net>
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> >X-Mailman-Version: 2.0.11
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> >List-Post: <mailto:hlcoders@list.valvesoftware.com>
> >List-Subscribe:
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> >List-Id: Discussion of Half-Life Programming
> >
> >List-Unsubscribe:
> ><http://list.valvesoftware.com/mailman/listinfo/hlcoders>, [EMAIL PROTECTED]>
> >List-Archive: <http://list.valvesoftware.com/mailman/private/hlcoders/>
> >X-Original-Date: Sun, 20 May 2007 02:47:01 +0200
> >Return-Path: [EMAIL PROTECTED]
> >X-OriginalArrivalTime: 20 May 2007 00:53:34.0841 (UTC)
> >FILETIME=[4B4D0E90:01C79A79]
> >
> >Yea - I second this.. Our box is not MP either and i crashes just the
> >same. 32 bit P4.. Only one proc...
> >Regards,
> >---
> >Regime
> >http://www.livebythegun.com/
> >
> >Ratman2000 wrote:
> > > Hello,
> > >
> > > but my linux box isnt a multi processor maschine... and he crashes
> >too...
> > >
> > > With friendly reguards
> > >
> > > Ratman2000
> > >
> > > - Original Message -
> > > From: "Ondřej Hošek" <[EMAIL PROTECTED]>
> > > To: 
> > > Sent: Saturday, May 19, 2007 11:00 PM
> > > Subject: Re: [hlcoders] Beta not ok?
> > >
> > >
> > >
> > >> Gah! Argh! Somebody's not participating in both hlds_linux and
> >hlcoders,
> > >> so this crossover attempt hurts.
> > >>
> > >> Clarification:
> > >> - There is no known crashing with the Windows version of the beta. Do
> a
> > >> -verify_all to see if things work.
> > >> - There IS known crashing with the Linux version of the beta on
> > >> multi-processor systems (SMP). Wait for Alfred & co. to fix.
> > >>
> > >> ~~ Ondra
> > >>
> > >>
> >
> >
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives,
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[hlcoders] Strange Linux Compile Problem

2007-06-13 Thread Ratman2000
Hello,

i have Compiled my CS:S Plugin on a Linux Pentium 3 Box and runs the plugin
on many maschines... All runs fine...
But now we have a beta tester, there runs the plugin on a pentium 4 box and
we have strange problems...
All funktions like slap, kill, bank and other funktions crashing the
server...

Is there any idea, what i doing wrong?

I compile the plugin with the following make file header:

# Path to the HL2SDK src directory
SOURCE_DIR=../HL2SDK
# the directory the base binaries (tier0_i486.so, etc) are located
#GAME_DIR=../../
GAME_DIR=../hlds_l/bin
MYSQL_DIR=/usr/include/mysql
# compiler options (gcc 3.4.1 or above is required)
CC=/usr/bin/gcc
CPLUS=/usr/bin/g++
CLINK=/usr/bin/gcc
CPP_LIB=/usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a
/usr/lib/gcc/i386-redhat-linux/3.4.2/libgcc_eh.a

# the CPU target for the build, must be i486 for now
ARCH=i486
ARCH_CFLAGS=-mtune=i686 -march=pentium4 -mmmx -m3dnow -O3
# ARCH_CFLAGS=-mtune=i486 -march=pentium3 -mmmx -m3dnow -O3

# -fpermissive is so gcc 3.4.x doesn't complain about some template stuff
BASE_CFLAGS=-fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcasecmp -D_stricmp=s
trcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprint
f -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp

SHLIBEXT=so
SHLIBCFLAGS=-fPIC
SHLIBLDFLAGS=-shared -Wl,-Map,[EMAIL PROTECTED] -Wl

# the dir we want to put binaries we build into
BUILD_DIR=.
# the place to put object files
BUILD_OBJ_DIR=$(BUILD_DIR)/obj

PUBLIC_SRC_DIR=$(SOURCE_DIR)/public
TIER1_SRC_DIR=$(SOURCE_DIR)/tier1
TIER0_PUBLIC_SRC_DIR=$(SOURCE_DIR)/public/tier0

PLUGIN_OBJ_DIR=$(BUILD_OBJ_DIR)/plugin
PUBLIC_OBJ_DIR=$(BUILD_OBJ_DIR)/plugin/public
TIER1_OBJ_DIR=$(BUILD_OBJ_DIR)/plugin/tier1
TIER0_OBJ_DIR=$(BUILD_OBJ_DIR)/plugin/tier0

CFLAGS=$(BASE_CFLAGS)
$(ARCH_CFLAGS) -Usprintf=use_Q_snprintf_instead_of_sprintf -Ustrncpy=use_Q_s
trncpy_instead -UPROTECTED_THINGS_ENABLE
#DEBUG = -g -ggdb
#CFLAGS+= $(DEBUG)

# link flags for your mod, make sure to include any special libraries here
# LDFLAGS=-L/usr/lib/mysql -lmysqlclient_r -static -lm -ldl tier0_i486.so
vstdlib_i486.so
LDFLAGS=-lm -ldl tier0_i486.so vstdlib_i486.so -static
/usr/lib/mysql/libmysqlclient.a

#
INCLUDEDIRS=-I$(SOURCE_DIR)/public/tier0 -I$(SOURCE_DIR)/public/tier1 -I$(SO
URCE_DIR)/public/dlls -I$(SOURCE_DIR)/public/game_shared -I$(SOURCE_DIR)/pub
lic -Iinclude
INCLUDEDIRS=-I$(SOURCE_DIR)/public -I$(SOURCE_DIR)/public/tier0 -I$(SOURCE_D
IR)/public/tier1 -I$(SOURCE_DIR)/dlls -I$(SOURCE_DIR)/game_shared -I$(SOURCE
_DIR)/cl_dll -I$(SOURCE_DIR)/game_controls -Iinclude -I/usr/include/mysql -I
$(MYSQL_DIR)

DO_CC=$(CPLUS) $(INCLUDEDIRS) -w $(CFLAGS) -DARCH=$(ARCH) -o $@ -c $<

So all runs fine on the amd boxes but on this one pentium 4, it dont runs...

I hope anybody can help me with this problem!

Sorry for my bad english :)

With friendly reguards from germany

Michael


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Re: [hlcoders] Strange Linux Compile Problem

2007-06-13 Thread Ratman2000
Hello,

i now have changed the line to:

ARCH_CFLAGS=-mtune=i686 -march=pentium3 -mmmx -msse -O3

But it dont helps!
The Server crashes again!
The funktions are ok becouse they work fine on 50 Servers now...

I hope anybody can help me!!!

With friendly reguards

Michael

- Original Message -
From: "Ondřej Hošek" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, June 13, 2007 8:58 PM
Subject: Re: [hlcoders] Strange Linux Compile Problem


> -m3dnow sounds like the culprit.
>
> If you want Intel processor support whilst running, don't do 3DNow! or
> you'll get a SIGILL (illegal instruction). However, I'm positive both
> processor brands can do SSE, SSE2 and SSE3, so you're well off using
> that. (Don't overdo it; only Pentium 3 and above as well as Athlon XP
> and above can do SSE and SSE2 is exclusive to Pentium 4 and Athlon 64.
> However, Valve already does force us to have SSE (and my Pentium 2
> cries), so doing an -msse is not gonna cause more problems.)
>
> So yeah, get rid of -m3dnow and put -msse instead.
>
> Hope this fixes,
> ~~ Ondra
>
> On 13.06.07 20:24 Uhr, Ratman2000 wrote:
> > Hello,
> >
> > i have Compiled my CS:S Plugin on a Linux Pentium 3 Box and runs the
plugin
> > on many maschines... All runs fine...
> > But now we have a beta tester, there runs the plugin on a pentium 4 box
and
> > we have strange problems...
> > All funktions like slap, kill, bank and other funktions crashing the
> > server...
> >
> > Is there any idea, what i doing wrong?
> >
> > I compile the plugin with the following make file header:
> >
> > # Path to the HL2SDK src directory
> > SOURCE_DIR=../HL2SDK
> > # the directory the base binaries (tier0_i486.so, etc) are located
> > #GAME_DIR=../../
> > GAME_DIR=../hlds_l/bin
> > MYSQL_DIR=/usr/include/mysql
> > # compiler options (gcc 3.4.1 or above is required)
> > CC=/usr/bin/gcc
> > CPLUS=/usr/bin/g++
> > CLINK=/usr/bin/gcc
> > CPP_LIB=/usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a
> > /usr/lib/gcc/i386-redhat-linux/3.4.2/libgcc_eh.a
> >
> > # the CPU target for the build, must be i486 for now
> > ARCH=i486
> > ARCH_CFLAGS=-mtune=i686 -march=pentium4 -mmmx -m3dnow -O3
> > # ARCH_CFLAGS=-mtune=i486 -march=pentium3 -mmmx -m3dnow -O3
> >
> > # -fpermissive is so gcc 3.4.x doesn't complain about some template
stuff
> >
BASE_CFLAGS=-fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcasecmp -D_stricmp=s
> >
trcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprint
> > f -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp
> >
> > SHLIBEXT=so
> > SHLIBCFLAGS=-fPIC
> > SHLIBLDFLAGS=-shared -Wl,-Map,[EMAIL PROTECTED] -Wl
> >
> > # the dir we want to put binaries we build into
> > BUILD_DIR=.
> > # the place to put object files
> > BUILD_OBJ_DIR=$(BUILD_DIR)/obj
> >
> > PUBLIC_SRC_DIR=$(SOURCE_DIR)/public
> > TIER1_SRC_DIR=$(SOURCE_DIR)/tier1
> > TIER0_PUBLIC_SRC_DIR=$(SOURCE_DIR)/public/tier0
> >
> > PLUGIN_OBJ_DIR=$(BUILD_OBJ_DIR)/plugin
> > PUBLIC_OBJ_DIR=$(BUILD_OBJ_DIR)/plugin/public
> > TIER1_OBJ_DIR=$(BUILD_OBJ_DIR)/plugin/tier1
> > TIER0_OBJ_DIR=$(BUILD_OBJ_DIR)/plugin/tier0
> >
> > CFLAGS=$(BASE_CFLAGS)
> >
$(ARCH_CFLAGS) -Usprintf=use_Q_snprintf_instead_of_sprintf -Ustrncpy=use_Q_s
> > trncpy_instead -UPROTECTED_THINGS_ENABLE
> > #DEBUG = -g -ggdb
> > #CFLAGS+= $(DEBUG)
> >
> > # link flags for your mod, make sure to include any special libraries
here
> > # LDFLAGS=-L/usr/lib/mysql -lmysqlclient_r -static -lm -ldl
tier0_i486.so
> > vstdlib_i486.so
> > LDFLAGS=-lm -ldl tier0_i486.so vstdlib_i486.so -static
> > /usr/lib/mysql/libmysqlclient.a
> >
> > #
> >
INCLUDEDIRS=-I$(SOURCE_DIR)/public/tier0 -I$(SOURCE_DIR)/public/tier1 -I$(SO
> >
URCE_DIR)/public/dlls -I$(SOURCE_DIR)/public/game_shared -I$(SOURCE_DIR)/pub
> > lic -Iinclude
> >
INCLUDEDIRS=-I$(SOURCE_DIR)/public -I$(SOURCE_DIR)/public/tier0 -I$(SOURCE_D
> >
IR)/public/tier1 -I$(SOURCE_DIR)/dlls -I$(SOURCE_DIR)/game_shared -I$(SOURCE
> >
_DIR)/cl_dll -I$(SOURCE_DIR)/game_controls -Iinclude -I/usr/include/mysql -I
> > $(MYSQL_DIR)
> >
> > DO_CC=$(CPLUS) $(INCLUDEDIRS) -w $(CFLAGS) -DARCH=$(ARCH) -o $@ -c $<
> >
> > So all runs fine on the amd boxes but on this one pentium 4, it dont
runs...
> >
> > I hope anybody can help me with this problem!
> >
> > Sorry for my bad english :)
> >
> > With friendly reguards from germany
> >
> > Michael
> >
>
> ___
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[hlcoders] Bug in Sounds System? Alfred? Mike?

2007-06-16 Thread Ratman2000
Hello,

i have noticed, that when i play sounds in my server plugin, the clients
cant here this sounds...
But its not all the time...

So i have a sound:

ratmod\connect_sounds\ratmod_spot.mp3

The Sound was downloaded and works fine...

So i restart client and server... reconnect to it and now i become this
message:

Failed to load sound "ratmod\connect_sounds\ratmod_spot.mp3", file probably
missing from disk/repository

BUT the sound is definitly on my harddisk...

So i think its an engine error becouse before the updates all runs fine...

Is this bug known??

Or what can i do to fix it???

With friendly Reguards from germany

Ratman2000


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Re: [hlcoders] Bug in Sounds System? Alfred? Mike?

2007-06-16 Thread Ratman2000
Hello,

thats not an Problem from the Plugin or an older Problem

The problem is after the last update now
So the plugin plays the sound with:

EngineSounds->EmitSound( Filter, i, CHAN_AUTO, SoundFile, 0.7,  0, 0, 100,
&Origin );

Than the client can hear it... but when i now restart the server and
reconnect, he cant hear it with luck...

I have now find out, that than this error message comes up:

Failed to load sound  "ratmod\connect_sounds\ratmod_spot.mp3", file probably
missing from disk/repository

But i have seen that i cant heat the sound and dont get an error message...
so whats wrong?

All was working fine before the update...

Its definitly an problem since the last update now...

With friendly Regurad from Germany

Michael

- Original Message -
From: "Adam "amckern" McKern" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, June 16, 2007 2:38 PM
Subject: Re: [hlcoders] Bug in Sounds System? Alfred? Mike?


> Hey Rat!
>
> This has been discussed on the list a few times, i
> however, don't know if it was resolved.
>
> It might be a good investment to do an archive search
> through the link at the bottom of this email.
>
> Adam
>
>
> --- Ratman2000 <[EMAIL PROTECTED]> wrote:
>
> > Hello,
> >
> > i have noticed, that when i play sounds in my server
> > plugin, the clients
> > cant here this sounds...
> > But its not all the time...
> >
> > So i have a sound:
> >
> > ratmod\connect_sounds\ratmod_spot.mp3
> >
> > The Sound was downloaded and works fine...
> >
> > So i restart client and server... reconnect to it
> > and now i become this
> > message:
> >
> > Failed to load sound
> > "ratmod\connect_sounds\ratmod_spot.mp3", file
> > probably
> > missing from disk/repository
> >
> > BUT the sound is definitly on my harddisk...
> >
> > So i think its an engine error becouse before the
> > updates all runs fine...
> >
> > Is this bug known??
> >
> > Or what can i do to fix it???
> >
> > With friendly Reguards from germany
> >
> > Ratman2000
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
> > the list archives, please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
>
>
>


> Building a website is a piece of cake. Yahoo! Small Business gives you all
the tools to get online.
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>
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Re: [hlcoders] Bug in Sounds System? Alfred? Mike?

2007-06-17 Thread Ratman2000
Hello,

Alfred, Mike?
Is that problem known?
All my testers report me, that the sounds dont workin or work when he
restart CS:S many times...
Can you tell me whats wrong?

With friendly Reguards

Ratman2000

- Original Message -
From: "Ratman2000" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, June 16, 2007 3:01 PM
Subject: Re: [hlcoders] Bug in Sounds System? Alfred? Mike?


> Hello,
>
> thats not an Problem from the Plugin or an older Problem
>
> The problem is after the last update now
> So the plugin plays the sound with:
>
> EngineSounds->EmitSound( Filter, i, CHAN_AUTO, SoundFile, 0.7,  0, 0, 100,
> &Origin );
>
> Than the client can hear it... but when i now restart the server and
> reconnect, he cant hear it with luck...
>
> I have now find out, that than this error message comes up:
>
> Failed to load sound  "ratmod\connect_sounds\ratmod_spot.mp3", file
probably
> missing from disk/repository
>
> But i have seen that i cant heat the sound and dont get an error
message...
> so whats wrong?
>
> All was working fine before the update...
>
> Its definitly an problem since the last update now...
>
> With friendly Regurad from Germany
>
> Michael
>
> - Original Message -
> From: "Adam "amckern" McKern" <[EMAIL PROTECTED]>
> To: 
> Sent: Saturday, June 16, 2007 2:38 PM
> Subject: Re: [hlcoders] Bug in Sounds System? Alfred? Mike?
>
>
> > Hey Rat!
> >
> > This has been discussed on the list a few times, i
> > however, don't know if it was resolved.
> >
> > It might be a good investment to do an archive search
> > through the link at the bottom of this email.
> >
> > Adam
> >
> >
> > --- Ratman2000 <[EMAIL PROTECTED]> wrote:
> >
> > > Hello,
> > >
> > > i have noticed, that when i play sounds in my server
> > > plugin, the clients
> > > cant here this sounds...
> > > But its not all the time...
> > >
> > > So i have a sound:
> > >
> > > ratmod\connect_sounds\ratmod_spot.mp3
> > >
> > > The Sound was downloaded and works fine...
> > >
> > > So i restart client and server... reconnect to it
> > > and now i become this
> > > message:
> > >
> > > Failed to load sound
> > > "ratmod\connect_sounds\ratmod_spot.mp3", file
> > > probably
> > > missing from disk/repository
> > >
> > > BUT the sound is definitly on my harddisk...
> > >
> > > So i think its an engine error becouse before the
> > > updates all runs fine...
> > >
> > > Is this bug known??
> > >
> > > Or what can i do to fix it???
> > >
> > > With friendly Reguards from germany
> > >
> > > Ratman2000
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view
> > > the list archives, please visit:
> > >
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > 
> > Owner Nigredo Studios http://www.nigredostudios.com
> >
> >
> >
> >
>

> 
> > Building a website is a piece of cake. Yahoo! Small Business gives you
all
> the tools to get online.
> > http://smallbusiness.yahoo.com/webhosting
> >
> > ___
> > 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] Weapon Drop on Dying?

2007-07-01 Thread Ratman2000
Hello,

on what function can i find the thinks, when a player dies, that he drops
the active weapon to the ground?
I hope anybody can help me!

Thanks!

With friendly reguards from Germany

Ratman2000


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[hlcoders] How to trace?

2007-07-09 Thread Ratman2000
Hello,

im testing in my plugin how to trace from a position to another and check,
if a player in this line.

So i think:

Start - End = Nothing
Start --- Player -- End = Player Hit!

So i have tested:

trace_t   tr;
 Ray_t ray;
 ray.Init( Start , Ende );

 Enginetrace->TraceRay( ray, COLLISION_GROUP_PLAYER, NULL, &tr );

But than the trace dont get by walls and other stuff...

I like to trace without hit anythink... only players... is there a way?

Thanks for all help!

With friendly reguards from Germany

Ratman2000


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Re: [hlcoders] How to trace?

2007-07-09 Thread Ratman2000
Hello,

thanks thats a nice idea but its to many time thats needed so i get lags
becouse i
trace over the full map :/
Is there no other way to trace and hit only players?

With friendly Reguards

Ratman2000

- Original Message -
From: "Ben Everett" <[EMAIL PROTECTED]>
To: 
Sent: Monday, July 09, 2007 7:02 PM
Subject: RE: [hlcoders] How to trace?


> Keep looping through the trace, and whenever you hit a wall or anything
set
> it to ignore that entity. This is done by setting up a trace filter (the
> part where you are passing NULL).
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> Sent: Monday, July 09, 2007 11:38 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] How to trace?
>
> Hello,
>
> im testing in my plugin how to trace from a position to another and check,
> if a player in this line.
>
> So i think:
>
> Start - End = Nothing
> Start --- Player -- End = Player Hit!
>
> So i have tested:
>
> trace_t   tr;
>  Ray_t ray;
>  ray.Init( Start , Ende );
>
>  Enginetrace->TraceRay( ray, COLLISION_GROUP_PLAYER, NULL, &tr );
>
> But than the trace dont get by walls and other stuff...
>
> I like to trace without hit anythink... only players... is there a way?
>
> Thanks for all help!
>
> With friendly reguards from Germany
>
> Ratman2000
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> __ NOD32 2385 (20070709) Information __
>
> This message was checked by NOD32 antivirus system.
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>
>
>
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Re: [hlcoders] How to trace?

2007-07-09 Thread Ratman2000
Hello,

can you give me an example please?

Thanks!


With friendly reguards

Ratman2000

- Original Message -
From: "Ben Everett" <[EMAIL PROTECTED]>
To: 
Sent: Monday, July 09, 2007 8:04 PM
Subject: RE: [hlcoders] How to trace?


> You can setup a complex trace filter to only have an allow list, which
would
> be that of players.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> Sent: Monday, July 09, 2007 12:13 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] How to trace?
>
> Hello,
>
> thanks thats a nice idea but its to many time thats needed so i get lags
> becouse i
> trace over the full map :/
> Is there no other way to trace and hit only players?
>
> With friendly Reguards
>
> Ratman2000
>
> - Original Message -
> From: "Ben Everett" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, July 09, 2007 7:02 PM
> Subject: RE: [hlcoders] How to trace?
>
>
> > Keep looping through the trace, and whenever you hit a wall or anything
> set
> > it to ignore that entity. This is done by setting up a trace filter (the
> > part where you are passing NULL).
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> > Sent: Monday, July 09, 2007 11:38 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] How to trace?
> >
> > Hello,
> >
> > im testing in my plugin how to trace from a position to another and
check,
> > if a player in this line.
> >
> > So i think:
> >
> > Start - End = Nothing
> > Start --- Player -- End = Player Hit!
> >
> > So i have tested:
> >
> > trace_t   tr;
> >  Ray_t ray;
> >  ray.Init( Start , Ende );
> >
> >  Enginetrace->TraceRay( ray, COLLISION_GROUP_PLAYER, NULL, &tr );
> >
> > But than the trace dont get by walls and other stuff...
> >
> > I like to trace without hit anythink... only players... is there a way?
> >
> > Thanks for all help!
> >
> > With friendly reguards from Germany
> >
> > Ratman2000
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > __ NOD32 2385 (20070709) Information __
> >
> > This message was checked by NOD32 antivirus system.
> > http://www.eset.com
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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> >
>
>
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> To unsubscribe, edit your list preferences, or view the list archives,
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>
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>
>
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Re: [hlcoders] How to trace?

2007-07-09 Thread Ratman2000
Hello,

thanks!

I have figured it out!

With friendly reguards

Ratman2000

- Original Message -
From: "Ben Everett" <[EMAIL PROTECTED]>
To: 
Sent: Monday, July 09, 2007 8:34 PM
Subject: RE: [hlcoders] How to trace?


> In the SDK code do a search for CTraceFilterSimple... you can use that to
> work off of.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> Sent: Monday, July 09, 2007 1:19 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] How to trace?
>
> Hello,
>
> can you give me an example please?
>
> Thanks!
>
>
> With friendly reguards
>
> Ratman2000
>
> - Original Message -
> From: "Ben Everett" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, July 09, 2007 8:04 PM
> Subject: RE: [hlcoders] How to trace?
>
>
> > You can setup a complex trace filter to only have an allow list, which
> would
> > be that of players.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> > Sent: Monday, July 09, 2007 12:13 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] How to trace?
> >
> > Hello,
> >
> > thanks thats a nice idea but its to many time thats needed so i get lags
> > becouse i
> > trace over the full map :/
> > Is there no other way to trace and hit only players?
> >
> > With friendly Reguards
> >
> > Ratman2000
> >
> > - Original Message -
> > From: "Ben Everett" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Monday, July 09, 2007 7:02 PM
> > Subject: RE: [hlcoders] How to trace?
> >
> >
> > > Keep looping through the trace, and whenever you hit a wall or
anything
> > set
> > > it to ignore that entity. This is done by setting up a trace filter
(the
> > > part where you are passing NULL).
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> > > Sent: Monday, July 09, 2007 11:38 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] How to trace?
> > >
> > > Hello,
> > >
> > > im testing in my plugin how to trace from a position to another and
> check,
> > > if a player in this line.
> > >
> > > So i think:
> > >
> > > Start - End = Nothing
> > > Start --- Player -- End = Player Hit!
> > >
> > > So i have tested:
> > >
> > > trace_t   tr;
> > >  Ray_t ray;
> > >  ray.Init( Start , Ende );
> > >
> > >  Enginetrace->TraceRay( ray, COLLISION_GROUP_PLAYER, NULL, &tr );
> > >
> > > But than the trace dont get by walls and other stuff...
> > >
> > > I like to trace without hit anythink... only players... is there a
way?
> > >
> > > Thanks for all help!
> > >
> > > With friendly reguards from Germany
> > >
> > > Ratman2000
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > > __ NOD32 2385 (20070709) Information __
> > >
> > > This message was checked by NOD32 antivirus system.
> > > http://www.eset.com
> > >
> > >
> > >
> > > ___
> > > 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
> >
> >
> > __ NOD32 2386 (20070709) Information __
> >
> > This message was checked by NOD32 antivirus system.
> > http://www.eset.com
> >
> >
> >
> > ___
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> please visit:
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> >
>
>
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>
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[hlcoders] How to find out the viewable players?

2007-07-26 Thread Ratman2000
Hi,

i code a effekt in my plugin, what gives all players, that i can see a glow.

So my problem now is, how can i find out, what players i can "see" becouse
when i trace its
verry verry unreliable.

The problem is, when i trace from my view to another player and there is a
wall in this way, he tells me
that i cant see this player.. But i can see the legs (as example) so i have
to trace from my head to her hed, to her chest and all other hitzones, but
is there no other
way to find out, what player i can see???

Thanks for help!

With friendly reguards from germany

Ratman2000


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Re: [hlcoders] How to find out the viewable players?

2007-07-26 Thread Ratman2000
Hello,

no its a simple tricky funktion...
I like to display the player with a viewmodel glow so he can see, that an
other player can see him!
Is there a way to detect, what players can be seen?

Thanks!

Witht friendly reguards

Ratman2000

- Original Message -
From: "Richard Hough" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, July 26, 2007 9:49 PM
Subject: Re: [hlcoders] How to find out the viewable players?


> --
> [ Picked text/plain from multipart/alternative ]
> That seems like a little bit of a tricky problem.  My question to you is
why
> only make the players that you can see glow?  From the player's
perspective
> all of the other players could be glowing and he wouldn't know, as from
his
> perspective only the players that he could see were glowing.  This is
> presuming that the "glow" you're talking about is an overlay some kind and
> doesn't actually produce its own light.
>
> On 7/26/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
> >
> > Hi,
> >
> > i code a effekt in my plugin, what gives all players, that i can see a
> > glow.
> >
> > So my problem now is, how can i find out, what players i can "see"
becouse
> > when i trace its
> > verry verry unreliable.
> >
> > The problem is, when i trace from my view to another player and there is
a
> > wall in this way, he tells me
> > that i cant see this player.. But i can see the legs (as example) so i
> > have
> > to trace from my head to her hed, to her chest and all other hitzones,
but
> > is there no other
> > way to find out, what player i can see???
> >
> > Thanks for help!
> >
> > With friendly reguards from germany
> >
> > Ratman2000
> >
> >
> > ___
> > 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] Is there a Bug in the Engine with Plugins???

2007-09-01 Thread Ratman2000
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"???

With friendly Reguards from Germany

Ratman2000


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Re: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-03 Thread Ratman2000
Hello,

i like the Valve Interface... i have no problems with it..

Ok its a very bit to small / not enaugth functions
but all is fine with it for me... All what you can do without
the Intervace, you can do with the same way with the interface :)
You only need to know what you are doing :P

Is there a work around to clear the plugin manual Alfred / Mike?

Or can you tell the Function, we need to call to free the plugin manual?
(Like memory function name or other to call it to free the plugin it self!)

With friendly Reguard

Ratman2000

- Original Message -
From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, September 04, 2007 4:29 AM
Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???


> 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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> please visit:
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>
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Re: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-04 Thread Ratman2000
Hello,

i need to unload the plugin becouse i have written an updater tool for my
plugin.
It works fine but i have to unload the plugin so that i dont add my plugin 2
times
in the interface system.

With friendly Reguard

Ratman2000

- Original Message -
From: "Tony Paloma" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, September 04, 2007 8:39 AM
Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???


> You can do filesystem->UnloadModule (I think that's the one). If you do
> that, it's going to crash because it will try to execute the next line of
> your plugin, but it will have been unloaded so therefore the memory will
not
> be executable. So, in regards to what you are looking for, no, there is no
> function you can call to unload your plugin. The only thing I can think of
> is what you already tried, Engine->ServerCommand( "plugin_unload
MyPlugin\n"
> ). But, if you don't mind me asking, why must you unload the plugin?
What's
> wrong with leaving it?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> Sent: Monday, September 03, 2007 9:53 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???
>
> Hello,
>
> i like the Valve Interface... i have no problems with it..
>
> Ok its a very bit to small / not enaugth functions
> but all is fine with it for me... All what you can do without
> the Intervace, you can do with the same way with the interface :)
> You only need to know what you are doing :P
>
> Is there a work around to clear the plugin manual Alfred / Mike?
>
> Or can you tell the Function, we need to call to free the plugin manual?
> (Like memory function name or other to call it to free the plugin it
self!)
>
> With friendly Reguard
>
> Ratman2000
>
> - Original Message -
> From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
> To: 
> Sent: Tuesday, September 04, 2007 4:29 AM
> Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???
>
>
> > 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"???
> >
> > ___
> > 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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>
>
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Re: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-05 Thread Ratman2000
Hello,

is there a way, to find out, what plugins are installed with the number for
the unload function?
How works the command plugin_print

I ask becouse i need to unload the plugin itself :)

With friendly reguards

Ratman2000

- Original Message -
From: "Nick" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, September 05, 2007 1:46 AM
Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???


> LOL. Good job on fixing it. If you gave us more code, people wouldn't
> bug you so much, really.
>
> On 9/4/07, Mike Dussault <[EMAIL PROTECTED]> wrote:
> > It probably was unloading the correct plugin for you anyway because it
> > would've acted like you did plugin_unload 0 if you passed a non-numeric
> > string.
> >
> > I found the problem Tony reported where the plugins never really get
> > unloaded. Will release a fix asap.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Mike
> > Dussault
> > Sent: Tuesday, September 04, 2007 2:37 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???
> >
> > It looks like you're specifying a plugin name in the code below. The
> > plugin_unload command takes an index, not a plugin name. You can use
> > plugin_print to list the currently-loaded plugins and their indices.
> > Then specify an index like this:
> >
> > Engine->ServerCommand( "plugin_unload 0\n" );
> >
> >
> > Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> > Sent: Monday, September 03, 2007 9:53 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???
> >
> > Hello,
> >
> > i like the Valve Interface... i have no problems with it..
> >
> > Ok its a very bit to small / not enaugth functions but all is fine with
> > it for me... All what you can do without the Intervace, you can do with
> > the same way with the interface :) You only need to know what you are
> > doing :P
> >
> > Is there a work around to clear the plugin manual Alfred / Mike?
> >
> > Or can you tell the Function, we need to call to free the plugin manual?
> > (Like memory function name or other to call it to free the plugin it
> > self!)
> >
> > With friendly Reguard
> >
> > Ratman2000
> >
> > - Original Message -
> > From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Tuesday, September 04, 2007 4:29 AM
> > Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???
> >
> >
> > > 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"???
> > >
> > > ___

Re: [hlcoders] css plugin

2007-09-09 Thread Ratman2000
Hello,

its possible!

Only make a trace from the player to the end position by using the
bullet_impact event.
Than draw an BeamPoints with the sprite sprites/lgtning.vmt and you have a
nice bullet tracer.

You can make a new Sprite to look nicer, but that was what i have done in my
plugin and
it is verry nice :)

With friendly reguards

Ratman2000

- Original Message -
From: "Christopher Harris" <[EMAIL PROTECTED]>
To: 
Sent: Monday, September 10, 2007 7:42 AM
Subject: Re: [hlcoders] css plugin


> Was asked by the same person
> - Original Message -
> From: "Matt Stafford" <[EMAIL PROTECTED]>
> To: 
> Sent: Monday, September 10, 2007 1:35 AM
> Subject: Re: [hlcoders] css plugin
>
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Wasn't this question asked a few weeks back? Answer is that it can't be
> > done.
> >
> > On 9/9/07, steven belmans <[EMAIL PROTECTED]> wrote:
> >>
> >> Hi,  i want to make a plugin to add tracers to the bullets in
> >> counterstrike
> >> soure
> >> can anybody help me out a bit
> >>
> >> thanks , and grz. steven belmans
> >>
> >> _
> >> Probeer Windows Live Hotmail: snel, krachtig en veiliger dan ooit!
> >> http://get.live.com/live/features
> >>
> >>
> >> ___
> >> 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 HL2 Mod - http://www.nightfallmod.com
> > --
> >
> > ___
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>
>
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[hlcoders] Error in Query Protocoll ???

2007-09-10 Thread Ratman2000
Hello,

is there an error in the Query Protocolo?

I call from an application the Server Protocol on many different
servers and all wors fine.. But on few servers i am not able to recieve the
Rulez but HLSW i have seen works fine!

I Tested with this Servers:

Connected: 85.131.163.208:27055
 NumRulez: 64
Connected: 89.106.68.188:27016
 NumRulez: 74
Connected: 85.14.229.244:27015
 NumRulez: 64
Connected: 85.14.225.123:27015
 NumRulez: 67
Connected: 195.4.107.178:27015
 Error on recieving Rules!
 NumRulez: 2
 Error on recieving Rules!
 NumRulez: 2
 Error on recieving Rules!
 NumRulez: 2

So you can see, on Server 195.4.107.178:27015 i am not able to recieve the
Rules right like the other servers...

I Request the rules on this way:

After i am connectet i send:

strcpy( Befehl, "\xFF\xFF\xFF\xFF\x56" );
strcat( Befehl, GetServerChallange() );

bytes = send( Socket, Befehl, strlen( Befehl ), 0 );

GetServerChallange returns the Server Challange and that works fine becouse
i am able to retrieve from all other serves
the rules...

Than:

bytes = recv( Socket, buffer, sizeof( buffer ) - 1, 0 );
buffer[ bytes ] = '\0';

buffer is declared as char buffer[1024];

After that i check for errors like:

if ( buffer[ 4 ] != S2A_RULES )
{
 printf( " Error on recieving Rules!\n" );
}

S2A_RULES is defined as:

#define S2A_RULES 0x45

So i check that is the right response.

But on many servers i get the error but i dont know why! Can anybody help me
to fix this problem?

With friendly Reguards

Ratman2000


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visit:
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Re: [hlcoders] Error in Query Protocoll ???

2007-09-11 Thread Ratman2000
Hello,

i have tested this and have tested to recieve another packet but i dont get
any...

My code after i have connected i send the request and recieve it with this
function:

   FD_ZERO( &ReadSet );
   FD_SET( Socket, &ReadSet );
   timeVal.tv_sec = 1;
   timeVal.tv_usec = 0;

   for ( int i = 1; i <= 3; i++ )
   {
if ( select( Socket+1, &ReadSet, NULL, NULL, &timeVal ) == 1 )
{
 if ( FD_ISSET( Socket, &ReadSet ) )
 {
  bytes = recv( Socket, buffer, sizeof( buffer ) - 1, 0 );
  buffer[ bytes ] = '\0';

  if ( bytes == SOCKET_ERROR || bytes == 0 )
  {
   printf( "Server offline\n" );

   return;
  }
  else if ( buffer[ 4 ] != S2A_RULES )
  {
   printf( " Error by recieving Rules!\n" );
  }

  printf( " NumRulez: %i\n", *(short*)&buffer[5] );
 }
}
else
{
 Retrys--;
 printf( "No answer...\n" );
}
   }

In this test i run 3 times to check for 3 packets (as test)...
So in my test i have to recieve 2 packets by the servers that send me the
errors!

But i recieve:

Connected: 195.210.58.104:27015
 NumRulez: 64
No answer...
No answer...
Connected: 85.131.173.50:26000
 NumRulez: 64
No answer...
No answer...
Connected: 82.96.106.43:27100
 NumRulez: 64
No answer...
No answer...
Connected: 84.200.252.37:27025
 Error by recieving Rules!
 NumRulez: 21880
No answer...
No answer...

So you can see, the first 3 Servers responsed with 64 Cvars whats right and
i can scan it with no problems...

But the last server returns with an error how i have sayed in my first
mail..
But the other 2 checks to show the other packts returns no answer, so there
no other packets...

So the first packet has to be the packet with all infos, but i cant recieve
it right?

Can anybody tell me, whats wrong with it?

Thanks!

(sorry for my bad english!)

With friendly Reguards from Germany

Ratman2000

- Original Message -
From: "Ronny Schedel" <[EMAIL PROTECTED]>
To: 
Sent: Monday, September 10, 2007 6:05 PM
Subject: Re: [hlcoders] Error in Query Protocoll ???


> Hello,
>
> first, the packet size is 1400 as far as I remember. Second, you have to
> deal with multi-packets: http://dev.kquery.com/index.php?article=21
> This will happens mostly with the rules request, because it does not fit
> into one packet. Remember, UDP packets can be received in wrong order. Try
> to handle this all and it will fix your problem.
>
> Best regards
>
> Ronny Schedel
>
>
> > Hello,
> >
> > is there an error in the Query Protocolo?
> >
> > I call from an application the Server Protocol on many different
> > servers and all wors fine.. But on few servers i am not able to recieve
> > the
> > Rulez but HLSW i have seen works fine!
> >
> > I Tested with this Servers:
> >
> > Connected: 85.131.163.208:27055
> > NumRulez: 64
> > Connected: 89.106.68.188:27016
> > NumRulez: 74
> > Connected: 85.14.229.244:27015
> > NumRulez: 64
> > Connected: 85.14.225.123:27015
> > NumRulez: 67
> > Connected: 195.4.107.178:27015
> > Error on recieving Rules!
> > NumRulez: 2
> > Error on recieving Rules!
> > NumRulez: 2
> > Error on recieving Rules!
> > NumRulez: 2
> >
> > So you can see, on Server 195.4.107.178:27015 i am not able to recieve
the
> > Rules right like the other servers...
> >
> > I Request the rules on this way:
> >
> > After i am connectet i send:
> >
> > strcpy( Befehl, "\xFF\xFF\xFF\xFF\x56" );
> > strcat( Befehl, GetServerChallange() );
> >
> > bytes = send( Socket, Befehl, strlen( Befehl ), 0 );
> >
> > GetServerChallange returns the Server Challange and that works fine
> > becouse
> > i am able to retrieve from all other serves
> > the rules...
> >
> > Than:
> >
> > bytes = recv( Socket, buffer, sizeof( buffer ) - 1, 0 );
> > buffer[ bytes ] = '\0';
> >
> > buffer is declared as char buffer[1024];
> >
> > After that i check for errors like:
> >
> > if ( buffer[ 4 ] != S2A_RULES )
> > {
> > printf( " Error on recieving Rules!\n" );
> > }
> >
> > S2A_RULES is defined as:
> >
> > #define S2A_RULES 0x45
> >
> > So i check that is the right response.
> >
> > But on many servers i get the error but i dont know why! Can anybody
help
> > me
> > to fix this problem?
> >
> > With friendly Reguards
> >
> > Ratman2000
> >
> >
> > ___
> > 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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Re: [hlcoders] Error in Query Protocoll ???

2007-09-12 Thread Ratman2000
Hello,

yes the select supports UDP Sockets... becouse it uses the descriptors to
read the state.

How can i check the 4 Bytes?

My problem is, that i dont get 2 Packets, so the first packet i have
recieved isnt ok and
there are nothing following...

You know what i am meaning?

With friendly Reguards

Ratman2000

- Original Message -
From: "Ronny Schedel" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, September 12, 2007 11:24 AM
Subject: Re: [hlcoders] Error in Query Protocoll ???


> Hello,
>
> check the first 4 Bytes response
>
> FF FF FF FF means: only one packet is send
> FE FF FF FF means: it is a multipacket response
>
> Use the packet ID to sort the packets and to check which packets are
> missing.
>
> To understand what you got, save every packet to a new file and take a
look
> with a hex editor/viewer.
>
> Check the select() documentation to figure out if it really support UDP
> sockets or not, as far as I remember it does not, but I could be wrong.
>
> Best regards
>
> Ronny Schedel
>
> >
> > Hello,
> >
> > i have tested this and have tested to recieve another packet but i dont
> get
> > any...
> >
> > My code after i have connected i send the request and recieve it with
this
> > function:
> >
> >FD_ZERO( &ReadSet );
> >FD_SET( Socket, &ReadSet );
> >timeVal.tv_sec = 1;
> >timeVal.tv_usec = 0;
> >
> >for ( int i = 1; i <= 3; i++ )
> >{
> > if ( select( Socket+1, &ReadSet, NULL, NULL, &timeVal ) ==
1 )
> > {
> >  if ( FD_ISSET( Socket, &ReadSet ) )
> >  {
> >   bytes = recv( Socket, buffer, sizeof( buffer ) - 1, 0 );
> >   buffer[ bytes ] = '';
> >
> >   if ( bytes == SOCKET_ERROR || bytes == 0 )
> >   {
> >printf( "Server offlinen" );
> >
> >return;
> >   }
> >   else if ( buffer[ 4 ] != S2A_RULES )
> >   {
> >printf( " Error by recieving Rules!n" );
> >   }
> >
> >   printf( " NumRulez: %in", *(short*)&buffer[5] );
> >  }
> > }
> > else
> > {
> >  Retrys--;
> >  printf( "No answer...n" );
> > }
> >}
> >
> > In this test i run 3 times to check for 3 packets (as test)...
> > So in my test i have to recieve 2 packets by the servers that send me
the
> > errors!
> >
> > But i recieve:
> >
> > Connected: 195.210.58.104:27015
> >  NumRulez: 64
> > No answer...
> > No answer...
> > Connected: 85.131.173.50:26000
> >  NumRulez: 64
> > No answer...
> > No answer...
> > Connected: 82.96.106.43:27100
> >  NumRulez: 64
> > No answer...
> > No answer...
> > Connected: 84.200.252.37:27025
> >  Error by recieving Rules!
> >  NumRulez: 21880
> > No answer...
> > No answer...
> >
> > So you can see, the first 3 Servers responsed with 64 Cvars whats right
> and
> > i can scan it with no problems...
> >
> > But the last server returns with an error how i have sayed in my first
> > mail..
> > But the other 2 checks to show the other packts returns no answer, so
> there
> > no other packets...
> >
> > So the first packet has to be the packet with all infos, but i cant
> recieve
> > it right?
> >
> > Can anybody tell me, whats wrong with it?
> >
> > Thanks!
> >
> > (sorry for my bad english!)
> >
> > With friendly Reguards from Germany
> >
> > Ratman2000
> >
> > - Original Message -
> > From: "Ronny Schedel" <[EMAIL PROTECTED]>
> > To: <hlcoders@list.valvesoftware.com>
> > Sent: Monday, September 10, 2007 6:05 PM
> > Subject: Re: [hlcoders] Error in Query Protocoll ???
> >
> >
> > > Hello,
> > >
> > > first, the packet size is 1400 as far as I remember. Second, you
have
> to
> > > deal with multi-packets: http://dev.kquery.com/index.php?article=21
> > > This will happens mostly with the rules request, because it does
not
> fit
> > > into one packet. Remember, UDP packets can be received in wrong
> order. Try
> > > to handle this all and it will fix your problem.
> > >
> > > Best regards
> > >
> > > Ronny Schedel
> > >
> > >
> > > > Hello,
> > > >
> > > > is there an error in the Query Protocolo?
> > > >
&

Re: [hlcoders] Error in Query Protocoll ???

2007-09-13 Thread Ratman2000
Hello,

has no body a solution?

Can anybody check the ips below with my source, to see, whats responding and
how is my fault?
Thanks!

With friendly Reguards

Ratman2000

- Original Message -
From: "Ratman2000" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, September 12, 2007 10:51 AM
Subject: Re: [hlcoders] Error in Query Protocoll ???


> Hello,
>
> yes the select supports UDP Sockets... becouse it uses the descriptors to
> read the state.
>
> How can i check the 4 Bytes?
>
> My problem is, that i dont get 2 Packets, so the first packet i have
> recieved isnt ok and
> there are nothing following...
>
> You know what i am meaning?
>
> With friendly Reguards
>
> Ratman2000
>
> - Original Message -
> From: "Ronny Schedel" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, September 12, 2007 11:24 AM
> Subject: Re: [hlcoders] Error in Query Protocoll ???
>
>
> > Hello,
> >
> > check the first 4 Bytes response
> >
> > FF FF FF FF means: only one packet is send
> > FE FF FF FF means: it is a multipacket response
> >
> > Use the packet ID to sort the packets and to check which packets are
> > missing.
> >
> > To understand what you got, save every packet to a new file and take a
> look
> > with a hex editor/viewer.
> >
> > Check the select() documentation to figure out if it really support UDP
> > sockets or not, as far as I remember it does not, but I could be wrong.
> >
> > Best regards
> >
> > Ronny Schedel
> >
> > >
> > > Hello,
> > >
> > > i have tested this and have tested to recieve another packet but i
dont
> > get
> > > any...
> > >
> > > My code after i have connected i send the request and recieve it with
> this
> > > function:
> > >
> > >FD_ZERO( &ReadSet );
> > >FD_SET( Socket, &ReadSet );
> > >timeVal.tv_sec = 1;
> > >timeVal.tv_usec = 0;
> > >
> > >for ( int i = 1; i <= 3; i++ )
> > >{
> > > if ( select( Socket+1, &ReadSet, NULL, NULL, &timeVal ) ==
> 1 )
> > > {
> > >  if ( FD_ISSET( Socket, &ReadSet ) )
> > >  {
> > >   bytes = recv( Socket, buffer, sizeof( buffer ) - 1, 0 );
> > >   buffer[ bytes ] = '';
> > >
> > >   if ( bytes == SOCKET_ERROR || bytes == 0 )
> > >   {
> > >printf( "Server offlinen" );
> > >
> > >return;
> > >   }
> > >   else if ( buffer[ 4 ] != S2A_RULES )
> > >   {
> > >printf( " Error by recieving Rules!n" );
> > >   }
> > >
> > >   printf( " NumRulez: %in",
*(short*)&buffer[5] );
> > >  }
> > > }
> > > else
> > > {
> > >  Retrys--;
> > >  printf( "No answer...n" );
> > > }
> > >}
> > >
> > > In this test i run 3 times to check for 3 packets (as test)...
> > > So in my test i have to recieve 2 packets by the servers that send me
> the
> > > errors!
> > >
> > > But i recieve:
> > >
> > > Connected: 195.210.58.104:27015
> > >  NumRulez: 64
> > > No answer...
> > > No answer...
> > > Connected: 85.131.173.50:26000
> > >  NumRulez: 64
> > > No answer...
> > > No answer...
> > > Connected: 82.96.106.43:27100
> > >  NumRulez: 64
> > > No answer...
> > > No answer...
> > > Connected: 84.200.252.37:27025
> > >  Error by recieving Rules!
> > >  NumRulez: 21880
> > > No answer...
> > > No answer...
> > >
> > > So you can see, the first 3 Servers responsed with 64 Cvars whats
right
> > and
> > > i can scan it with no problems...
> > >
> > > But the last server returns with an error how i have sayed in my first
> > > mail..
> > > But the other 2 checks to show the other packts returns no answer, so
> > there
> > > no other packets...
> > >
> > > So the first packet has to be the packet with all infos, but i cant
> > recieve
> > > it right?
> > >
> > > Can anybody tell me, whats wrong with it?
> > >
> > > Thanks!
> > >
> > > (sorry for my bad english!)
> > >
> > > With friendly Reguards from Germany
> > >
>

[hlcoders] Engine Plugin Interface Problems

2007-09-24 Thread ratman2000
Hello,

i have a big Problem...

I need to unload my Plugin and load it again.
After i have unloaded the plugin i delete the *.so file and
copy a new version to this position...

But when i than load the plugin again (without restart the server)
the old plugin version gets loaded so i think, that the plugin get loaded
from memmory...

Is there any way, to delete all content like cvars and other by unloading
the plugin so i can load a newer version without restart the server?

Thanks

With friendly reguards

Ratman2000

- Original Message -
From: "Ratman2000" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, September 12, 2007 10:51 AM
Subject: Re: [hlcoders] Error in Query Protocoll ???


> Hello,
>
> yes the select supports UDP Sockets... becouse it uses the descriptors to
> read the state.
>
> How can i check the 4 Bytes?
>
> My problem is, that i dont get 2 Packets, so the first packet i have
> recieved isnt ok and
> there are nothing following...
>
> You know what i am meaning?
>
> With friendly Reguards
>
> Ratman2000
>
> - Original Message -
> From: "Ronny Schedel" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, September 12, 2007 11:24 AM
> Subject: Re: [hlcoders] Error in Query Protocoll ???
>
>
> > Hello,
> >
> > check the first 4 Bytes response
> >
> > FF FF FF FF means: only one packet is send
> > FE FF FF FF means: it is a multipacket response
> >
> > Use the packet ID to sort the packets and to check which packets are
> > missing.
> >
> > To understand what you got, save every packet to a new file and take a
> look
> > with a hex editor/viewer.
> >
> > Check the select() documentation to figure out if it really support UDP
> > sockets or not, as far as I remember it does not, but I could be wrong.
> >
> > Best regards
> >
> > Ronny Schedel
> >
> > >
> > > Hello,
> > >
> > > i have tested this and have tested to recieve another packet but i
dont
> > get
> > > any...
> > >
> > > My code after i have connected i send the request and recieve it with
> this
> > > function:
> > >
> > >FD_ZERO( &ReadSet );
> > >FD_SET( Socket, &ReadSet );
> > >timeVal.tv_sec = 1;
> > >timeVal.tv_usec = 0;
> > >
> > >for ( int i = 1; i <= 3; i++ )
> > >{
> > > if ( select( Socket+1, &ReadSet, NULL, NULL, &timeVal ) ==
> 1 )
> > > {
> > >  if ( FD_ISSET( Socket, &ReadSet ) )
> > >  {
> > >   bytes = recv( Socket, buffer, sizeof( buffer ) - 1, 0 );
> > >   buffer[ bytes ] = '';
> > >
> > >   if ( bytes == SOCKET_ERROR || bytes == 0 )
> > >   {
> > >printf( "Server offlinen" );
> > >
> > >return;
> > >   }
> > >   else if ( buffer[ 4 ] != S2A_RULES )
> > >   {
> > >printf( " Error by recieving Rules!n" );
> > >   }
> > >
> > >   printf( " NumRulez: %in",
*(short*)&buffer[5] );
> > >  }
> > > }
> > > else
> > > {
> > >  Retrys--;
> > >  printf( "No answer...n" );
> > > }
> > >}
> > >
> > > In this test i run 3 times to check for 3 packets (as test)...
> > > So in my test i have to recieve 2 packets by the servers that send me
> the
> > > errors!
> > >
> > > But i recieve:
> > >
> > > Connected: 195.210.58.104:27015
> > >  NumRulez: 64
> > > No answer...
> > > No answer...
> > > Connected: 85.131.173.50:26000
> > >  NumRulez: 64
> > > No answer...
> > > No answer...
> > > Connected: 82.96.106.43:27100
> > >  NumRulez: 64
> > > No answer...
> > > No answer...
> > > Connected: 84.200.252.37:27025
> > >  Error by recieving Rules!
> > >  NumRulez: 21880
> > > No answer...
> > > No answer...
> > >
> > > So you can see, the first 3 Servers responsed with 64 Cvars whats
right
> > and
> > > i can scan it with no problems...
> > >
> > > But the last server returns with an error how i have sayed in my first
> > > mail..
> > > But the other 2 checks to show the other packts returns no answer, so
> > there
> > > no other packets...
> > >
> > > So the first pa

Re: [hlcoders] Engine Plugin Interface Problems

2007-09-24 Thread ratman2000
Hello,

so we have to wait on OrangeBox and Port the plugin to get this problem
fixed? Or
is there the same problem right now?

Is there a date for the OrangeBox SDK?
Will it be a new SDK or gets the Source SDK Updated?

Can you send us a "example", what we have to change to get Orange Box
compatible?

And after the Orange Box is released and CS:S is Portet, will CS:S stay on
the old Source
Engine or get this old Engine deleted?

Thanks!

With friendly Reguards

Ratman2000

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Monday, September 24, 2007 11:33 PM
Subject: RE: [hlcoders] Engine Plugin Interface Problems


> We've found the root cause of the problem, but with the release of
> Orange Box haven't had a chance to implement a solution yet.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
> Sent: Monday, September 24, 2007 2:08 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Engine Plugin Interface Problems
>
> Mike Durand has told me at least twice that he would look into this. At
> one
> point, I believe somebody at Valve said they may have found the issue. I
> have not heard anything about it since.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Monday, September 24, 2007 12:16 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Engine Plugin Interface Problems
>
> Hello,
>
> i have a big Problem...
>
> I need to unload my Plugin and load it again.
> After i have unloaded the plugin i delete the *.so file and
> copy a new version to this position...
>
> But when i than load the plugin again (without restart the server)
> the old plugin version gets loaded so i think, that the plugin get
> loaded
> from memmory...
>
> Is there any way, to delete all content like cvars and other by
> unloading
> the plugin so i can load a newer version without restart the server?
>
> Thanks
>
> With friendly reguards
>
> Ratman2000
>
> - Original Message -
> From: "Ratman2000" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, September 12, 2007 10:51 AM
> Subject: Re: [hlcoders] Error in Query Protocoll ???
>
>
> > Hello,
> >
> > yes the select supports UDP Sockets... becouse it uses the descriptors
> to
> > read the state.
> >
> > How can i check the 4 Bytes?
> >
> > My problem is, that i dont get 2 Packets, so the first packet i have
> > recieved isnt ok and
> > there are nothing following...
> >
> > You know what i am meaning?
> >
> > With friendly Reguards
> >
> > Ratman2000
> >
> > - Original Message -
> > From: "Ronny Schedel" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Wednesday, September 12, 2007 11:24 AM
> > Subject: Re: [hlcoders] Error in Query Protocoll ???
> >
> >
> > > Hello,
> > >
> > > check the first 4 Bytes response
> > >
> > > FF FF FF FF means: only one packet is send
> > > FE FF FF FF means: it is a multipacket response
> > >
> > > Use the packet ID to sort the packets and to check which packets are
> > > missing.
> > >
> > > To understand what you got, save every packet to a new file and take
> a
> > look
> > > with a hex editor/viewer.
> > >
> > > Check the select() documentation to figure out if it really support
> UDP
> > > sockets or not, as far as I remember it does not, but I could be
> wrong.
> > >
> > > Best regards
> > >
> > > Ronny Schedel
> > >
> > > >
> > > > Hello,
> > > >
> > > > i have tested this and have tested to recieve another packet but i
> dont
> > > get
> > > > any...
> > > >
> > > > My code after i have connected i send the request and recieve it
> with
> > this
> > > > function:
> > > >
> > > >FD_ZERO( &ReadSet );
> > > >FD_SET( Socket, &ReadSet );
> > > >timeVal.tv_sec = 1;
> > > >timeVal.tv_usec = 0;
> > > >
> > > >for ( int i = 1; i <= 3; i++ )
> > > >{
> > > > if ( select( Socket+1, &ReadSet, NULL, NULL, &timeVal
> ) ==
> > 1 )
> > > > {
> > > >  if ( FD_ISSET( Socket, &ReadSet ) )
> > > >  {
> > > >   bytes = recv( Socket, buffer, sizeof( buff

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-02 Thread ratman2000
Hello,

i have searched and replaced the original files in the Source SDK but now
when i compile i get a lot errors...
Is there a foult from me?
Or have i to use Source SDK Base?

Thanks

With friendly Reguards

Ratman2000

- Original Message -
From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, October 03, 2007 7:28 AM
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


> 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, V

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-03 Thread ratman2000
Hello,

i have added all files you have given to us...
Now i get many compile errors like this:

In file included from ../HL2SDK/public/tier1/utlvector.h:25,
 from ../HL2SDK/public/tier1/utlsymbol.h:14,
 from ../HL2SDK/public/filesystem.h:13,
 from RatModSource.cpp:4:
../HL2SDK/public/tier1/utlmemory.h:46: Fehler: previous declaration
`template class CUtlMemory'
../HL2SDK/public/tier1/strtools.h:24: Fehler: used 2 template parameters
instead of 1
In file included from ../HL2SDK/public/filesystem.h:787,
 from RatModSource.cpp:4:
../HL2SDK/public/filesystem_passthru.h:108: Fehler: conflicting return type
specified for `virtual void CFileSystemPassThru::RenameFile(const char*,
const char*, const char*)'
../HL2SDK/public/filesystem.h:465: Fehler:   overriding `virtual bool
IFileSystem::RenameFile(const char*, const char*, const char*)'
../HL2SDK/public/filesystem_passthru.h: In member function `virtual bool
CFileSystemPassThru::ConnectApp(void*(*)(const char*, int*))':
../HL2SDK/public/filesystem_passthru.h:99: Fehler: 'class IFileSystem' has
no member named 'ConnectApp'
../HL2SDK/public/filesystem_passthru.h: In member function `virtual void
CFileSystemPassThru::DisconnectApp()':
../HL2SDK/public/filesystem_passthru.h:100: Fehler: 'class IFileSystem' has
no member named 'DisconnectApp'
../HL2SDK/public/filesystem_passthru.h: In member function `virtual
InitReturnVal_t CFileSystemPassThru::InitApp()':
../HL2SDK/public/filesystem_passthru.h:101: Fehler: 'class IFileSystem' has
no member named 'InitApp'
../HL2SDK/public/filesystem_passthru.h: In member function `virtual void
CFileSystemPassThru::ShutdownApp()':
../HL2SDK/public/filesystem_passthru.h:102: Fehler: 'class IFileSystem' has
no member named 'ShutdownApp'
../HL2SDK/public/filesystem_passthru.h: In function `void
GiveMeACompileError()':
../HL2SDK/public/filesystem_passthru.h:229: Fehler: cannot declare variable
`asdf' to be of type `CFileSystemPassThru'
../HL2SDK/public/filesystem_passthru.h:229: Fehler:   because the following
virtual functions are abstract:
../HL2SDK/public/filesystem.h:449: Fehler:  virtual const char*
IFileSystem::RelativePathToFullPath(const char*, const char*, char*, int,
PathTypeFilter_t, PathTypeQuery_t*)
../HL2SDK/public/filesystem.h:630: Fehler:  virtual void
IFileSystem::SetupPreloadData()
../HL2SDK/public/filesystem.h:631: Fehler:  virtual void
IFileSystem::DiscardPreloadData()
../HL2SDK/public/filesystem.h:651: Fehler:  virtual FSAsyncStatus_t
IFileSystem::AsyncWriteFile(const char*, const CUtlBuffer*, int, bool, bool,
FSAsyncControl_t__**)
../HL2SDK/public/filesystem.h:682: Fehler:  virtual DVDMode_t
IFileSystem::GetDVDMode()
../HL2SDK/public/filesystem.h:690: Fehler:  virtual void
IFileSystem::EnableWhitelistFileTracking(bool)
../HL2SDK/public/filesystem.h:712: Fehler:  virtual void
IFileSystem::RegisterFileWhitelist(IFileList*, IFileList*, IFileList**)
../HL2SDK/public/filesystem.h:716: Fehler:  virtual void
IFileSystem::MarkAllCRCsUnverified()
../HL2SDK/public/filesystem.h:720: Fehler:  virtual void
IFileSystem::CacheFileCRCs(const char*, ECacheCRCType, IFileList*)
../HL2SDK/public/filesystem.h:721: Fehler:  virtual EFileCRCStatus
IFileSystem::CheckCachedFileCRC(const char*, const char*, CRC32_t*)
../HL2SDK/public/filesystem.h:729: Fehler:  virtual int
IFileSystem::GetUnverifiedCRCFiles(CUnverifiedCRCFile*, int)
../HL2SDK/public/filesystem.h:733: Fehler:  virtual int
IFileSystem::GetWhitelistSpewFlags()
../HL2SDK/public/filesystem.h:734: Fehler:  virtual void
IFileSystem::SetWhitelistSpewFlags(int)
../HL2SDK/public/filesystem.h:737: Fehler:  virtual void
IFileSystem::InstallDirtyDiskReportFunc(void (*)())

So whats wrong now?

With friendly reguards

Ratman2000

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, October 03, 2007 8:53 PM
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


> 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.
>
>
> ___
> 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 archive

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-03 Thread ratman2000
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 hear crickets.
> > >
> > > - 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,
> > 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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Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-05 Thread ratman2000
Hello,

i have a problem getting my console commands working...
I have a command:
CON_COMMAND( my_test, "A test command" )
{

}

And have tested it with

CON_COMMAND( my_test, "A test command", const CCommand &args )
{

}

but i get the message:

ServerCommands.cpp:123:84: the Makro »CON_COMMAND« gets 3 Arguments, but
accepts only 2

Whats wrong?

With friendly reguards

Ratman2000

- Original Message -
From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
To: 
Sent: Friday, October 05, 2007 9:36 AM
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


> 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.
> >>
> >>
> >> ___
> >> 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
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/m

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-05 Thread ratman2000
Hello Mattie,

thats a nice idee!
Have you a solution for Commands like:

CON_COMMAND_F( my_test, "Test GameDLL Command", FCVAR_GAMEDLL )
{
 UTIL_LogPrintf( "Test ok!" );
}

Or for :

CON_COMMAND( my_test2, "Test Command 2" )
{
UTIL_LogPrintf( "Test 2 ok!" );
}

Becouse the compiler gives errors so we have to add the args param to it!
I think thats a think that have to add to your wiki page!

With friendly Reguards

Ratman2000

- Original Message -
From: "Mattie Casper" <[EMAIL PROTECTED]>
To: 
Sent: Friday, October 05, 2007 10:57 AM
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


> --
> [ Picked text/plain from multipart/alternative ]
> FYI-- I started a page on the wiki and filled out a few of the steps
needed
> to convert plugins to the new model. I'm not quite awake, so I apologize
in
> advance for any incoherencies:
> http://developer.valvesoftware.com/wiki/Orange_box_server_plugins
>
> Please correct and add your own experiences there. I know there's a good
bit
> left out.
>
> Like others here, I was able to get at least one of my plugins (a minor
one)
> to build/compile/load/work on Windows TF2 srcds.
> -Mattie
>
>
>
> On 10/4/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> >
> > 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.
> > >>
> > >>
> > >> ___
> > >> To unsubscribe, edit your list prefe

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-05 Thread ratman2000
Hey Mattie,

i have replaced all files with that from the ftp.
Now, when i compile i have that problem, that he dont like my

CON_COMMAND(my_version, "Logs/prints plugin version.")

Commands.
They tell me, that i cant use Cmd_Argv to get the params (becouse the
update)
So i thinked, that i have to declare args or is it declared as default by
tha macro?

Thanks for your Wiki Page! Thats realy nice for beginners :)
I have fixed all before you have posted that page but its verry helpfull :)

With friendly Reguards

Ratman2000

- Original Message -
From: "Mattie Casper" <[EMAIL PROTECTED]>
To: 
Sent: Friday, October 05, 2007 5:16 PM
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


> --
> [ Picked text/plain from multipart/alternative ]
> Hey Ratman--
>
> I didn't have that problem. My console commands worked just fine like this
> with no change involving the macro:
>
> CON_COMMAND(my_version, "Logs/prints plugin version.")
> {
> engine->LogPrint(MY_PLUGIN_VERSION "\n");
> Msg(MY_PLUGIN_VERSION "\n");
> }
>
> If you leave yours as they were for earlier Source, what error are you
> getting? Did you overlook updating your convar.h?
>
> -Mattie
>
> On 10/5/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > Hello Mattie,
> >
> > thats a nice idee!
> > Have you a solution for Commands like:
> >
> > CON_COMMAND_F( my_test, "Test GameDLL Command", FCVAR_GAMEDLL )
> > {
> > UTIL_LogPrintf( "Test ok!" );
> > }
> >
> > Or for :
> >
> > CON_COMMAND( my_test2, "Test Command 2" )
> > {
> > UTIL_LogPrintf( "Test 2 ok!" );
> > }
> >
> > Becouse the compiler gives errors so we have to add the args param to
it!
> > I think thats a think that have to add to your wiki page!
> >
> > With friendly Reguards
> >
> > Ratman2000
> >
> > - Original Message -
> > From: "Mattie Casper" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Friday, October 05, 2007 10:57 AM
> > Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
> >
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > FYI-- I started a page on the wiki and filled out a few of the steps
> > needed
> > > to convert plugins to the new model. I'm not quite awake, so I
apologize
> > in
> > > advance for any incoherencies:
> > > http://developer.valvesoftware.com/wiki/Orange_box_server_plugins
> > >
> > > Please correct and add your own experiences there. I know there's a
good
> > bit
> > > left out.
> > >
> > > Like others here, I was able to get at least one of my plugins (a
minor
> > one)
> > > to build/compile/load/work on Windows TF2 srcds.
> > > -Mattie
> > >
> > >
> > >
> > > On 10/4/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> > > >
> > > > 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 utlbuffe

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-05 Thread ratman2000
Hello,

thats right... but...

When i define my ConCommand like this:

CON_COMMAND(my_version, "Logs/prints plugin version.")
{
engine->LogPrint(MY_PLUGIN_VERSION "\n");
Msg(MY_PLUGIN_VERSION "\n");
}

all links fine but i have to replace the engine->Cmd_Argv(1) with
args.ArgV(1)
But how is args defindet?
Is it allready in the macro???

Or have i to define my ConCommand like:

CON_COMMAND( my_version, "Logs/prints plugin version.", CCommand *args )
{
engine->LogPrint(MY_PLUGIN_VERSION "\n");
Msg(MY_PLUGIN_VERSION "\n");
}

Thats my question :) When i define it with CCommand than i cant use it
anymore becouse i have 1 param more than defined...

You know what i mean?

With friendly reguards

Ratman2000

- Original Message -
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: 
Sent: Friday, October 05, 2007 9:37 PM
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


> --
> [ Picked text/plain from multipart/alternative ]
> going straight from the wiki post he made:
>
> CON_COMMAND arguments
>
> References to these commands:
>
>   engine->Cmd_Argv(i)
>   engine->Cmd_Args()
>   engine->Cmd_Argc()
>
> 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, too):
>
>   args.Arg(i)
>   args.ArgS()
>   args.ArgC()
>
>
>
> On 10/5/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > Hey Mattie,
> >
> > i have replaced all files with that from the ftp.
> > Now, when i compile i have that problem, that he dont like my
> >
> > CON_COMMAND(my_version, "Logs/prints plugin version.")
> >
> > Commands.
> > They tell me, that i cant use Cmd_Argv to get the params (becouse the
> > update)
> > So i thinked, that i have to declare args or is it declared as default
by
> > tha macro?
> >
> > Thanks for your Wiki Page! Thats realy nice for beginners :)
> > I have fixed all before you have posted that page but its verry helpfull
> > :)
> >
> > With friendly Reguards
> >
> > Ratman2000
> >
> > - Original Message -
> > From: "Mattie Casper" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Friday, October 05, 2007 5:16 PM
> > Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
> >
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Hey Ratman--
> > >
> > > I didn't have that problem. My console commands worked just fine like
> > this
> > > with no change involving the macro:
> > >
> > > CON_COMMAND(my_version, "Logs/prints plugin version.")
> > > {
> > > engine->LogPrint(MY_PLUGIN_VERSION "\n");
> > > Msg(MY_PLUGIN_VERSION "\n");
> > > }
> > >
> > > If you leave yours as they were for earlier Source, what error are you
> > > getting? Did you overlook updating your convar.h?
> > >
> > > -Mattie
> > >
> > > On 10/5/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Hello Mattie,
> > > >
> > > > thats a nice idee!
> > > > Have you a solution for Commands like:
> > > >
> > > > CON_COMMAND_F( my_test, "Test GameDLL Command", FCVAR_GAMEDLL )
> > > > {
> > > > UTIL_LogPrintf( "Test ok!" );
> > > > }
> > > >
> > > > Or for :
> > > >
> > > > CON_COMMAND( my_test2, "Test Command 2" )
> > > > {
> > > > UTIL_LogPrintf( "Test 2 ok!" );
> > > > }
> > > >
> > > > Becouse the compiler gives errors so we have to add the args param
to
> > it!
> > > > I think thats a think that have to add to your wiki page!
> > > >
> > > > With friendly Reguards
> > > >
> > > > Ratman2000
> > > >
> > > > - Original Message -
> > > > From: "Mattie Casper" <[EMAIL PROTECTED]>
> > > > To: 
> > > > Sent: Friday, October 05, 2007 10:57 AM
> > > > Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
> > > >
> > > >
> > > > &

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-08 Thread ratman2000
Hello,

i now have many errors by compiling my plugin... I hope anybody can help me!

../HL2SDK-TF2/tier1/convar.cpp
In file included from ../HL2SDK-TF2/public/tier1/iconvar.h:21,
 from ../HL2SDK-TF2/public/tier1/convar.h:20,
 from ../HL2SDK-TF2/tier1/convar.cpp:13:
../HL2SDK-TF2/public/tier1/strtools.h:244: Fehler: wrong number of template
arguments (1, should be 2)
../HL2SDK-TF2/public/tier1/strtools.h:24: Fehler: provided for
`template struct CUtlMemory'
../HL2SDK-TF2/public/tier1/strtools.h:244: Fehler: template argument 2 is
invalid
../HL2SDK-TF2/public/tier1/strtools.h:247: Fehler: wrong number of template
arguments (1, should be 2)
../HL2SDK-TF2/public/tier1/strtools.h:24: Fehler: provided for
`template struct CUtlMemory'
../HL2SDK-TF2/public/tier1/strtools.h:247: Fehler: template argument 2 is
invalid
In file included from ../HL2SDK-TF2/tier1/convar.cpp:15:
../HL2SDK-TF2/public/tier1/characterset.h:22: Fehler: in Konflikt stehende
Deklaration »typedef struct characterset_s characterset_t«
../HL2SDK-TF2/public/tier1/convar.h:41: Fehler: »struct characterset_t«
hat eine vorherige Deklaration als »struct characterset_ts«
In file included from ../HL2SDK-TF2/tier1/convar.cpp:16:
../HL2SDK-TF2/public/tier1/utlbuffer.h: In member function `void
CUtlBuffer::ActivateByteSwappingIfBigEndian()':
../HL2SDK-TF2/public/tier1/utlbuffer.h:153: Fehler: `IsX360' undeclared
(first use this function)
../HL2SDK-TF2/public/tier1/utlbuffer.h:153: Fehler: (Each undeclared
identifier is reported only once for each function it appears in.)
../HL2SDK-TF2/public/tier1/utlbuffer.h: In member function `void
CUtlBuffer::GetTypeBin(T&) [with T = float]':
../HL2SDK-TF2/public/tier1/utlbuffer.h:629: Fehler: `IsX360' undeclared
(first use this function)
In file included from ../HL2SDK-TF2/tier1/convar.cpp:17:
../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual
InitReturnVal_t CTier1AppSystem::Init()':
../HL2SDK-TF2/public/tier1/tier1.h:95: Fehler: »ConCommandBaseMgr« wurde
nicht deklariert
../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual void
CTier1AppSystem::Shutdown()':
../HL2SDK-TF2/public/tier1/tier1.h:104: Fehler: 'class ICvar' has no member
named 'UnlinkVariables'
../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual bool
CTier1AppSystem::RegisterConCommandBase(ConCommandBase*)':
../HL2SDK-TF2/public/tier1/tier1.h:113: Fehler: 'class ConCommandBase' has
no member named 'SetNext'
../HL2SDK-TF2/public/tier1/tier1.h:116: Fehler: 'class ICvar' has no member
named 'RegisterConCommandBase'
../HL2SDK-TF2/tier1/convar.cpp:18:40: tier1/convar_serverbounded.h: Datei
oder Verzeichnis nicht gefunden
../HL2SDK-TF2/tier1/convar.cpp: At global scope:
../HL2SDK-TF2/tier1/convar.cpp:384: Fehler: prototype for `characterset_t*
CCommand::DefaultBreakSet()' does not match any in class `CCommand'
../HL2SDK-TF2/public/tier1/convar.h:201: Fehler: candidate is: static
characterset_t* CCommand::DefaultBreakSet()
../HL2SDK-TF2/tier1/convar.cpp:384: Fehler: `characterset_t*
CCommand::DefaultBreakSet()' and `static characterset_t*
CCommand::DefaultBreakSet()' cannot be overloaded
../HL2SDK-TF2/tier1/convar.cpp:389: Fehler: prototype for `bool
CCommand::Tokenize(const char*, characterset_t*)' does not match any in
class `CCommand'
../HL2SDK-TF2/public/tier1/convar.h:186: Fehler: candidate is: bool
CCommand::Tokenize(const char*, characterset_t*)
../HL2SDK-TF2/tier1/convar.cpp: In function `void
ConVar_PrintDescription(const ConCommandBase*)':
../HL2SDK-TF2/tier1/convar.cpp:1165: Fehler: expected primary-expression vor
"const"
../HL2SDK-TF2/tier1/convar.cpp:1165: Fehler: expected `;' vor "const"
../HL2SDK-TF2/tier1/convar.cpp:1173: Fehler: `pBounded' undeclared (first
use this function)
make: *** [obj/plugin/tier1/convar.o] Fehler 1


I have replaced ALL files that we have on the FTP.

With friendly reguards

Ratman2000

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, October 03, 2007 3:06 AM
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

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-08 Thread ratman2000
Hello Mike,

thats errors comes on linux!
Not windows!

Can you give us the strtools.h and the other files that i have listed below?
Or have
i to change the definitions as my self?

Thanks for your help!

With friendly Reguards

Ratman2000

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Monday, October 08, 2007 8:25 PM
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


You should make sure that you have installed VS 2005 SP1 as well as this
hotfix:

http://support.microsoft.com/?kbid=930198

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, October 08, 2007 5:52 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

Hello,

i now have many errors by compiling my plugin... I hope anybody can help me!

../HL2SDK-TF2/tier1/convar.cpp
In file included from ../HL2SDK-TF2/public/tier1/iconvar.h:21,
 from ../HL2SDK-TF2/public/tier1/convar.h:20,
 from ../HL2SDK-TF2/tier1/convar.cpp:13:
../HL2SDK-TF2/public/tier1/strtools.h:244: Fehler: wrong number of template
arguments (1, should be 2)
../HL2SDK-TF2/public/tier1/strtools.h:24: Fehler: provided for
`template struct CUtlMemory'
../HL2SDK-TF2/public/tier1/strtools.h:244: Fehler: template argument 2 is
invalid
../HL2SDK-TF2/public/tier1/strtools.h:247: Fehler: wrong number of template
arguments (1, should be 2)
../HL2SDK-TF2/public/tier1/strtools.h:24: Fehler: provided for
`template struct CUtlMemory'
../HL2SDK-TF2/public/tier1/strtools.h:247: Fehler: template argument 2 is
invalid
In file included from ../HL2SDK-TF2/tier1/convar.cpp:15:
../HL2SDK-TF2/public/tier1/characterset.h:22: Fehler: in Konflikt stehende
Deklaration »typedef struct characterset_s characterset_t«
../HL2SDK-TF2/public/tier1/convar.h:41: Fehler: »struct characterset_t«
hat eine vorherige Deklaration als »struct characterset_ts«
In file included from ../HL2SDK-TF2/tier1/convar.cpp:16:
../HL2SDK-TF2/public/tier1/utlbuffer.h: In member function `void
CUtlBuffer::ActivateByteSwappingIfBigEndian()':
../HL2SDK-TF2/public/tier1/utlbuffer.h:153: Fehler: `IsX360' undeclared
(first use this function)
../HL2SDK-TF2/public/tier1/utlbuffer.h:153: Fehler: (Each undeclared
identifier is reported only once for each function it appears in.)
../HL2SDK-TF2/public/tier1/utlbuffer.h: In member function `void
CUtlBuffer::GetTypeBin(T&) [with T = float]':
../HL2SDK-TF2/public/tier1/utlbuffer.h:629: Fehler: `IsX360' undeclared
(first use this function)
In file included from ../HL2SDK-TF2/tier1/convar.cpp:17:
../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual
InitReturnVal_t CTier1AppSystem::Init()':
../HL2SDK-TF2/public/tier1/tier1.h:95: Fehler: »ConCommandBaseMgr« wurde
nicht deklariert
../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual void
CTier1AppSystem::Shutdown()':
../HL2SDK-TF2/public/tier1/tier1.h:104: Fehler: 'class ICvar' has no member
named 'UnlinkVariables'
../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual bool
CTier1AppSystem::RegisterConCommandBase(ConCommandBase*)':
../HL2SDK-TF2/public/tier1/tier1.h:113: Fehler: 'class ConCommandBase' has
no member named 'SetNext'
../HL2SDK-TF2/public/tier1/tier1.h:116: Fehler: 'class ICvar' has no member
named 'RegisterConCommandBase'
../HL2SDK-TF2/tier1/convar.cpp:18:40: tier1/convar_serverbounded.h: Datei
oder Verzeichnis nicht gefunden
../HL2SDK-TF2/tier1/convar.cpp: At global scope:
../HL2SDK-TF2/tier1/convar.cpp:384: Fehler: prototype for `characterset_t*
CCommand::DefaultBreakSet()' does not match any in class `CCommand'
../HL2SDK-TF2/public/tier1/convar.h:201: Fehler: candidate is: static
characterset_t* CCommand::DefaultBreakSet()
../HL2SDK-TF2/tier1/convar.cpp:384: Fehler: `characterset_t*
CCommand::DefaultBreakSet()' and `static characterset_t*
CCommand::DefaultBreakSet()' cannot be overloaded
../HL2SDK-TF2/tier1/convar.cpp:389: Fehler: prototype for `bool
CCommand::Tokenize(const char*, characterset_t*)' does not match any in
class `CCommand'
../HL2SDK-TF2/public/tier1/convar.h:186: Fehler: candidate is: bool
CCommand::Tokenize(const char*, characterset_t*)
../HL2SDK-TF2/tier1/convar.cpp: In function `void
ConVar_PrintDescription(const ConCommandBase*)':
../HL2SDK-TF2/tier1/convar.cpp:1165: Fehler: expected primary-expression vor
"const"
../HL2SDK-TF2/tier1/convar.cpp:1165: Fehler: expected `;' vor "const"
../HL2SDK-TF2/tier1/convar.cpp:1173: Fehler: `pBounded' undeclared (first
use this function)
make: *** [obj/plugin/tier1/convar.o] Fehler 1


I have replaced ALL files that we have on the FTP.

With friendly reguards

Ratman2000

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Wed

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-08 Thread ratman2000
Hello Mike,

i now have the following errors:

In file included from ../HL2SDK-TF2/tier1/convar.cpp:15:
../HL2SDK-TF2/public/tier1/characterset.h:22: Fehler: in Konflikt stehende
Deklaration »typedef struct characterset_s characterset_t«
../HL2SDK-TF2/public/tier1/convar.h:41: Fehler: »struct characterset_t«
hat eine vorherige Deklaration als »struct characterset_ts«
In file included from ../HL2SDK-TF2/tier1/convar.cpp:16:
../HL2SDK-TF2/public/tier1/utlbuffer.h: In member function `void
CUtlBuffer::ActivateByteSwappingIfBigEndian()':
../HL2SDK-TF2/public/tier1/utlbuffer.h:153: Fehler: `IsX360' undeclared
(first use this function)
../HL2SDK-TF2/public/tier1/utlbuffer.h:153: Fehler: (Each undeclared
identifier is reported only once for each function it appears in.)
../HL2SDK-TF2/public/tier1/utlbuffer.h: In member function `void
CUtlBuffer::GetTypeBin(T&) [with T = float]':
../HL2SDK-TF2/public/tier1/utlbuffer.h:629: Fehler: `IsX360' undeclared
(first use this function)
In file included from ../HL2SDK-TF2/tier1/convar.cpp:17:
../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual
InitReturnVal_t CTier1AppSystem::Init()':
../HL2SDK-TF2/public/tier1/tier1.h:95: Fehler: »ConCommandBaseMgr« wurde
nicht deklariert
../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual void
CTier1AppSystem::Shutdown()':
../HL2SDK-TF2/public/tier1/tier1.h:104: Fehler: 'class ICvar' has no member
named 'UnlinkVariables'
../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual bool
CTier1AppSystem::RegisterConCommandBase(ConCommandBase*)':
../HL2SDK-TF2/public/tier1/tier1.h:113: Fehler: 'class ConCommandBase' has
no member named 'SetNext'
../HL2SDK-TF2/public/tier1/tier1.h:116: Fehler: 'class ICvar' has no member
named 'RegisterConCommandBase'
../HL2SDK-TF2/tier1/convar.cpp:384: Fehler: prototype for `characterset_t*
CCommand::DefaultBreakSet()' does not match any in class `CCommand'
../HL2SDK-TF2/public/tier1/convar.h:201: Fehler: candidate is: static
characterset_t* CCommand::DefaultBreakSet()
../HL2SDK-TF2/tier1/convar.cpp:384: Fehler: `characterset_t*
CCommand::DefaultBreakSet()' and `static characterset_t*
CCommand::DefaultBreakSet()' cannot be overloaded
../HL2SDK-TF2/tier1/convar.cpp:389: Fehler: prototype for `bool
CCommand::Tokenize(const char*, characterset_t*)' does not match any in
class `CCommand'
../HL2SDK-TF2/public/tier1/convar.h:186: Fehler: candidate is: bool
CCommand::Tokenize(const char*, characterset_t*)
../HL2SDK-TF2/tier1/convar.cpp: In function `void
ConVar_PrintDescription(const ConCommandBase*)':
../HL2SDK-TF2/tier1/convar.cpp:1165: Fehler: expected primary-expression vor
"const"
../HL2SDK-TF2/tier1/convar.cpp:1165: Fehler: expected `;' vor "const"
../HL2SDK-TF2/tier1/convar.cpp:1173: Fehler: `pBounded' undeclared (first
use this function)
make: *** [obj/plugin/tier1/convar.o] Fehler 1


it seems that there missing declarations for IsX360 .
I think we need a new characterset.h becouse there is an conflict with
"typedef struct characterset_s characterset_tÂ"
its duplicate defined in convar.h "»struct characterset_t« has a previews
declaration as »struct characterset_ts«"

there is another error from ../HL2SDK-TF2/public/tier1/tier1.h:95: Error:
»ConCommandBaseMgr« wasnt declared
and: ../HL2SDK-TF2/public/tier1/tier1.h:104: Fehler: 'class ICvar' has no
member named 'UnlinkVariables'
and: ../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual bool
CTier1AppSystem::RegisterConCommandBase(ConCommandBase*)':
../HL2SDK-TF2/public/tier1/tier1.h:113: Fehler: 'class ConCommandBase' has
no member named 'SetNext'

And many other errors you can see. I hope you can give us the files thats
needed for this.

With friendly Reguards

Ratman2000


- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Monday, October 08, 2007 8:25 PM
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


You should make sure that you have installed VS 2005 SP1 as well as this
hotfix:

http://support.microsoft.com/?kbid=930198

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, October 08, 2007 5:52 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

Hello,

i now have many errors by compiling my plugin... I hope anybody can help me!

../HL2SDK-TF2/tier1/convar.cpp
In file included from ../HL2SDK-TF2/public/tier1/iconvar.h:21,
 from ../HL2SDK-TF2/public/tier1/convar.h:20,
 from ../HL2SDK-TF2/tier1/convar.cpp:13:
../HL2SDK-TF2/public/tier1/strtools.h:244: Fehler: wrong number of template
arguments (1, should be 2)
../HL2SDK-TF2/public/tier1/strtools.h:24: Fehler: provided

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-09 Thread ratman2000
/public/tier1/utlbuffer.h:153: Fehler: (Each undeclared

> identifier is reported only once for each function it appears in.)

> ../HL2SDK-TF2/public/tier1/utlbuffer.h: In member function `void

> CUtlBuffer::GetTypeBin(T&) [with T = float]':

> ../HL2SDK-TF2/public/tier1/utlbuffer.h:629: Fehler: `IsX360' undeclared

> (first use this function)

> In file included from ../HL2SDK-TF2/tier1/convar.cpp:17:

> ../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual

> InitReturnVal_t CTier1AppSystem::Init()':

> ../HL2SDK-TF2/public/tier1/tier1.h:95: Fehler: »ConCommandBaseMgr« wurde

> nicht deklariert

> ../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual void

> CTier1AppSystem::Shutdown()':

> ../HL2SDK-TF2/public/tier1/tier1.h:104: Fehler: 'class ICvar' has no
member

> named 'UnlinkVariables'

> ../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual bool

> CTier1AppSystem ConVarFlag>::RegisterConCommandBase(ConCommandBase*)':

> ../HL2SDK-TF2/public/tier1/tier1.h:113: Fehler: 'class ConCommandBase' has

> no member named 'SetNext'

> ../HL2SDK-TF2/public/tier1/tier1.h:116: Fehler: 'class ICvar' has no
member

> named 'RegisterConCommandBase'

> ../HL2SDK-TF2/tier1/convar.cpp:18:40: tier1/convar_serverbounded.h: Datei

> oder Verzeichnis nicht gefunden

> ../HL2SDK-TF2/tier1/convar.cpp: At global scope:

> ../HL2SDK-TF2/tier1/convar.cpp:384: Fehler: prototype for `characterset_t*

> CCommand::DefaultBreakSet()' does not match any in class `CCommand'

> ../HL2SDK-TF2/public/tier1/convar.h:201: Fehler: candidate is: static

> characterset_t* CCommand::DefaultBreakSet()

> ../HL2SDK-TF2/tier1/convar.cpp:384: Fehler: `characterset_t*

> CCommand::DefaultBreakSet()' and `static characterset_t*

> CCommand::DefaultBreakSet()' cannot be overloaded

> ../HL2SDK-TF2/tier1/convar.cpp:389: Fehler: prototype for `bool

> CCommand::Tokenize(const char*, characterset_t*)' does not match any in

> class `CCommand'

> ../HL2SDK-TF2/public/tier1/convar.h:186: Fehler: candidate is: bool

> CCommand::Tokenize(const char*, characterset_t*)

> ../HL2SDK-TF2/tier1/convar.cpp: In function `void

> ConVar_PrintDescription(const ConCommandBase*)':

> ../HL2SDK-TF2/tier1/convar.cpp:1165: Fehler: expected primary-expression
vor

> "const"

> ../HL2SDK-TF2/tier1/convar.cpp:1165: Fehler: expected `;' vor "const"

> ../HL2SDK-TF2/tier1/convar.cpp:1173: Fehler: `pBounded' undeclared (first

> use this function)

> make: *** [obj/plugin/tier1/convar.o] Fehler 1

>

>

> I have replaced ALL files that we have on the FTP.

>

> With friendly reguards

>

> Ratman2000

>

> - Original Message -

> From: "Mike Durand" <[EMAIL PROTECTED]>

> To: 

> Sent: Wednesday, October 03, 2007 3:06 AM

> 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

>> d

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-11 Thread ratman2000
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 ratman2000
Hello Spencer 'voogru' MacDonald,

Thanks for sharing that file with us!

With friendly Reguards

Ratman2000

- Original Message -
From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
To: 
Sent: Friday, October 12, 2007 7:30 PM
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


> 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
> > >>
> > >
> > >
> > > ___
> > > 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
> >
> >
> > ___
> > 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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Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-12 Thread ratman2000
Hello,

i now have a problem...

My plugin is designed to locate all Files in an own directory...
orangebox/tf/addons/RatMod

There are all files including the *.so file...
But the new Engine restricts us to locate the *.so file in the bin folder...

Is there a way to get the plugin back in the old folders?

And than, i have compiled the plugin fine, but the engine tells me, that he
cant load
the plugin:

Unable to load plugin "orangebox/tf/addons/RatMod/RatModSource_i486"

Unable to load plugin "RatModSource_i486"

I have added a Msg command to the Plugin_Load to see, when its loaded, but
it dont gets called...

Whats wrong?

With friendly Reguards

Ratman2000
- Original Message -
From: <[EMAIL PROTECTED]>
To: 
Sent: Friday, October 12, 2007 7:50 PM
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


> Hello Spencer 'voogru' MacDonald,
>
> Thanks for sharing that file with us!
>
> With friendly Reguards
>
> Ratman2000
>
> - Original Message -
> From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
> To: 
> Sent: Friday, October 12, 2007 7:30 PM
> Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>
>
> > 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: Tuesd

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-12 Thread ratman2000
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
> >>
> >
> >
> > ___
> > 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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Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-12 Thread ratman2000
Hello Mike,

we need this files:

public/filesystem_passthru.h
public/filesystem.h

And the file "reserved" is declared in!

With friendly Reguards

Ratman2000

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 11, 2007 9:33 PM
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


> 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
> >
>
>
> ___
> 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,
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Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-12 Thread ratman2000
Hello Mike,

thanks for the files!
I think there is a foult in utllinkedlist.h. I get the error that RESTRICT
isnt defined?
Can you fix that for us?

../HL2SDK-TF2/public/tier1/utllinkedlist.h:417: ERROR: expected
init-declarator vor "RESTRICT"
../HL2SDK-TF2/public/tier1/utllinkedlist.h:417: ERROR: expected `;' vor
"RESTRICT"
../HL2SDK-TF2/public/tier1/utllinkedlist.h: In member function `void
CUtlLinkedList::LinkBefore(I, I)':
../HL2SDK-TF2/public/tier1/utllinkedlist.h:685: ERROR: expected
primary-expression vor »*«
../HL2SDK-TF2/public/tier1/utllinkedlist.h:685: ERROR: `RESTRICT' undeclared
(first use this function)
../HL2SDK-TF2/public/tier1/utllinkedlist.h:685: ERROR: (Each undeclared
identifier is reported only once for each function it appears in.)
../HL2SDK-TF2/public/tier1/utllinkedlist.h:685: ERROR: expected `;' vor
"pNewElem"
../HL2SDK-TF2/public/tier1/utllinkedlist.h:688: ERROR: `pNewElem' undeclared
(first use this function)
../HL2SDK-TF2/public/tier1/utllinkedlist.h:705: ERROR: expected
primary-expression vor »*«
../HL2SDK-TF2/public/tier1/utllinkedlist.h:705: ERROR: expected `;' vor
"beforeElem"
../HL2SDK-TF2/public/tier1/utllinkedlist.h:706: ERROR: `beforeElem'
undeclared (first use this function)
../HL2SDK-TF2/public/tier1/utllinkedlist.h: In member function `void
CUtlLinkedList::Unlink(I)':
../HL2SDK-TF2/public/tier1/utllinkedlist.h:765: ERROR: expected
primary-expression vor »*«
../HL2SDK-TF2/public/tier1/utllinkedlist.h:765: ERROR: `RESTRICT' undeclared
(first use this function)
../HL2SDK-TF2/public/tier1/utllinkedlist.h:765: ERROR: expected `;' vor
"pOldElem"
../HL2SDK-TF2/public/tier1/utllinkedlist.h:769: ERROR: `pOldElem' undeclared
(first use this function)

With friendly reguards

Ratman2000

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, October 11, 2007 9:33 PM
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


> 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
> >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-07 Thread Ratman2000
Hello,

thats update is from 2006...
September 14, 2006, 9:00 am - Jason Ruymen

With friendly Reguards

Ratman2000

- Original Message -
From: "Kevin Ottalini" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, November 07, 2007 8:56 PM
Subject: Re: [hlcoders] SDK Update Available Tomorrow Morning


> Source SDK Update Released
> September 14, 2006, 9:00 am - Jason Ruymen
>
> Updates to the Source SDK have been released.
> The updates will be applied automatically when your Steam client is
> restarted.
>
> The specific changes include:
>
> Source SDK
> SDK shaders have been revamped
> Linux Dedicated Server Build now properly builds and links
> 'vbspinfo.exe' and 'splitskybox.exe' have been added to SDK
> 'mathlib' source code has been added to the Source SDK
> Procedural materials now working
>
>
> ___
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please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


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Re: [hlcoders] TF2 Plugin Compiles fine but cant be loaded?

2007-11-08 Thread Ratman2000
Hello,

a CS:S Plugin runs on EP1 SDK thats right... But i have now compiled it with
EP2 SDK.
I have telled that in my first mail!

All compiles without errors / warnings... So all is right...

But when i try to run it, it cant be loaded... but why???

There dont call Plugin::Load...

I have added a Msg( "Loaded\n" ); to the Load function to show whats wrong,
but
it dont get called...

With friendly Reguards

Ratman2000

- Original Message -
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 08, 2007 8:31 AM
Subject: Re: [hlcoders] TF2 Plugin Compiles fine but cant be loaded?


> Oh, My bad.
> Well, CSS isn't using orange box.
> So CSS Plugins are still ep1.
>
>
> On Nov 8, 2007 2:25 AM, Mark Chandler <[EMAIL PROTECTED]> wrote:
> > Mike released some files meaning plugins could be built
> >
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
> > Sergi
> > Sent: Thursday, November 08, 2007 4:18 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] TF2 Plugin Compiles fine but cant be loaded?
> >
> > The sdk source code hasn't been released?
> >
> > On Nov 8, 2007 1:53 AM, Ratman2000 <[EMAIL PROTECTED]> wrote:
> > > Hello,
> > >
> > > i have compiled my CS:S Plugin with the new SDK and all compiles
fine..
> > > No errors, no warnings...
> > >
> > > But in TF2 it dont loads
> > >
> > > Is there any trick to find out, why?
> > >
> > > I have added to the load function a Msg( "Loaded!\n" ); but its never
> > > called...
> > >
> > > So whats wrong?
> > >
> > > How have i to place the plugin and how have i to write the vdf right?
> > >
> > > Thanks!
> > >
> > > With friendly Reguards
> > >
> > > Ratman2000
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> >
> > --
> > -omega
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> > --
> > No virus found in this incoming message.
> > Checked by AVG Free Edition.
> > Version: 7.5.503 / Virus Database: 269.15.24/1117 - Release Date:
11/7/2007
> > 10:52 PM
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
>
> --
> -omega
>
> ___
> 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] TF2 Plugin Compiles fine but cant be loaded?

2007-11-07 Thread Ratman2000
Hello,

i have compiled my CS:S Plugin with the new SDK and all compiles fine..
No errors, no warnings...

But in TF2 it dont loads

Is there any trick to find out, why?

I have added to the load function a Msg( "Loaded!\n" ); but its never
called...

So whats wrong?

How have i to place the plugin and how have i to write the vdf right?

Thanks!

With friendly Reguards

Ratman2000


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Re: [hlcoders] TF2 Plugin Compiles fine but cant be loaded?

2007-11-08 Thread Ratman2000
Hello,

thanks for your replays!
Yes, i have compiled with the headers from mike.

Yes, he telled me "unable to load ."
What file was missed by linking? Can you tell me, what you have done to
get it working?

Thanks!

With friendly Reguards

Ratman2000

- Original Message -
From: "Keeper" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 08, 2007 3:27 PM
Subject: RE: [hlcoders] TF2 Plugin Compiles fine but cant be loaded?


> I've written 2 plugins for the orange box so far and it does work.
>
> Nothing has changed in the VDF format.
> "Plugin"
> {
> "file" "../tf/addons/plugin_name"
> }
>
> You must use the headers that Mike provided for us.
>
> Are you getting the message "unable to load ." in the console right
> after you start the server?
> I had a problem in linux where a file wasn't getting linked properly from
> tier1_i468.a and while it showed that it compiled properly, and ldd -d
gave
> me no errors, the console gave me errors that pointed me in the direction
of
> where the problem was.
>
> Keeper
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
> Sergi
> Sent: Thursday, November 08, 2007 6:46 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] TF2 Plugin Compiles fine but cant be loaded?
>
> okay but are you using the headers and stuff htat mike posted last
> month? or did you unpack source code from the "Create a mod" wizarD?
> if you exported code from the create a mod wizard.. it's exporting EP1
> engine code..
>
>
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Tony
> "omega"
> > > > Sergi
> > > > Sent: Thursday, November 08, 2007 4:18 PM
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: Re: [hlcoders] TF2 Plugin Compiles fine but cant be loaded?
> > > >
> > > > The sdk source code hasn't been released?
> > > >
> > > > On Nov 8, 2007 1:53 AM, Ratman2000 <[EMAIL PROTECTED]> wrote:
> > > > > Hello,
> > > > >
> > > > > i have compiled my CS:S Plugin with the new SDK and all compiles
> > fine..
> > > > > No errors, no warnings...
> > > > >
> > > > > But in TF2 it dont loads
> > > > >
> > > > > Is there any trick to find out, why?
> > > > >
> > > > > I have added to the load function a Msg( "Loaded!\n" ); but its
> never
> > > > > called...
> > > > >
> > > > > So whats wrong?
> > > > >
> > > > > How have i to place the plugin and how have i to write the vdf
> right?
> > > > >
> > > > > Thanks!
> > > > >
> > > > > With friendly Reguards
> > > > >
> > > > > Ratman2000
>
>
>
> ___
> 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 Compiles fine but cant be loaded?

2007-11-08 Thread Ratman2000
Hello,

its only linux... The plugin cant be compiled on windows without massive
changes...

So i try to debug it on linux!
Thanks!

With friendly Reguards

Ratman2000
- Original Message -
From: "Keeper" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, November 08, 2007 10:05 PM
Subject: RE: [hlcoders] TF2 Plugin Compiles fine but cant be loaded?


> In my case it was something I was using from the tier1 directory, again
this
> was linux.  The first step would be to get it working in windows.
>
> The best bet is to debug the project from Visual Studio and see why the
> ::Load method is failing you.
>
> Keeper
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> Sent: Thursday, November 08, 2007 2:55 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] TF2 Plugin Compiles fine but cant be loaded?
>
> Hello,
>
> thanks for your replays!
> Yes, i have compiled with the headers from mike.
>
> Yes, he telled me "unable to load ."
> What file was missed by linking? Can you tell me, what you have done to
> get it working?
>
> Thanks!
>
> With friendly Reguards
>
> Ratman2000
>
>
>
> ___
> 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] (no subject)

2005-03-04 Thread Ratman2000
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,

i have written an Server Plugin and now i have seen, that the Server Crashs.

Than i have cutted off all my Funktions so that the Plugin nothing do...

But with this empty plugin the Server crashs again...

Its an Linux Dedicated Server...

Its there an CS:S Server bug ?

THX
--



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[hlcoders] Server-Plugins Crashing the Server ?

2005-03-04 Thread Ratman2000
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,

i have written an Server Plugin and now i have seen, that the Server Crashs.

Than i have cutted off all my Funktions so that the Plugin nothing do...

But with this empty plugin the Server crashs again...

Now i have compiled the new Server_plugin_empty from the SDK
excluded the bot function... But the same... max 5 Hours than the server crashs

Any Ideas ?

Its an Linux Dedicated Server...

Its there an CS:S Server bug ?

THX
--



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[hlcoders] Server Crashs with Plugin?

2005-03-06 Thread Ratman2000
Hi,
i have compiled the serverplugin_empty and have runned on my server...
Thats all fine but when i play with other player the server crashs on random
times...
5 hours 2 hours 1 min 6 hours The time is every time random
Its there an bug on the Dedicated Server ?
I have tested it on an Linux 64 Slot public Server... using i486.
I hope anybody can help me !
THX

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Re: [hlcoders] Server Crashs with Plugin?

2005-03-06 Thread Ratman2000
I have yust compiled the plugin... No changes
Can you send me an clean plugin example what do nothing but dont crashs the
server please ?
to [EMAIL PROTECTED]
THX !!!

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[hlcoders] Server Crashs by using Serverplugin_empty... ???

2005-03-08 Thread Ratman2000
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,

i have compiled the Serverplugin_empty and only have cutted out the Bot run 
funktion in GameFrame

It runs all beautifull... But after ca 5 hours and more than 1000 Players the 
Server crashs...

The Server has 64 Slots...

Any Ideas ?

Can Anybody send me an simple blank Serverplugin so that i can look the code to 
find errors ?

THX

Ratman2000
--



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[hlcoders] Server Crashs by using Serverplugin_empty... ???

2005-03-08 Thread Ratman2000
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,

i have compiled the Serverplugin_empty and only have cutted out the Bot run 
funktion in GameFrame

It runs all beautifull... But after ca 5 hours and more than 1000 Connections 
(over the time) the Server crashs...

The Server has 64 Slots...

Any Ideas ?

Can Anybody send me an simple blank Serverplugin so that i can look the code to 
find errors ?

[EMAIL PROTECTED]

THX

Ratman2000
--



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Re: [hlcoders] Server Crashs by using Serverplugin_empty... ???

2005-03-10 Thread Ratman2000
Hi,
in the Serverplugin_empty isnt an file operation in this routines
:(
Any ideas ?
THX
- Original Message -
From: "Ronny Schedel" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, March 10, 2005 10:47 AM
Subject: Re: [hlcoders] Server Crashs by using Serverplugin_empty... ???

If so, remove all file operations in
ClientConnect
ClientActive
ClientPutInServer
This will cause problem like yours.
Greets
Ronny

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,
i have compiled the Serverplugin_empty and only have cutted out the Bot
run funktion in GameFrame
It runs all beautifull... But after ca 5 hours and more than 1000
Connections (over the time) the Server crashs...
The Server has 64 Slots...
Any Ideas ?
Can Anybody send me an simple blank Serverplugin so that i can look the
code to find errors ?
[EMAIL PROTECTED]
THX
Ratman2000
--

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Re: [hlcoders] Server Crashs by using Serverplugin_empty... ???

2005-03-10 Thread Ratman2000
I Currently have seen, that
the Source SDK on my Server dont was the newest...
I have now copied the newest SDK and now i think the bug where fixed...
THX for helps !
- Original Message -
From: "Ronny Schedel" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, March 10, 2005 12:32 PM
Subject: Re: [hlcoders] Server Crashs by using Serverplugin_empty... ???

The original serverplugin_empty should work fine without
any problems. Compile it on the same operating system
as your server runs.
Greets
Ronny

Hi,
in the Serverplugin_empty isnt an file operation in this routines
:(
Any ideas ?
THX
- Original Message -
From: "Ronny Schedel" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, March 10, 2005 10:47 AM
Subject: Re: [hlcoders] Server Crashs by using Serverplugin_empty... ???

If so, remove all file operations in
ClientConnect
ClientActive
ClientPutInServer
This will cause problem like yours.
Greets
Ronny

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,
i have compiled the Serverplugin_empty and only have cutted out the Bot
run funktion in GameFrame
It runs all beautifull... But after ca 5 hours and more than 1000
Connections (over the time) the Server crashs...
The Server has 64 Slots...
Any Ideas ?
Can Anybody send me an simple blank Serverplugin so that i can look the
code to find errors ?
[EMAIL PROTECTED]
THX
Ratman2000
--

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