Re: [hlcoders] Question about Precaching in Source.

2005-02-28 Thread Draco
He means if the map uses models etc too. Isn't there a way to include
all that stuff into a bsp now?


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Draco
Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net

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Re: [hlcoders] Question about Precaching in Source.

2005-02-28 Thread Lance Vorgin
Hook the filesystem's read funcs, look for it reading a .res file, and
fake append your files to be sent to it. Muh :/

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Re: [hlcoders] Question about Precaching in Source.

2005-02-28 Thread Jeffrey \botman\ Broome
Lance Vorgin wrote:
Hook the filesystem's read funcs, look for it reading a .res file, and
fake append your files to be sent to it. Muh :/
Heh-heh!
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Jeffrey botman Broome
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RE: [hlcoders] Question about Precaching in Source.

2005-02-28 Thread Spencer 'voogru' MacDonald
That's killing a flea with a thermonuclear bomb.

I was in the process of doing that, but it doesn't make sense why its not
like that in the first place :S.

- voogru.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Lance Vorgin
Sent: Monday, February 28, 2005 6:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Question about Precaching in Source.

Hook the filesystem's read funcs, look for it reading a .res file, and
fake append your files to be sent to it. Muh :/

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Re: [hlcoders] Question about Precaching in Source.

2005-02-28 Thread Daniel Jennings
It'd probably be easier to find out what the server is doing with the
inputted .res file, and calling that function inside of your server plugin,
no?

- Original Message - 
From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, February 28, 2005 6:24 PM
Subject: RE: [hlcoders] Question about Precaching in Source.


 That's killing a flea with a thermonuclear bomb.

 I was in the process of doing that, but it doesn't make sense why its not
 like that in the first place :S.

 - voogru.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Lance Vorgin
 Sent: Monday, February 28, 2005 6:04 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Question about Precaching in Source.

 Hook the filesystem's read funcs, look for it reading a .res file, and
 fake append your files to be sent to it. Muh :/

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Re: [hlcoders] Question about Precaching in Source.

2005-02-28 Thread Lance Vorgin
To me it's a choice between hooking an exposed, globally accessible
interface func, or rooting through the engine for some func that will
move every update and differs on every platform, then figuring out the
proto and calling it correctly somehow. Bleh D:

In theory it's pretty simple, and I can envision those hooks being
useful to have anyway

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Re: [hlcoders] Question about Precaching in Source.

2005-02-27 Thread Andrew Foss
because it's annoying to play a game of CS and have it sound like UT,
q3, and a mash of a few movies and TV shows.

Seriously, how often will the sound be used, and would it _really_ add
something useful to the game? Every server adds the same damn doh
and multikill sound sets, but they invariably have different names.
I don't want an 800mb /sound/ folder like I did in the last days of
CS, and I sure as hell don't want to download the same frigging files
every time I connect to another server (I have steam on a drive just
big enough to hold it and a couple other games.)

Besides, you haven't got a license to freely distribute most of those
files, correct? You really don't want iD and Digital Extremes, not to
mention Matt Groening, to sue you, do you?


On Thu, 24 Feb 2005 17:15:07 -0500, Spencer 'voogru' MacDonald
[EMAIL PROTECTED] wrote:
 Back in the good ole days of HL1, when you precached a file from the server,
 this file was automatically added to some sort of list that when a client
 connects, and he does not have the precached file, the server would send it
 to him, or have him download it from the sv_downloadurl.
 
 Automatically.
 
 Now, in Source, if we want to add a sound, or a model, using a server side
 mod, we have to go make res files for each different map in order for the
 resources to be sent to the client.
 
 If the server has a lot of maps, and we decide to add, say, a sound file
 that players hear when someone says doh!, now we have to go to every res
 file and add the sound file.
 
 Rather annoying.
 
 What was wrong with precached files automatically being sent to the client
 when the server precaches a resource? Why isn't it like this in Source?
 
 If the server precaches a file, chances are the client is going to need it,
 right?
 
 - voogru.
 
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