[hlcoders] AddToFullPack(...) question...

2004-02-13 Thread Kyle
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I edited this function to allow for players info to be sent regardless of line of sight for a client side radar I coded a while ago. However I did not realize this would in turn force the client to dra

RE: [hlcoders] AddToFullPack(...) question...

2004-02-13 Thread Alfred Reynolds
Cstrike uses a separate message to send this information. Not all players made be in your PVS so you don't know were everyone is. AddToFullPack() is currently called num_players*num_map_entities per frame, so adding anything extra in here is expensive (I am doing some optimisation work right now to

Re: [hlcoders] Restricted player slots

2004-02-13 Thread Matt
thats the point tho, if the server had a max_public_players and max_players cs would know not to let you on if you havnt got a password registed for that server, as for sv_maxvisibleplayers i didnt know that existed so my post is invalid - Original Message - From: "Florian Zschocke" <[EMAI

Re: [hlcoders] AddToFullPack(...) question...

2004-02-13 Thread Jeffrey \"botman\" Broome
Alfred Reynolds wrote: Cstrike uses a separate message to send this information. Not all players made be in your PVS so you don't know were everyone is. AddToFullPack() is currently called num_players*num_map_entities per frame, so adding anything extra in here is expensive (I am doing some optimis

[hlcoders] STEAM Update and messing up bots (Again)

2004-02-13 Thread S. Hendriks
Although with good intentions to fix stuff for bots, Valve did it again and broke bot support. I see the bit flags are now working again, thats very nice. Although it does not matter anymore for any bot author on CS as we adapted our own fix a lng time ago. Nevertheless we switch back to ensur

Re: [hlcoders] STEAM Update and messing up bots (Again)

2004-02-13 Thread Jeffrey \"botman\" Broome
S. Hendriks wrote: Suggestion: - When releasing fixes for bots, TEST THEM FIRST. Wait, let me rephrase that: - When releasing ANYTHING, TEST IT FIRST (and ofcourse, with everything. Run a bot server, run a metamod server) Actually, it's not really Valve's responsibility to test a server with Metam

RE: [hlcoders] STEAM Update and messing up bots (Again)

2004-02-13 Thread S. Hendriks
I do see your point, but i don't really agree with that. I understand that changes can break things, but fixes should not! Let me paste here exactly what the STEAM Update says: - Cstrike FL_FAKECLIENT fix (3rd-party bots should work fine in cstrike once more) This is partially true! FL_FAKECLIENT

RE: [hlcoders] STEAM Update and messing up bots (Again)

2004-02-13 Thread Deadman Standing
AAAHHH, Isn't the testing the responsibility of the bot maker? Isn't maintenance the responsibility of the bot maker? Why the heck would Valve waist money and time testing software they don't develop. The last thing I would ever want is valve to hold off a release because they have to test third pa

RE: [hlcoders] STEAM Update and messing up bots (Again)

2004-02-13 Thread BuzzKill
I don't think the true point of contention here is whether or not Valve should or shouldn't test 3rd party apps. It's when Valve makes a statement like this and it turns out to be incorrect... "- Cstrike FL_FAKECLIENT fix (3rd-party bots should work fine in cstrike once more)" I guess the key wo

Re: [hlcoders] STEAM Update and messing up bots (Again)

2004-02-13 Thread Florian Zschocke
Jeffrey "botman" Broome wrote: Actually, it's not really Valve's responsibility to test a server with Metamod, AdminMOD, AMX, bots or any other type of plugin. Hmm, I'm not so sure about that anymore. I would normally agree with you there, but Valve is moving from an application to a platfprm with

RE: [hlcoders] STEAM Update and messing up bots (Again)

2004-02-13 Thread Alfred Reynolds
Cstrike now uses a hash table in the mod to cache calls to pfnFindEntityByString(), so you won't be able to intercept them any longer. You could intercept pfnMessageBegin(), the following set of calls should be unique to round start: // reset all players health for HLTV MESSAGE_BEG

Re: [hlcoders] STEAM Update and messing up bots (Again)

2004-02-13 Thread tei
Florian Zschocke escribió: Jeffrey "botman" Broome wrote: Actually, it's not really Valve's responsibility to test a server with Metamod, AdminMOD, AMX, bots or any other type of plugin. Hmm, I'm not so sure about that anymore. I would normally agree with you there, but Valve is moving from an

[hlcoders] pfnRemoveEntity

2004-02-13 Thread tcwhome
I'm hooking (*g_engfuncs.pfnRemoveEntity) => void RemoveEntity (edict_t *e) in Metamod and have noticed that it does nothing. The trace plugin also fails to register any results for RemoveEntity (with proper tracers set). I've tried directly calling REMOVE_ENTITY numerous times and the hooks d