RE: [hlcoders] loading times

2004-12-07 Thread covert
The buy over steam version loads faster too because of no cd check. Any chance for a patch for us retail modders ? :) My wife just came home with HL2 one day.I would of got it over steam otherwise. On Mon, 6 Dec 2004 23:23:07 -0800, Alfred Reynolds wrote: > The "Edit and Continue" feature of MSVC

RE: Re[2]: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread McCormack, Chris
I am not an employee or affiliated with Valve in anyway. Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Vyacheslav Djura Sent: 06 December 2004 16:26 To: McCormack, Chris Subject: Re[2]: [hlcoders] sourcesdk.gcf question Hello Chris, Monday, Decemb

RE: [hlcoders] Gmail & Mailing Lists

2004-12-07 Thread McCormack, Chris
You can group your emails in outlook by conversation topic. Makes reading posts a lot easier. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of John Carr Sent: 04 December 2004 19:40 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Gmail & Mailing Lists i have

Re: [hlcoders] loading times

2004-12-07 Thread Teddy
your wife is so lovely, covert ;) and so is your cute little puppy dog! On Tue, 7 Dec 2004 18:10:39 +1000, covert <[EMAIL PROTECTED]> wrote: > The buy over steam version loads faster too because of no cd check. > Any chance for a patch for us retail modders ? :) > > My wife just came home with H

Re: Re[2]: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread Dan Partelly
I think Valve fucked up in many ways with their Steam and imposig it as a gaming platform. Apart from the fact is still buggy, it's slow , "preparing to play Half Life 2" takes ages, takes away version controlling from you, I want to downlaod patches myself, and have them on my HDD , so I can insta

Re: [hlcoders] loading times

2004-12-07 Thread Adam \"amckern\" Mckern
U can prob by now find a nocd at mega, or bugs, check them, and see if they do = http://ammahls.com __ Do you Yahoo!? Read only the mail you want - Yahoo! Mail SpamGuard. http://promotions.yahoo.com/new_mail ___ T

Re: Re[2]: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread Teddy
I, on the other-hand disagree. Steam has been lovely for me, and it offers lots to modders... maybe more in the future. Who could possibly be against the worlds first online game distribution system? It could be a boon to garage games makers. Or living room, in my case. Anywhoo, i think it worked

Re: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread Jeff 'Kuja' Katz
Ever tried debugging steam? Ever had a mod break when a minor update was slipstreamed? I don't like to bite the hand that feeds, but steam is *not* modder friendly. Yeah. -Kuja Teddy wrote: I, on the other-hand disagree. Steam has been lovely for me, and it offers lots to modders... maybe more in t

Re: Re[2]: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread Dan Partelly
It is certainly not the world's first online game distribution system. There are others in existence, which distribute games online. Steam do have advantages, I give you that, and you are right saying it can be a boon for small mod developers. But Steam could exist as a service, not as a gaming p

[hlcoders] Sound precaching does not work!

2004-12-07 Thread Ronny Schedel
Environment: linux, serverplugin, Counterstrike + HL2MP IEngineSound::IsSoundPrecached() and IEngineSound::PrecacheSound() return always true, regardless of the parameters (also for missing sounds). Sounds will not precached. This needs to be fixed ASAP. Greets Ronny ___

Re: [hlcoders] Sound precaching does not work!

2004-12-07 Thread Marcelo Bezerra
Where are you calling PrecacheSound() from? On Tue, 2004-12-07 at 14:38 +0100, Ronny Schedel wrote: > Environment: linux, serverplugin, Counterstrike + HL2MP > > IEngineSound::IsSoundPrecached() and > IEngineSound::PrecacheSound() return always true, > regardless of the parameters (also for missin

Re: [hlcoders] loading times

2004-12-07 Thread covert
Mega does have them but I am not keen on using them. I would rather have a lagit way to do with the retail version what you already can with the downloaded version. On Tue, 7 Dec 2004 02:50:53 -0800 (PST), Adam \"amckern\" Mckern wrote: > U can prob by now find a nocd at mega, or bugs, check > the

Re: [hlcoders] Sound precaching does not work!

2004-12-07 Thread Ronny Schedel
I tried it in ServerActive and in LevelInit, same result. I dont get any warnings like "late precache" etc. Greets Ronny Where are you calling PrecacheSound() from? On Tue, 2004-12-07 at 14:38 +0100, Ronny Schedel wrote: Environment: linux, serverplugin, Counterstrike + HL2MP IEngineSound::IsSound

Re: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread tei
HEe... Normal users NEED a automatic patch system. Like windowsupdate, or steam. ME, you and powers users dont need that, and hate that, but we are less than 8% of users* As a "windowsupdate" alike tool, Steam work ok. Ok, Its somewhat slow starting games for some reason, but works. And yes, we, th

[hlcoders] RE: [hlcoders]:[Grossly OT] sourcesdk.gcf question

2004-12-07 Thread Rice, Rick
This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. -- [ Picked text/plain from multipart/alternative ] I concur 100%. Steam, while extremely shaky at first, has become a great medium. I think Dan's biggest gripe i

Re: [hlcoders] RE: [hlcoders]:[Grossly OT] sourcesdk.gcf question

2004-12-07 Thread Vyacheslav Djura
Hello Rick, Tuesday, December 7, 2004, 6:00:24 PM, you wrote: RR> If you want to blame someone, blame the crackers, RR> cheat writers, and cheaters who have abused and hurt this community as a RR> whole, not VALVe. As everyone VALVe want to make more money and their solution is Steam - why have so

Re: [hlcoders] RE: [hlcoders]:[Grossly OT] sourcesdk.gcf question

2004-12-07 Thread Vyacheslav Djura
Hello Rick, Tuesday, December 7, 2004, 6:00:24 PM, you wrote: RR> If you want to blame someone, blame the crackers, RR> cheat writers, and cheaters who have abused and hurt this community as a RR> whole, not VALVe. As everyone VALVe want to make more money and their solution is Steam - why have so

Re: [hlcoders] RE: [hlcoders]:[Grossly OT] sourcesdk.gcf question

2004-12-07 Thread Dan Partelly
Rick, Im on cable modem, but I have limted band / month. So I try to conserve as much as I can from it. So why should I have to download stuff to play my copy ? >> reacting to those individuals abuse Valve's direction with Steam is going back way before Hl2 problems. >>If you want to blame some

RE: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread Deadman Standing
I hate to reply to these threads as they never go anywhere, but I do have to say, that: "Ever tried debugging steam?" Steam, no I don't have the source to steam. If you are talking about a mod of HL running under steam, then yes, every day. If your debugger is setup properly it is very easy.

Re: [hlcoders] RE: [hlcoders]:[Grossly OT] sourcesdk.gcf question

2004-12-07 Thread Childe Roland
> -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Teddy > Sent: Tuesday, December 07, 2004 7:03 AM > To: [EMAIL PROTECTED] > Subject: Re: Re[2]: [hlcoders] sourcesdk.gcf question > > I, on the other-hand disagree. Steam has been lovely for me, and it >

RE: [hlcoders] Sound precaching does not work!

2004-12-07 Thread Alfred Reynolds
Precaching sounds is a client function, not a server ability. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Tuesday, December 07, 2004 5:56 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Sound precaching does not work! > I

Re: [hlcoders] Sound precaching does not work!

2004-12-07 Thread Ronny Schedel
In HL1 I could precache sound, models and sprites in a server plugin. Serverside precaches didnt needed a RES file, it was a great advantage. Greets Ronny Precaching sounds is a client function, not a server ability. - Alfred ___ To unsubscribe, edit yo

RE: [hlcoders] Sound precaching does not work!

2004-12-07 Thread Josh
So it's not possible to precache files from the server? Will this eventually be added? Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Tuesday, December 07, 2004 2:46 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Sound precach

RE: [hlcoders] Sound precaching does not work!

2004-12-07 Thread Alfred Reynolds
Sorry, I should have been more precise. The IEngineSound::PrecacheSound() function provided by the IENGINESOUND_CLIENT_INTERFACE_VERSION interface is a client only interface. On a server you need to use the IENGINESOUND_SERVER_INTERFACE_VERSION interface (same member function). You should do this b

[hlcoders] Using UTIL_ and te_ functions

2004-12-07 Thread Josh
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone had any luck being able to use these server side? To create effects that will be sent to the client. I couldn't figure it out if my life depended on it. I'm just curious if anyone has had

[hlcoders] Entity models and player velocity

2004-12-07 Thread Ronny Schedel
Evironment: linux, serverplugin, Counterstrike Source 1. Entity models I want to change a model of an entity. What I have seen, there are only GetModel functions (ICollideable, IVModelInfo). Does anyone know how to change a model of an entity? 2. Player velocity I want to add some velocity to a pla

Re: [hlcoders] Gmail & Mailing Lists

2004-12-07 Thread ZoMtEc
outlook sux ;) On Tue, 7 Dec 2004 09:02:41 -, McCormack, Chris <[EMAIL PROTECTED]> wrote: > You can group your emails in outlook by conversation topic. Makes reading > posts a lot easier. > > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] Behalf Of John

Re: [hlcoders] Sound precaching does not work!

2004-12-07 Thread Ronny Schedel
!(enginesound = (IEngineSound*)interfaceFactory(IENGINESOUND_SERVER_INTERFACE_VERSION, NULL)) || It does not work. Greets Ronny Sorry, I should have been more precise. The IEngineSound::PrecacheSound() function provided by the IENGINESOUND_CLIENT_INTERFACE_VERSION interface is a client only interf

Re: [hlcoders] Plugin supported Interface Factories...

2004-12-07 Thread Jeffrey \"botman\" Broome
Ronny Schedel wrote: Did you tried IServerGameClients::GetPlayerState()? There are some angles too... I dont know, maybe it helps you. Using IServerGameClients didn't help either. It looks like the only way to get the 'origin' and 'angles' of players via a plugin is to access the GetAbsOrigin() and

Re: [hlcoders] Using UTIL_ and te_ functions

2004-12-07 Thread Ronny Schedel
You have to write your own UTIL-functions. Example: UTIL_Spark, UTIL_Beam : use the IEffects interface. You cant use these functions without rewriting in a server plugin. I am searching this SetModel-thing too... Greets Ronny This is a multi-part message in MIME format. -- [ Picked text/plain from

RE: [hlcoders] Plugin supported Interface Factories...

2004-12-07 Thread Hendrik \"Punisher\" Leppkes
If you figure out howto access the CBasePlayer, do tell :) I have been trying to for the last two days .. Anyone knows if its possible at all ? -- Punisher -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey "botman" Broome Sent: Tuesday, December 07

RE: [hlcoders] Sound precaching does not work!

2004-12-07 Thread Alfred Reynolds
PrecacheSound() will not cause the file to be downloaded to the client (it just causes the client to try to precache it if it exists on disk). We will investigate having it trigger a download also. In the mean time you will need to use maps reslists to enforce the files existence on clients. - Alf

Re: [hlcoders] Finally a coding wiki!

2004-12-07 Thread Ben Davison
Before you click the "I agree" link, please read a few things first... 1)We are not a warez site, so do not treat it like one. We do not supply illegal files, we don't link to illegal files. Please do not request them, you will just end up being banned. >From the join link. On Mon, 6 Dec 2004 1

RE: [hlcoders] Using UTIL_ and te_ functions

2004-12-07 Thread Thomas Dimson
Things as simple as UTIL_Smoke do not even seem to function on the server side for me. I've tried almost anything to get a particle/smoke/sprite effect of smoke for testing purposes but I have no succeeded in anything. I'm starting to think that thirdperson does not show certain effects or somethin

Re: [hlcoders] Using UTIL_ and te_ functions

2004-12-07 Thread Marcelo Bezerra
Take a look at this: http://www.hl2coding.com/forums/viewtopic.php?t=31 I posted an example on how to Spark() and EmitSound() from a plugin :) Josh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone had any luck being able to use these

Re: [hlcoders] Using UTIL_ and te_ functions

2004-12-07 Thread Ronny Schedel
The effects in IEffects are all working in counterstrike and hl2mp. The only wierd thing are different locations for some effects. With the same origin vector, effects like smoke, dust and energy splash are on different locations. smoke, sparks and energy splash seems to be on the same locations wi

Re: [hlcoders] Using UTIL_ and te_ functions

2004-12-07 Thread Jeffrey \"botman\" Broome
Ronny Schedel wrote: Vector direction = origin + Vector(0, 0, 100); The server shows some warnings, it tells me, x and y are out of range, but the effect is shown. Wierd :\ I would have thought the direction would be a normalized vector (i.e. length = 1.0). Maybe you should normalize the 'directio

RE: [hlcoders] Using UTIL_ and te_ functions

2004-12-07 Thread Josh
What do you mean I'll have to write my own UTIL_Beam functions? So if I wanted to do UTIL_SetSize, UTIL_SetOrigin, UTIL_ShowMessageAll, UTIL_ScreenFade, etc I will have to write these myself? How? Thanks, Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Be

Re: [hlcoders] loading times

2004-12-07 Thread Christopher McArthur
So If I start the game with the debugger, on game launch and level launch I am greeted with tens of thousands of "First-chance exception" spamming my output->debug window and making the game take up to 5 minutes to load sometimes.. Surely, Valve did not have this problem.. Im curious, does everyone

Re: [hlcoders] loading times

2004-12-07 Thread Jeffrey \"botman\" Broome
Christopher McArthur wrote: So If I start the game with the debugger, on game launch and level launch I am greeted with tens of thousands of "First-chance exception" spamming my output->debug window and making the game take up to 5 minutes to load sometimes.. It sounds like you have some exceptions

Re: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread Ruari O'Sullivan
I liked how the patch rolling out HL2DM stopped all Steam programs - including HL2 SP and Codename: Gordon - from working entirely for several hours for a number of users. Seemed like a good quarter or more. There's a reason why companies looking at corporate auto-patching systems always insist on

Re: [hlcoders] Using UTIL_ and te_ functions

2004-12-07 Thread Ronny Schedel
I tried that before, but have'nt got any visual results. Anyways, its working now without any warnings. Thanks for your hint. Greets Ronny I would have thought the direction would be a normalized vector (i.e. length = 1.0). Maybe you should normalize the 'direction' vector before creating the eff

RE: [hlcoders] loading times

2004-12-07 Thread Taylor Sherman
There will be a bunch of these coming from Steam.dll -- however, even though the sheer number is high, it shouldn't really cause that much delay in the debugger. The output window is capabale of spamming pretty fast. :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] O

Re: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread r00t 3:16
The reason steam is slow is because it has to decrypt the gcf files which have the models / textures / sounds for the game. Look in the hl2 folder it is basically bare. These gcf files are 200megs and over. That takes a little to decrypt. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Mes

Re: [hlcoders] Plugin supported Interface Factories...

2004-12-07 Thread Ronny Schedel
Hmm, I get valid results (non zero) for CPlayerState::v_angle. You can get the origin from ICollideable::GetCollisionOrigin(). Greets Ronny Using IServerGameClients didn't help either. It looks like the only way to get the 'origin' and 'angles' of players via a plugin is to access the GetAbsOrigin(

Re: [hlcoders] Plugin supported Interface Factories...

2004-12-07 Thread Jeffrey \"botman\" Broome
Ronny Schedel wrote: Hmm, I get valid results (non zero) for CPlayerState::v_angle. You can get the origin from ICollideable::GetCollisionOrigin(). Ah! Okay, I was grepping for "angles" not "angle". I notice that 'kills' and 'deaths' is in there too! -- Jeffrey "botman" Broome ___

RE: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread Alfred Reynolds
No it doesn't, the data on disc is unencrypted. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Tuesday, December 07, 2004 4:33 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] sourcesdk.gcf question > The reason steam is slow is b

Re: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread Dan Partelly
Really ? Thats why steam is slow? Thx for letting me know. gcf files are file containers, mounted by steam as pseudo-file system. Access to them shouldnt be much slower then , let's say, q3 pk3. Dan - Original Message - From: "r00t 3:16" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent:

Re: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread r00t 3:16
That was my mistake... I was reading something else and got them confused, sorry about that... . r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Dan Partelly" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, December 07, 2004 8:22 PM Subject: Re: [hlcoders]

[hlcoders] red color like in hl2dm death in server plugin?

2004-12-07 Thread john smith
Is it possible to use the effect it gives you when you die in a server plugin? Where your whole screen turns red but you can still see fine. Would this be possible, for example you could have the option to become a zombie after you die but your screen would still be red the whole time. _

[hlcoders] UserMessage? Ahh!

2004-12-07 Thread Manip
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Please, I just spent four hours trying and I can't figure out how to make a usermessage. I want to get_type for a text message using usermessage->get_type(const char ) or something like that, then I

Re: [hlcoders] UserMessage? Ahh!

2004-12-07 Thread Skyler York
Have you taken a look at the programmer's documention for network messenging? They describe in pretty good detail more than once how to create user messages, both in general and specifically for HUD elements. No where do you ever touch a bf_write, you make use of the classic WRITE_BYTE, etc. On

Re: [hlcoders] UserMessage? Ahh!

2004-12-07 Thread Manip
Sorry if I wasn't clear, this is for a server-plugin. We don't have access to those headers without dependency hell. - Original Message - From: "Skyler York" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, December 08, 2004 4:24 AM Subject: Re: [hlcoders] UserMessage? Ahh! Have

[hlcoders] Engine Error: Module server.dll is a debug build

2004-12-07 Thread Don Alvarez
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Time for yet another "debug problems" thread: When I launch my mod, I get an alert box that says "Engine Error: Module server.dll is a debug build." Clicking "OK" brings up another alert box which c

[hlcoders] Localization Files Issue

2004-12-07 Thread Skyler York
In regards to the localization files under the /resources directory, I'm having trouble getting Source to read the tokens from any of these language files. The SDK documentation for VGUI2 states that the filename should be in the format modname_language.txt, which is what I have, however token str

RE: [hlcoders] Localization Files Issue

2004-12-07 Thread Alfred Reynolds
Have you defined the "HL2_RPG" string (note the lack of the # !) in your _english.txt file? Note that hl2_english.txt will NOT be loaded by your mod by default (we may change this behavior). If you need it to be loaded you can simply add this to your client.dll: vgui::localize()->AddFile(

RE: [hlcoders] Engine Error: Module server.dll is a debug build

2004-12-07 Thread Alfred Reynolds
That error message happens when you run a debug version of a binary outside of a debugger. You can get it to ignore this by adding "-allowdebug" to the command line. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Don Alvarez Sent: Tuesday, Decembe

RE: [hlcoders] Engine Error: Module server.dll is a debug build

2004-12-07 Thread Don Alvarez
Thanks! Now should I be concerned that the console reports GetAllManifestFiles: Unable to load maplist.txt -Don -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Tuesday, December 07, 2004 10:07 PM To: [EMAIL PROTECTED] Subje

Re: [hlcoders] Localization Files Issue

2004-12-07 Thread Skyler York
The only change I made to the stock file was to the filename, making it _english.txt. I noticed that the "Language" key-value had "English" as a value, while the rest of the language files used all lower case for this value, however changing that back and forth from lower to uppder case didn't hel

RE: [hlcoders] Engine Error: Module server.dll is a debug build

2004-12-07 Thread Alfred Reynolds
Nope, you can ignore that (for now). The maplist.txt file is used to generate reslists (they contain a list of every file referenced by a particular map), which are then used to build sound caches and for Steam. You can generate reslists by populating maplist.txt with the list of maps for your mod

Re: [hlcoders] Localization Files Issue

2004-12-07 Thread Skyler York
I forgot to answer your question, there were no #'s in the file. A sample line looks like this: "HL2_Crowbar" "CROWBAR" > > On Tue, 7 Dec 2004 22:05:13 -0800, Alfred Reynolds > <[EMAIL PROTECTED]> wrote: > > Have you defined the "HL2_RPG" string (note the lack of the # !) in your > > _