[hlcoders] Display Messages on Client

2005-01-31 Thread Chuck Farly
Hi, I have implemented a server plugin collecting damage stats and I now want to display this information in GUI on a client after the player_death event. I have tried to use the create_message method with the DIALOG_MSG type because this type allows to fadein/fadeout messages. The problem is

Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread British_Bomber
GO STEAM 3 to Valve for being ahead of the game, even though everyone bitches about it ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Display Messages on Client

2005-01-31 Thread Adam \amckern\ Mckern
use a newline call at the end of your code, or have a look at the server_empty plugin, it has some info on it, in the comments Adam --- Chuck Farly [EMAIL PROTECTED] wrote: Hi, I have implemented a server plugin collecting damage stats and I now want to display this information in GUI on

RE: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread James Freedman
Well, you're looking at overriding the ReadEncryptedKVFile() function in weapon_parse.cpp - or at least commenting it out. Of course, you'd then have to manually set all those variables in the weapon's constructor function, which sounds to me like a fairly time-consuming and mundane task. James

Re: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread Draco
But wouldn't it be safer to not let the users play with this stuff, hide it in the code?(I haven't modded HL2 yet, so I don't know exactly how the txt files work) ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___

RE: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread James Freedman
Sure, if you're paranoid it's nice to hide things in the DLL... But I'd say that at release-time, packing them into a GCF is good enough. A large proportion of your user base either doesn't know how to change those script files, or quite frankly doesn't care... We're not all cheaters ;) James

Re: [hlcoders] Display Messages on Client

2005-01-31 Thread Chuck Farly
I do not know exactly what you are talking about. I have checked the server plugin example, which I have already used to create my plugin, but the only thing I have found was the DIALOG_TEXT message type, but this one pops up another window waiting for an ok click. I have not found a newline

Re: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread Mike Blowers
It's easy to override these variables... in fact just as Valve did for HL1... checkout one of the various gamerules.cpp files. I think you'll find that in multiplay_gamerules.cpp Valve forced various values after they were read in from the script file. So it really shouldn't be that difficult. If

Re: [hlcoders] Display Messages on Client

2005-01-31 Thread Mike Blowers
newline call It could. just possibly. be... \n ? Mike. - Original Message - From: Chuck Farly [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, January 31, 2005 12:41 PM Subject: Re: [hlcoders] Display Messages on Client I do not know exactly what you are

Re: [hlcoders] Display Messages on Client

2005-01-31 Thread Adam \amckern\ Mckern
yeah thats what i was meaning, thanks mike --- Mike Blowers [EMAIL PROTECTED] wrote: newline call It could. just possibly. be... \n ? Mike. = http://ammahls.com __ Do you Yahoo!? All your favorites on one personal page – Try My Yahoo!

Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Maarten van der Zwaart
On Sun, Jan 30, 2005 at 12:53:26PM -0600, Brian 'Satertek' Irelan wrote: Am I the only one in the world that has never had a problem with Steam? Except for the Friends downtime (which hasn't happened as often lately) I've never had any problems. No you are not the only one. But the people who

Re[2]: [hlcoders] Steam: Technology failure

2005-01-31 Thread Vyacheslav Djura
Hello Maarten, Monday, January 31, 2005, 3:06:13 PM, you wrote: MvdZ Could we now please end this horribly off topic thread? Let us end when we'll hear some reply from Valve. Why do they ignore us? Why do their support doesn't work? I received yesterday a letter from one guy who lives in USA out

[hlcoders] VTF Viewer 1.0 beta released

2005-01-31 Thread Vyacheslav Djura
Yesterday I've released beta of my new tool - VTF Viewer. It allows to browse folders for unpacked VTF files and view them. More details here: http://collective.valve-erc.com http://www.hl2source.com/?content=projectsid=vtftool http://www.hl2source.com I hope someone will find it useful - I

Re: Re[2]: [hlcoders] Steam: Technology failure

2005-01-31 Thread Chris Ashworth
For christ's sake this is a coding mailing list I'm sick of this crap filling my inbox. Can you *please* take it elsewhere. On Mon, 31 Jan 2005 16:10:45 +0200, Vyacheslav Djura [EMAIL PROTECTED] wrote: Hello Maarten, Monday, January 31, 2005, 3:06:13 PM, you wrote: MvdZ Could we now please

Re: [hlcoders] Display Messages on Client

2005-01-31 Thread Chuck Farly
Yeah, but the problem is that the DISPLAY_MSG type just accepts single line messages. If you try to send multi line messages the message popup size doesn't resize and the 2nd line is simply cut off. Chuck On Mon, 31 Jan 2005 05:02:18 -0800 (PST), Adam amckern Mckern [EMAIL PROTECTED] wrote:

Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Jeffrey \botman\ Broome
Vyacheslav Djura wrote: Let us end when we'll hear some reply from Valve. Why do they ignore us? Why do their support doesn't work? I usually try to avoid responding to threads in a holy war (vi vs. emacs, windows vs linux, etc). *Must resist urge to reply*, *Urge too stong, can't resist urge to

Re[2]: [hlcoders] Steam: Technology failure

2005-01-31 Thread Vyacheslav Djura
Hello Jeffrey, Monday, January 31, 2005, 4:44:07 PM, you wrote: JbB RETURN IT and get your money back (most places have JbB consumer protection laws where you are legally allowed to return JbB something if you discover that it doesn't work as advertised). I do not want to return the product, I

Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread James Freedman
That's all very well, but I hardly think filling up *our* inboxes with complaints is going to help your cause. Post on anti-steam sites, start a petition, e-mail Valve - these are all valid ways of getting your point across. Diluting this mailing list with off-topic, in my opinion, isn't. James

RE: Re[2]: [hlcoders] Steam: Technology failure

2005-01-31 Thread Karl \XP-Cagey\ Patrick
I don't suppose there's a way to block off topic spammers from the list? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Vyacheslav Djura Sent: Monday, January 31, 2005 7:59 AM To: Jeffrey botman Broome Subject: Re[2]: [hlcoders] Steam: Technology failure

RE: Re[2]: [hlcoders] Steam: Technology failure

2005-01-31 Thread HoundDawg
I'm not sure what all the fuss over no-offline mode is anymore. I admit, that I complained about it at first, but after working with the SDK for awhile now, I don't have any problems with it, nor do many, many other MOD teams. Valve has been able to keep their servers online and available so I

RE: [hlcoders] Steam: Technology failure

2005-01-31 Thread Steven Guy
Guys, as long as I've been here it seems that valve only responds to topics when they need a response from them and when it's on topic for the list. This is NOT on topic for this list. I don't see the need for valve to respond for steam customer support on a coding list. Please stop spamming my

Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Knifa
There's no offline mode? Does that mean no one can have LAN Partys with CS/HL2DM? I'm not sure what all the fuss over no-offline mode is anymore. I admit, that I complained about it at first, but after working with the SDK for awhile now, I don't have any problems with it, nor do many, many other

Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Steven Guy
There is an offline mode Requirements for offline mode: No internet connection at the time when steam starts Only games that have 100% of resources downloaded can be used when in offline mode Currently I'm having issues with my ISP so I'm in offline mode every once in a while. It works as long as

Re[2]: [hlcoders] Steam: Technology failure

2005-01-31 Thread Vyacheslav Djura
K There's no offline mode? Does that mean no one can have LAN Partys with K CS/HL2DM? Under same Steam account - no. SG This is NOT on topic for this list. I don't see the need for valve to SG respond for steam customer support on a coding list. Please stop spamming my SG in-box with anti-steam

RE: Re[2]: [hlcoders] Steam: Technology failure

2005-01-31 Thread Steven Guy
From: Vyacheslav Djura [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: Knifa hlcoders@list.valvesoftware.com Subject: Re[2]: [hlcoders] Steam: Technology failure Date: Mon, 31 Jan 2005 20:02:08 +0200 K There's no offline mode? Does that mean no one can have LAN Partys with K

Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Pierre-Marie Baty
OK, got 26 emails, in 12 hours, from this list, half of which for this very thread, which makes an average of more than 1 email every 30 minutes landing in my mailbox to teach me some fascinating things about the usefulness of the Steam platform, and a lot of other unsortable things which I'll

Re: [hlcoders] Making Usable Ladders

2005-01-31 Thread Josh Ferguson
He mirrored my sentiments on the subject, but didn't provide a solution. Have other coders fixed this by simply switching over to using the HL2 code, even though it's not optimal for multiplayer? It would seem easier to me to simply use the old style ladders, if only I had the source code (could

Re: [hlcoders] Finding Alias

2005-01-31 Thread Adam \amckern\ Mckern
i dont know if this will help, but i found this in server plugin demo plugin_empty const char * name = engine-GetClientConVarValue( engine-IndexOfEdict(pEdict), name ); its in the ClientSettingsChanged class, in serverplugin_empty.cpp it looks like you can call any con var, with this method

[hlcoders] Playing custom .vcd (faceposer) files

2005-01-31 Thread Jon
I'm having some trouble getting .vcds made in face poser to play properly. I have an avatar class based on the CBaseActor class (as most of the humanoid NPC's seem to be) and although I have precached the instanced scene (ie the VCD) and done SetExpression(blah/blah.vcd) the avatars still aren't

Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Luke Graham
This thread is no different to any other internet forum. The first rule is always, Dont feed the trolls. Its too late for this thread, its already pissing everyone off, but next time... can we learn from our mistakes here? Please? No grief to feed on means no joy for the trolls, so they go away

Re: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread Luke Graham
Unless youre talking about the people running your mod on their servers, it shouldnt matter if clients muck around with the files... should it?? As far as I was aware, everything that could be abused in a simplistic manner was done server-side. If those files can in fact be used to cheat, then I

Re: [hlcoders] Making Usable Ladders

2005-01-31 Thread Ben Davison
I'm just waiting till the HL2DM SDK comes out to properly start work on my mod. On Mon, 31 Jan 2005 16:24:11 -0600, Josh Ferguson [EMAIL PROTECTED] wrote: He mirrored my sentiments on the subject, but didn't provide a solution. Have other coders fixed this by simply switching over to using

Re: [hlcoders] moveable Spawnpoints

2005-01-31 Thread DOOManiac
Perhaps you could use non-player-controllable vehicles (either though AI or a pre-set path) instead. There is no other way to prevent BF1942 style drive-the-carrier-off-the-map smacktards. -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- Andrew Foss

Re: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread r00t 3:16
Well that is a good question If the server sets all this info, then in theory why would the client need those files? (Unless it is single player type game) So yes I believe the server does control this but is it possible for the client to somehow override these? r00t 3:16 CQC Gaming

[hlcoders] FX_FireBullets() / FireBulletsInfo_t

2005-01-31 Thread r00t 3:16
Some posted about bullet tracers awhile back and I gave them a quick idea how to fix it. When testing a map I noticed the the mp5 was firing 2 bullets every time you quickly pushed the fire button. So debugging the info it seems the FireBulletsInfo_t Fire; Fire.m_iShots = 1; Fire.m_vecSrc =

Re: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread Oscar Björhn
It's not possible for the client to override them. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-31 Thread David Anderson
Your plugin code needs to be able to handle an out of date (or even missing) interface, there are no guarantees that MODs will export the various plugin interfaces. Then why is something rather important like IPlayerInfoManager in public (or even the gamedll)? If the implementation or version

Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-31 Thread Jeff Fearn
On Sun, 30 Jan 2005 21:39:54 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: There needs to be a HL2DM release for it to export these new interfaces (so far only CS:S has had such a release). Hopefully sometime in February. Your plugin code needs to be able to handle an out of date (or even