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
GO STEAM 3 to Valve for being ahead of the game, even though
everyone bitches about it
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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
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
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
___
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
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
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
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
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
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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
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
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
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
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:
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 =
It's not possible for the client to override them.
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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
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
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