Re: [hlcoders] RE: Because forks are fun!

2005-02-20 Thread \E.T.\ - Apparition Developper
Talking that HL 2 is new engine from the scratch is just marketing buzz, personally I think that at it's core it's still Q1. Why? This is what I found out: Read here about license http://www.gamespot.com/features/halflife_final/part22.html Read here about current Half Life 1 implemntation

Re: [hlcoders] RE: Because forks are fun!

2005-02-20 Thread tei
GREAT article, ET. Very informative ! :D E.T. - Apparition Developper wrote: [..] Half Life 1 seems like Quake 1 engine core with pluggable renderers (SW/HW/D3D) implemented in similar way like NPRQuake (http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/) which together form raw world engine.

RE: [hlcoders] RE: Because forks are fun!

2005-02-20 Thread Tony \omega\ Sergi
Dude, carmack has done the same thing as valve, just took different approaches. Quake - q2 - q3 - d3 Q1 - hl1 - source Carmack chose to stay with opengl and write his own physics engine, valve licensed havoc and switched to directx. -Original Message- From: British_Bomber

RE: [hlcoders] RE: Because forks are fun!

2005-02-20 Thread Tony \omega\ Sergi
I've had a lot of experience modding both quake1, 2, and 3, (and of course hl1) that I can gather from the tools and hl2's sdk, that while hl1 is primarily still quake, hl2 was definitely based on the hl1 engine source initially, however much has actually been re-written or not isn't the issue;

[hlcoders] Respawning all players

2005-02-20 Thread Knifa
Hi all. How would I go about respawning ALL of the players on a server? I'm thinking I'd need to loop through them, but I don't know. Thanks. -Knifa ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Respawning all players

2005-02-20 Thread Daniel Jennings
Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin? - Original Message - From: Knifa [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, February 20, 2005 10:13 AM Subject: [hlcoders] Respawning all players Hi all. How would I go about respawning

Re: [hlcoders] Respawning all players

2005-02-20 Thread Knifa
HL2DM: Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin? - Original Message - From: Knifa [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, February 20, 2005 10:13 AM Subject: [hlcoders] Respawning all players Hi all. How would I go about

Re: [hlcoders] Respawning all players

2005-02-20 Thread Knifa
Nevermind. Got it now. CBaseEntity *pEntity = NULL; while ((pEntity = gEntList.FindEntityByClassname( pEntity, player )) != NULL) { pEntity-Spawn(); } Like that. How would I strip the weapons from the player? HL2DM: Which code are you working with? HL2MP blank, HL2DM, or a

Re: [hlcoders] Server Plug-in Loading Order

2005-02-20 Thread Lance Vorgin
Michael: I'm doing that exact same thing right now, for a module for a plugin manager that shall remain nameless :P Your plugin is loaded before any ents are created, obviously, but after all the factories are initialized and the class maps prettied up and whatnot - a very good time for loading.

Re: [hlcoders] Respawning all players

2005-02-20 Thread Lance Vorgin
static_castCBasePlayer*(pEntity)-RemoveAllItems(false); ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Permanent Ground Effects (HL2DM)

2005-02-20 Thread Daniel Jennings
In HL2DM there is a problem in that when you hit the ground with the stun stick there is a spark there that goes on and off. The problem isn't that this is there, it's that it is permanent. After several hours the spark never disappeared, neither when it was in my POV nor when it was not visible

Re: [hlcoders] Permanent Ground Effects (HL2DM)

2005-02-20 Thread Patrick Flanagan
I've seen the stun stick spark remaining bug as well. It usually only happens when I hit displacements though. On Sun, 20 Feb 2005 11:47:42 -0800, Daniel Jennings [EMAIL PROTECTED] wrote: In HL2DM there is a problem in that when you hit the ground with the stun stick there is a spark there

Re: [hlcoders] Debugging HL2DM Sdk

2005-02-20 Thread r00t 3:16
Anyone having this problem in the HL2DM sdk? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: r00t 3:16 [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, February 19, 2005 9:46 PM Subject: Re: [hlcoders] Debugging HL2DM Sdk Also while doing more

Re: [hlcoders] Permanent Ground Effects (HL2DM)

2005-02-20 Thread Draco
Does these 2 weapons have a destroy effect feature? If not implement one. For the rpg I'd say that you don't have the destroy dot function being called on holster. with the stunstick maybe you could give the effect a destroy think and set it to call in 1 second or something. Good luck I guess...

[hlcoders] BUG: plugin_pause

2005-02-20 Thread Roy Laurie
Operating with two plugins loaded in srcds, pause is always sent to the 0 index plugin, no matter the parameter. Can anyone verify this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] Crashes with the HL2MP SDK

2005-02-20 Thread Knifa
Hi all. I'm working on a mod called SourceForts where you build forts and fight each other in teams. Everytime a player tries to do something, the game crashes (client, not server) If you're hosting it, everything works fine. The only things I've done are Added a weapon to freeze physics

Re: [hlcoders] Permanent Ground Effects (HL2DM)

2005-02-20 Thread British_Bomber
I've had the RPG issue, not the stun batton one though, but it seems to be random, and most of the time it doesnt occur so I havent been to worried about it, but I would imagine like draco said, the easiest way to take care of it is just double check it is gone in the holster function.

Re: [hlcoders] Crashes with the HL2MP SDK

2005-02-20 Thread Adam \amckern\ Mckern
i would be looking to see if you have implemnted your calls in the weapon function correct in the mp game rules, or what ever it is you use. --- Knifa [EMAIL PROTECTED] wrote: Hi all. I'm working on a mod called SourceForts where you build forts and fight each other in teams. Everytime a

Re: [hlcoders] Permanent Ground Effects (HL2DM)

2005-02-20 Thread Daniel Jennings
Holster calls StopGuiding() which turns off the Dot, UTIL_Removes it, and sets it to null already, so after the StopGuiding call I created a duplicate set of removing functions, and I haven't been able to emulate the permanent dot problem. Thank you. - Original Message - From:

Re: [hlcoders] Crashes with the HL2MP SDK

2005-02-20 Thread Knifa
I think its okay. Everything works perfect while your the server. i would be looking to see if you have implemnted your calls in the weapon function correct in the mp game rules, or what ever it is you use. --- Knifa [EMAIL PROTECTED] wrote: Hi all. I'm working on a mod called SourceForts where

Re: [hlcoders] Crashes with the HL2MP SDK

2005-02-20 Thread jeff broome
On Mon, 21 Feb 2005 01:13:48 +, Knifa [EMAIL PROTECTED] wrote: I think its okay. Everything works perfect while your the server. Minidumps?,,, http://www.codeproject.com/debug/postmortemdebug_standalone1.asp Jeffrey botman Broome ___ To

[hlcoders] Dedicated server for mods broken by new steam update

2005-02-20 Thread Patrick Flanagan
Ever since the new Steam update, my mod has been having problems with dedicated servers. Before the Steam update, I copied my mod into /SteamApps/username/source dedicated server/ and then when I launched the Dedicated Server program from within Steam, the mod would show up in the list of games

RE: [hlcoders] Dedicated server for mods broken by new steam update

2005-02-20 Thread Alfred Reynolds
You need to update your gameinfo.txt, I will cut and paste the note I sent to this list last week about it: -- On a related note, the name that is displayed in the games list (and in the server browser) will be from the game key in your mod dir/gameinfo.txt file (and it will fall back to the

Re: [hlcoders] Dedicated server for mods broken by new steam update

2005-02-20 Thread Patrick Flanagan
Thanks Alfred, I was able to get it to show up in the list again by adding the game key in gameinfo.txt. Do you have any ideas about the DM mod dedicated server problem? Running a dedicated server of an unmodified DM mod has player animation problems and death notice problems that don't seem to