So many people spreading misinformation.
a) Plugin authors were given NO warning, ever, none whatsoever.
b) It is documented in cl_dll/menu.cpp and this has been stated multiple
times now.
Both of these points are things Alfred said and he is incorrect about. You
are just blindly regurgitating
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It does when you attack the Valve programmers, filling the list with
spiteful garbage, thinking because you are admins you should have total
control of the game. Your problems do not belong here because:
a) This list is for programmers of the HL
Server admins:
This is not an end-user support mailing list. The usual use of this
mailing list is to assist programmers with half-life related code
support. Please lean on your plugin author for support. You do have a
say. However you're barking up the wrong tree.
It is not our fault. It is not
Says who? You have no business telling people who can and cannot post to
the lists.
The topic has been being discussed in several of the lists. The menu
problem affects Server Admins the most...so yes we do have a say.
- Original Message -
From: "Michael A. Hobson" <[EMAIL PROTECTED
First of all,
No Server Plug-in author has now or ever had any business depending upon
the network
protocol for any mod they do not themselves control remaining unchanged
over time.
Secondly, I'll wager a few plugged nickels here that the vast majority of
people pissing
and moaning about the Men
Sorry if this was asked before...
I am not quite sure how to catch this to see if the button is clicked so I
can bring up the team menu.
Would I do it in the ConCommand() where the okay is specified then use
something like
m_pViewPort->ShowPanel( ???, true );
Or should I add this in the ClientCo
I was just referring to those who were saying "Alfred and the team have been
extremly open to implementing suggestions, make a list and submit it." and
"Instead of complaining valve have asked for input in what to add to the
current helpers interface to improve things - like they have improved it i
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But tell us how you really feel?
:P
On 5/21/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
>
> Daniel Jennings wrote:
> > I am just saying that if you read through these threads people say how
> > necessary in-game menus are; it is repeate
This is a multi-part message in MIME format.
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Hello,
today i implement my Menu and i have an question...
When i display that menu i can click on the Close button...
But my Plugin gets no response, that the player have clicked this button...
So wh
Daniel Jennings wrote:
I am just saying that if you read through these threads people say how
necessary in-game menus are; it is repeated several times, while Alfred just
keeps repeating "There is an existing Menu interface as part of the plugin
API, you
should use that." even though people _are_
If you're looking for the permanent weapon data for CS:S (the decrypted
weapon CTX files,) they are available at this address:
http://67.19.44.116/~server/ctx/
I know it doesn't solve all of your problems but it does contain all of the
permanent weapon information for CS:S and it may contain somet
I am just saying that if you read through these threads people say how
necessary in-game menus are; it is repeated several times, while Alfred just
keeps repeating "There is an existing Menu interface as part of the plugin
API, you
should use that." even though people _are_ stating what they need a
I've already made a post about this too and had no replies for more than
a month :-(
Basically we want to know weapon info like in HL, perhaps even more
stuff like "can a weapon be used underwater" and stuff.
Either through events/bot controller interface/player info interface/new
interface, I j
As I understand it, there is not yet a method for server plugins to
have access to weapon info for a bot. Someone else may be able to
elaborate on this further.
I noticed the IBotController class allows us to RemoveAllItems(), and
SetActiveWeapon(), but how exactly are we suppose to get a list of
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Because members of valve can mind read, I only saw the complaining when
valve took away something they told nobody to use.
Alfred and the team have been extremly open to implementing suggestions,
make a list and submit it.
On 5/21/05, Daniel Jen
> Instead of complaining valve have asked for input in what to add to the
> current helpers interface to improve things - like they have improved it
in
> the past.
Isn't the fact that the server plugin programming community is complaining
about removing menuselect apparent enough to Valve about w
I think world of warcraft uses that sort of thing, it seems to be
scaled down to reduce lag.
I could only play on US server, which gave me 400+ ping due to an
ocean sitting in between me and the server, and when I moved I could
only see about 5 meters in front of me, and if i sat still my sight
ra
can someone help me with this? This is really weird, nothing seems to
work for this gun. I even set it's ammo back to 9mm to no avail, it
just wont accept ammo. Is there a problem with having numbers in the
name of the ent or something?
--
Draco
___
To
Jeffrey "botman" Broome wrote:
tei wrote:
I have a new idea for networking.
Its really simple and substandard, but also can be nice for some modders
out here.
Trown away vising. Use a circular radio to limit visibility. A
customizable radio. Then force the render to know about the radio, and
tei wrote:
I have a new idea for networking.
Its really simple and substandard, but also can be nice for some modders
out here.
Trown away vising. Use a circular radio to limit visibility. A
customizable radio. Then force the render to know about the radio, and
fadeout with alpha entitys on th
The menuselect was a hack, and valve warned not to use such a thing from day
one - fair enough.
Instead of complaining valve have asked for input in what to add to the
current helpers interface to improve things - like they have improved it in
the past.
The problem with the current interface (whi
That was my point.
You install a new mod from the SDK, and it runs from the cache dlls.
-Original Message-
From: Draco [mailto:[EMAIL PROTECTED]
Sent: May 20, 2005 6:45 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Why do the ladders work smooth in hl2 death match
but no
I have a new idea for networking.
Its really simple and substandard, but also can be nice for some modders
out here.
Trown away vising. Use a circular radio to limit visibility. A
customizable radio. Then force the render to know about the radio, and
fadeout with alpha entitys on the radio bord
Yeah I know about this class, I've mentionned it in my previous mail. I
wanted to avoid using this method though (doing one array per property I
want to send over the network) and was wondering if it was possible to send
non base type data over the network. That way instead of having 3 arrays for
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