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FYI-- I started a page on the wiki and filled out a few of the steps needed
to convert plugins to the new model. I'm not quite awake, so I apologize in
advance for any incoherencies:
page!
With friendly Reguards
Ratman2000
- Original Message -
From: Mattie Casper [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, October 05, 2007 10:57 AM
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
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FYI-- to be sure other plugin authors are aware (some of you definitely
are), the old school:
engine-Cmd_Argv(i)
engine-Cmd_Args()
engine-Cmd_Argc()
commands are no longer available from the server. Console commands now get
their
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Just a gentle reminder-- any chance, Valve, that we can get the definition
for the VEngineCvar004?
Again congrats on TF2-- I've been playing way too much of it when I should
be coding.
-Mattie
On 9/18/07, Mattie Casper [EMAIL PROTECTED] wrote
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Just doing some quick research and it almost looks like we could make some
semblance of a working server plugin for TF2 if we had access to the
definition of VEngineCvar004.
Can we get a copy of this, even if it's not official/beta, just for
while we wait semi-patiently.
---
David Anderson
http://www.bailopan.net/
AlliedModders
Mattie Casper wrote:
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Just doing some quick research and it almost looks like we could make
some
semblance of a working server plugin
It's working very well, Mike.
Thanks for the update ahead of the SourceSDK update.
-Mattie
- Original Message -
From: Mike Durand [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, December 20, 2006 6:39 PM
Subject: [hlcoders] New VDC Page - Querying ConVars from
Hello,
The Source update today mentions Added an interface to allow servers to query
most cvar values on the clients.
Can someone point me to more details on this? Is it via the existing
engine-GetClientConVarValue()? Or is there going to be a new API or mechanism
for doing this?
Thanks for
Identifying the individual commands to block is a hard problem, which makes me
wonder if this isn't why Valve just went with the nuke switch regarding
backwards compatibility and blocked everything. (Or perhaps they discovered a
filesystem exploit in the field using the client's console. I doubt
Alfred or other Valve representative,
It appears that the handy testing console command ent_setname does not work
properly in Source games. By default it works well if you are looking at the
entity (picker mode), but if you try to set an entity's name in this form:
ent_setname oldname newname
Indeed, looks like an easy fix. Yet, this is not for a mod-- this is for
existing CS:S and HL2DM development. We would need it fixed by Valve in the way
you recommend (or however they deem fit).
Thanks,
-Mattie
- Original Message -
From: Aaron Schiff [EMAIL PROTECTED]
To:
Please fire the event. That'd be great!
To all plugin writers (and mod writers), I highly encourage you to create an
event.res file and fire as many events as you can. Events are the lifeblood for
the EventScripts plugin, and the more events that admins can script against, the
better.
-Mattie
I love the new update. Not least because of the new addition of the API
InsertServerCommand():
Actually, there is one change (nothing that would break a plugin). We
added this function:
virtual void InsertServerCommand( const char *str ) = 0;
To the end of the IVEngineServer
the gravity is reset, or right away
if the exec didnt happen);
Everything you do and much more would be possible using the features
of an existing scripting language, and with it you'd get the power of
conditionals, tables, loops, and much more.
Just an idea.
J
On 6/9/05, Mattie Casper [EMAIL
but as its such a base interface we hadn't
planned on altering it any time soon.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper
Sent: Monday, April 11, 2005 8:37 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders
As promised, this email contains examples of the sorts of things that plugin
authors cannot manage in Source without some method to insert commands at the
beginning of the server command queue. This ability is vital for any plugin
wishing to create meta console commands. I.e. commands like
I have to agree that this is a really strange and frustrating approach to take
on Valve's part. I'm more disappointed in Valve that there was zero forewarning
before they wished to push such a big change onto everyone in the middle of the
night. I'm going to start another thread on this topic.
Alfred or other Valve representative,
There are many, many plugin and mod developers displeased at the moment because
of your recent decision to change CSS menuing behavior so drastically.
I'm not precisely sure why the decision was made to suddenly push such a big
change (now rolled-back
with another, maintained, user friendlier
version of menus that work across all mods, they need to start using
that.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper Sent: Friday, May 20, 2005 9:42 AM To:
hlcoders
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As a plugin developer, I quite frequently test my server plugins on a local
listen server while I'm developing. When I go to play games, though, I'm
reminded that the plugin is still there when the
a
command on the server?
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper
Sent: Sunday, April 10, 2005 7:59 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Interface method request:
engine-ServerInsertCommand()
This is a multi
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Valve reps,
Is there any way you can extend the IVEngineServer interface to provide
ServerInsertCommand() (or some other relevant name)? It would work a lot like
the old Quake engine's command
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I was just doing some research for EventScripts and stumbled upon the
net_showevents client command. I'd like to request that this be made a
'cheat' command.
This command will display game events as
Subject: Re: [hlcoders] net_showevents, please mark it as a cheat
When I turned on net_showevents it didn't display anything in the console?
- Original Message -
From: Mattie Casper [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, April 02, 2005 11:00 AM
Subject: [hlcoders
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Hello,
Any particular reason that Linux dedicated servers are missing the 'setinfo'
command? Am I just overlooking it? Is there another alternative? (I notice the
incrementvar and decrementvar
runing the lattest build of ded server, and
have you thought of adding a break point?
--- Mattie Casper [EMAIL PROTECTED] wrote:
Events are caused within events all the time---
people use events to do all
sorts of things: kick players, make people swap
teams, teamkill punishment, etc.
Even
: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash
Looks like a null pointer is trying to be de-referenced. Have you
stepped the code and verified that this is not the problem?
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper
Sent
Hello,
I've found what seems, for me, to be a really annoying bug in CSS (and probably
mods). The following problem happens regardless of whether you use
IGameEventListener or IGameEventListener2.
My Windows server crashes 98% of the time with the following code in a
listener/plugin:
void
) when the flag is true,
kick the stored player id, then set the flag to false. In the event code
replace it with setting the boolean to true and setting the playerid to
the userid.- Original Message -
From: Mattie Casper [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday
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