Re: [hlcoders] Server only installs

2007-11-21 Thread dackz
Was your next question "why not just store the lengths then?" That's what I'm wondering, at least. And I'm not too familiar with sv_pure, but couldn't the server just use hashes for that? I assume it already does, at some level. On Nov 20, 2007 6:02 PM, Mike Durand <[EMAIL PROTECTED]> wrote: > I

Re: [hlcoders] TF2 Max Players

2007-10-16 Thread dackz
This would also be useful for running SourceTV on 24 player servers, since it takes up a player slot. It wouldn't really need to be a real player slot, just enough to run SourceTV or allow a spectator. Then one could use that in conjunction with sv_visiblemaxplayers. On 10/16/07, Bryan Beaudreaul

Re: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-03 Thread dackz
Don't use Valve's poorly implemented and poorly documented plugin interface and you'll be much better off. There are alternatives, you know. On 9/1/07, Ratman2000 <[EMAIL PROTECTED]> wrote: > Hello, > > i have written a small plugin what removes only a special entity from a Map > and Unloads > its

Re: [hlcoders] SteamId

2007-06-01 Thread dackz
If it's absolutely paramount, you could restrict players to being spectators until their Steam ID is resolved. On 6/1/07, Mulchman <[EMAIL PROTECTED]> wrote: A steam ID sometimes isn't known immediately upon connecting - it has to be resolved. We have a "ff_betalist.txt" file we compare usernam

Re: [hlcoders] plugin_unload woes

2007-04-28 Thread dackz
If you're looking for an actual solution (instead of just satisfying your curiosity) I recommend you use SourceMM / Metamod: Source instead. It properly unloads plugins--and you'll find a whole host of other benefits as well. On 4/21/07, Tony Paloma <[EMAIL PROTECTED]> wrote: This has been broug

Re: [hlcoders] Issues getting srcds to like my binary

2006-09-30 Thread dackz
What he's doing is correct. Mod binaries are supposed to link to those two libraries from the current working directory. When srcds_run is run, it (effectively) sets the LD_LIBRARY_PATH environment variable to the folder that contains those shared libraries, which allows the mods to not blow up wh

Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread dackz
Any chance it could be expanded to include non-SDK things? You guys seem to forget about most of the bugs I email about. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/list

Re: [hlcoders] Rcon socket - HLDS vs SRCDS

2006-08-12 Thread dackz
You could pretty easily test this yourself by using something like Ethereal (http://www.ethereal.com/). It can log network traffic. Start up your server and a working RCON client (like in an HL1 mod), send a couple of commands, and then search for the commands in the logged output. On 8/12/06, F

Re: [hlcoders] CBasePlayer::ChangeTeam( int) or CBaseEntity::ChangeTeam( int )

2006-03-09 Thread dackz
I'm guessing you're trying to do this with a plugin. You should use IPlayerInfo::ChangeTeam(int). Using anything defined by the game DLL is dangerous when you don't have access to their source code. Though I still say Valve should provide an engine-defined version of CBaseEntity, CBasePlayer, and

Re: [hlcoders] Problems with "Validation"

2005-12-28 Thread dackz
Though not 100% related, I had this problem when trying to connect to a test DOD:S server of mine, while I was able to connect just fine to my production server. Deleting my Steam client's ClientRegistry.blob file fixed it. Give that a try. Brian Smith wrote: I have had a problem since the last

[hlcoders] Compiling mathlib.cpp Under Linux

2005-10-08 Thread dackz
I'm trying to compile mathlib.cpp with gcc 3.4.3 on an Intel Xeon i686 processor. Compilation fails with the following: mathlib.cpp: In function `float _3DNow_Sqrt(float)': mathlib.cpp:190: error: impossible constraint in `asm' mathlib.cpp: In function `float _SSE_InvRSquared(const float*)': math

Re: [hlcoders] ConVar in Server Plugin

2005-09-16 Thread dackz
-string- wrote: > No, I already tried that. I will get the default value in both > ServerActivate and LevelInit. The only success I got was when I read the > value in GameFrame, but that doesnt "feel" right. I dont want to have a > check there every time GameFrame is called ... if(!init) You may h

Re: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread dackz
The provided menu feature is a whole different kind of unfriendly though. While the radio dialog may prevent a player from switching weapons, sending a radio command, or navigating a buy menu, having them completely pause their game is a lot worse. I think it'd be better if you made it a combinatio

[hlcoders] Adding support for Con_Printf() in the SDK libraries?

2005-05-16 Thread dackz
Is it possible that you guys (Valve) could add Con_Printf() to the SDK for use with server plugins? Or perhaps make Msg() work over RCON? I'm trying to make concommands that work over rcon, but Msg() only prints to the server console when called from rcon. I was looking at what functions the server