RE: [hlcoders] MS VS C++ 6.0 source compile info
Yes, by Source engine I really meant SDK :) The only place I found that uses STL is some of the AI code (ai_behavior_follow.cpp) and it only uses some basic functionality. Using VC6 will be fine. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jorge Rodriguez Sent: Friday, December 03, 2004 6:46 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] MS VS C++ 6.0 source compile info You mean the SDK, right? We can't build the engine, so I'm indifferent to what it compiles one. :P The word on the street (or in TWL anyways) is that the SDK uses too much STL for it to be trusted on VS 6. However, if you can tell me this is wrong, it would be very good news indeed :D On Fri, Dec 03, 2004 at 06:44:12PM -0800, Alfred Reynolds wrote: The Source engine barely uses STL. It will run fine with VC6.0 (the retail release was built using it), we have just moved onto VC7.1 internally (and only support it now). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jorge Rodriguez Sent: Friday, December 03, 2004 6:19 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] MS VS C++ 6.0 source compile info This is very interesting. Does the game play reliably? From what I hear, the bs6 STL is really bad, therefore should not be trusted with Half-Life 2. I would hate to get on with mod development with vs6 and then discover later that there are instabilities deep within the bowels of HL2/STL that I can't deal with. On Fri, Dec 03, 2004 at 08:05:04PM -0600, James Hoegl wrote: FYI to all, after some searching I found the below... Follow and read all information on this page and it will compile. Note that you need SP5 and the processor pack that goes with SP5, SP6 will not work. http://hl2sdk.wolferix.de/index.php/Compiling Also note the link to the project files at the bottom. Just copy into your source dir and open the project. Should compile no problem. - This is also intended for archives -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.289 / Virus Database: 265.4.5 - Release Date: 12/3/2004 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Using gpGlobals-maxclients
You can use IEffects::Time from the IEFFECTS_INTERFACE_VERSION in the game dll to get access to gpGlobals-curtime. gpGlobals is a crutch and I want to kill it off :) Looking at the class defn for it you only need curtime and maxplayers from it which can be found via other sources, so lets leave it out for now. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Anderson Sent: Friday, December 03, 2004 9:31 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Using gpGlobals-maxclients Alfred, is it possible the plugin interface could be extended to do this? The tasking system for most Metamod-plugins I wrote for HL1 used the timer in gpGlobals to work. It was a nice, OS independent way of measuring in sub-second intervals matched with the framerate. Are there any other ways to do this? Thanks, -David Anderson On Fri, 3 Dec 2004, Alfred Reynolds wrote: You don't have any code there to make gpGlobals point anywhere useful The game dll initializes it in CServerGameDLL::DLLInit() but plugins don't have that call so you can't get access to it. Use IServerGameClients::GetPlayerLimits() to get the min and max players for the mod, or record the maxplayers in use for the current map from CEmptyServerPlugin::ServerActivate(). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Friday, December 03, 2004 6:40 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Using gpGlobals-maxclients OK how Do I use it? I tried static CGlobalVarsBase dummyvars( true ); // So stuff that might reference gpGlobals during DLL initialization won't have a NULL pointer. // Once the engine calls Init on this DLL, this pointer gets assigned to the shared data in the engine CGlobalVarsBase *gpGlobals = dummyvars; Then did gpGlobals-maxclients, but I'm getting a 0 in return. Does it need to be defined elsewhere? I'm lost :( I'm trying to use this in a plugin. Thanks, Josh (Pimp Daddy) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Want To add handle_say event
You can't right now, I will be adding a game event that fires when a say message is sent. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ray Toye Sent: Friday, December 03, 2004 9:01 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Want To add handle_say event I didnt do any coding (besides smalls plugins) for hl1 so this is all new to me and adding the fact that all my c++ coding is done with Borland Builder, Im a bit lost on making a server plugin dll. I have compiled the serverplugin_empty project using VC++ 6 successfully and Now I would like to add the mechinism to trap the say and say_team events and I dont even know where to begin. Can someone point me in the right Direction? __ Do you Yahoo!? Yahoo! Mail - You care about security. So do we. http://promotions.yahoo.com/new_mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Creating Effects using the plugin interface
See Ieffects, my previous email shows how to get at it. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Friday, December 03, 2004 9:17 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Creating Effects using the plugin interface This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] OK in HL1 you had things like TE_SPRITE, TE_LARGEFUNNEL, etc. You could create cool effects on the client's machine. Is anything like this possible with the built-in plugin interface for HL2? I've browsed the source for hours, and the only messages I have seen so far are purely text/menus. Josh (Pimp Daddy) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] server protocol doc and hl2 SDK
The server protocol is very similar to HL1, the changes have been released on the hlds_apps list. We will be adding more documents to the SDK over time, I am sure this will eventually be one of them. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Brian A. Stumm Sent: Friday, December 03, 2004 10:06 PM To: [EMAIL PROTECTED]; [EMAIL PROTECTED] Subject: [hlcoders] server protocol doc and hl2 SDK I have looked around and see no official doc that resembles the server protocol document that was included in hl1 SDK. Where can I obtain the official reference? Alfred? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Adding other languages .. (localization)
The Source engine fully supports the unicode character set. We do not currently support right to left text entry. Mods can define the fonts used to render their game, you would need to use one that includes the Arabic character set. You could use the vgui controls source code as a base to implement right to left text controls. So yes, it could be done inside your mod (but not in the initial GameUI). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Friday, December 03, 2004 9:44 PM To: hlcoders Subject: [hlcoders] Adding other languages .. (localization) I really have no idea if this is possible or not, but is it possible to add support for additional languages? not programming languages .. I'm talking about localization and stuff. basically, I noticed steam doesn't quite support arabic, the source engine can render arabic fonts fine, the problem I think is related to encoding or something. I can't just type stuff in notepad and copy it over, because even though it looks correct in notepad, once I copy it to Source, it gets distorted .. I have to use the character map and copy stuff from there. an arabic letter have several forms depending on its position in the word .. initial, middle, final .. etc. my question is, is it possible to code stuff like this with the SDK? or is this not aailable to us? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] re: Retreiving a player's origin for use in a plugin
I don't think you can right now via any generic methods, we will be adding a richer player querying API for plugins. In the mean time you can rely on the CBaseEntity definition being constant for cstrike and hl2dm. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Friday, December 03, 2004 9:52 PM To: [EMAIL PROTECTED] Subject: [hlcoders] re: Retreiving a player's origin for use in a plugin This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How do I retrieve a player's origin if I have their entid/index ? Thanks, Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Creating Effects using the plugin interface
You would send a sprite network message, see te_sprite.cpp and copy that (you will have to bring in all the baseentity code to do this, good luck :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Friday, December 03, 2004 9:43 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Creating Effects using the plugin interface OK what If I wanted to create a sprite at a certain origin. Is this possible with the plugin interface? Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Saturday, December 04, 2004 12:31 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Creating Effects using the plugin interface See Ieffects, my previous email shows how to get at it. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Friday, December 03, 2004 9:17 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Creating Effects using the plugin interface This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] OK in HL1 you had things like TE_SPRITE, TE_LARGEFUNNEL, etc. You could create cool effects on the client's machine. Is anything like this possible with the built-in plugin interface for HL2? I've browsed the source for hours, and the only messages I have seen so far are purely text/menus. Josh (Pimp Daddy) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Server plugins
Yes, the path can be absolute. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Florian Zschocke Sent: Saturday, December 04, 2004 2:56 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Server plugins Alfred Reynolds wrote: All binaries should be placed in a bin/ directory, I am considering making a addons/bin/ folder I'm all for that. =) Can the path also be an absolute path? Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Console command for clients?
Plugins are server side only, putting them in convar is wrong and won't work. You need to register them in serverplugin_empty.cpp. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent: Saturday, December 04, 2004 12:23 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Console command for clients? In the default plugin project if I register a console command within 'convar.cpp' the clients can see and use the command as well as the server console. If however I register a command within 'serverplugin_empty.cpp' the client can not see the console command but the server can. I would just register them all within convar.cpp (obviously) but then I don't get access to any engine calls etc. How is convar.cpp set to register the console commands on the client AND server? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] can't debug!
You cannot debug app launch basic HL2 (nor do you need to, you need to debug your own mod :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl Sent: Saturday, December 04, 2004 11:20 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] can't debug! Well, this method worked, but it does not work for the original HL2 game. I tried to play a little HL2 and the game would kick me out with an error of something like failed to connect to server relating to some download. I took out the two files mentioned and it no longer happened. Taylor Sherman wrote: Actually, all mods should be based off of HL2 directly, which is 220. 280 is HL1:S, which you're apparently not subscribed to. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl Sent: Friday, December 03, 2004 5:40 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] can't debug! Thanks for the info, but I am getting this error when I launch MountAppFilesystem() failed: SteamMountAppFilesystem9280,4294967295,0x201fd0c) failed with error 104: Not subscribed My config file is this... SteamInstallPath = E:\Valve\Steam SteamAppUser = uid here SteamAppId = 280 Should I use 280 or another value? Taylor Sherman wrote: We'll get a page up with this info soon - meantime, the file needs to have SteamInstallPath = path to your steam folder // no trailing slash, use quotes if there are spaces SteamAppUser = your Steam account name SteamAppId = the app ID of the Steam app you are launching - 220 for hl2.exe So, it might look like this: SteamInstallPath = c:\program files\steam SteamAppUser = taylor SteamAppId = 220 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl Sent: Friday, December 03, 2004 3:37 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] can't debug! Thanks, now I am missing the params required to setup the steamapp.cfg, as now it tells me that steam is not running. What params/format is required in the steamapp.cfg? Taylor Sherman wrote: Sorry - I meant the game directory. For example: C:\steam\steamapps\username\Half-Life 2\ The files should go in the same directory as hl2.exe. Taylor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl Sent: Friday, December 03, 2004 2:08 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] can't debug! Im looking all over for the app directory that you are refering to, but can not find it. Do I create an app directory in the mod dir, or do I put it in the steamapp dir? FYI, where game is in the below instructions, the full mod dir path is required ie C:\mymod Taylor Sherman wrote: Debugging Source games should work the same way - copy steam.dll to the app directory - put steamapp.cfg file down in the app dir w/ the proper parameters - run hl2.exe -steam -game game directly The SteamAppId parameters are 220 for HL2, 240 for CS:S, and 280 for HL:S. Taylor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Friday, December 03, 2004 10:17 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] can't debug! Hi, I'm having this problem too.. I can't debug through steam.exe and can't seem to figure out a way to debug otherwise (in HL1, you had to use a steamapp.cfg file and run hl.exe). Any help would be appreciated. --JD On Dec 3, 2004, at 1:09 AM, Hasan Aljudy wrote: VS .NET 2003 doesn't want to debug because steam.exe doesn't contain debug information .. I tell it to gnore and proceed .. and it does proceed, but not in debug mode. (like .. I can't go through step by step .. break points don't work .. etc) What do I have to do? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Creating effects
You need to query Ieffects from the gameFactory, not the interfaceFactory (the game provides the effects, not the engine :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Saturday, December 04, 2004 9:25 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Creating effects This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] OK so I was trying to do like the muzzle effect today. I declared this at the top by the other interfaces: IEffects *effects = NULL; Then in Load I added effects = (IEffects*)interfaceFactory(IEFFECTS_INTERFACE_VERSION, NULL); But the plugin will not load b/c I guess effects doesn't get defined. Yes I have IEffects.h included, anyone have any suggestions? Thanks, Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VGUI2
VGUI2 is a client side system, it has nothing to do with servers (it's a framework to draw complex UI's). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Freecode Sent: Saturday, December 04, 2004 11:12 AM To: [EMAIL PROTECTED] Subject: [hlcoders] VGUI2 Now that Source introduced VGUI2 is it possible to change a clients vgui server-side or is it still done by client-side? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Log currently not working in serverplugin?
Make sure you enabled logging (via log on) otherwise logging produces no output. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Saturday, December 04, 2004 5:54 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Log currently not working in serverplugin? Hi, I tried to log with Log() and with engine-LogPrint. Both doesnt log into logfile. Can anyone confirm this? cu Ronny ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] ClientCommand
The CreateMessage() system rate limits the speed at which you can send messages to clients (read the code for details), you are seeing this. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ray Toye Sent: Saturday, December 04, 2004 3:39 AM To: [EMAIL PROTECTED] Subject: [hlcoders] ClientCommand Ive got the DLL to load and testing the built in ClientCommand function with the canned rich,msg, and menu commands they only fire maybe 2 out of 3 times. I enter in the console rich and it brings up the dialog...(Nice by the way) and then a while later Ill try it again and it doesnt come up..then later it may or may not.. It just doesnt seem to fire consistently, and same thing with msg and menu commands. __ Do you Yahoo!? Yahoo! Mail - now with 250MB free storage. Learn more. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] MP GameMode
FCVAR_NOTIFY causes a message to be printed in players console when the value is changed. FCVAR_REPLICATED causes the cvar value to be sent (replicated) to all clients (so it is required to make FCVAR_NOTIFY useful). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Saturday, December 04, 2004 12:43 PM To: [EMAIL PROTECTED] Subject: [hlcoders] MP GameMode I am working on adding some gametype options for the game modes which will be included in a mod.. [multiplay_gamerules.cpp] ConVar mp_timelimit( mp_timelimit, 0, FCVAR_NOTIFY|FCVAR_REPLICATED, game time per map in minutes ); I am not sure what the FCVAR_NOTIFY|FCVAR_REPLICATED is used for or when to use this. Does anyone know? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Console command for clients?
For a plugin you should use FCVAR_PLUGIN. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Saturday, December 04, 2004 12:52 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Console command for clients? CON_COMMAND_F with flags FCVAR_GAMEDLL should fit your needs. Greets Ronny In the default plugin project if I register a console command within 'convar.cpp' the clients can see and use the command as well as the server console. If however I register a command within 'serverplugin_empty.cpp' the client can not see the console command but the server can. I would just register them all within convar.cpp (obviously) but then I don't get access to any engine calls etc. How is convar.cpp set to register the console commands on the client AND server? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Console command for clients?
It's a server command, so a client needs to use rcon to execute server commands. You should use ClientCommand() for client commands :-) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent: Saturday, December 04, 2004 1:14 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Console command for clients? Fine but then how do I register a command so the clients can call it? And don't tell me it can't be done because I have done it and so have AMX/AM/etc on 1.6. If I use CON_COMMAND in the serverplugin_empty.cpp it does not work on a client. It gives you an unknown commaand error, works on the server console though - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, December 04, 2004 8:35 PM Subject: RE: [hlcoders] Console command for clients? Plugins are server side only, putting them in convar is wrong and won't work. You need to register them in serverplugin_empty.cpp. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent: Saturday, December 04, 2004 12:23 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Console command for clients? In the default plugin project if I register a console command within 'convar.cpp' the clients can see and use the command as well as the server console. If however I register a command within 'serverplugin_empty.cpp' the client can not see the console command but the server can. I would just register them all within convar.cpp (obviously) but then I don't get access to any engine calls etc. How is convar.cpp set to register the console commands on the client AND server? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Log currently not working in serverplugin?
Use engine-LogPrint(), I just confirmed that it works in a server plugin. Log() appears to have a bug, I will look into it. You need to have logging enabled (via log on) for LogPrint() to log to log files. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Saturday, December 04, 2004 1:57 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Log currently not working in serverplugin? Logging is on, files are created, all usual log goes into it, but nothing from my serverplugin. Its running under cs:s. Greets Ronny Make sure you enabled logging (via log on) otherwise logging produces no output. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Saturday, December 04, 2004 5:54 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Log currently not working in serverplugin? Hi, I tried to log with Log() and with engine-LogPrint. Both doesnt log into logfile. Can anyone confirm this? cu Ronny ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] material missing in hud message
That material is hl2\materials\vgui\plugin\message_waiting.[vmt,vtf]. It looks like that file isn't in the materials depot yet (an oversight), we will fix that up. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of john smith Sent: Saturday, December 04, 2004 9:14 PM To: [EMAIL PROTECTED] Subject: [hlcoders] material missing in hud message When I send a message to the client in HL2 DM there is always a material missing, it goes away when the message starts to send. Here's an example: http://useast.recongamer.com/images/sendmsg.jpg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Compiling on Linux
This document: http://www.valve-erc.com/srcsdk/linux_compiling.html Describes the environment you need to compile the SDK under linux. Note that you also need to setup the base Makefile before being able to compile the SDK. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Anderson Sent: Saturday, December 04, 2004 9:33 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Compiling on Linux Am I the only one whose SDK is simply missing the Linux libraries required to compile the SDK? The makefiles in src\linux_sdk reference versions of src\lib files that end in _i486.so and they aren't there. Thanks, -David Anderson ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Displaying a menu to a player
You need to use the messaging interface, it provides a menu capability along with generic text dialogs. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Sunday, December 05, 2004 7:24 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Displaying a menu to a player Was wondering if this is possible or if anyone has done this yet? I don't mean the sample menus that were shown that require you to press escape. I mean menus similar/better than those found in HL1? (The non-VGUI menus) And if so, how would I catch which option the user presses? Thanks, Josh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Serverplugin linux makefile?
Um, yes it is (Makfile.plugin). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Oskar Lindgren Sent: Sunday, December 05, 2004 10:27 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Serverplugin linux makefile? Hi, I am trying to compile the serverplugin sample under linux, but the makefile seems to be missning(And no, it isnt Makefile.plugin in ./linux_sdk/)? / Oskar Lindgren ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] vgui_controls
What files in particular? - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Sunday, December 05, 2004 4:29 AM To: hlcoders Subject: [hlcoders] vgui_controls there are a bunch of .cpp files in src\vgui2\controls but they are not included in the project, instead there is a vgui_controls.lib, although the .h files are in the project. I tried adding the files to the project but I got 51 errors and I immediatly removed them from the project :P did these cpp files get included by mistake or are they going to be incorperated in the project files in the near future? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Re: HL2 Modding - What you need and where to start
We are working on creating/documenting the procedure to deploy Mods to end users. When we have details they will go onto the SDK site, we hope to have an initial solution in the next week or two. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59 Sent: Monday, December 06, 2004 11:50 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Re: HL2 Modding - What you need and where to start I agree that the documentation is a bit lacking, but they can't on the other hand put together a 300 page document describing every bit and piece of the SDK. It would take too much time and a good programmer would be able to figure it out anyways by reading the code. I think what we are indeed missing is a tutorial on file organisation. Valve has not said anything yet on how to deploy a MOD to a target user's machine. Do we create our own folder? Do we create a folder inside the hl2/ dir, how do we get the mod to show up in steam, etc... As for the code, basically you have base classes (the regular named classes) and your own classes for your mod (usually have SDK in the name and are contained in file starting by sdk_). As omega said (either here or on wavelength, can't remember), basically you modify these files and add onto them to make your own mod. The HL2_DLL folder is to give you the example of an actual game done with the SDK, nothing more. After that there's neat little pages like these : http://www.t-computers.co.uk/sniperumm/ that have popped up to help you. They basically turn the class hierarchy into a more human-readable format with graphs, etc... They can be helpful but they can also be confusing, it's up to each person to see wether it helps them or hinders their progression. All i can say is i felt a bit like i did at first when i opened the HL1 SDK for the first time: confused! Lots of files, lots of new names reffering to things unknown to me, etc... Knowing the HL1 SDK's naming scheme helped a lot, but there's still new stuff you need to learn, and especially the new class hierarchy and where your functions are. I find myself thinking alot like Where did they put InstallGameRules in this thing or Hmm now they have a class for a sphere find instead of just a function... . I say the best way is still to dig in, there's no head or tails to the SDK, just possible entry points. Start with gamerules maybe, or network code, or weapons, they're all good starting points :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] vgui_controls
vgui_controls.vcproj contains all these files. If you want to change the base vgui behavior you can edit these files and use the vcproj to rebuild the library. Note that if you do this you do it at your own risk (as we will be changing this library over time), the code it meant as a reference rather than a working code base. The correct way to alter VGUI2 behavior is to override the base class, see the client dll code for examples. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Monday, December 06, 2004 1:37 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] vgui_controls - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, December 06, 2004 1:44 AM Subject: RE: [hlcoders] vgui_controls What files in particular? - Alfred AnimationImagePanel.cpp AnimationController.cpp . . Frame.cpp GraphPanel.cpp . . TextEntry.cpp TextImage.cpp . . etc .. basically, I was browsing through the VGUI classes and trying to see how things work etc .. but when I tried to go to the definition of some methods (like for example .. TextEntry::GotoTextStart() ).. it doesn't get me anywhere. Then I noticed these files, they had the same names of the header files, and they had the implementation of these methods. On Mon, 6 Dec 2004 03:00:28 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: What project file are you using? If you use the everything_SDK.slm it has the vgui_controls r00t 3:16 CQC Gaming www.cqc-gaming.com oh cool, I didn't know that. Thanks. Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Sunday, December 05, 2004 4:29 AM To: hlcoders Subject: [hlcoders] vgui_controls there are a bunch of .cpp files in src\vgui2\controls but they are not included in the project, instead there is a vgui_controls.lib, although the .h files are in the project. I tried adding the files to the project but I got 51 errors and I immediatly removed them from the project :P did these cpp files get included by mistake or are they going to be incorperated in the project files in the near future? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] vgui_controls
snip class CBitmapPanel : public vgui::Panel { typedef vgui::Panel BaseClass; . . . }; The typedef is something that our library of macros use (in particular the panel map functionality for vgui2). This derivation is the correct way to alter vgui behavior (inheriting the base functionality and then you can override member functions to make it behave how you want). - Alfred unless I'm missing some feature of C++ :/ Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Monday, December 06, 2004 1:37 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] vgui_controls - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, December 06, 2004 1:44 AM Subject: RE: [hlcoders] vgui_controls What files in particular? - Alfred AnimationImagePanel.cpp AnimationController.cpp . . Frame.cpp GraphPanel.cpp . . TextEntry.cpp TextImage.cpp . . etc .. basically, I was browsing through the VGUI classes and trying to see how things work etc .. but when I tried to go to the definition of some methods (like for example .. TextEntry::GotoTextStart() ).. it doesn't get me anywhere. Then I noticed these files, they had the same names of the header files, and they had the implementation of these methods. On Mon, 6 Dec 2004 03:00:28 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: What project file are you using? If you use the everything_SDK.slm it has the vgui_controls r00t 3:16 CQC Gaming www.cqc-gaming.com oh cool, I didn't know that. Thanks. Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Sunday, December 05, 2004 4:29 AM To: hlcoders Subject: [hlcoders] vgui_controls there are a bunch of .cpp files in src\vgui2\controls but they are not included in the project, instead there is a vgui_controls.lib, although the .h files are in the project. I tried adding the files to the project but I got 51 errors and I immediatly removed them from the project :P did these cpp files get included by mistake or are they going to be incorperated in the project files in the near future? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] loading times
The Edit and Continue feature of MSVC is your friend. Also try +mat_picmip 2 -sw to run windowed and with the low res textures. -nosound should help a bit as well. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Monday, December 06, 2004 10:06 PM To: hlcoders Subject: [hlcoders] loading times When one is coding, he's probably gonna test alot, but I noticed that loading takes a long time .. and that makes testing harder .. often I just want to test a small little thing, then after expereminting with it a little, I'd want to change it and test again .. and so on. What can we do to shorten the time it takes to lead the game and the levels? I personally don't care about graphics when I'm coding, so the first thing I did was set -dxlevel 70 I don't really know if that helps much, but what settings can we use to shorten loading times as much as possible? does increasing the heapsize help, or does too much heap cause troubles? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Sound precaching does not work!
Precaching sounds is a client function, not a server ability. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Tuesday, December 07, 2004 5:56 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Sound precaching does not work! I tried it in ServerActive and in LevelInit, same result. I dont get any warnings like late precache etc. Greets Ronny Where are you calling PrecacheSound() from? On Tue, 2004-12-07 at 14:38 +0100, Ronny Schedel wrote: Environment: linux, serverplugin, Counterstrike + HL2MP IEngineSound::IsSoundPrecached() and IEngineSound::PrecacheSound() return always true, regardless of the parameters (also for missing sounds). Sounds will not precached. This needs to be fixed ASAP. Greets Ronny ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Sound precaching does not work!
Sorry, I should have been more precise. The IEngineSound::PrecacheSound() function provided by the IENGINESOUND_CLIENT_INTERFACE_VERSION interface is a client only interface. On a server you need to use the IENGINESOUND_SERVER_INTERFACE_VERSION interface (same member function). You should do this before any clients connect. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Tuesday, December 07, 2004 11:46 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Sound precaching does not work! In HL1 I could precache sound, models and sprites in a server plugin. Serverside precaches didnt needed a RES file, it was a great advantage. Greets Ronny Precaching sounds is a client function, not a server ability. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Sound precaching does not work!
PrecacheSound() will not cause the file to be downloaded to the client (it just causes the client to try to precache it if it exists on disk). We will investigate having it trigger a download also. In the mean time you will need to use maps reslists to enforce the files existence on clients. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Tuesday, December 07, 2004 5:38 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Sound precaching does not work! Environment: linux, serverplugin, Counterstrike + HL2MP IEngineSound::IsSoundPrecached() and IEngineSound::PrecacheSound() return always true, regardless of the parameters (also for missing sounds). Sounds will not precached. This needs to be fixed ASAP. Greets Ronny ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] sourcesdk.gcf question
No it doesn't, the data on disc is unencrypted. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Tuesday, December 07, 2004 4:33 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] sourcesdk.gcf question The reason steam is slow is because it has to decrypt the gcf files which have the models / textures / sounds for the game. Look in the hl2 folder it is basically bare. These gcf files are 200megs and over. That takes a little to decrypt. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: tei [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, December 07, 2004 9:20 AM Subject: Re: [hlcoders] sourcesdk.gcf question HEe... Normal users NEED a automatic patch system. Like windowsupdate, or steam. ME, you and powers users dont need that, and hate that, but we are less than 8% of users* As a windowsupdate alike tool, Steam work ok. Ok, Its somewhat slow starting games for some reason, but works. And yes, we, the power users and coders, miss zimbillions of features, but normal users dont need that features. note: *usability its often a tradeoff for flexibility Dan Partelly wrote: I think Valve fucked up in many ways with their Steam and imposig it as a gaming platform. Apart from the fact is still buggy, it's slow , preparing to play Half Life 2 takes ages, takes away version controlling from you, I want to downlaod patches myself, and have them on my HDD , so I can install - uninstall them as I want, when I want, how I want. [...] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Localization Files Issue
Have you defined the HL2_RPG string (note the lack of the # !) in your modname_english.txt file? Note that hl2_english.txt will NOT be loaded by your mod by default (we may change this behavior). If you need it to be loaded you can simply add this to your client.dll: vgui::localize()-AddFile( vgui::filesystem(), Resource/hl2_%language%.txt ); This will cause all of the hl2 strings to be loaded. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Skyler York Sent: Tuesday, December 07, 2004 10:00 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Localization Files Issue In regards to the localization files under the /resources directory, I'm having trouble getting Source to read the tokens from any of these language files. The SDK documentation for VGUI2 states that the filename should be in the format modname_language.txt, which is what I have, however token strings (most notably the weapon names on the HUD) show up as #HL2_RPG, #HL2_Crowbar, etc., instead of their proper names. I've also tried various combinations of the name of my mod to see if any of the filename combinations worked, which none do. To make sure it wasn't something I changed accidentally, I started up a test map using the base HL2 mod (username/sourcesdk/sdkcontent) and experienced the same problem. I've been scoping this out for a while but since the implementation for the localization interface is in the engine I've hit a brick wall. Any insight would be appreciated! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Engine Error: Module server.dll is a debug build
That error message happens when you run a debug version of a binary outside of a debugger. You can get it to ignore this by adding -allowdebug to the command line. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Don Alvarez Sent: Tuesday, December 07, 2004 10:02 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Engine Error: Module server.dll is a debug build This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Time for yet another debug problems thread: When I launch my mod, I get an alert box that says Engine Error: Module server.dll is a debug build. Clicking OK brings up another alert box which complains This application has failed to start because MSVCR70.dll was not found. After that the engine shuts down. (1) Is it a problem to get the Engine Error dialog box? Or is this expected during debugging? (2) Is MSVCR70.dll required for debugging HL2? If so, could you add it to the SDK files? I'm running VS2003 version 7.1, so my Windows/System32 directory has an MSVCR71.dll for use by anything I compile, but it doesn't have an MSVCR70.dll. Google lists a variety of hits for download msvcr70.dll but none look sufficiently authoritative for me to trust their files to be trojanless. Thanks, -Don BTW. In order to debug my mod I've copied Valve\Steam\Steam.dll into Valve\Steam\SteamApps\username\Half-Life 2, and I've created a SteamApp.cfg under Half-Life 2 that contains SteamInstallPath = C:\Program Files\Valve\Steam SteamAppUser = myUserName SteamAppId = 220 And I've launched the mod via hl2.exe -steam -game -C:\MyModDir\MyModName where MyModName is the parent directory of the gameinfo.txt file ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] imysqlwrapper
The MySQL interface is not exported by any of the engine binaries (it is used by some of our internal tools). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Morten Striboldt Sent: Wednesday, December 08, 2004 3:01 AM To: [EMAIL PROTECTED] Subject: [hlcoders] imysqlwrapper Anyone had succes implementing the imysqlwrapper interface into a Server Plugin, or is it not possible at the current state ? I have tried: mysql = (IMySQL*)interfaceFactory(MYSQL_WRAPPER_VERSION_NAME, NULL); But couldn't get an interface. -Morten ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Resquest for Source
I will look at adding condump. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of tei Sent: Wednesday, December 08, 2004 3:03 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Resquest for Source Hello. This is a request for two console commands: - condump, something similar to the hl1 version, very usefull. I miss that feature. - flush_serverdll, a command to force windows to unload the server.dll file, so we can overwrite this with a new version and reconnect to see changes (not need to restart the whole engine, dawn!) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] sourcesdk.gcf question
You should also note that if you do not use the interfaces we provide (i.e go around them, say by using CBaseEntity directly in a server plugin) then your program and code will be fragile and will break when we update. If you ever think you are doing something dangerous please email us and ask :) We will be adding some more interfaces to CBasePlayer to give server plugins a richer interface to the player class. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly Sent: Wednesday, December 08, 2004 10:42 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] sourcesdk.gcf question The reason we use the versioned interfaces in the Source SDK is to make it extremely unlikely that any mods will break as we upgrade the engine. We've done lots of engine updates over the years without breaking mods, and the interfaces are a new tool that make it even easier to do this successfully. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of tei Sent: Wednesday, December 08, 2004 9:03 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] sourcesdk.gcf question Ruari O'Sullivan wrote: [...] Hopefully Valve will be looking at an advance access program for modders in the future so we can respond to engine changes when they become necessary, or the first thing you know about a problem with your mod is when it starts segfaulting everywhere from SF to Sydney. -randomnine- Say... a bug on Source able remote root access, Valve fix that bug and update Source, all Source engines update but some mods broke. Humm... Can be interesting If Valve able to test patches before relase, so coders can test before the crash will ocurr (anyway modders will be lazy and will not test) Maybe Steam will support 3th modes update to stable, update to experimental and no updates, so modders will be able to debug against actual versions and future versions. This will also able some dedicated servers to inmediatelly apply updates even if where experimental,.. This its a similiar design decision as Debian has taken with woody, sid, etc.. Humm.. Real World sux :/ Fortunally enough, I dont work on valve, so I dont need to care about this problems. MuAHahahaha! :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Using c_baseplayer in a server plugin
Yes, we can (and probably will) update it class definition. We may even have different versions between our own internally released games. Assuming its definition matches the SDK is dangerous. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Thursday, December 09, 2004 11:05 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Using c_baseplayer in a server plugin CBaseEntity too? That wouldnt be nice, because some functions are only accessible through this class. To valve: will we get updated headers, when CBaseEntity will be changed in the future? Greets Ronny But you shouldn't actually be accessing these at all since MOD authors can change the CBaseEntity, CBasePlayer, etc. classes and add/remove member variables or functions without your knowledge. You will assume you know what is contained within these classes when in fact, you do not. This is what Alfred mentioned just a few posts ago about making your server plugin fragile. You are tring to do something which you should not be doing. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Unable to debug
You can't debug the hl2 binaries, you need to launch (and debug) your own app (make sure you debug with -game mod dir). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Xas Sent: Saturday, December 11, 2004 5:40 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Unable to debug OK, after too many try, I can't. Steam is a plague. I make all good for debug my code in visual studio. Nothing works in my single modification. When I debug, HL lauchs succefully, but after a short while a message box appears : Connection to servers steam lost. Could not acquire necessary game files Google doesn't help me a lot, as most of the results seems to be related with hacked version... Well sounds good. If I don't click OK at this message box, the game loads as usual, but crash at end. So, I can't debug. For info, Steam was installed on my personal PC, but as I had VisualStudio in my work laptop, I installed steam and HL2 here. Steam isn't running on my personal PC. Snif... I can't even play. Any clues ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Unable to debug
Make sure you don't have a Steam.dll/ClientRegistry.blob in the Half-Life 2 directory (under your username) when trying to play Half-Life 2. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Wednesday, December 15, 2004 9:59 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Unable to debug I get the Connection to servers steam lost. Could not acquire necessary game files message while playing HL2 I don't remember this happening before the 14/12 update. On Sat, 11 Dec 2004 23:55:35 +0100, Xas [EMAIL PROTECTED] wrote: Nothings helps me about the message box I can run Visual Studio now, but still this message box who bugs me (and make a memory read error)=20 -Message d'origine- De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Michael Shimmins Envoy=E9 : samedi 11 d=E9cembre 2004 16:20 =C0 : [EMAIL PROTECTED] Objet : RE: [hlcoders] Unable to debug Hello, I don't know what you've tried - you didn't mention how you've setup debugging. Have a look at http://articles.thewavelength.net/650/ and see if that = helps. Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Xas Sent: Sunday, 12 December 2004 12:40 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Unable to debug OK, after too many try, I can't. Steam is a plague. I make all good for debug my code in visual studio. Nothing works in my single modification. When I debug, HL lauchs succefully, but after a short while a message = box appears : Connection to servers steam lost. Could not acquire necessary game = files Google doesn't help me a lot, as most of the results seems to be related with hacked version... Well sounds good. If I don't click OK at this message box, the game loads as usual, but crash at end. So, I can't debug. For info, Steam was installed on my personal PC, but as I had = VisualStudio in my work laptop, I installed steam and HL2 here. Steam isn't running = on my personal PC. Snif... I can't even play. Any clues ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Unable to debug
You need them to debug your mod, but they can't be there when playing Half-Life 2 (for now, our next release will remove this limitation). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Wednesday, December 15, 2004 11:02 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Unable to debug hmm .. I have both of them, lol :D but don't I need them for debugging? atleast steam.dll? On Wed, 15 Dec 2004 22:05:35 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Make sure you don't have a Steam.dll/ClientRegistry.blob in the Half-Life 2 directory (under your username) when trying to play Half-Life 2. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Wednesday, December 15, 2004 9:59 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Unable to debug I get the Connection to servers steam lost. Could not acquire necessary game files message while playing HL2 I don't remember this happening before the 14/12 update. On Sat, 11 Dec 2004 23:55:35 +0100, Xas [EMAIL PROTECTED] wrote: Nothings helps me about the message box I can run Visual Studio now, but still this message box who bugs me (and make a memory read error)=20 -Message d'origine- De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Michael Shimmins Envoy=E9 : samedi 11 d=E9cembre 2004 16:20 =C0 : [EMAIL PROTECTED] Objet : RE: [hlcoders] Unable to debug Hello, I don't know what you've tried - you didn't mention how you've setup debugging. Have a look at http://articles.thewavelength.net/650/ and see if that = helps. Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Xas Sent: Sunday, 12 December 2004 12:40 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Unable to debug OK, after too many try, I can't. Steam is a plague. I make all good for debug my code in visual studio. Nothing works in my single modification. When I debug, HL lauchs succefully, but after a short while a message = box appears : Connection to servers steam lost. Could not acquire necessary game = files Google doesn't help me a lot, as most of the results seems to be related with hacked version... Well sounds good. If I don't click OK at this message box, the game loads as usual, but crash at end. So, I can't debug. For info, Steam was installed on my personal PC, but as I had = VisualStudio in my work laptop, I installed steam and HL2 here. Steam isn't running = on my personal PC. Snif... I can't even play. Any clues ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] ServerPlugin: ICvar?
See serverplugin_cvar.cpp. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bug Sent: Saturday, December 18, 2004 10:50 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] ServerPlugin: ICvar? Fun, now tell me how to read the value of the cvar? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: 18 December 2004 18:14 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] ServerPlugin: ICvar? engine-ServerCommand(mp_timelimit 30\n); Greets Ronny ..So I can modify a game cvar.. (One I didn't create) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra Sent: 18 December 2004 15:06 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] ServerPlugin: ICvar? What do you want ICvar for? On Fri, 2004-12-17 at 22:48 +, Bug wrote: Is there a way to get access to ICvar from within a server plugin? It uses the appSystemFactory interface within a client DLL and the engineFactory within a server dll, both of which are inaccessible to server plugins. I tried, just for kicks, using interfaceFactory and gameServerFactory with no successes. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Today's Steam DLL update
Yes, this was one of the fixes. We are working on the release notes right now. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent: Monday, December 20, 2004 4:55 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Today's Steam DLL update Hi Taylor This update seems to have fixed the Hammer crash on my system with 6 folders deep. Can you confirm if this really has been one of the items fixed before I start spreading the word? I've not been able to find any release notes for this update otherwise i wouldn't be asking. Thanks Ian On Mon, 20 Dec 2004 15:31:18 -0800, Taylor Sherman [EMAIL PROTECTED] wrote: An update on this -- you can actually delete the Steam.dll and SteamApp.cfg from your game directory. Neither one is required anymore to do debug launches. Launching hl2.exe w/ -steam and the appropriate -game on the command-line is all that should be needed. So, the only Steam.dll on your system should be in the main Steam directory, next to Steam.exe. Taylor ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Half-Life 2 has hosed itself!
Delete any SteamApp.cfg files you have on disk (this update removes the need for them) and also delete any Steam.dll files you may have copied around (except for, of course, the one in the base steam install directory). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Skyler York Sent: Monday, December 20, 2004 6:56 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Half-Life 2 has hosed itself! As the subject suggests, this latest update really hosed over my Half-Life 2 installation. After starting Steam and receiving the new update, here's what happened: 1) Steam updates and the Play Games window opens. 2) I double-click on the Half-Life 2 icon in the Steam menu. 3) Preparing to play dialog pops up, then disappears. Cursor turns to busy hourglass. 4) A few seconds later is when Half-Life 2 *usually* starts up. However it doesn't now. Instead, the cursor just turns back into normal and nothing happens. 5) I check the process window, and there is indeed a hl2.exe running the background taking up a mere 4 kb of memory. 6) I attempt to load the Source SDK app (with hl2.exe still in the background) and get this intimidating messagebox: SteamStartup() failed: SteamStartup(0xf,0x12f69c) failed with error 1 : failed to take master pipe connection lock, Win32 Error 2 The system cannot find the file specified. 7) So I shutdown the hl2.exe process and try again. However the error persists. 8) At this point, Steam won't close normally and I have to end that process too. Shutting down Steam resets everything back to it's original state where I can reproduce the above procedure again and again, and receive the same errors. If I go to Source SDK before attempting to run HL2, then it works without problem and Steam shutdowns normally. I get the same error with HL2DM and starting up HL2 with my mod in the -game path. In other words, the problems only start if HL2 is invoked in some way. Restarting the computer didn't help. I thought it was something I did with the SDK, so I re-downloaded that, refreshed everything etc., and the error persisted. I've done everything short of re-downloading Half-Life 2. I'm thinking that somewhere along the line my Filesystem_Steam.dll or Steam.dll got messed up. Between this update and the last update, I *did* copy Filesystem_Steam.dll from half-life 2/bin to sourcesdk/bin because Hammer was complaining about not being able to find it. But that's the only subversive change I've made. All these problems seem to relate to the system, and I know that this last update changed the directory structure a bit. If you need any more information I'd be happy to provide you with it. In the meantime I will give in and re-download Half-Life 2 (all 838 megs, jeez) and see if that helps. Thank God for fast university internet connections... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] attn valve - chapter backgrounds
Actually, try chapters { 1 fake_mapname 2 fake_mapname2 } Also make sure sv_unlockedchapters is set to 1 for your mod (i.e your mod has a cfg/config.cfg so the base hl2 one doesn't get run). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Wednesday, December 29, 2004 1:57 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] attn valve - chapter backgrounds Try a scripts/chapterbackgrounds.txt that contains this text: chapters { } (the code to manage this is inside the engine). We are investigating how to expose more of the gameui logic to mods but don't have anything concrete yet. Note that you can inject VGUI2 panels into GameUI from your client.dll (using EngineVGui()-GetPanel( PANEL_GAMEUIDLL ) as the root). Doing that is an ugly hack however so be careful :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Wednesday, December 29, 2004 1:47 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] attn valve - chapter backgrounds This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How do we disable them for multiplayer mods? Before the latest SDK update I was able to create a bogus ChapterBackgrounds.txt file in scripts, with no entries in the chapters field, now, the file seems to be ignored and backgrounds still load. Even the sample SDK in multiplayer mode loads it, and puts the MOTD etc up and spawns weapons in background menu mode! I'm either blind, or it isn't part of the SDK code. I'm still looking for it however., guessing it's part of gameui.dll though. Regarding gameui.dll .. are we ever going to get source to it so we can make custom launcher menus, beyond just editing res files? It would be really useful. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.817 / Virus Database: 555 - Release Date: 15/12/2004 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] attn valve - chapter backgrounds
Try a scripts/chapterbackgrounds.txt that contains this text: chapters { } (the code to manage this is inside the engine). We are investigating how to expose more of the gameui logic to mods but don't have anything concrete yet. Note that you can inject VGUI2 panels into GameUI from your client.dll (using EngineVGui()-GetPanel( PANEL_GAMEUIDLL ) as the root). Doing that is an ugly hack however so be careful :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Wednesday, December 29, 2004 1:47 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] attn valve - chapter backgrounds This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How do we disable them for multiplayer mods? Before the latest SDK update I was able to create a bogus ChapterBackgrounds.txt file in scripts, with no entries in the chapters field, now, the file seems to be ignored and backgrounds still load. Even the sample SDK in multiplayer mode loads it, and puts the MOTD etc up and spawns weapons in background menu mode! I'm either blind, or it isn't part of the SDK code. I'm still looking for it however., guessing it's part of gameui.dll though. Regarding gameui.dll .. are we ever going to get source to it so we can make custom launcher menus, beyond just editing res files? It would be really useful. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.817 / Virus Database: 555 - Release Date: 15/12/2004 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] quick menu question
You want a Frame, it's a base level container for controls. Just don't make your frame the size of the screen :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maurino Berry Sent: Thursday, January 06, 2005 7:06 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] quick menu question I want to create a menu which contains multiple frames (drag around, overlap etc like the main menu) and I don't know which baseclass to use as the parent (in order to gain mouse control) I obviously can't use a fullscreen Frame because as soon as I click this it will come into focus ontop of the children and render the children unuseable. I'd look at the main menu source but from what I've been told it's in the gameui.dll Can anyone make a suggestion on how I could achieve this? Thanks in advance. _ Don't just Search. Find! http://search.sympatico.msn.ca/default.aspx The new MSN Search! Check it out! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] quick menu question
Each frame is an independent entity with respect to mouse and keyboard input. You can have one frame create another frame that could accept user input. A frame is a popup, a root level container, when painting it isn't clipped by its parent (its visibility is controlled by the parent however). The vgui_drawtree console command is a good tool to visualize the hierarchy of VGUI2 panels in the game and how they effect each other. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maurino Berry Sent: Friday, January 07, 2005 1:27 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] quick menu question Having a frame open will get mouse control, yes. However I want it like the main menu, buttons that open different frames (without having any frames visible) and the only way I can think of to achieve this would be to have a frame the size of the screen then containing the buttons and the sub frames, which leads to the z errors etc. Any other ideas/more specific? Thanks. _ MSN(r) Calendar keeps you organized and takes the effort out of scheduling get-togethers. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU =http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN(r) Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Problem...constantly getting Disconnected from Steam servers
This is inappropriate for this list, the Steam forums or technical support (as you have already tried) are the correct places to ask this. The networking problem you mention are typically caused by a bad NAT device (linksys ones seem to be the worst offenders at the moment). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Michaels Sent: Monday, January 10, 2005 12:30 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Problem...constantly getting Disconnected from Steam servers I tried contacting Valve regarding this problem, but they haven't responded in over 3 weeks. HL Elite programmer (007) told me that hlcoders were more efficient than Valve/Steam technical support and that I might be able to find help this way. Basically, my problem is as follows: Whenever I try to play HL2 Multiplayer online, I find that I am constantly getting disconnected from every server I log into. I get disconnected on average of about once every 5-10 minutes. Upon disconnection, I always receive one of the two following error messages: Disconnected Error Message: 1) Disconnect: ProceedUserCmds: Incorrect Reading Frame (ch and/or 2) Disconnect: ProceedUserCmds: Overflowed Ready Usercm Any assistance on how to fix this problem I am having would be greatly appreciated. Thanks a lot. My system specs are as follows: (FYI - all components have the mosted updated drivers) CPU: P4 2.8Ghz Motherboard: Gigabyte GA-8PIPE-ProG Raid Socket 478 Memory: 1 Gig PC4200 DDR DRAM Hard Drives: 60Gb ATA133 Maxtor 7200rpm OS: Windows XP Home Video Card: Radeon 9800Pro 128mb Sound Card: Creative Labs Sound Blaster(r) Audigy IEEE(r) 1394 - Mike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VGUI Filling before drawing?
Oh, I should also point out that you can fix this yourself if you feel game. The rendering of VGUI2 controls is done inside the VGUI2 controls library shipped with the SDK. In particular look at Panel::PaintTraverse() and Panel::PaintBackground() as a starting point. - Alfred Original Message From: Alfred Reynolds Sent: Wednesday, January 12, 2005 2:18 PM To: 'hlcoders@list.valvesoftware.com' Subject: RE: [hlcoders] VGUI Filling before drawing? VGUI2 doesn't support transparency between VGUI2 frames (only between controls and the game engine). For an example, try opening the options and create server dialog and drag them over each other. We may remove this limitation in the future but for now you will need to design around it. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maurino Berry Sent: Wednesday, January 12, 2005 1:14 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] VGUI Filling before drawing? It seems like when every vgui Frame is drawn, it fills its drawing area with the back buffer (I mean the scene before any vgui drawing has taken place) and then goes on to draw itself and all of its child controls You might have noticed this at the end of a hl2dm/css game when the scoreboard is overlapping the chat and you can't read it. I'm wondering if there is a way to disable this as I'm using a seperate control attached to the cursor displaying the currently held inventory item, this looks really bad when it passes over various guicontrols and is a big square of the scene behind it instead of the gui it is overlapping (see image) http://server3.uploadit.org/files/Helkus-cursorissue.jpg Thanks in advance. _ Take advantage of powerful junk e-mail filters built on patented Microsoft(r) SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU =http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN(r) Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VGUI Filling before drawing?
We never had a design that required it so no one spent the time to write the code to support it. Right now VGUI2 is a simple 2 dimensional render, adding overlapping of transparent controls means implementing a z-buffer. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maurino Berry Sent: Wednesday, January 12, 2005 3:27 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] VGUI Filling before drawing? Thanks for the information, I'm just drawing a border and a dark background for now to cover it up as I don't have the time to look at fixing it Any idea why its not supported though? it seems like you'd have to clear the buffer there one way or another on purpose before rendering, But then again I've not worked with anything as high level as this so the reason seems to illude me _ Designer Mail isn't just fun to send, it's fun to receive. Use special stationery, fonts and colors. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU =http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN(r) Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Debugging a Linux server?
Run this command before running gdb: export LD_LIBRARY_PATH=.:bin:$LD_LIBRARY_PATH - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of DOOManiac Sent: Saturday, January 15, 2005 3:34 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Debugging a Linux server? Still can't get it working :( [EMAIL PROTECTED] steam]$ gdb srcds_i486 GNU gdb Red Hat Linux (6.1post-1.20040607.43rh) *SNIP* This GDB was configured as i386-redhat-linux-gnu...Using host libthread_db library /lib/tls/libthread_db.so.1. (gdb) set args -console -game espionage -IP jmetcalf.2y.net -port 27017 +map esp_test +maxplayers 10 (gdb) r Starting program: /usr/steam/hlds_l/srcds_i486 -console -game espionage -IP jmetcalf.2y.net -port 27017 +map esp_test +maxplayers 10 warning: Child process unexpectedly missing: No child processes Program terminated with signal ?, Unknown signal. The program no longer exists. You can't do that without a process to debug. And when I try to just run srcds_i486 straight from the command line I get: [EMAIL PROTECTED] steam]$ /usr/steam/hlds_l/srcds_i486 -console -game espionage -IP jmetcalf.2y.net -port 27017 +map esp_test +maxplayers 10 Failed to open bin/dedicated_i486.so (vstdlib_i486.so: cannot open shared object file: No such file or directory) However, I don't think this one is mod specific, because if I run regular HL2MP I get the same error... [EMAIL PROTECTED] steam]$ /usr/steam/hlds_l/srcds_i486 -console -game hl2mp -IP jmetcalf.2y.net -port 27017 +map dm_lockdown +maxplayers 10 Failed to open bin/dedicated_i486.so (vstdlib_i486.so: cannot open shared object file: No such file or directory) If I run via the srcds_run script for hl2mp though, everything loads just fine... [EMAIL PROTECTED] steam]$ ./srcds_run -console -game hl2mp -IP jmetcalf.2y.net -port 27017 +map dm_lockdown +maxplayers 10 However the same thing w/ my mod results in the segfault mentioned in the first e-mail... Also, in case its of any matter, Windows Srcds runs the mod just fine. I haven't really added anything too specific yet so I am at a loss as to why this isn't running. Thanks for the help, I really do appreciate it. -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- jeff broome wrote: On Sat, 15 Jan 2005 15:44:15 -0600, DOOManiac [EMAIL PROTECTED] wrote: Thanks for the help. That's the -g option correct? If so, then yes. I tried r at the (gbd) prompt, and it tried to startup, but then said there was no process. Here's a copy paste: I suspect your script to run gdb is giving gdb command line arguments. You don't want to do that. You want to start gdb from the command line by only providing the executable name (i.e cd /usr/steam/hlds_l gdb srcds_i486 ...you shouldn't need the ./ part before srcds_i486 Then once you get inside gdb, you use set args to set the command line arguments that you want to pass to the debugged program. Then use 'r' or 'run' to run the program. See this... http://sources.redhat.com/gdb/current/onlinedocs/gdb_5.html Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HL2DM SDK in January or February?
The code for HL2DM won't be until February at the earliest. I am interested as to why people want it. It doesn't contain anything more that the current SDK. The only real difference is has some HL2 weapons predicted (the current SDK has all its weapons predicted also) and it has a some more examples to work from. If you want to make a HL2DM clone or get more examples then it will be useful, otherwise... - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in January or February? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The one million dollar question. Will Valve release HL2DM this month ??, any news about it?? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HL2DM SDK in January or February?
Oh, and please tell us what areas you are having trouble coding so we can add more/better examples for you. - Alfred Original Message From: Alfred Reynolds Sent: Monday, January 17, 2005 8:28 PM To: 'hlcoders@list.valvesoftware.com' Subject: RE: [hlcoders] HL2DM SDK in January or February? The code for HL2DM won't be until February at the earliest. I am interested as to why people want it. It doesn't contain anything more that the current SDK. The only real difference is has some HL2 weapons predicted (the current SDK has all its weapons predicted also) and it has a some more examples to work from. If you want to make a HL2DM clone or get more examples then it will be useful, otherwise... - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in January or February? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The one million dollar question. Will Valve release HL2DM this month ??, any news about it?? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HL2DM SDK in January or February?
We will be releasing a basic bot API for plugins (with a very simple example). We have also extended the IPlayerInfo structure to return more data about player. You should use the IServerPluginHelpers::CreateMessage() function to communicate with end users from a plugin (oh, and we added a DIALOG_ENTRY message type that lets you prompt a user for input). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HL2DM SDK in January or February? Any possibility of any server plugin updates? Perhaps the ability to change a user's origin? It would be great if there could be a function that allows us to modify the damage done per shot before it is processed. Not sure if you wanted a feature request or not :P Also, will hudmessages be fixed for CS:S? Thanks, Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Monday, January 17, 2005 11:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HL2DM SDK in January or February? The code for HL2DM won't be until February at the earliest. I am interested as to why people want it. It doesn't contain anything more that the current SDK. The only real difference is has some HL2 weapons predicted (the current SDK has all its weapons predicted also) and it has a some more examples to work from. If you want to make a HL2DM clone or get more examples then it will be useful, otherwise... - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in January or February? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The one million dollar question. Will Valve release HL2DM this month ??, any news about it?? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HL2DM SDK in January or February?
When we release it you will see :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bug Sent: Tuesday, January 18, 2005 12:14 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HL2DM SDK in January or February? Sorry are you saying you are adding the ability to communicate with end users in the next release or that we, just as a general note, should use CreateMessage() to send things to users? How does DIALOG_ENTRY take input from a user? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: 18 January 2005 18:55 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HL2DM SDK in January or February? We will be releasing a basic bot API for plugins (with a very simple example). We have also extended the IPlayerInfo structure to return more data about player. You should use the IServerPluginHelpers::CreateMessage() function to communicate with end users from a plugin (oh, and we added a DIALOG_ENTRY message type that lets you prompt a user for input). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Tuesday, January 18, 2005 7:08 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HL2DM SDK in January or February? Any possibility of any server plugin updates? Perhaps the ability to change a user's origin? It would be great if there could be a function that allows us to modify the damage done per shot before it is processed. Not sure if you wanted a feature request or not :P Also, will hudmessages be fixed for CS:S? Thanks, Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Monday, January 17, 2005 11:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] HL2DM SDK in January or February? The code for HL2DM won't be until February at the earliest. I am interested as to why people want it. It doesn't contain anything more that the current SDK. The only real difference is has some HL2 weapons predicted (the current SDK has all its weapons predicted also) and it has a some more examples to work from. If you want to make a HL2DM clone or get more examples then it will be useful, otherwise... - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in January or February? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The one million dollar question. Will Valve release HL2DM this month ??, any news about it?? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HL2DM SDK in January or February?
CS:S will work with 3rd party bots (implementing the bot API was a good test of this). I suspect that current bot plugins don't work because they have to use assorted hacks to work (and the release probably invalidated some of those hacks). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Tuesday, January 18, 2005 11:48 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in January or February? S. Hendriks wrote: I heard, but did not test this yet, that the current 'bot plugins' do not work with the CSS release. (Botman, could you confirm?) Any info on this? I would assume this has to do with CS:S now officially supporting bots (internally). Bots created through plugins may (will?) confuse the CS:S code that internally handles fake clients. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HL2DM SDK in January or February?
I still feel dirty from reading that forum post with all the hex offsets - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Tuesday, January 18, 2005 1:26 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in January or February? Alfred Reynolds wrote: CS:S will work with 3rd party bots (implementing the bot API was a good test of this). I suspect that current bot plugins don't work because they have to use assorted hacks to work (and the release probably invalidated some of those hacks). WHAT!?!?!?!? Plugins using HACKS!!! WHAT YOU SAY??? All your base are belong to us! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Cvar entry in vgui game menus
That control is defined internally to GameUI.dll, you don't have access to it (it is just a vgui::TextEntry with OnTextChanged() overriden to check/set cvar values). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Tuesday, January 18, 2005 3:26 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Cvar entry in vgui game menus I was looking at the included game menus and on the Options-Multiplayer there is a field to enter a player name. I tested changing the player name from the menu, and it works. That field is defined in the resource file like so: NameEntry { ControlName CCvarTextEntry fieldName NameEntry xpos 84 ypos 17 wide 128 tall 24 autoResize0 pinCorner 0 visible 1 enabled 1 tabPosition 0 textHidden0 editable 1 maxchars 63 NumericInputOnly 0 unicode 0 } Where is this CCvarTextEntry from? It's not one of the options on the vgui ingame menu builder, and if I manually edit my resource file to make another text field with control name CCvarTextEntry then it doesn't show up. I've tried searching the source code for CvarTextEntry, and found no results. What do I need to do to be able to use that control on my custom menus and where to I define what cvar is linked to it? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] SDK update
We have released an update to the SDK, restart Steam to pick it up. This update adds a couple new features and provides some basic sample bots, more details can be found here: http://www.steampowered.com/index.php?area=newsid=390 And here: http://www.valve-erc.com/srcsdk/ (we are still working on updating the SDK site, should be done soon). - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK update
You don't like our new calendar? Its year rotr 4 :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Wednesday, January 19, 2005 5:44 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Apparently it's friday the 19th at valve :O I got a weekly update today. On Thu, 20 Jan 2005 11:25:03 +1000, Luke Graham [EMAIL PROTECTED] wrote: Fantastic update, not sure whether I like the source for the maps or the bot interface best. A wierd idea popped into my head when I saw what Valves sample bot does. If 3rd-person mode has buggy animations and what-not, it could be emulated with a bot, and the first-person player model disabled. Just change the camera :D On Wed, 19 Jan 2005 17:11:11 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: We have released an update to the SDK, restart Steam to pick it up. This update adds a couple new features and provides some basic sample bots, more details can be found here: http://www.steampowered.com/index.php?area=newsid=390 And here: http://www.valve-erc.com/srcsdk/ (we are still working on updating the SDK site, should be done soon). - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK update
Refresh SDK content just updates the various tools and example content in the SDK. You need to Create A Mod to extract the new code. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, January 19, 2005 6:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Ben Davison wrote: I've run a diff on the old code and the new code, and for some reason it's coming up with no changes to the code. Did it say Copying Files. Please wait... for about 2 or 3 minutes right after you clicked on Play Games-Source SDK? I also did a Refresh SDK Content, just for fun. I got differences all over the place (first 2 files in cl_dll\game_control, NavProgress.cpp and NavProgress.h are new). There's LOTS of changes in sdk\nav_*.* Are you doing a Single Player MOD or Multiplayer MOD? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK update
Right now the bot examples in the SDK just use the basic fakeclient engine functionality to move a player around a server. In future updates we will be exposing some services derived from the CS:S bots (for example, access to their navigation mesh ). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Thursday, January 20, 2005 6:54 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Just A quick question, I assume because we use bot_add that the sample bots are built off the turtle rock CS:S bots? So will we see more examples and code in later releases? On Thu, 20 Jan 2005 10:16:57 -, Mike Blowers [EMAIL PROTECTED] wrote: Great suggestions. I'd love for that to be implemented too. Mike. - Original Message - From: Adam amckern Mckern [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 20, 2005 9:17 AM Subject: RE: [hlcoders] SDK update This would be a good idea, for those that also only work with the code --- Tony \omega\ Sergi [EMAIL PROTECTED] wrote: Couldn't you guys add an option to Extract Source Code which would just put an untouched version of the sdk, read only inside the sourcesdk folder, so we can diff whenever without actually running create a mod and creating new configurations? It would make things easy. And thenm let the refresh sdk content update that one if it exists, but only if. (so non-programmers don't need to have the source out of the GCF) What I ended up doing this time was using GCFScape and just unpacked the source dir to a folder off of c: so I could diff. Would be cool to have an option right there in the sdk for it. -Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: January 19, 2005 9:46 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK update Refresh SDK content just updates the various tools and example content in the SDK. You need to Create A Mod to extract the new code. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, January 19, 2005 6:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Ben Davison wrote: I've run a diff on the old code and the new code, and for some reason it's coming up with no changes to the code. Did it say Copying Files. Please wait... for about 2 or 3 minutes right after you clicked on Play Games-Source SDK? I also did a Refresh SDK Content, just for fun. I got differences all over the place (first 2 files in cl_dll\game_control, NavProgress.cpp and NavProgress.h are new). There's LOTS of changes in sdk\nav_*.* Are you doing a Single Player MOD or Multiplayer MOD? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? Yahoo! Mail - now with 250MB free storage. Learn more. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Adding Multiple VGUI Schemes.
You need to use LoadSchemeFromFile() to make the scheme available for panels, and you specify the friendly name for this scheme when it is loaded. See CBaseHudChat::CBaseHudChat() for an example. A whole new scheme may be overkill for simply altering colors, you could just define custom color names in your base scheme and then in ApplySchemeSettings() of your panel use SetBgColor( pScheme-GetColor( colorname ) ). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59 Sent: Friday, January 21, 2005 9:35 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Adding Multiple VGUI Schemes. I'm running into trouble with adding additional client schemes, essentially i'm trying to have one scheme per team to modify completely the look and feel of the VGUI elements every time you change teams. I made my own function to get the Scheme name based on wich team you currently are on, and made a new file called MyTeamScheme.res and put it in /resource/. In that scheme file i have a font named DefaultBig wich is also present in ClientScheme.res, however when it tries to load my own scheme file, it can't find the font anymore... How do i set up my new schemes so they will work propely and how do i name theme, because everywhere the call is SetScheme(ClientScheme) but the name tag is commented out in ClientScheme.res with a comment that says this is currently overriden in code... A. Where is it overriden (engine? SDK? VGUI code?) and B. How do i make this work? Is there another way to do this besides making one file per team? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Font size selection
The font weaponIcons has a size defined in it. You should define a new font at the size you want and use that. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Grant Christensen Sent: Sunday, January 23, 2005 3:28 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Font size selection In my death.cpp displaying the player death messages I am using the weapon fonts that are used by the hud weapon selection boxes to display in the death notice. In my mod_textures.txt I have: g_grenade_projectile { font weaponIcons character k } How do I tell it which size of the font to use, as it is using a rather large one by default. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VGUI2 Positioning with Resource Files
VGUI2 Panels have a proportional parameter (accessed via SetProportional() and IsProportional() ). If you SetProportional() in the constructor of your panel that all co-ords and sizes you pass to the panel via config files will be scaled from 800x600 to the users resolution (note that sizes you set via code are always based upon the clients native resolution). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cale Dunlap Sent: Sunday, January 23, 2005 9:51 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] VGUI2 Positioning with Resource Files This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Are the numbers defining the xpos and ypos dependant on the client's resolution or are they scaled so they look similar/same at runtime? Remember how in HL1SDK there were macros called XRES and YRES? I found them in the SSDK but I'm wondering if the numbers from the scheme files get processed through these macros also. I'm using a combination of resource files and hardcode for a team menu. This question was probably already asked, but I haven't found it yet. -Cale -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.2 - Release Date: 1/21/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HL2DM IPlayerInfoManager Out of Date
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 missing) interface, there are no guarantees that MODs will export the various plugin interfaces. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Anderson Sent: Thursday, January 27, 2005 8:42 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date I don't like bumping threads but this issue is rather important, as if Valve isn't even going to comply with their own API then server-plugins are essentially doomed. Hopefully someone can make a comment before this gets overrun with another 40 irrelevant posts of Steam: Technology Failure. Thanks, ~dvander David Anderson wrote: From what I've seen, it seems IPlayerInfoManager on HL2DM is still at version 001 while IPlayerInfoManager on CS:S is at version 002. While all Valve needs to do is recompile, the fact that the version number and interface name are in one string make it very difficult for good backward compatibility. Assuming they were separated, and Valve simply added new functions to the end of the vtable, it wouldn't be a problem. But that's not going to happen. What's the solution to this? Are we going to have to do ugly hacks to check the name's last three digits from X to 001 until we get a valid interface pointer? Other than that, I see nasty compatibility problems in the future. Thanks for any help, -David BAILOPAN Anderson http://www.sourcemod.net/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Thought this was kind of odd?
Um, iDamage suggests an int value but you are using the %f format specifier to display it... - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Thursday, February 03, 2005 9:14 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Thought this was kind of odd? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] In sdk_players_shared.cpp Around line 108.. I wanted to see what the damage would be depending on distance etc.. //calculate the damage based on the distance the bullet travelled. flCurrentDistance += tr.fraction * flMaxRange; // damage get weaker of distance fCurrentDamage *= pow ( 0.85f, (flCurrentDistance / 500)); DevMsg(2,idamge %f fcurrentdmg %f distance %f \n, iDamage, fCurrentDamage, flCurrentDistance); iDamage sometimes ends up being like 285683963456398639086903486930869038690386093860938609386398306.00 +/- seems to occure if I keep tapping the trigger quickly. That +probably shouldn't happen (NO CODE WAS CHANGED) Is there a reason this is happening? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Custom Schemes (again)
Firstly, don't keep calling LoadSchemeFromFile(), just call it once per scheme you will ever use (so in a constructor somewhere). Then in your reset code just do a SetScheme( scheme id ) on the panels you want to change for the player. You then need to call InvalidateLayout( false, true ) the panel to cause it to reload its scheme settings (don't ever manually call ApplySchemeSettings() ). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59 Sent: Friday, February 04, 2005 12:28 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Custom Schemes (again) Hi, I've been recently working on getting multiple schemes to work into my MOD. Basically every time you switch teams, i reload the scheme you have with the one corresponding to your team, so your VGUI's skin changes to fit your team. I've ran into quite a few problems, but right now the one i'm working on has me boggled and if anyone has any ideas on how to fix it I'd appreciate the help: I'm trying to get my scoreboard title to show up in red. The Scheme res file says that all the Label.something elements have my custom colors, namely the text is supposed to show up in red and not in orange. When i first join my game i start in a game room type of place where you have no weapons and must walk into a certain area to join a team. In that area i am using the default scheme. When you join a team it reloads the scheme based on your team. I've been using ApplySchemeSettings and basically the Scoreboard class reloads it's scheme every time it is Reset(). I've made up a function in the C_BasePlayer class that returns the right name for the scheme called GetSchemeName(bool withExtension). Here's the code in Reset(): char szSchemeName[128]; C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); vgui::HScheme scheme; if (pPlayer) { strcpy(szSchemeName,resource/); strcat(szSchemeName,pPlayer-GetSchemeName(true)); scheme = vgui::scheme()-LoadSchemeFromFile( szSchemeName,pPlayer-GetSchemeName(false) ); } else { strcpy(szSchemeName,resource/ClientScheme.res); scheme = vgui::scheme()-LoadSchemeFromFile( szSchemeName, ClientScheme ); } // set the scheme before any child control is created SetScheme(scheme); ApplySchemeSettings(vgui::scheme()-GetIScheme( scheme )); m_pPlayerList-SetScheme(scheme); m_pPlayerList-SetVerticalScrollbar(true); //Warning(CClientScoreBoardDialog::Reset()\n); Here i realise i am not telling the Title Label to update it's scheme, but i thought VGUI would do that automatically... This is what disturbs me, why isn't it propagating on it's own the Scheme settings... Anyways, i added this code: vgui::Label* pTitle = (vgui::Label*)(FindChildByName(ServerName)); if (pTitle) pTitle-SetScheme(scheme); else Warning(Couldn't Find Child Named \ServerName\ in CClientScoreBoardDialog::Reset()\n); The code produces no warning, yet the text color doesn't change for the title Label. I am at a loss as to why this is happening, the Label function ApplySchemeSettings() is protected... So i decided to un-protect it and see what would happen when i called it along with SetScheme.. Turns out the linker gives me an error (wich was predictable) about unresolved external... So Valve, anyone else, how do i get this title to change it's scheme? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Re: Custom Schemes (again)
Drop a breakpoint on the ApplySchemeSettings() call in your panel and verify it picks up the scheme change and retrieves the new colors (and then internally does a SetFgColor() or the like to cause the label to paint with the new color). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59 Sent: Friday, February 04, 2005 4:48 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Re: Custom Schemes (again) So i am now loading all my schemes in the CBaseViewport Constructor like so: vgui::HScheme scheme; vgui::scheme()-LoadSchemeFromFile(resource/VaminScheme.res,VaminSche me); vgui::scheme()-LoadSchemeFromFile(resource/AbsentisScheme.res,Absent isScheme); vgui::scheme()-LoadSchemeFromFile(resource/OrderScheme.res,OrderSche me); scheme = vgui::scheme()-LoadSchemeFromFile(resource/ClientScheme.res, ClientScheme); Then in my Scoreboard's reset i have: C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); vgui::HScheme scheme; if (pPlayer) { scheme = vgui::scheme()-GetScheme( pPlayer-GetSchemeName(false) ); } else { scheme = vgui::scheme()-GetScheme( ClientScheme ); } // set the scheme before any child control is created SetScheme(scheme); InvalidateLayout(false,true); vgui::Label* pTitle = (vgui::Label*)(FindChildByName(ServerName)); if (pTitle) { pTitle-SetScheme(scheme); pTitle-InvalidateLayout(false,true); } m_pPlayerList-SetScheme(scheme); m_pPlayerList-InvalidateLayout(false,true); And the colors are still default HL2 orange... I can't figure out what's wrong with my code, in debug the HScheme scheme var is set correctly to a low number (usually 3, 4 or 5 depending on my team), the functions get called right, but the colors just won't change :( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Adding other languages .. (localization)
snip I have a couple of questions .. I read that Korean and Chinese have complex scripts .. and I was wondering how is the input parsed and everything .. did you guys at Valve write your own code or did you call some windows APIs to do that? We use a window API for character input (IME in particular) with some VGUI2 wrappers to expose its functionality (like changing keyboard language). Also, is it possible to manipulate the console? atleast after my mod loads? Adding text to it yes, changing its layout no. and something that is not directly related: how does Source map the keyboard buttons to their corresponding unicode characters? We process the WM_CHAR/WM_SYSCHAR windows message that provides unicode characters directly. - Alfred On Tue, 1 Feb 2005 16:55:46 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote: I know this is old :) two monthes old, but anyway. I've added some simple contextual shaping for arabic letters. here's a screenshot (although I think nobody will understand it) http://img103.exs.cx/img103/5889/sdkvehicles00023bi.jpg I basically reinvented the wheel and wrote my own code to do it, but the thing is, I only convert the wchar_t string after it's done being typed; so I didn't really add RTL support, I only re-arranged the the string and changed the shape of the letters according to their context. About this IME, I noticed there are several IME related methods in the IInput interface but the actual implementation of these methods seem to be somewhere we don't have access to. Tbh I don't really know much about this stuff anyway, and I never heard the term IME before you (Yahn) mentioned it. On Sat, 4 Dec 2004 09:06:56 -0800, Yahn Bernier [EMAIL PROTECTED] wrote: I found this to be somewhat useful when researching the issue: http://www.amazon.com/exec/obidos/tg/detail/-/0735615837/qid=1102179 643/ sr=8-2/ref=sr_8_xs_ap_i2_xgl14/103-0137991-2115829?v=glances=books n=50 7846 However, the vgui_controls code in the SDK should allow you to do a lot of this (adding RTL reading support to Label/TextEntry) including hooking up the RTL IME in TextEntry if you are motivated enough. I know I've seen both Arabic and Hebrew text when playing CS:Source, so the fundamental support seems to already work, except for the reading order. Adding a new language will involve adding the various closecaption_newlanguage/vgui_newlanguage/steamui_newlanguage text files. Valve itself will probably be adding additional localizations to Source over time, since if you'd done it 9 times, adding one more isn't so hard. I'll add the IME (Input Method Editor/Keyboard Layout) help docs to the SDK at some point soon. Yahn Valve -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Saturday, December 04, 2004 12:46 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Adding other languages .. (localization) Thanks! Does anybody of any resoures on the internet about coding unicode stuff and the like? On Fri, 3 Dec 2004 21:54:32 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: The Source engine fully supports the unicode character set. We do not currently support right to left text entry. Mods can define the fonts used to render their game, you would need to use one that includes the Arabic character set. You could use the vgui controls source code as a base to implement right to left text controls. So yes, it could be done inside your mod (but not in the initial GameUI). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Friday, December 03, 2004 9:44 PM To: hlcoders Subject: [hlcoders] Adding other languages .. (localization) I really have no idea if this is possible or not, but is it possible to add support for additional languages? not programming languages .. I'm talking about localization and stuff. basically, I noticed steam doesn't quite support arabic, the source engine can render arabic fonts fine, the problem I think is related to encoding or something. I can't just type stuff in notepad and copy it over, because even though it looks correct in notepad, once I copy it to Source, it gets distorted .. I have to use the character map and copy stuff from there. an arabic letter have several forms depending on its position in the word .. initial, middle, final .. etc. my question is, is it possible to code stuff like this with the SDK? or is this not aailable to us? ___ To unsubscribe, edit your list preferences, or view the list archives, please
RE: [hlcoders] launch string changed?
Try putting quotes around the parameters after the -applaunch option (also check your Steam client is up to date). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Brian A. Stumm Sent: Friday, February 04, 2005 9:03 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] launch string changed? steam: -applaunch 20 +connect spokaneteamfortress.com:27015 is this now an invalid string to use to launch into game from a web browser link? It doesn't seem to work for me anymore. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN
No (in general, typically it will work). Retrieval of the network ID is an asynchronous operation, it can complete at any time (hence the network ID callback for plugins). Your problem however appears to be due to you running a listen server with maxplayers set to 1 (making it a single player game), in that case the network ID is never set to a valid value. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roy Laurie Sent: Tuesday, February 08, 2005 12:06 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN Any time I call PlayerInfoManager::GetNetworkIDString() or IVEngineInterface::GetPlayerNetwordIDString(edict_t*) from ClientActivate(), I get a string with UNKOWN. This occurs not only while debugging locally, but also on my public server. The SteamID should be available in ClientActivate, no? I checked it against BeetleFart's current code and they seemed to be doing the same, but with proper results. Ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Bug in Mailman...
Pray tell, where do you encounter this error? (the list server just had a patch applied to fix a mailman exploit). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Thursday, February 10, 2005 6:22 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Bug in Mailman... The archives (Mailman) is sick... Bug in Mailman version 2.0.11 We're sorry, we hit a bug! Please inform the webmaster for this site of this problem. Printing of traceback and other system information has been explicitly inhibited, but the webmaster can find this information in the Mailman error logs. So I'm following the instructions and informing the webmaster. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Bug in Mailman...
Thanks, I will track down the problem :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of jeff broome Sent: Thursday, February 10, 2005 6:45 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Bug in Mailman... On Thu, 10 Feb 2005 18:36:47 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Pray tell, where do you encounter this error? (the list server just had a patch applied to fix a mailman exploit). Go to this page... http://list.valvesoftware.com/mailman/listinfo/hlcoders Click on the hlcoders Archives link at the top of the page, it crashes. Actually it does this on the hlds, hlds_linux and hlmappers Archive link as well. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Bug in Mailman...
And fixed. Looks like the recent security update for this package from Debian has a bug in it, I was reduced to hacking the python scripts by hand :( - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Thursday, February 10, 2005 6:52 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Bug in Mailman... Thanks, I will track down the problem :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of jeff broome Sent: Thursday, February 10, 2005 6:45 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Bug in Mailman... On Thu, 10 Feb 2005 18:36:47 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Pray tell, where do you encounter this error? (the list server just had a patch applied to fix a mailman exploit). Go to this page... http://list.valvesoftware.com/mailman/listinfo/hlcoders Click on the hlcoders Archives link at the top of the page, it crashes. Actually it does this on the hlds, hlds_linux and hlmappers Archive link as well. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Joining mod server through steam server window
The next Steam client release will include a fix for this. 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 gameinfo.txt file (and it will fall back to the name key for the games list if a game key does not exist). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Sunday, February 13, 2005 9:53 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Joining mod server through steam server window I've found that when I try to join a server running my mod through the Steam server list, I always get an error that says gameinfo.txt not found in my mod dir. However, if I load the mod from the 3rd party games list and pick find servers, I can join servers from in game with no problem. There is, in fact, a gameinfo.txt in my mod's directory (installed under SourceMods). Does anyone know where Steam is looking for this file? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Joining mod server through steam server window
The SDK update will include an updated gameinfo.txt (with comments!). For existing mods you will need to manually add the game key if it doesn't already exist. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of British_Bomber Sent: Tuesday, February 15, 2005 12:34 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Joining mod server through steam server window so does that mean that when you create a mod it will now include a game key in the Gameinfo? Thanks for fixing this guys :D Just out of curiosity though, why did you decide to use the Source Mods folder rather than mods being installed into the HL2 directory? Just too keep it clean? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VGUI is trapping the keyboard code!!!
You can't have the scoreboard intercept keyboard events (SetKeyBoardInputEnabled(false) must be set) if you want the engine to process them ( which also means OnKeyCodePressed() won't be called as the scoreboard won't get key presses). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59 Sent: Wednesday, February 16, 2005 5:30 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] VGUI is trapping the keyboard code!!! Hi, I added a OnKeyCodePressed function to the scoreboard to intercept the jump key events and toggle the mouse on and off when the user presses the jump key (keycode is getched with gameuifuncs-GetVGUI2KeyCodeForBind( jump ); ) All worked fine and dandy till i realised that this effectively prevents any movement while my scoreboard is up (mouse mode or no mouse mode). I poked around and found that the client.dll needs to tell the engine wether or not to handle the key event (for such things as chatting). This is also fine but i don't see the code for this in the vgui2.lib project. So my question is simple, how do i make it so my panel doesn't trap the code and so that it gets processed on the server even when the scoreboard is up? Here's the function: (m_iJumpKey is the ID of the key corresponding to the jump bind.) void CClientScoreBoardDialog::OnKeyCodePressed(KeyCode code) { if (m_iJumpKey != KEY_NONE m_iJumpKey == code ) { if (m_bInMouseMode) SetMouseInputEnabled(false); else SetMouseInputEnabled(true); m_bInMouseMode = !m_bInMouseMode; } else { BaseClass::OnKeyCodePressed( code ); } } The BaseClass (vgui::Panel) only handles the escape key... I wouldn't mind using say right click mouse to toggle, but to capture that event i need to SetMouseInputEnabled(true); wich pops up the cursor anyways and doesn't help me at all... Thanks in advance... Imperio59. -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.8.8 - Release Date: 14/02/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Adding a Label as Part of a HUD element.
You need to parent the control to a visible popup panel (use the console command vgui_drawtree 1 to explore the various vgui2 panels in the game). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59 Sent: Thursday, February 17, 2005 1:37 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Adding a Label as Part of a HUD element. I created my own Hints Hud element, and was displaying text up until now with surface()-DrawSetText() and associated function. But, it doesn't have text wrapping, and since i'm too lazy to code that in there and figured VGUI2 already had elements that implemented wrapping, i decided instead to add a Label that would overlap my entire hints box. I looked around for examples and only found a few, i have a vgui::Label * m_pTextLabel as a private member of my hud element and do the following: In the constructor: m_pTextLabel = vgui::SETUP_PANEL(new vgui::Label(this,HintsLabel,)); m_pTextLabel-SetScheme(scheme); m_pTextLabel-SetFont(vgui::scheme()-GetIScheme(scheme)-GetFont(Defau ltBig)); m_pTextLabel-SetWrap(true); m_pTextLabel-SetKeyBoardInputEnabled(false); m_pTextLabel-SetMouseInputEnabled(false); m_pTextLabel-SetPos(5,5); m_pTextLabel-SetSize(GetWide()-10,GetTall()-10); m_pTextLabel-SetPaintBackgroundEnabled( false ); m_pTextLabel-SetPaintBorderEnabled( false ); m_pTextLabel-SizeToContents(); m_pTextLabel-SetContentAlignment( vgui::Label::a_west ); In Reset() (where i handle some scheme stuff, that doesn't work atm ;) ): m_pTextLabel-SetScheme(scheme); m_pTextLabel-InvalidateLayout(false,true); In Paint(): m_pTextLabel-SetFgColor(textCol); m_pTextLabel-SetBgColor(c); m_pTextLabel-SetText(m_pWText); Where textCol is my text color, c the bg color (with correct alpha value for fading over time) and m_pWText is the widechar string that i fetch from localize with my custom message sent by the server at appropriate times etc... I should metnion the DrawSetText() version works fine so there's no problems with the string or anything, on top of that it sets the correct string in debug on the Label, the only problem is, it doesn't draw it ;) I'm sure the problem is something simple, any ideas? -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.8.8 - Release Date: 14/02/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Server Plug-in Loading Order
They are loaded just after the DllInit() call to the game server dll. What are you doing that requires a particular ordering of load? - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael A. Hobson Sent: Saturday, February 19, 2005 1:21 AM To: HLCoders Subject: [hlcoders] Server Plug-in Loading Order Jay, Yahn or Alfred: Does the engine load server plug-ins *before* or *after* a mod's game DLL and is this order guaranteed (even on Linux ) ? Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Dedicated server for mods broken by new steam update
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 name key for the games list if a game key does not exist). --- So, just add that key to your gameinfo.txt and it will work again. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Sunday, February 20, 2005 7:42 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Dedicated server for mods broken by new steam update 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 that you could run a dedicated server with. After the Steam update, with no changes at all to the mod, the mod no longer shows up in the dropdown of available games in the Dedicated Server program and if I try to start it manually via the command line then it doesn't work. I tried testing this by using the updated SDK to create a new DM mod. I did not change any of the files created by the DM mod except for the game name in GameInfo.txt so I could tell it apart from the others. I compiled the DM code to put in the /bin directory for that mod but did not modify the code at all. I then copied this mod directory into /SteamApps/username/source dedicated server/ like I had done before and it showed up in the list of available games to run a dedicated server for. When I ran the dedicated server using the unmodified DM mod, none of the animations worked at all and whenever anyone was killed it would just say that player unconnected suicided. If I ran a listen (non-dedicated server) using this DM mod, then everything worked fine and animations and death messages and all were working. Something is broken in Source Dedicated Server since the new Steam update. Can anyone from Valve comment on this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Dedicated server for mods broken by new steam update
I don't know about that problem sorry, haven't had any reports of it either. Could you elaborate on the death notice problems? - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Sunday, February 20, 2005 11:14 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Dedicated server for mods broken by new steam update 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 happen if you're just running a listen server. On Sun, 20 Feb 2005 22:20:27 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: 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 name key for dirthe games list if a game key does not exist). --- So, just add that key to your gameinfo.txt and it will work again. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Sunday, February 20, 2005 7:42 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Dedicated server for mods broken by new steam update 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 that you could run a dedicated server with. After the Steam update, with no changes at all to the mod, the mod no longer shows up in the dropdown of available games in the Dedicated Server program and if I try to start it manually via the command line then it doesn't work. I tried testing this by using the updated SDK to create a new DM mod. I did not change any of the files created by the DM mod except for the game name in GameInfo.txt so I could tell it apart from the others. I compiled the DM code to put in the /bin directory for that mod but did not modify the code at all. I then copied this mod directory into /SteamApps/username/source dedicated server/ like I had done before and it showed up in the list of available games to run a dedicated server for. When I ran the dedicated server using the unmodified DM mod, none of the animations worked at all and whenever anyone was killed it would just say that player unconnected suicided. If I ran a listen (non-dedicated server) using this DM mod, then everything worked fine and animations and death messages and all were working. Something is broken in Source Dedicated Server since the new Steam update. Can anyone from Valve comment on this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] IGameEventManager/IGameEventListener
I will forward on the request for some kind of iterator in IGameEvent, seems a reasonable thing. Note that you can load the various event files (modevents.res, serverevents.res, gameevents.res) at run time to get the format of all the events being used. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Damaged Soul Sent: Saturday, February 19, 2005 6:39 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] IGameEventManager/IGameEventListener I would love to use the newer system and I understand that it probably is more efficient. But is there any chance that IGameEvent will be expanded to allow the things I stated previously with getting an event param type or iterating through all the arguments/params of a particular event? Using KeyValues in the older system allowed me to do such things and I'd really like to have such functionality, more specifically for logging every event that occurs along with every param/argument name and its value. As an example, when the player_team event occurs, I would log data such as this without actually having to know what each param name was: Event - player_team Arg 1: userid 2 Arg 2: team 2 Arg 3: oldteam 0 Arg 4: disconnect 0 On Sat, 19 Feb 2005 17:43:36 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: The old event system had way too much overhead when we start adding more verbose events (such as firing one each time a footstep is triggered, something that bots use). The new system is much more efficient, it only creates and delivers events when a listener exists. You should upgrade to the new system. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Damaged Soul Sent: Saturday, February 19, 2005 1:05 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] IGameEventManager/IGameEventListener I'm curious as to why Valve decided to change these interfaces and use IGameEvent rather than KeyValues. One guess that I have, is that KeyValues has more methods than is really needed for game events. KeyValues has extra things for getting and setting pointer and color data types. Events only use Bool, Int, Float, and String data types so those extra methods are not needed for events. And I would guess that is why IGameEvent is used instead now. However, by using IGameEvent, a little power is lost as a result. With KeyValues I was able to determine the data type of a particular param/argument and also iterate through the list of params/arguments for an event that had occurred. This kind of thing was very useful for creating a logging system to print data about every event that occurs without having to explicitly get the value of a key. I did not have to actually know the names of all the event params in order to do this. I have noticed that I am currently still able to use the older IGameEventListener to do what I want, however the comments in igamevents.h state it should not be used and is for legacy support. Is there a particular reason that I should not use the older one? And is there any chance for IGameEvent to be expanded to allow for iteration of the event's params/arguments because I would like to use the newer interface, but it doesn't provide everything I need at the moment. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Server query protocol
We will be revising the Source server query format in the near future to remove some architectural problems with it. All the existing queries apart from PING will be altered by this change (i.e will require your tools to be updated). There will be a period where both systems coincide but we want to be aggressive in removing support for the old protocol. This change may be ported to the HL1 engine also. We have been assessing various protocols (both from other vendors and from the public), this is your chance to request features or suggest other standards to consider. The current plan is to make the minimal set of changes to remove the problems we found (making it easier for tools to update) but as we are breaking the protocol we are open to larger changes. You can make feature requests or suggestions to this list (hlds_apps) or to me directly. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: [hlds_apps] Server query protocol
That would be the plan :) - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland Sent: Monday, February 21, 2005 12:19 PM To: hlds_apps@list.valvesoftware.com Cc: hlcoders@list.valvesoftware.com Subject: Re: [hlds_apps] Server query protocol Thanks fot the heads up on this can we get the new protocol details prior to release? Steve / K - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] We will be revising the Source server query format in the near future to remove some architectural problems with it. All the existing queries apart from PING will be altered by this change (i.e will require your tools to be updated). There will be a period where both systems coincide but we want to be aggressive in removing support for the old protocol. This change may be ported to the HL1 engine also. We have been assessing various protocols (both from other vendors and from the public), this is your chance to request features or suggest other standards to consider. The current plan is to make the minimal set of changes to remove the problems we found (making it easier for tools to update) but as we are breaking the protocol we are open to larger changes. You can make feature requests or suggestions to this list (hlds_apps) or to me directly. - Alfred ___ hlds_apps mailing list hlds_apps@list.valvesoftware.com http://list.valvesoftware.com/mailman/listinfo/hlds_apps This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone (023) 8024 3137 or return the E.mail to [EMAIL PROTECTED] ___ hlds_apps mailing list hlds_apps@list.valvesoftware.com http://list.valvesoftware.com/mailman/listinfo/hlds_apps ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Server Plugins refusing to load
I will have a look at the code and see why it isn't doing this already. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Anderson Sent: Monday, February 21, 2005 9:30 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Server Plugins refusing to load On linux, you can try to use something like strace (you may have to log the output) to catch where calls are messing up. But in the end, it would be very helpful if Valve included some sort of dlerror()/FormatMessage() output when a plugin fails to load. -David BAILOPAN Anderson http://www.sourcemod.net/ Daniel Jennings wrote: Is there any way to tell why my Server Plugins (on Linux dedicated server) are refusing to load? They compile and link correctly but I cannot tell why they wont load. Thank you, Daniel Jennings ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Dedicated server for mods broken by new steam update
The death notice problem is caused by the modevents.res file being out of sync with the client, make sure both the client and server have the same version of the file (the new IGameEventManager2 interface doesn't have this limitation, the server communicates the event formats to the client on connect). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Tuesday, February 22, 2005 10:05 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Dedicated server for mods broken by new steam update I tracked down the animation problem. For some reason, even though the mod was created as a DM mod, it wasn't reading the animation mdl's from DM. Extracting them manually and copying them to the mod directory fixed that. This is very strange because the animations were only not working on dedicated servers, on listen servers they worked fine. The death notice thing I talked about earlier still sporadically happens. Sometimes (so far I've only seen it on dedicated servers) it just reports all the player deaths as a player named unconnected suiciding no matter who dies or who. I'm not sure what the cause of that is. On Mon, 21 Feb 2005 11:12:39 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: I don't know about that problem sorry, haven't had any reports of it either. Could you elaborate on the death notice problems? - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Sunday, February 20, 2005 11:14 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Dedicated server for mods broken by new steam update 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 happen if you're just running a listen server. On Sun, 20 Feb 2005 22:20:27 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: 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 name key for dirthe games list if a game key does not exist). --- So, just add that key to your gameinfo.txt and it will work again. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Sunday, February 20, 2005 7:42 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Dedicated server for mods broken by new steam update 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 that you could run a dedicated server with. After the Steam update, with no changes at all to the mod, the mod no longer shows up in the dropdown of available games in the Dedicated Server program and if I try to start it manually via the command line then it doesn't work. I tried testing this by using the updated SDK to create a new DM mod. I did not change any of the files created by the DM mod except for the game name in GameInfo.txt so I could tell it apart from the others. I compiled the DM code to put in the /bin directory for that mod but did not modify the code at all. I then copied this mod directory into /SteamApps/username/source dedicated server/ like I had done before and it showed up in the list of available games to run a dedicated server for. When I ran the dedicated server using the unmodified DM mod, none of the animations worked at all and whenever anyone was killed it would just say that player unconnected suicided. If I ran a listen (non-dedicated server) using this DM mod, then everything worked fine and animations and death messages and all were working. Something is broken in Source Dedicated Server since the new Steam update. Can anyone from Valve comment on this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
RE: [hlcoders] Dedicated server for mods broken by new steam update
It should be falling back to the hl2mp/resource/modevents.res file (so you don't need to copy it across), I will check with the SDK guys to make sure that is happening. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Tuesday, February 22, 2005 11:50 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Dedicated server for mods broken by new steam update Looks like the Make a DM mod option in the SDK doesn't actually include a ModEvents.res file. I extracted the DM one and copied that over and that seems to work. Is there any reason this isn't included in the default DM mod dir? On Tue, 22 Feb 2005 11:25:05 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: The death notice problem is caused by the modevents.res file being out of sync with the client, make sure both the client and server have the same version of the file (the new IGameEventManager2 interface doesn't have this limitation, the server communicates the event formats to the client on connect). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Tuesday, February 22, 2005 10:05 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Dedicated server for mods broken by new steam update I tracked down the animation problem. For some reason, even though the mod was created as a DM mod, it wasn't reading the animation mdl's from DM. Extracting them manually and copying them to the mod directory fixed that. This is very strange because the animations were only not working on dedicated servers, on listen servers they worked fine. The death notice thing I talked about earlier still sporadically happens. Sometimes (so far I've only seen it on dedicated servers) it just reports all the player deaths as a player named unconnected suiciding no matter who dies or who. I'm not sure what the cause of that is. On Mon, 21 Feb 2005 11:12:39 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: I don't know about that problem sorry, haven't had any reports of it either. Could you elaborate on the death notice problems? - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Sunday, February 20, 2005 11:14 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Dedicated server for mods broken by new steam update 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 happen if you're just running a listen server. On Sun, 20 Feb 2005 22:20:27 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: 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 name key dirfor the games list if a game key does not exist). --- So, just add that key to your gameinfo.txt and it will work again. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Sunday, February 20, 2005 7:42 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Dedicated server for mods broken by new steam update 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 that you could run a dedicated server with. After the Steam update, with no changes at all to the mod, the mod no longer shows up in the dropdown of available games in the Dedicated Server program and if I try to start it manually via the command line then it doesn't work. I tried testing this by using the updated SDK to create a new DM mod. I did not change any of the files created by the DM mod except for the game name in GameInfo.txt so I could tell it apart from the others. I compiled the DM code to put in the /bin directory for that mod but did not modify the code at all. I then copied this mod directory into /SteamApps/username/source dedicated server/ like I had done before and it showed up in the list of available games to run a dedicated server for. When I ran the dedicated server using the unmodified DM mod, none of the animations worked at all and whenever anyone was killed it would
[hlcoders] RE: [hlds_apps] Server query protocol
We will be releasing an update later this week or early next week with an updated query protocol. To enable this change to be deployed quickly we will be minimising the changes this time around. I will be writing a more detailed document describing the various valid Source server queries as a part of the SDK documentation, but in the mean time here is a brief description of the changes that will be made. A challenge value will now required for all query responses (A2S_INFO, A2S_PLAYER, A2S_RULES) except for A2S_PING. The challenge value is a 4 byte value. You can either explicitly request a challenge value via a new query A2S_SERVERQUERY_GETCHALLENGE (ascii W) or implicitly get a challenge value by sending a dummy challenge value of -1 (0x) to any query (that requires a challenge). The response to A2S_SERVERQUERY_GETCHALLENGE (and an implicit challenge) will be S2C_CHALLENGE (ascii 'A' ) followed by a 4 byte value that is the challenge value. The challenge value should be appended to the end of the existing query request packets. Queries that use strings to specify the query type (i.e. 0xplayers) will NO LONGER be supported. You MUST update to the new A2S_* style queries. The byte values for each request type is: #define A2S_INFO'T' // server info request - this must match the Goldsrc engine #define A2S_PLAYER 'U' // request player list #define A2S_RULES 'V' // request rules list from server #define A2S_SERVERQUERY_GETCHALLENGE'W' // Request challenge # from another machine These values are supported by the currently shipped Source engine if you want to start on your changes now. A challenge value is valid for 60 minutes or until the server flushes your challenge from its LRU cache (which can handle 16K elements), so you should attempt to cache a challenge value rather than continually requesting it. A challenge value is not required when querying servers within the same B class address range as the server (i.e LAN style requests), you should specify a challenge value of -1 (0x) in these cases. Note that you can still use a valid challenge value in these cases, its value will be ignored however. The initial rollout will support both old and new style queries (i.e with and without challenges). We expect to disable the old protocol within a couple WEEKS of the initial rollout. The cvar sv_enableoldqueries will control the servers ability to answer old style requests (when it is set to 1 it will reply to old style queries). To aid in development and testing you can disable ignoring challenges from local B class clients by setting the cvar sv_allowlocalquery to 0 (i.e if sv_allowlocalquery is 0 then any query will follow the rules set by the sv_enableoldqueries cvar). This change will also be applied to HL1 based game servers once the Source rollout is complete. - Alfred On Mon, 21 Feb 2005, Alfred Reynolds wrote: We will be revising the Source server query format in the near future to remove some architectural problems with it. All the existing queries apart from PING will be altered by this change (i.e will require your tools to be updated). There will be a period where both systems coincide but we want to be aggressive in removing support for the old protocol. This change may be ported to the HL1 engine also. We have been assessing various protocols (both from other vendors and from the public), this is your chance to request features or suggest other standards to consider. The current plan is to make the minimal set of changes to remove the problems we found (making it easier for tools to update) but as we are breaking the protocol we are open to larger changes. You can make feature requests or suggestions to this list (hlds_apps) or to me directly. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] STOPP FUCKING
I manually unsubscribed him. *sigh*. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of mikael varga Sent: Wednesday, February 23, 2005 6:58 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] STOPP FUCKING [ Converted text/html to text/plain ] stop fucking whit me i dont what you Fu´cking mail... dont you understand...?? From: [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: hlcoders digest, Vol 1 #1774 - 6 msgs Date: Tue, 22 Feb 2005 12:04:02 -0800 Send hlcoders mailing list submissions to hlcoders@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than Re: Contents of hlcoders digest... Today's Topics: 1. Re: Server Plugins refusing to load (Lance Vorgin) 2. Re: Server Plugins refusing to load (Daniel Jennings) 3. Re: Server Plugins refusing to load (Daniel Jennings) 4. RE: Dedicated server for mods broken by new steam update (Alfred Reynolds) 5. Re: Dedicated server for mods broken by new steam update (Patrick Flanagan) 6. Re: Server Plugins refusing to load (Ronny Schedel) --__--__-- Message: 1 Date: Tue, 22 Feb 2005 13:49:48 -0500 From: Lance Vorgin [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Server Plugins refusing to load Reply-To: hlcoders@list.valvesoftware.com You cant use CBaseEntity in a server plugin. There are unresolved symbols, so it cant be loaded by srcds. Uhm - yes you can. Try changing CBaseCombatWeapon* pWeapon = pBase-MyCombatCharacterPointer()-GetActiveWeapon(); to CBaseCombatWeapon* pWeapon = static_castCBasePlayer*(pBase)-GetActiveWeapon(); --__--__-- Message: 2 From: Daniel Jennings [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Server Plugins refusing to load Date: Tue, 22 Feb 2005 10:55:05 -0800 Reply-To: hlcoders@list.valvesoftware.com Yes you can, it works fine when I perform other actions with it, such as: CBaseEntity * pBase=pEntity-GetUnknown()-GetBaseEntity(); if (pBase) { CBaseCombatCharacter * pCombat = pBase-MyCombatCharacterPointer(); if (pCombat) { pCombat-Spawn(); } } This works fine, I just tested it, and it loads on the server. If you want my list of includes that allows me to use CBaseEntity and such, let me know and I'll post it. Daniel Jennings - Original Message - From: Ronny Schedel [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, February 22, 2005 10:44 AM Subject: Re: [hlcoders] Server Plugins refusing to load You cant use CBaseEntity in a server plugin. There are unresolved symbols, so it cant be loaded by srcds. Greets Ronny Thanks. Here's my suspicious code: if ( FStrEq( pcmd, !giveammo ) ) { CBaseEntity * pBase=pEntity-GetUnknown()-GetBaseEntity(); if (pBase) { CBaseCombatWeapon * pWeapon = pBase-MyCombatCharacterPointer()-GetActiveWeapon(); if (pWeapon) { pWeapon-m_iClip1 = 1000; pWeapon-m_iClip2 = 1000; } } return PLUGIN_STOP; } This is in SekkusuServerPlugin::ClientCommand( edict_t *pEntity ) If I comment out the code changing m_iClip1 and m_iClip2, it still won't load, but when I comment out CBaseCombatWeapon * pWeapon = pBase-MyCombatCharacterPointer()-GetActiveWeapon(); It loads fine but I lose any functionality. The weird thing is that the code _should_ never execute until I send the command !giveammo in the console, and it compiles/builds fine it just won't load. I'm using the Counter-Strike: Source most recent dedicated server DLL. Thank you, Daniel Jennings - Original Message - From: Alfred
[hlcoders] RE: [hlds_apps] Server query protocol
snip This should probably only be allowed, iff sv_lan (or related) cvars are set. Why? snip Will sv_enableoldqueries really go away then, or will the default value just switch to 0? If it's the latter, then Houston, we've got a problem. Many gameserverproviders will probably want to set it to 1 to avoid having to answer support questions as to why the old tools no longer work. So the intended effect is nullified. - Karsten It will flip to zero for a couple weeks and then disappear. The problem will be largely solved by setting the default anyway. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: [hlds_apps] Server query protocol
This change will be released tomorrow (so you can begin testing your tool updates). The A2S_INFO query has been altered from the description below. Rather than challenge response for each server ( making querying large numbers of servers much slower) the query will simply have a string appended to it (Source Engine Query). So to get server info you would send: 0xFFF 'T' Source Engine Query '\0' - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Tuesday, February 22, 2005 11:48 PM To: hlds_apps@list.valvesoftware.com Cc: hlcoders@list.valvesoftware.com Subject: RE: [hlds_apps] Server query protocol We will be releasing an update later this week or early next week with an updated query protocol. To enable this change to be deployed quickly we will be minimising the changes this time around. I will be writing a more detailed document describing the various valid Source server queries as a part of the SDK documentation, but in the mean time here is a brief description of the changes that will be made. A challenge value will now required for all query responses (A2S_INFO, A2S_PLAYER, A2S_RULES) except for A2S_PING. The challenge value is a 4 byte value. You can either explicitly request a challenge value via a new query A2S_SERVERQUERY_GETCHALLENGE (ascii W) or implicitly get a challenge value by sending a dummy challenge value of -1 (0x) to any query (that requires a challenge). The response to A2S_SERVERQUERY_GETCHALLENGE (and an implicit challenge) will be S2C_CHALLENGE (ascii 'A' ) followed by a 4 byte value that is the challenge value. The challenge value should be appended to the end of the existing query request packets. Queries that use strings to specify the query type (i.e. 0xplayers) will NO LONGER be supported. You MUST update to the new A2S_* style queries. The byte values for each request type is: #define A2S_INFO'T' // server info request - this must match the Goldsrc engine #define A2S_PLAYER 'U' // request player list #define A2S_RULES 'V' // request rules list from server #define A2S_SERVERQUERY_GETCHALLENGE'W' // Request challenge # from another machine These values are supported by the currently shipped Source engine if you want to start on your changes now. A challenge value is valid for 60 minutes or until the server flushes your challenge from its LRU cache (which can handle 16K elements), so you should attempt to cache a challenge value rather than continually requesting it. A challenge value is not required when querying servers within the same B class address range as the server (i.e LAN style requests), you should specify a challenge value of -1 (0x) in these cases. Note that you can still use a valid challenge value in these cases, its value will be ignored however. The initial rollout will support both old and new style queries (i.e with and without challenges). We expect to disable the old protocol within a couple WEEKS of the initial rollout. The cvar sv_enableoldqueries will control the servers ability to answer old style requests (when it is set to 1 it will reply to old style queries). To aid in development and testing you can disable ignoring challenges from local B class clients by setting the cvar sv_allowlocalquery to 0 (i.e if sv_allowlocalquery is 0 then any query will follow the rules set by the sv_enableoldqueries cvar). This change will also be applied to HL1 based game servers once the Source rollout is complete. - Alfred On Mon, 21 Feb 2005, Alfred Reynolds wrote: We will be revising the Source server query format in the near future to remove some architectural problems with it. All the existing queries apart from PING will be altered by this change (i.e will require your tools to be updated). There will be a period where both systems coincide but we want to be aggressive in removing support for the old protocol. This change may be ported to the HL1 engine also. We have been assessing various protocols (both from other vendors and from the public), this is your chance to request features or suggest other standards to consider. The current plan is to make the minimal set of changes to remove the problems we found (making it easier for tools to update) but as we are breaking the protocol we are open to larger changes. You can make feature requests or suggestions to this list (hlds_apps) or to me directly. ___ hlds_apps mailing list hlds_apps@list.valvesoftware.com http://list.valvesoftware.com/mailman/listinfo/hlds_apps ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Question about upcoming Steam update
The fix involves a change to the game server dll code, the next SDK update should incorporate this code change. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Thursday, February 24, 2005 11:42 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Question about upcoming Steam update One of the updates in the new Steam update is supposed to fix a cheat where players can set their player models to be any number of bogus non-player models in HL2 DeathMatch. Does anyone know if this requires the DM code to be updated, and if so, will the SDK be updated as well to include this fix? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RE: [hlds_apps] Server query protocol
This is only for 3rd party server query tools (like GameSpy, HLSW and QTracker). If you are writing a mod or plugin you don't need to do anything. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Draco Sent: Thursday, February 24, 2005 9:30 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] RE: [hlds_apps] Server query protocol So where exactly do we change our code to conform with the new system? -- ** Draco Coder for Perfect Dark and Kreedz Climbing http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Pure Virtual method called server crash
Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track header changes well (or at all actually). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matthew Lewis Sent: Tuesday, March 01, 2005 7:18 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Pure Virtual method called server crash I installed all the patches from the latest SDK and recompiled on my linux system. Now when I start the linux server it instantly crashes with the error Pure virtual method called... teminate called without active exception. The core file shows the the error is occuring when the InvokeMethod function is executed (game_shared/igamesystem.cpp::264): void IGameSystem::PreClientUpdateAllSystems() { InvokeMethod( IGameSystem::PreClientUpdate ); } The linux server was working prior to the latest SDK update. Any ideas? (RH8.0-2.4.28/gcc-3.4.3) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Pure Virtual method called server crash
Ahh, technically correct, the best kind ;-) Yup, I should have said make. A program like ctags could do this for you (once you integrate it into the makefile) but I typically just do a full rebuild each time for linux. -Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Luke Graham Sent: Tuesday, March 01, 2005 8:41 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Pure Virtual method called server crash On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track header changes well (or at all actually). Just being pedantic, but gcc doesnt track changes, make does. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matthew Lewis Sent: Tuesday, March 01, 2005 7:18 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Pure Virtual method called server crash I installed all the patches from the latest SDK and recompiled on my linux system. Now when I start the linux server it instantly crashes with the error Pure virtual method called... teminate called without active exception. The core file shows the the error is occuring when the InvokeMethod function is executed (game_shared/igamesystem.cpp::264): void IGameSystem::PreClientUpdateAllSystems() { InvokeMethod( IGameSystem::PreClientUpdate ); } The linux server was working prior to the latest SDK update. Any ideas? (RH8.0-2.4.28/gcc-3.4.3) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- spooq ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Pure Virtual method called server crash
No idea sorry, never actually tried using it (saw a few projects using it and guessed at its purpose :) Now if only QT had a BSD style license... :) - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Luke Graham Sent: Tuesday, March 01, 2005 9:20 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Pure Virtual method called server crash On Tue, 1 Mar 2005 21:00:14 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Ahh, technically correct, the best kind ;-) Yup, I should have said make. A program like ctags could do this for you (once you integrate it into the makefile) but I typically just do a full rebuild each time for linux. I use qmake whenever possible, it is quite effective at generating makefiles. It is also capable of generating project files for windows compilers but fortunately I dont have to use that functionality very often. Wouldnt ctags miss changes to functions defined in header files? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Luke Graham Sent: Tuesday, March 01, 2005 8:41 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Pure Virtual method called server crash On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track header changes well (or at all actually). Just being pedantic, but gcc doesnt track changes, make does. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matthew Lewis Sent: Tuesday, March 01, 2005 7:18 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Pure Virtual method called server crash I installed all the patches from the latest SDK and recompiled on my linux system. Now when I start the linux server it instantly crashes with the error Pure virtual method called... teminate called without active exception. The core file shows the the error is occuring when the InvokeMethod function is executed (game_shared/igamesystem.cpp::264): void IGameSystem::PreClientUpdateAllSystems() { InvokeMethod( IGameSystem::PreClientUpdate ); } The linux server was working prior to the latest SDK update. Any ideas? (RH8.0-2.4.28/gcc-3.4.3) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- spooq ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- spooq ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Re: Animating reticles?
It uses vgui::surface() to render directly to the screen (just simple 2d rects). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Thursday, March 03, 2005 1:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: Animating reticles? I was trying to look to see how they did this in Counter - Strike. It does not seem to use sprites, or icons to drawl the crosshair to the screen. So I wonder how they did it? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Imperio59 [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, March 01, 2005 9:56 AM Subject: [hlcoders] Re: Animating reticles? Simple, use an animated texture instead of a font for your crosshair (file type instead of font type in weapon script file, after the selection icon definitions), then use a certain frame based on how large the reticle needs to be, or you could have different textures for each frame, but that'd be cumbersome and less practical :) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 28/02/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Texturing a HuD Element -- need help
m_nBgTextureId1 is a panel animation var, in its defintion you can see the texture file it loads. You should use an ImagePanel to draw an image. If you must do all the work by hand then try something like this: vgui::surface()-DrawSetTextureFile(m_nTextureID, vgui/ammobg, true, false); vgui::surface()-DrawSetColor(_color[0], _color[1], _color[2], _color[3]); vgui::surface()-DrawTexturedRect( 0, 0, 100, 100 ); Note that _color[3] needs to be greater than zero otherwise the texture isn't rendered (since it has no alpha value :). Also note that you call DrawSetTextureFile() each time you paint (in case the texture was flushed from the texture cache during the last frame, the underlying code only reloads the file if required). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gabe Volker Sent: Thursday, March 10, 2005 3:04 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Texturing a HuD Element -- need help Come on, somebody out there must have textured a hud element successfully. Any ideas? -Gabe -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gabe Volker Sent: Monday, March 07, 2005 5:31 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Texturing a HuD Element -- need help Hello again, I am still running into difficulties with texturing hud elements. I have tried both PaintBackgroundType 1 and 2, and my texture keeps showing up as a black box, which when i pull up a weapon -- the box seems to be behind it. Do I need to do a MoveToFront here? The texture also shows up fine if I display it using an ImagePanel element on a menu loaded from a res file. What could cause it not to show up correctly in a hud element? Has anyone else had this? Additionally, I did track down the m_nBgTextureId1 variable in the Panel class, but I do not see where you can put a value into that variable. There is no SetTexture() function, nor any other function where an argument is passed and set as m_nBgTextureId1's value. Here is some of my code: CHudAmmoBg::CHudAmmoBg( const char *pElementName ) : CHudElement( pElementName ), BaseClass(NULL, HudAmmoBg) { DevMsg(Ammo Bg Loaded\n); vgui::Panel *pParent = g_pClientMode-GetViewport(); SetParent( pParent ); m_nTextureID = vgui::surface()-CreateNewTextureID(); vgui::surface()-DrawSetTextureFile( m_nTextureID, vgui/ammobg , true, true); SetHiddenBits( HIDEHUD_PLAYERDEAD ); } void CHudAmmoBg::ApplySchemeSettings( IScheme *scheme ) { BaseClass::ApplySchemeSettings( scheme ); SetPaintBackgroundEnabled( true ); } void CHudAmmoBg::Paint( void ) { vgui::surface()-DrawSetTexture( m_nTextureID ); vgui::surface()-DrawTexturedRect( 0, 0, 100, 100 ); } I have placed the ammobg.vtf .vmt in resource/vgui/ammobg, AND in materials/vgui/ammobg (this is the appropriate place I believe) and the results are the same. Thanks, -Gabe Alfred Reynolds wrote: PaintBackgroundType type 0 simply draws a filled rect of BgColor(), type 1 draws a background texture filling the entire background (drawn from m_nBgTextureId1), type 2 draws a filled in rect of BgColor() with rounded corners (4 textures, one on each corner). See vgui2\controls\Panel.cpp for details. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders