RE: [hlcoders] MS VS C++ 6.0 source compile info

2004-12-03 Thread Alfred Reynolds
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
   
   
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RE: [hlcoders] Using gpGlobals-maxclients

2004-12-03 Thread Alfred Reynolds
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)
  
  
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RE: [hlcoders] Want To add handle_say event

2004-12-03 Thread Alfred Reynolds
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?





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RE: [hlcoders] Creating Effects using the plugin interface

2004-12-03 Thread Alfred Reynolds
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)

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RE: [hlcoders] server protocol doc and hl2 SDK

2004-12-03 Thread Alfred Reynolds
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?


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RE: [hlcoders] Adding other languages .. (localization)

2004-12-03 Thread Alfred Reynolds
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?

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RE: [hlcoders] re: Retreiving a player's origin for use in a plugin

2004-12-03 Thread Alfred Reynolds
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

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RE: [hlcoders] Creating Effects using the plugin interface

2004-12-03 Thread Alfred Reynolds
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)

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RE: [hlcoders] Server plugins

2004-12-04 Thread Alfred Reynolds
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

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RE: [hlcoders] Console command for clients?

2004-12-04 Thread Alfred Reynolds
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?





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RE: [hlcoders] can't debug!

2004-12-04 Thread Alfred Reynolds
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?
 
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RE: [hlcoders] Creating effects

2004-12-04 Thread Alfred Reynolds
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

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RE: [hlcoders] VGUI2

2004-12-04 Thread Alfred Reynolds
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?

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RE: [hlcoders] Log currently not working in serverplugin?

2004-12-04 Thread Alfred Reynolds
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

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RE: [hlcoders] ClientCommand

2004-12-04 Thread Alfred Reynolds
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.





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RE: [hlcoders] MP GameMode

2004-12-04 Thread Alfred Reynolds
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


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RE: [hlcoders] Console command for clients?

2004-12-04 Thread Alfred Reynolds
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?
 
 
 
 
 
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RE: [hlcoders] Console command for clients?

2004-12-04 Thread Alfred Reynolds
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?
  
  
  
  
  
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RE: [hlcoders] Log currently not working in serverplugin?

2004-12-04 Thread Alfred Reynolds
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
  
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RE: [hlcoders] material missing in hud message

2004-12-04 Thread Alfred Reynolds
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

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RE: [hlcoders] Compiling on Linux

2004-12-04 Thread Alfred Reynolds
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

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RE: [hlcoders] Displaying a menu to a player

2004-12-05 Thread Alfred Reynolds
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


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RE: [hlcoders] Serverplugin linux makefile?

2004-12-05 Thread Alfred Reynolds
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

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RE: [hlcoders] vgui_controls

2004-12-05 Thread Alfred Reynolds
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?

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RE: [hlcoders] Re: HL2 Modding - What you need and where to start

2004-12-06 Thread Alfred Reynolds
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 :)


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RE: [hlcoders] vgui_controls

2004-12-06 Thread Alfred Reynolds
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?
   
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RE: [hlcoders] vgui_controls

2004-12-06 Thread Alfred Reynolds
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?
 
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RE: [hlcoders] loading times

2004-12-06 Thread Alfred Reynolds
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?

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RE: [hlcoders] Sound precaching does not work!

2004-12-07 Thread Alfred Reynolds
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
  
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RE: [hlcoders] Sound precaching does not work!

2004-12-07 Thread Alfred Reynolds
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
 


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RE: [hlcoders] Sound precaching does not work!

2004-12-07 Thread Alfred Reynolds
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

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RE: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread Alfred Reynolds
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.
  
  [...]
 
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RE: [hlcoders] Localization Files Issue

2004-12-07 Thread Alfred Reynolds
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!

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RE: [hlcoders] Engine Error: Module server.dll is a debug build

2004-12-07 Thread Alfred Reynolds
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

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RE: [hlcoders] imysqlwrapper

2004-12-08 Thread Alfred Reynolds
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

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RE: [hlcoders] Resquest for Source

2004-12-08 Thread Alfred Reynolds
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!)

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RE: [hlcoders] sourcesdk.gcf question

2004-12-08 Thread Alfred Reynolds
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
 
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RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Alfred Reynolds
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
 
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RE: [hlcoders] Unable to debug

2004-12-11 Thread Alfred Reynolds
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 ?


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RE: [hlcoders] Unable to debug

2004-12-15 Thread Alfred Reynolds
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 ?
 
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RE: [hlcoders] Unable to debug

2004-12-15 Thread Alfred Reynolds
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 ?
   
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RE: [hlcoders] ServerPlugin: ICvar?

2004-12-18 Thread Alfred Reynolds
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.
  
  
  
  
  
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RE: [hlcoders] Today's Steam DLL update

2004-12-20 Thread Alfred Reynolds
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
 

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RE: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Alfred Reynolds
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...

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RE: [hlcoders] attn valve - chapter backgrounds

2004-12-29 Thread Alfred Reynolds
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).
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RE: [hlcoders] attn valve - chapter backgrounds

2004-12-29 Thread Alfred Reynolds
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

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RE: [hlcoders] quick menu question

2005-01-06 Thread Alfred Reynolds
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.

 _
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RE: [hlcoders] quick menu question

2005-01-07 Thread Alfred Reynolds
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.

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RE: [hlcoders] Problem...constantly getting Disconnected from Steam servers

2005-01-10 Thread Alfred Reynolds
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

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RE: [hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Alfred Reynolds
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.
 
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RE: [hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Alfred Reynolds
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

 _
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RE: [hlcoders] Debugging a Linux server?

2005-01-15 Thread Alfred Reynolds
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
 
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Alfred Reynolds
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??

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Alfred Reynolds
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??

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
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??

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
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??
 
  ___
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  archives, please visit:
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
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.

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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Alfred Reynolds
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!

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RE: [hlcoders] Cvar entry in vgui game menus

2005-01-18 Thread Alfred Reynolds
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?

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[hlcoders] SDK update

2005-01-19 Thread Alfred Reynolds
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

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RE: [hlcoders] SDK update

2005-01-19 Thread Alfred Reynolds
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
  
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RE: [hlcoders] SDK update

2005-01-19 Thread Alfred Reynolds
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?

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RE: [hlcoders] SDK update

2005-01-20 Thread Alfred Reynolds
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?
   
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RE: [hlcoders] Adding Multiple VGUI Schemes.

2005-01-21 Thread Alfred Reynolds
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?

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RE: [hlcoders] Font size selection

2005-01-23 Thread Alfred Reynolds
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.

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RE: [hlcoders] VGUI2 Positioning with Resource Files

2005-01-23 Thread Alfred Reynolds
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

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RE: [hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-30 Thread Alfred Reynolds
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/
 
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RE: [hlcoders] Thought this was kind of odd?

2005-02-03 Thread Alfred Reynolds
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

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RE: [hlcoders] Custom Schemes (again)

2005-02-04 Thread Alfred Reynolds
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?

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RE: [hlcoders] Re: Custom Schemes (again)

2005-02-04 Thread Alfred Reynolds
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 :(

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RE: [hlcoders] Adding other languages .. (localization)

2005-02-04 Thread Alfred Reynolds
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?

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RE: [hlcoders] launch string changed?

2005-02-04 Thread Alfred Reynolds
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.


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RE: [hlcoders] Plugin API: NetworkIDString returns UNKNOWN

2005-02-08 Thread Alfred Reynolds
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?



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RE: [hlcoders] Bug in Mailman...

2005-02-10 Thread Alfred Reynolds
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.  :)

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RE: [hlcoders] Bug in Mailman...

2005-02-10 Thread Alfred Reynolds
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

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RE: [hlcoders] Bug in Mailman...

2005-02-10 Thread Alfred Reynolds
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
 
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RE: [hlcoders] Joining mod server through steam server window

2005-02-14 Thread Alfred Reynolds
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

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RE: [hlcoders] Joining mod server through steam server window

2005-02-15 Thread Alfred Reynolds
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?

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RE: [hlcoders] VGUI is trapping the keyboard code!!!

2005-02-16 Thread Alfred Reynolds

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.




--
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Checked by AVG Anti-Virus.
Version: 7.0.300 / Virus Database: 265.8.8 - Release Date: 14/02/2005



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RE: [hlcoders] Adding a Label as Part of a HUD element.

2005-02-17 Thread Alfred Reynolds
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?


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RE: [hlcoders] Server Plug-in Loading Order

2005-02-19 Thread Alfred Reynolds
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)


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

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

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

2005-02-21 Thread Alfred Reynolds
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?

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RE: [hlcoders] IGameEventManager/IGameEventListener

2005-02-21 Thread Alfred Reynolds
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.

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[hlcoders] Server query protocol

2005-02-21 Thread Alfred Reynolds
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

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[hlcoders] RE: [hlds_apps] Server query protocol

2005-02-21 Thread Alfred Reynolds
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

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RE: [hlcoders] Server Plugins refusing to load

2005-02-21 Thread Alfred Reynolds
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


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

2005-02-22 Thread Alfred Reynolds
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?
 
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RE: [hlcoders] Dedicated server for mods broken by new steam update

2005-02-22 Thread Alfred Reynolds
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

2005-02-22 Thread Alfred Reynolds
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.

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RE: [hlcoders] STOPP FUCKING

2005-02-23 Thread Alfred Reynolds
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
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or, via email, send a message with subject or body 'help' to
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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

2005-02-23 Thread Alfred Reynolds
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

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[hlcoders] RE: [hlds_apps] Server query protocol

2005-02-24 Thread Alfred Reynolds
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.

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RE: [hlcoders] Question about upcoming Steam update

2005-02-24 Thread Alfred Reynolds
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?

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RE: [hlcoders] RE: [hlds_apps] Server query protocol

2005-02-24 Thread Alfred Reynolds
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?


--
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Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net

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RE: [hlcoders] Pure Virtual method called server crash

2005-03-01 Thread Alfred Reynolds
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)


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RE: [hlcoders] Pure Virtual method called server crash

2005-03-01 Thread Alfred Reynolds
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)
 
 --
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 Checked by AVG Anti-Virus.
 Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005
 
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RE: [hlcoders] Pure Virtual method called server crash

2005-03-01 Thread Alfred Reynolds
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)
 
  --
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  Checked by AVG Anti-Virus.
  Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005
 
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  archives,
 
  please visit:
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RE: [hlcoders] Re: Animating reticles?

2005-03-03 Thread Alfred Reynolds
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 :)


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 Checked by AVG Anti-Virus.
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RE: [hlcoders] Texturing a HuD Element -- need help

2005-03-10 Thread Alfred Reynolds
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


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