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

2004-12-03 Thread Alfred Reynolds
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

RE: [hlcoders] Using gpGlobals-maxclients

2004-12-03 Thread Alfred Reynolds
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

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

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

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

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

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

RE: [hlcoders] Creating Effects using the plugin interface

2004-12-03 Thread Alfred Reynolds
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

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

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

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

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]

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]

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

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:

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

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

RE: [hlcoders] Console command for clients?

2004-12-04 Thread Alfred Reynolds
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

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

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,

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]

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]

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

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

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

RE: [hlcoders] vgui_controls

2004-12-06 Thread Alfred Reynolds
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

RE: [hlcoders] vgui_controls

2004-12-06 Thread Alfred Reynolds
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

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

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

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

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. -

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

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:

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

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]

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:

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 :)

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

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:

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

RE: [hlcoders] Unable to debug

2004-12-15 Thread Alfred Reynolds
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

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?

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

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

RE: [hlcoders] attn valve - chapter backgrounds

2004-12-29 Thread Alfred Reynolds
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

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

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:

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).

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

RE: [hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Alfred Reynolds
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

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

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]

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

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

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

2005-01-18 Thread Alfred Reynolds
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

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

2005-01-18 Thread Alfred Reynolds
] 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

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

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

2005-01-18 Thread Alfred Reynolds
] 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

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,

[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

RE: [hlcoders] SDK update

2005-01-19 Thread Alfred Reynolds
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

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

RE: [hlcoders] SDK update

2005-01-20 Thread Alfred Reynolds
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

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

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:

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

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

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:

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

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]

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

2005-02-04 Thread Alfred Reynolds
@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

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:

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

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:

RE: [hlcoders] Bug in Mailman...

2005-02-10 Thread Alfred Reynolds
: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

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

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). -

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

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]

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

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:

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

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

2005-02-21 Thread Alfred Reynolds
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

RE: [hlcoders] IGameEventManager/IGameEventListener

2005-02-21 Thread Alfred Reynolds
: 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

[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

[hlcoders] RE: [hlds_apps] Server query protocol

2005-02-21 Thread Alfred Reynolds
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

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

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

2005-02-22 Thread Alfred Reynolds
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

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

2005-02-22 Thread Alfred Reynolds
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

[hlcoders] RE: [hlds_apps] Server query protocol

2005-02-22 Thread Alfred Reynolds
. - 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

RE: [hlcoders] STOPP FUCKING

2005-02-23 Thread Alfred Reynolds
: 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

[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

[hlcoders] RE: [hlds_apps] Server query protocol

2005-02-24 Thread Alfred Reynolds
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

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:

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

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

RE: [hlcoders] Pure Virtual method called server crash

2005-03-01 Thread Alfred Reynolds
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

RE: [hlcoders] Pure Virtual method called server crash

2005-03-01 Thread Alfred Reynolds
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

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:

RE: [hlcoders] Texturing a HuD Element -- need help

2005-03-10 Thread Alfred Reynolds
. 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

<    1   2   3   4   5   >