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i have hl server for windows i need help


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Today's Topics:

1. Re[2]: [hlcoders] Player Revival on Linux (Shaun Meckler)
2. RE: Strange behavior of Steam HUD say text? (Alfred Reynolds)
3. Re: Player Revival on Linux ([EMAIL PROTECTED])
4. Loss/Change in Battery msg? (BuzzKill)
5. RE: Strange behavior of Steam HUD say text? (BuzzKill)
6. Re: Player Revival on Linux (Florian Zschocke)
7. mYemaiL (Jonny Jacobsson)

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Message: 1
Date: Tue, 18 Nov 2003 12:07:42 -0700 (MST)
From: Shaun Meckler
Subject: Re[2]: [hlcoders] Player Revival on Linux
To: [EMAIL PROTECTED]
Organization: TruckMaster Logistics Systems, Inc.
Reply-To: [EMAIL PROTECTED]

On Tue, 18 Nov 2003 07:18:27 -0600 "Jeffrey \"botman\" Broome" wrote:
>
> Since you don't have the source code to Counter-Strike, you have NO way
> of knowing what CS uses for CBaseEntity or CBasePlayer. You probably
> assumeed that they were the same as in the SDK and that's a bad
> assumption. Since you can't tell what the CBaseEntity or CBasePlayer
> classes look like in the Counter-Strike source code, you REALLY
> shouldn't be calling functions or setting variables inside those classes
> using the pointers you've created.
>

But you can find the function addresses for those classes, at least under
Linux. You need to search through the symbol table for hlds at runtime.
I found some code to do this,
(http://www.securityfocus.com/archive/1/274283/2002-07-10/2002-07-16/2),
and I modified for c++ and fixed some various issues this morning.
Theres probably a way to do something comparable under Win32, but from the
sounds of it, this isnt a problem there....

There was a message on this list back at the end of august where someone was
asking for ways to call CBasePlayer::TakeDamage since we dont have the source
code for the particular version, I found a manual way to find the addresses,
but no automatic way until now.

There is still no way I know of to set variables on classes, though there
probably is a way through the symbol table as well..

Let me know if you want that code




--__--__--

Message: 2
Date: Tue, 18 Nov 2003 14:19:16 -0800
From: "Alfred Reynolds"
To:
Subject: [hlcoders] RE: Strange behavior of Steam HUD say text?
Reply-To: [EMAIL PROTECTED]

Does this happen with CS?

I believe this is because TFC doesn't support the new VGUI2 style text
printing interface and the old interface had a weird timing dependency
on setting text colours. The change to the VGUI2 font printing (required
for Asiatic languages and for higher screen resolutions) removed this
timing requirement but may have made mods running with the old interface
sensitive to incorrect colors.

We don't have a timetable for updating TFC of HLDM at this time, I will
have a look if there is another solution.

For other mods you should always call gEngfuncs.pfnDrawSetTextColor()
before doing any engine string printing.

- Alfred




> -----Original Message-----
> From: Digital Widget Support [mailto:[EMAIL PROTECTED]
> Sent: Tuesday, November 18, 2003 8:12 AM
> To: [EMAIL PROTECTED]
> Subject: Strange behavior of Steam HUD say text?
>
> I've noticed some strange behavior of HUD say text under Steam/TFC.
> Specifically, say text (ClientPrint, whether it be from
> StatsMe, AdminMod,
> C-D, etc) seems to be affected by the presence of other HUD
> messages (like
> an AM csay, or UTIL_ShowMessage).
>
> Say text will fade out in sync with existing HUD messages,
> and then snap
> back to the appropriate color once the HUD message disappears. This is
> decidedly different from pre-Steam, where say text was not a
> TTF and did not
> react in any way other HUD elements. (In fact, the only way
> to change the
> say text color was with a client side con_color call).
>
> Below are screenshots identifying the problem. Anyone else
> experiencing
> this? Any way to get say text to stay stable? It's quite
> disconcerting to
> have text fade to gray while you're trying to read it.
>
> http://www.100acrebloodbath.com/misc/hud_problem.htm
>
> Thanks,
> Buzz
>
>
>


--__--__--

Message: 3
From:
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Player Revival on Linux
Date: Tue, 18 Nov 2003 19:00:50 -0500
Reply-To: [EMAIL PROTECTED]

Even when I removed the direct variable calls and checked for NULL it still=
crashed the server. I know it's possible because other mods have done thi=
s (CS-CTF and AMXMod - AMXMod which has the native user_spawn() function).

> [EMAIL PROTECTED] wrote:
> > Hi,
> > I'm using the following code to respawn players in a metamod plugin f=
or Counter-Strike.
> > It works wonderfully on windows but _crashes_ my linux server when I =
enter the command.
> > Here's the code... any insight on why it could be doing this?
> > -----David "BAILOPAN" Anderson
> >
> > CBaseEntity *pPlayer =3D UTIL_PlayerByIndex(PlayerIndex);
> > edict_t *player
> > player =3D pPlayer->edict();
> > CBasePlayer *cbPlayer =3D (CBasePlayer *)pPlayer;
> > if (!sPlayerValid(pPlayer)) return 0;
> > if (pPlayer->pev->deadflag =3D=3D ((DEAD_DYING)||(DEAD_DEAD)||(DEAD_RES=
PAWNABLE))) {
> > //Note - I used this because respawn() gave me link errors even tho=
ugh I included client.h
> > cbPlayer->Spawn();
> > pPlayer->pev->button =3D 0;
> > cbPlayer->m_iRespawnFrames =3D 0;
> > pPlayer->pev->nextthink =3D -1;
> > }
> >
>
> maybe,maybe-not :
>
> some windows OS spawn memory zeroed, and maybe the linux OS dont waste
> time zeroing the memory. More about: I suspect W9x windows systems not
> zeroed the allocations, so your mod will also crash at a W9x system.
> I think you can add more test conditions against null pointers in your
> code. ...
>
> ...Its pPlayer null?
>
>
>
>



--__--__--

Message: 4
From: "BuzzKill"
To:
Date: Tue, 18 Nov 2003 20:22:17 -0500
Subject: [hlcoders] Loss/Change in Battery msg?
Reply-To: [EMAIL PROTECTED]

StatsMe no longer updates the player->armor value. It stays at the
spawned/max value.

Were there any changes made to the Battery message in Steam/TFC? Thanks

- Buzz




--__--__--

Message: 5
From: "BuzzKill"
To:
Subject: [hlcoders] RE: Strange behavior of Steam HUD say text?
Date: Tue, 18 Nov 2003 20:27:57 -0500
Reply-To: [EMAIL PROTECTED]


----- Original Message -----


> Does this happen with CS?

What's CS? :)

>
> I believe this is because TFC doesn't support the new VGUI2 style text
> printing interface and the old interface had a weird timing dependency
> on setting text colours. The change to the VGUI2 font printing (required
> for Asiatic languages and for higher screen resolutions) removed this
> timing requirement but may have made mods running with the old interface
> sensitive to incorrect colors.
>
> We don't have a timetable for updating TFC of HLDM at this time, I will
> have a look if there is another solution.

I'd appreciate that, is this affects a lot of mods and makes it almost
impossible to read at times.




--__--__--

Message: 6
Date: Wed, 19 Nov 2003 09:28:57 +0100
From: Florian Zschocke
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Player Revival on Linux
Reply-To: [EMAIL PROTECTED]

[EMAIL PROTECTED] wrote:
> Even when I removed the direct variable calls and checked for NULL it sti=
ll crashed the server. I know it's possible because other mods have done t=
his (CS-CTF and AMXMod - AMXMod which has the native user_spawn() function)=
.

Well, have you looked at how AMXMod does it, then?

Florian.




--__--__--

Message: 7
From: "Jonny Jacobsson"
To: [EMAIL PROTECTED]
Date: Wed, 19 Nov 2003 12:06:28 +0100
Subject: [hlcoders] mYemaiL
Reply-To: [EMAIL PROTECTED]

[EMAIL PROTECTED]

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