I agree.  I got a lame response from Alfred when I asked about getting
HudMsg enabled; "use those crap menus we have shown you how to use in
serverplugin_sample.cpp".

We are going to hack the DLL to enable us to do what we want, so just
make it easier for us in the first place.

If players don't like a particular plugin on a particular server, they
can go to another one - that is the way it worked in Counter Strike
before CSS came along, and it worked well.

15 months later, this tells it all really:
Counter-Strike <http://www.counter-strike.net>    107,250         66,177  4.539
billion
Counter-Strike: Source
<http://www.steampowered.com/index.php?area=productnews_CSS>      19,812
27,712  1.397 billion
Counter-Strike Condition Zero <http://www.cs-conditionzero.com/>
15,348  12,778  687.837 million



Jay C. wrote:
[RANT]

This is one of those nice features Valve removed in source unfortunately.

It was great in CS 1.6, like this admin info script for admins when they
were dead. Displaying informational text on screen at appropriate times,
with options to disable it if a user liked.

http://rrr.rainside.de/amxmodx/esp1_1/shot_004.jpg
http://www.amxmodx.org/forums/viewtopic.php?t=24787

It's unfortunate that Valve has taken the side of the money in this case,
all the 'new' players who stumble into servers containing plug-ins such as
WC3 don't seem to like it very much according to Valve.
Do you really think those kind of people are going to be your #1 customers?
Or even play your games again in a hurry anyway?

Plug-ins made CS 1.6 what it is today, without them the world would have
been bored to death by boring old CS a long time ago. Look at CS:S server
counts compared to 1.6, no one plays CS:S and it isn't because they cant.

All the while the people who can at Valve were busy trying to alter header
files so plug-in developers don't have the ability to construct anything
worthwhile. (It was an accident that could have been avoided)
Valves Plug-in Coding forum, always a busy place these days too right?
WRONG.
Was it an army of stats plug-ins they envisioned because that's all they
catered for on the plug-in scene this time around?

VALVE, HELP US TO HELP YOU !

[/RANT]


-----Original Message-----
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED] On Behalf Of LDuke
Sent: 01 March 2006 17:57
To: [email protected]
Subject: Re: [hlcoders] Overlay Text

--
[ Picked text/plain from multipart/alternative ]
I'm actually creating a server plugin. It needs to allow people to edit
settings/info while in game and not require developer mode to be on.
Entity
overlay text would have been perfect.

Unfortunately, there aren't any good ways to communicate with players
using
the Valve server plugin interface. It's very limited and can't do much
more
than read data. Almost any plugin that does more than stats (such as Mani
Admin, etc.) has to hack the DLL.

I was just hoping there was some way I was missing to set a recipient
filter
for the debug overlays so everyone could see them.

Thanks!


On 2/28/06, Tim Holt <[EMAIL PROTECTED]> wrote:

If you were going to code up the effect yourself, could you just write a
VGUI
screen panel (CVGuiScreenPanel) that display the chosen text?  With the
VGUI
screen in-game you can pull off some pretty nice displays beyond just
text,
plus it scales based on player range.

Depending on your application you could just parent a vgui_screen ent to
your
object and have it show the data.

I haven't done a lot with them, but did use them pretty effectively in a
medical
simulation prototype to display a live EKG machine trace that drew all
info
dynamically.  Have a pic at
http://oregonstate.edu/~holtt/tamucc_hidden/propaq1.jpg that shows it
standalone and
http://oregonstate.edu/~holtt/tamucc_hidden/demo_er20007.jpg
shows it in a prototype space.

Quoting John Sheu <[EMAIL PROTECTED]>:


On Tue, 2006-02-28 at 16:50 -0700, LDuke wrote:

I'd like to use IVDebugOverlay::AddEntityTextOverlay to show some
information on various entities to players. It seems to only work

for

the

listen server host, and then only in developer mode.

AFAIK, this is another one of those "feature, not bug" situations.

The

debug overlay is just that: an overlay for use in debugging, not one

for

use in "normal" gameplay.  Thus it is only visible with cheats on in
developer mode.  I'm not surprised that it works only for the server
host as well.

-John Sheu


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