-- [ Picked text/plain from multipart/alternative ] Here come the plugin authors :roll:
On 3/2/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > 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 > >>>> > >>>> > >>>> _______________________________________________ > >>>> To unsubscribe, edit your list preferences, or view the list > archives, > >>>> > >>> please > >>> > >>>> visit: > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>>> > >>>> > >>>> > >>> > >>> _______________________________________________ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >>> > >>> > >> -- > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Benjamin Davison -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

