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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
> >
> >
>
>
> _______________________________________________
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> please visit:
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>
>


--
- Benjamin Davison
--

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