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Today's Topics:
1. Re: [OT] [hlcoders] Overlay Text (LDuke)
2. RE: [OT] [hlcoders] Overlay Text (Jay C.)
3. Re: [OT] [hlcoders] Overlay Text (James)
4. RE: Overlay Text (Jay Stelly)
5. RE: [OT] [hlcoders] Overlay Text (Jay C.)
6. Re: Overlay Text (Jeff Fearn)
7. Re: Overlay Text (LDuke)
8. Re: Overlay Text (Benjamin Davison)
9. Re: Overlay Text (Jeff Fearn)
10. RE: Overlay Text (Jay C.)
--__--__--
Message: 1
Date: Thu, 2 Mar 2006 08:32:59 -0700
From: LDuke <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [OT] [hlcoders] Overlay Text
Reply-To: [email protected]
--
[ Picked text/plain from multipart/alternative ]
I do sympathize with the aversion to the warcraft3/superhero plugins. Last
time I tried to join a CS1.6 server, I had to join about 8 servers before I
found a server without one of those two mods. It was very annoying, but you
have to ask yourself why so many of the servers have those plugins.
I was just trying to find out if any mod developers knew of a way to use the
debug overlay text. I ceratainly have nothing bad to say against Valve or
Turtle Rock, quite the opposite after the input and help we received on the
VIP plugin for CSS.
Grant
(L. Duke)
On 3/2/06, Kamran <[EMAIL PROTECTED]> wrote:
Yah, I'd have to say that's true.
If I was a plugin author, I'd get a bunch together and create a document
outlining what I'd wish Valve would do. I'd also send it through snail
mail, not email. I'd also include the names of all the people involved.
Politeness goes a long way ;-)
--
--__--__--
Message: 2
From: "Jay C." <[EMAIL PROTECTED]>
To: <[email protected]>
Subject: RE: [OT] [hlcoders] Overlay Text
Date: Thu, 2 Mar 2006 15:36:34 -0000
Reply-To: [email protected]
Benjamin, that's why I [OT]'d it, if you didn't want to get into arguments
like this create an e-mail rule to deleted [OT] emails. If you didn't want
to get in an argument, then don't reply, like everyone else who doesn't.
I've been making plug-in for CS for about three years now, I like it so I'm
not going to stop.
They know what's missing; they removed it for the purpose I explained.
Alfred has said that on numerous occasions.
- Jay C. (c0ldfyr3)
-----Original Message-----
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED] On Behalf Of Kamran
Sent: 02 March 2006 13:13
To: [email protected]
Subject: Re: [OT] [hlcoders] Overlay Text
Yah, I'd have to say that's true.
If I was a plugin author, I'd get a bunch together and create a document
outlining what I'd wish Valve would do. I'd also send it through snail
mail, not email. I'd also include the names of all the people involved.
Politeness goes a long way ;-)
Benjamin Davison wrote:
--
[ Picked text/plain from multipart/alternative ]
Yeah I do agree plugin authors get the short end of the stick compared
to
mod makers, but the attitude some of them take... quite frankly stinks.
I have always found interaction with people like Alfred pleasent, I
dunno
what you guys are saying but maybe you should be a but more
respectfull/polite and you will get much further than with this "we
demand
this, gimme gimme" attitude some of the members of this list have.
Maybe you can be a bit more proactive, and get a bunch of plugin authors
together. Create a professional and polite detailed proposal of what you
guys want with examples and perhaps even implementations.
Valve might turn around and say, "no we aint doing it" but it's going to
get
you further than the attitude some of you guys are taking.
On 3/2/06, Kamran <[EMAIL PROTECTED]> wrote:
I can't really blame them; if I was a plugin author, and a new game
didn't support all the things the /old/ game did, I'd be pretty mad. It
would seem like logic to me that Valve would include all the good stuff
from CS 1.6 that you'd /imagine/ would carry over to a /new version of
the same game/? If you're going to make a new game, based off the old
one, wouldn't you include the same or BETTER plugin capability? Also,
considering CS 1.6 has sooooooo many mods, you'd think that it'd be a
no-brainer. Extra work sometimes goes a long way.
Benjamin Davison wrote:
--
[ Picked text/plain from multipart/alternative ]
I'm not going to bother getting in an argument here.
But if Valve treats you so bad, why don't you vote with your feet and
develop plugins for any other number of games?
Not gonna crap up the list, always happens when a couple of plugin
authors
with bad attitudes turn up with a bone to grind.
On 3/2/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
Benjamin Davison wrote:
--
[ Picked text/plain from multipart/alternative ]
It's not about plugins, he is asking how todo it in a mod.
The response I made was in agreement to someone who was talking about
the SDK and plugins. This is the hlcoders list and is to do with
*all*
half-life coding, whether they are mods or plugins.
Most of the plugin authors on this list have a bad attitude and need
to
straighten that out first.
LOL. I take it from your bad attitude you must be one too...
Matt.
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- Benjamin Davison
--
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--
Kamran A
Get Firefox! Safer, Faster, Better.
<http://www.spreadfirefox.com/?q=affiliates&id=0&t=85>
Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
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- Benjamin Davison
--
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Kamran A
Get Firefox! Safer, Faster, Better.
<http://www.spreadfirefox.com/?q=affiliates&id=0&t=85>
Down with Internet Explorer! Say "NO!" to Spyware! Use Firefox
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--__--__--
Message: 3
Date: Thu, 2 Mar 2006 17:58:20 -0700
From: James <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [OT] [hlcoders] Overlay Text
Reply-To: [email protected]
All of those who propose for us to get over our attitudes and to
create some kind of peace contract to send to Valve should actually
try coding a plugin and take the painstaking time of learning how to
hack functions through assembly and memory scanning before they act as
if all this bitching is without any merit. Most coding I spend on
plugins is not for the actual purpose of the plugin itself, but for
getting at things I need available for the plugin. If Valve really
wanted to do something about all these plugins that change their
beloved mods, then they should implement something such as an optional
filter for their server browsers that removes any modified servers.
For example an identifier that could even be hardcoded into the plugin
which may represent "servers running this plugin will have altered
gameplay." But instead they choose to spend wasteful time trying to
obstruct our progress through manipulations to the code here and
there. Every time a new update is put out, all of us plugin coders
have to check whether our plugins still work, and if it doesn't, we
get many unhappy users who come to complain to us and pressure us for
a quick fix. Imagine having to do that with your mods every few weeks.
This is the reason why we bitch.
--__--__--
Message: 4
Subject: RE: [hlcoders] Overlay Text
Date: Thu, 2 Mar 2006 17:15:02 -0800
From: "Jay Stelly" <[EMAIL PROTECTED]>
To: <[email protected]>
Reply-To: [email protected]
--
[ 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.
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.
Debug overlays are only implemented to the level of being a debugging
tool on a single machine. They have no networking whatsoever - just a
table stored in the engine that is accessed by the client and the server
code on the same machine.
Jay
--__--__--
Message: 5
From: "Jay C." <[EMAIL PROTECTED]>
To: <[email protected]>
Subject: RE: [OT] [hlcoders] Overlay Text
Date: Fri, 3 Mar 2006 01:20:56 -0000
Reply-To: [email protected]
You might be onto something here, the server search idea; defaulted to
regular servers would be a dream. Then all the precious 'new money' won't be
stumbling anywhere Valve don't want them.
All plug-ins I have created so far were requests from server admins for
basic things which could have been included in the original game anyway.
For all of which I have needed to scan for at least five functions which
were standard in the 1.6 SDK but now we must do without.
Without even a hint from Valve on weather or not they intend to expand the
current basic functionality.
Have any of you people who have been replying negatively to this topic ever
had a peek at what's available to plug-ins this time around? I doubt it.
- Jay
-----Original Message-----
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED] On Behalf Of James
Sent: 03 March 2006 00:58
To: [email protected]
Subject: Re: [OT] [hlcoders] Overlay Text
All of those who propose for us to get over our attitudes and to
create some kind of peace contract to send to Valve should actually
try coding a plugin and take the painstaking time of learning how to
hack functions through assembly and memory scanning before they act as
if all this bitching is without any merit. Most coding I spend on
plugins is not for the actual purpose of the plugin itself, but for
getting at things I need available for the plugin. If Valve really
wanted to do something about all these plugins that change their
beloved mods, then they should implement something such as an optional
filter for their server browsers that removes any modified servers.
For example an identifier that could even be hardcoded into the plugin
which may represent "servers running this plugin will have altered
gameplay." But instead they choose to spend wasteful time trying to
obstruct our progress through manipulations to the code here and
there. Every time a new update is put out, all of us plugin coders
have to check whether our plugins still work, and if it doesn't, we
get many unhappy users who come to complain to us and pressure us for
a quick fix. Imagine having to do that with your mods every few weeks.
This is the reason why we bitch.
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--__--__--
Message: 6
Date: Fri, 3 Mar 2006 11:33:00 +1000
From: "Jeff Fearn" <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlcoders] Overlay Text
Reply-To: [email protected]
On 3/3/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
--
[ 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.
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.
Debug overlays are only implemented to the level of being a debugging
tool on a single machine. They have no networking whatsoever - just a
table stored in the engine that is accessed by the client and the server
code on the same machine.
Jay
JayStelly.Bravery++;
--
Jeff Fearn
--__--__--
Message: 7
Date: Thu, 2 Mar 2006 18:55:54 -0700
From: LDuke <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlcoders] Overlay Text
Reply-To: [email protected]
--
[ Picked text/plain from multipart/alternative ]
Thank you Jay. That answers my original question of whether it's possible,
which is what I came here to find out.
Grant
(L. Duke)
On 3/2/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
--
[ 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.
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.
Debug overlays are only implemented to the level of being a debugging
tool on a single machine. They have no networking whatsoever - just a
table stored in the engine that is accessed by the client and the server
code on the same machine.
Jay
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--
--__--__--
Message: 8
Date: Fri, 3 Mar 2006 02:26:14 +0000
From: "Benjamin Davison" <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlcoders] Overlay Text
Reply-To: [email protected]
--
[ Picked text/plain from multipart/alternative ]
Well keep bitching and nothing will get done.
Or create plugins for other games, vote with your feet which is much more
effective than "im gonna complain whenever a plugin topic comes up on the
mailing list"
On 3/3/06, LDuke <[EMAIL PROTECTED]> wrote:
--
[ Picked text/plain from multipart/alternative ]
Thank you Jay. That answers my original question of whether it's possible,
which is what I came here to find out.
Grant
(L. Duke)
On 3/2/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
--
[ 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.
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.
Debug overlays are only implemented to the level of being a debugging
tool on a single machine. They have no networking whatsoever - just a
table stored in the engine that is accessed by the client and the server
code on the same machine.
Jay
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--
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--
- Benjamin Davison
--
--__--__--
Message: 9
Date: Fri, 3 Mar 2006 12:43:38 +1000
From: "Jeff Fearn" <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlcoders] Overlay Text
Reply-To: [email protected]
On 3/3/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
--
[ Picked text/plain from multipart/alternative ]
Well keep bitching and nothing will get done.
Or create plugins for other games, vote with your feet which is much more
effective than "im gonna complain whenever a plugin topic comes up on the
mailing list"
On 3/3/06, LDuke <[EMAIL PROTECTED]> wrote:
--
[ Picked text/plain from multipart/alternative ]
Thank you Jay. That answers my original question of whether it's possible,
which is what I came here to find out.
Grant
(L. Duke)
On 3/2/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
--
[ 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.
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.
Debug overlays are only implemented to the level of being a debugging
tool on a single machine. They have no networking whatsoever - just a
table stored in the engine that is accessed by the client and the server
code on the same machine.
Jay
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- Benjamin Davison
--
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I'm sure your comment is directed at other people since Mr L Duke
didn't actually complain or bitch in any of his posts.
--
Jeff Fearn
"Postmodernism: Once more without feeling." -- Geoffrey Nunberg
--__--__--
Message: 10
From: "Jay C." <[EMAIL PROTECTED]>
To: <[email protected]>
Subject: RE: [hlcoders] Overlay Text
Date: Fri, 3 Mar 2006 02:52:37 -0000
Reply-To: [email protected]
But what happens if I like the game?
-----Original Message-----
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED] On Behalf Of Benjamin Davison
Sent: 03 March 2006 02:26
To: [email protected]
Subject: Re: [hlcoders] Overlay Text
--
[ Picked text/plain from multipart/alternative ]
Well keep bitching and nothing will get done.
Or create plugins for other games, vote with your feet which is much more
effective than "im gonna complain whenever a plugin topic comes up on the
mailing list"
On 3/3/06, LDuke <[EMAIL PROTECTED]> wrote:
--
[ Picked text/plain from multipart/alternative ]
Thank you Jay. That answers my original question of whether it's
possible,
which is what I came here to find out.
Grant
(L. Duke)
On 3/2/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
--
[ 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.
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.
Debug overlays are only implemented to the level of being a debugging
tool on a single machine. They have no networking whatsoever - just a
table stored in the engine that is accessed by the client and the
server
code on the same machine.
Jay
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- Benjamin Davison
--
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