I've seen some client side plugins, I know they work. At least one out
of four players are using them right now.

On 8/16/07, LDuke <[EMAIL PROTECTED]> wrote:
> --
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> Server plugins run on the server only. You can't create "client-side"
> plugins.
>
> You will have to write your own mod to do anything on the client.
>
>
>
> On 8/16/07, Meow Mew <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> >
> > Hey, I was hoping I could get some advice from some of you fellow
> > coders.  Actually writing up the code isn't a problem, but I was having
> > difficulty with design and following the structure already in the Valve
> > engine.Here's the laydown of what I'm doing:So basically, I'm writing an
> > interface for optional port IO for independent hardware to control signal
> > pulses.  Scent machines, fMRI scanners, head tracking, basically any random
> > piece of hardware should be able to plug into a port and send data
> > bits.  All in all, it's just port IO that I want to be able to hook into the
> > logical entity connections.  Something like "OnTriggerPulse" or something,
> > no big deal.  Also, it'll need an input along the lines of
> > "SendTriggerPulse".  I'm sure the entity can store it's own port number and
> > data bits.There's also another module that needs implemented that might be
> > hardware specific.  Eye tracking has it's own SDK dlls that are vendor
> > specific, the client needs to get a HUD update (maybe from server) and the
> > server needs to parse the last known position to track entity locations when
> > projecting 2D eye positions to 3D (which requires the client view matrix).So
> > the design questions are:Should either of these be implemented with the
> > plugin interface?  The eye tracker is vendor specific, so additional vendors
> > may need to create their own plugins for compatibility.  This is much more
> > extensible, but plugins seem to have inappropriate communication with the
> > server and client for passing large datasets.Should either of these use
> > the IBaseInterface interface to allow the server or client to access the
> > data being polled by these abstract pieces of hardware?  This could easily
> > resolve an issue of collecting data on the server and client, but adds a
> > dependability and a limit to the extensibility that involves the interface
> > ID.  There can only be one INTERFACEVERSION_VENGINESERVER afterall, and thus
> > there could only be one INTERFACEVERSION_VEYETRACKER active at one
> > time.  This would be much more limiting to the port IO in the event that
> > multiple external hardware's would wish to send data bit pulses to control
> > logic.Is there a proper combination of the two for either of these
> > modules?Would adding more data to CUserCmd be advisable?  I know that this
> > class actually has a limit to it's size on the engine (which isn't apparent
> > on the client or server) that is related to saving replays, and the dynamic
> > sized vectors required for the eye tracker to store all possible fixations
> > could cause problems.  Also, the advantage to a plugin or interface is they
> > are possible to remove or have invalid, but CUserCmd must have predictable
> > size, meaning the data can be empty, but not removable.Anyway, any
> > suggestions are appreciated.  I could use some feedback just to wrap my head
> > around the methodology I'd want to implement, and to get a better feel for
> > the intent of the Valve design.
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