Yeah you just made no sense.

" imagine they added the functions like CreateEntityByName etc. again
because they thought of themegatag serverbrowser function etc."

Uhm... yes? What is the interface for the server tags anyway?

On 1 Mar 2008, at 12:44, Tobias Kammersgaard wrote:

--
[ Picked text/plain from multipart/alternative ]
I imagine they added the functions like CreateEntityByName etc. again
because they thought of themegatag serverbrowser function etc.

Also, if this doesn't make any sense its because I've had a few
beers ;-)
(DRUNK ON THE INTERWEBLOLOLOL)

Oh Lord.

/ScarT


On 01/03/2008, Tony omega Sergi <[EMAIL PROTECTED]> wrote:

--
[ Picked text/plain from multipart/alternative ]
They're not trying to 'thwart' them.
You have to realize it's a matter of priority.

You typically don't get support for anything that the game is going
to
have
in situations like this. Look at any other game; unless it's
something
that
benefits the host game, or is designed for the host game, you don't
specifically have it.

The problem is simply, there isn't anyone dedicated to doing
"extra" stuff
like that.Ie: the biggest complaint; lack of a real multiplayer
vehicle.
Well, the hardcore facts are, until valve decides: "Okay, our next
game is
going to be multiplayer vehicular combat" the likeliness of actually
seeing
them sit down and dedicate time AND money to writing a multiplayer
vehicle,
which they aren't going to use is rather slim.

Does that make sense to you? Think about it this way; it's the same
as
with
a mod.
Are you going to sit there and implement a bunch of features that
you're
not
going to use, just for the sake of "okay, well we aren't using y
feature,
but lets just make people happy and spend x hours on y feature just
so
they
don't bitch, even if it's never going to be used in our mod."

It's common sense.
-Tony


On Fri, Feb 29, 2008 at 6:50 PM, Spencer 'voogru' MacDonald <
[EMAIL PROTECTED]> wrote:

I hate to rain on your bash valve parade...

But this is in the Orange Box SDK:



//--------------------------------------------------------------------------
---
// Purpose: Interface from engine to tools for manipulating entities


//--------------------------------------------------------------------------
---
class IServerTools : public IBaseInterface
{
public:
      virtual IServerEntity *GetIServerEntity( IClientEntity
*pClientEntity ) = 0;
      virtual bool SnapPlayerToPosition( const Vector &org, const
QAngle
&ang, IClientEntity *pClientPlayer = NULL ) = 0;
      virtual bool GetPlayerPosition( Vector &org, QAngle &ang,
IClientEntity *pClientPlayer = NULL ) = 0;
      virtual bool SetPlayerFOV( int fov, IClientEntity
*pClientPlayer
=
NULL ) = 0;
      virtual int GetPlayerFOV( IClientEntity *pClientPlayer =
NULL ) =
0;
      virtual bool IsInNoClipMode( IClientEntity *pClientPlayer =
NULL
)
=
0;

      // entity searching
      virtual void *FirstEntity( void ) = 0;
      virtual void *NextEntity( void *pEntity ) = 0;
      virtual void *FindEntityByHammerID( int iHammerID ) = 0;

      // entity query
      virtual bool GetKeyValue( void *pEntity, const char *szField,
char
*szValue, int iMaxLen ) = 0;
      virtual bool SetKeyValue( void *pEntity, const char *szField,
const
char *szValue ) = 0;
      virtual bool SetKeyValue( void *pEntity, const char *szField,
float
flValue ) = 0;
      virtual bool SetKeyValue( void *pEntity, const char *szField,
const
Vector &vecValue ) = 0;

      // entity spawning
      virtual void *CreateEntityByName( const char *szClassName )
= 0;
      virtual void DispatchSpawn( void *pEntity ) = 0;

      // This reloads a portion or all of a particle definition
file.
      // It's up to the server to decide if it cares about this file
      // Use a UtlBuffer to crack the data
      virtual void ReloadParticleDefintions( const char *pFileName,
const
void *pBufData, int nLen ) = 0;

      virtual void AddOriginToPVS( const Vector &org ) = 0;
};

#define VSERVERTOOLS_INTERFACE_VERSION "VSERVERTOOLS001"

Oh, I wonder what this could be...

virtual void *CreateEntityByName( const char *szClassName ) = 0;

Oh and...

virtual void *FirstEntity( void ) = 0;
virtual void *NextEntity( void *pEntity ) = 0;

Oh baby! We're getting raunchy now!

Perhaps when CSS gets upgraded to the Orangebox engine this will
be made
available. It works in TF2 at least.

Regardless of what valve does to try and limit plug-ins, programmers
will
find ways around it.

I think valve should welcome plug-ins, not try and thwart them. Not
everybody wants to make a full blown mod, the original plug-in SDK
was a
sad
joke. With regards to the HudMsg in CSS, I fully agree.

One of what I believed to be AdminMOD's trademark (the pretty center
says),
removed from the new game purposely... by the creator of AdminMOD!

But, center says work in TF2... but perhaps I should not speak so
loudly
cause valve might hear it, though with the new additions in the
Orangebox
engine, I think valve is improving. Let's hope it continues.

Bash valve all you want (I do it too!), but they are leaps and
bounds
ahead
of other companies when it comes to customization.

I'll give them credit where it's due.

- voogru.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Friday, February 29, 2008 4:50 PM
To: [email protected]
Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name
APIs
for
Server Plugins?

--
[ Picked text/plain from multipart/alternative ]
My point was that that is going to be the only way.  Not only has
Valve
made
it clear that mod-specific API items won't be provided, they've
removed
as
much as possible the functionality of plugins.

As an example, remember the SpawnEntityByName function (from June
2005)?
That function has long been removed from the codebase.  - Alfred
Spawning entities into a map from a plugin is not supported.  -
Alfred
We are more concerned with giving people consistent gameplay
rather than
any specific cheat problem. You would be amazed at the number of
people
that get confused (i.e email us complaining) when joining a HL1
based
server with some of the noisier mods (I am looking at the warcraft3
superhero mod here...). - Alfred

Or another example, the HudMsg that allows you to print text
anywhere on
the
screen?  The font definition was intentionally removed from
ClientSchemes.res to prevent plugins from using HudMsg.

I'm 95% certain they won't add that. Properly done, signature scans
don't
break that often.  I haven't had to find a new signature for CSS
in a
long
time.  Usually when one of mine is invalid it's because I've
missed a
wild
card flag.







On Fri, Feb 29, 2008 at 1:12 PM, Saul Rennison <[EMAIL PROTECTED]
>
wrote:

The problem is, LDuke, Mattie doesn't want to add hacks and
signature
scans to EventScripts (or whatever he wants it for), as it can
break
pretty easily with an update or maybe throughout mods. Especially
ones
that change the core.

LDuke wrote:
--
[ Picked text/plain from multipart/alternative ]
That's what I've done...sig scan for the event queue and some of
the
overloads of AddEvent.  With CreateNamedEntity, KeyValues, and
AddEvent,
you
can do some cool stuff.  For example, I have a trip mine setup
that
works
completely based on those three things without need for the plugin
to
monitor players and see which player's tripmine killed which
player.

It would be nice to have access to those things via plugins
without
hacking,
but so far we haven't seen much in the way of access to mod-
specific
functions.



--

_______________________________________________
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




--
-omega
--

_______________________________________________
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

Reply via email to