--
[ Picked text/plain from multipart/alternative ]
Now that's just a gross exaggeration. I've played ZM from time to time and
most of the popular servers are pure.

On Mon, Mar 3, 2008 at 4:11 PM, Christopher Harris <[EMAIL PROTECTED]>
wrote:

> On the subject of this I can sometimes find myself siding with Valve.
> There
> are so many plugins for HL2 mods, without this interface, that have been
> all
> but ruined. Referred to as RPG mods they infect slowly all the servers of
> a
> mod changing everything the developers spent time to balance and giving
> players unbalanced weaponry and stats. But the players who get these
> things
> must grind the server and then they can kill new people with ease. A lot
> of
> new people especially if Casual game will not know what a RPG plugin is
> and
> will probably blame the bad gameplay on the MOD itself. RPG Plugins are
> IMO
> a mod's worst nightmare.
>
> For Valve Official games this is fine because there are so many servers,
> but
> for mods a single RPG mod can single handedly ruin a MOD. For example
> zombie
> master has pretty much only RPG mod servers, etc.
>
> Chris
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
> Sent: Saturday, March 01, 2008 12:39 PM
> To: [email protected]
> Subject: Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
> Server Plugins?
>
> --
> [ Picked text/plain from multipart/alternative ]
> I think you just append ",mytag" to the sv_tags convar string.
>
> And I second the "Thank you" to Valve from Mattie.  And a HUGE "thank you"
> if that interface is in the CSS orangebox update.
>
>
>
>
>
> On Sat, Mar 1, 2008 at 6:04 AM, Saul Rennison <[EMAIL PROTECTED]>
> wrote:
>
> > 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
> >
> >
> --
>
> _______________________________________________
> 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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>
>
--

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