-- [ 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 > > > _______________________________________________ > 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

