Re: [hlcoders] Dedicated server for mods broken by new steam update
Thanks Alfred, I was able to get it to show up in the list again by adding the game key in gameinfo.txt. Do you have any ideas about the DM mod dedicated server problem? Running a dedicated server of an unmodified DM mod has player animation problems and death notice problems that don't seem to happen if you're just running a listen server. On Sun, 20 Feb 2005 22:20:27 -0800, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > You need to update your gameinfo.txt, I will cut and paste the note I > sent to this list last week about it: > -- > On a related note, the name that is displayed in the games list (and in > the server browser) will be from the "game" key in your dir>/gameinfo.txt file (and it will fall back to the "name" key for the > games list if a "game" key does not exist). > --- > > So, just add that key to your gameinfo.txt and it will work again. > > - Alfred > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Patrick > Flanagan > Sent: Sunday, February 20, 2005 7:42 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Dedicated server for mods broken by new steam update > > Ever since the new Steam update, my mod has been having problems with > dedicated servers. > > Before the Steam update, I copied my mod into /SteamApps/username/source > dedicated server/ and then when I launched the Dedicated Server program > from within Steam, the mod would show up in the list of games that you > could run a dedicated server with. > > After the Steam update, with no changes at all to the mod, the mod no > longer shows up in the dropdown of available games in the Dedicated > Server program and if I try to start it manually via the command line > then it doesn't work. > > I tried testing this by using the updated SDK to create a new DM mod. > I did not change any of the files created by the DM mod except for the > game name in GameInfo.txt so I could tell it apart from the others. I > compiled the DM code to put in the /bin directory for that mod but did > not modify the code at all. I then copied this mod directory into > /SteamApps/username/source dedicated server/ like I had done before and > it showed up in the list of available games to run a dedicated server > for. When I ran the dedicated server using the unmodified DM mod, none > of the animations worked at all and whenever anyone was killed it would > just say that player "unconnected" suicided. If I ran a listen > (non-dedicated server) using this DM mod, then everything worked fine > and animations and death messages and all were working. > > Something is broken in Source Dedicated Server since the new Steam > update. Can anyone from Valve comment on this? > > ___ > 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
RE: [hlcoders] Dedicated server for mods broken by new steam update
You need to update your gameinfo.txt, I will cut and paste the note I sent to this list last week about it: -- On a related note, the name that is displayed in the games list (and in the server browser) will be from the "game" key in your /gameinfo.txt file (and it will fall back to the "name" key for the games list if a "game" key does not exist). --- So, just add that key to your gameinfo.txt and it will work again. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Sunday, February 20, 2005 7:42 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Dedicated server for mods broken by new steam update Ever since the new Steam update, my mod has been having problems with dedicated servers. Before the Steam update, I copied my mod into /SteamApps/username/source dedicated server/ and then when I launched the Dedicated Server program from within Steam, the mod would show up in the list of games that you could run a dedicated server with. After the Steam update, with no changes at all to the mod, the mod no longer shows up in the dropdown of available games in the Dedicated Server program and if I try to start it manually via the command line then it doesn't work. I tried testing this by using the updated SDK to create a new DM mod. I did not change any of the files created by the DM mod except for the game name in GameInfo.txt so I could tell it apart from the others. I compiled the DM code to put in the /bin directory for that mod but did not modify the code at all. I then copied this mod directory into /SteamApps/username/source dedicated server/ like I had done before and it showed up in the list of available games to run a dedicated server for. When I ran the dedicated server using the unmodified DM mod, none of the animations worked at all and whenever anyone was killed it would just say that player "unconnected" suicided. If I ran a listen (non-dedicated server) using this DM mod, then everything worked fine and animations and death messages and all were working. Something is broken in Source Dedicated Server since the new Steam update. Can anyone from Valve comment on this? ___ 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
[hlcoders] Dedicated server for mods broken by new steam update
Ever since the new Steam update, my mod has been having problems with dedicated servers. Before the Steam update, I copied my mod into /SteamApps/username/source dedicated server/ and then when I launched the Dedicated Server program from within Steam, the mod would show up in the list of games that you could run a dedicated server with. After the Steam update, with no changes at all to the mod, the mod no longer shows up in the dropdown of available games in the Dedicated Server program and if I try to start it manually via the command line then it doesn't work. I tried testing this by using the updated SDK to create a new DM mod. I did not change any of the files created by the DM mod except for the game name in GameInfo.txt so I could tell it apart from the others. I compiled the DM code to put in the /bin directory for that mod but did not modify the code at all. I then copied this mod directory into /SteamApps/username/source dedicated server/ like I had done before and it showed up in the list of available games to run a dedicated server for. When I ran the dedicated server using the unmodified DM mod, none of the animations worked at all and whenever anyone was killed it would just say that player "unconnected" suicided. If I ran a listen (non-dedicated server) using this DM mod, then everything worked fine and animations and death messages and all were working. Something is broken in Source Dedicated Server since the new Steam update. Can anyone from Valve comment on this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crashes with the HL2MP SDK
On Mon, 21 Feb 2005 01:13:48 +, Knifa <[EMAIL PROTECTED]> wrote: > I think its okay. Everything works perfect while your the server. Minidumps?,,, http://www.codeproject.com/debug/postmortemdebug_standalone1.asp Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crashes with the HL2MP SDK
I think its okay. Everything works perfect while your the server. i would be looking to see if you have implemnted your calls in the weapon function correct in the mp game rules, or what ever it is you use. --- Knifa <[EMAIL PROTECTED]> wrote: Hi all. I'm working on a mod called SourceForts where you build forts and fight each other in teams. Everytime a player tries to do something, the game crashes (client, not server) If you're hosting it, everything works fine. The only things I've done are Added a weapon to freeze physics objects (weapon_freezer, shared between the client and server) Added a logical entity to control game state, which has been added to the globals (server-side, is there a client one?) Edited the client spawn code for items, so that they get diffrent weapon depending on the state (server-side) Changed the team names Changed the game description Does anyone get any problems like this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? All your favorites on one personal page – Try My Yahoo! http://my.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa Domino Mod http://knd.org.uk/dominomod/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Permanent Ground Effects (HL2DM)
Holster calls StopGuiding() which turns off the Dot, UTIL_Removes it, and sets it to null already, so after the StopGuiding call I created a duplicate set of removing functions, and I haven't been able to emulate the permanent dot problem. Thank you. - Original Message - From: "British_Bomber" <[EMAIL PROTECTED]> To: Sent: Sunday, February 20, 2005 4:33 PM Subject: Re: [hlcoders] Permanent Ground Effects (HL2DM) > I've had the RPG issue, not the stun batton one though, but it seems > to be random, and most of the time it doesnt occur so I havent been to > worried about it, but I would imagine like draco said, the easiest way > to take care of it is just double check it is gone in the holster > function. > > ___ > 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
Re: [hlcoders] Crashes with the HL2MP SDK
i would be looking to see if you have implemnted your calls in the weapon function correct in the mp game rules, or what ever it is you use. --- Knifa <[EMAIL PROTECTED]> wrote: > Hi all. > > I'm working on a mod called SourceForts where you > build forts and fight > each other in teams. > Everytime a player tries to do something, the game > crashes (client, not > server) > If you're hosting it, everything works fine. > > The only things I've done are > Added a weapon to freeze physics objects > (weapon_freezer, shared > between the client and server) > Added a logical entity to control game state, > which has been added > to the globals (server-side, is there a client one?) > Edited the client spawn code for items, so that > they get diffrent > weapon depending on the state (server-side) > Changed the team names > Changed the game description > > Does anyone get any problems like this? > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > = http://ammahls.com __ Do you Yahoo!? All your favorites on one personal page Try My Yahoo! http://my.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Permanent Ground Effects (HL2DM)
I've had the RPG issue, not the stun batton one though, but it seems to be random, and most of the time it doesnt occur so I havent been to worried about it, but I would imagine like draco said, the easiest way to take care of it is just double check it is gone in the holster function. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Crashes with the HL2MP SDK
Hi all. I'm working on a mod called SourceForts where you build forts and fight each other in teams. Everytime a player tries to do something, the game crashes (client, not server) If you're hosting it, everything works fine. The only things I've done are Added a weapon to freeze physics objects (weapon_freezer, shared between the client and server) Added a logical entity to control game state, which has been added to the globals (server-side, is there a client one?) Edited the client spawn code for items, so that they get diffrent weapon depending on the state (server-side) Changed the team names Changed the game description Does anyone get any problems like this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] BUG: plugin_pause
Operating with two plugins loaded in srcds, pause is always sent to the 0 index plugin, no matter the parameter. Can anyone verify this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Permanent Ground Effects (HL2DM)
Does these 2 weapons have a destroy effect feature? If not implement one. For the rpg I'd say that you don't have the destroy dot function being called on holster. with the stunstick maybe you could give the effect a destroy think and set it to call in 1 second or something. Good luck I guess... -- ** Draco Coder for Perfect Dark and Kreedz Climbing http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugging HL2DM Sdk
Anyone having this problem in the HL2DM sdk? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "r00t 3:16" <[EMAIL PROTECTED]> To: Sent: Saturday, February 19, 2005 9:46 PM Subject: Re: [hlcoders] Debugging HL2DM Sdk Also while doing more testing... void CHL2MPRules::Think( void ) { DevMsg(2,"%s\n", ShouldRestartRound() ); } That does not Give me anything when I launch the game, with developer 2 set in the console. That should scoll in the console and does not. So why does it seem changes can not be made to the hl2dm_ files ? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "r00t 3:16" <[EMAIL PROTECTED]> To: Sent: Saturday, February 19, 2005 9:39 PM Subject: [hlcoders] Debugging HL2DM Sdk Anyone try to debug this ? It will not allow me to go into the hl properties to add the debug options. Client or Server projects. Box comes up and says unspecified error Any ideas what might cause this? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ 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
Re: [hlcoders] Permanent Ground Effects (HL2DM)
This occurs when I hit the ground on sdk_vehicles, I haven't tested it on other maps, though. - Original Message - From: "Patrick Flanagan" <[EMAIL PROTECTED]> To: Sent: Sunday, February 20, 2005 12:00 PM Subject: Re: [hlcoders] Permanent Ground Effects (HL2DM) > I've seen the stun stick spark remaining bug as well. It usually only > happens when I hit displacements though. > > > On Sun, 20 Feb 2005 11:47:42 -0800, Daniel Jennings <[EMAIL PROTECTED]> wrote: > > In HL2DM there is a problem in that when you hit the ground with the stun > > stick there is a spark there that goes on and off. The problem isn't that > > this is there, it's that it is permanent. After several hours the spark > > never disappeared, neither when it was in my POV nor when it was not visible > > at the time by the player. > > > > Another similar bug is that when you fire the last rocket from the RPG, the > > weapon switches and the laser dot on the ground stays where it was when the > > RPG switched away. > > > > Daniel Jennings > > UMSClan.com > > > > ___ > > 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
Re: [hlcoders] Permanent Ground Effects (HL2DM)
I've seen the stun stick spark remaining bug as well. It usually only happens when I hit displacements though. On Sun, 20 Feb 2005 11:47:42 -0800, Daniel Jennings <[EMAIL PROTECTED]> wrote: > In HL2DM there is a problem in that when you hit the ground with the stun > stick there is a spark there that goes on and off. The problem isn't that > this is there, it's that it is permanent. After several hours the spark > never disappeared, neither when it was in my POV nor when it was not visible > at the time by the player. > > Another similar bug is that when you fire the last rocket from the RPG, the > weapon switches and the laser dot on the ground stays where it was when the > RPG switched away. > > Daniel Jennings > UMSClan.com > > ___ > 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
[hlcoders] Permanent Ground Effects (HL2DM)
In HL2DM there is a problem in that when you hit the ground with the stun stick there is a spark there that goes on and off. The problem isn't that this is there, it's that it is permanent. After several hours the spark never disappeared, neither when it was in my POV nor when it was not visible at the time by the player. Another similar bug is that when you fire the last rocket from the RPG, the weapon switches and the laser dot on the ground stays where it was when the RPG switched away. Daniel Jennings UMSClan.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Respawning all players
static_cast(pEntity)->RemoveAllItems(false); ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Respawning all players
use 'drop' command before? - Original Message - From: "Knifa" <[EMAIL PROTECTED]> To: Sent: Sunday, February 20, 2005 8:12 PM Subject: Re: [hlcoders] Respawning all players > Nevermind. Got it now. > CBaseEntity *pEntity = NULL; > while ((pEntity = gEntList.FindEntityByClassname( pEntity, "player" > )) != NULL) > { > pEntity->Spawn(); > } > > Like that. > > How would I strip the weapons from the player? > > > HL2DM: > > > >> Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin? > >> > >> - Original Message - > >> From: "Knifa" <[EMAIL PROTECTED]> > >> To: > >> Sent: Sunday, February 20, 2005 10:13 AM > >> Subject: [hlcoders] Respawning all players > >> > >> > >> > >> > >>> Hi all. > >>> > >>> How would I go about respawning ALL of the players on a server? > >>> I'm thinking I'd need to loop through them, but I don't know. > >>> > >>> Thanks. > >>> > >>> -Knifa > >>> > >>> ___ > >>> 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 > >> > >> > >> > >> > >> > >> > > > > -- > > Knifa > > Domino Mod > > http://knd.org.uk/dominomod/ > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > -- > Knifa > Domino Mod > http://knd.org.uk/dominomod/ > > ___ > 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
Re: [hlcoders] Server Plug-in Loading Order
Michael: I'm doing that exact same thing right now, for a module for a plugin manager that shall remain nameless :P Your plugin is loaded before any ents are created, obviously, but after all the factories are initialized and the class maps prettied up and whatnot - a very good time for loading. Hooking CreateEdict is nice, but it won't tell you what type of entity is being created. So I went on to hooking EntityFactoryDictionary, which I've become quite fond of :D A windows only way of getting the EFD ptr is in my sigscanner thread on the forums of that place (nasty, I know, but hey it works - haven't had to update it since I made it) - the linux way is a ton easier. Using my vfunc hook thing again from those forums heres a way to hook the creation of any ent, and do with it what you will (too lazy to make my vtbl hook work on lin atm, but I'll be forced to soon - again it's a ton easier) class CEntityFactoryDictionary : public IEntityFactoryDictionary { public: CEntityFactoryDictionary(); void InstallFactory( IEntityFactory *pFactory, const char *pClassName ); IServerNetworkable *Create( const char *pClassName ); void Destroy( const char *pClassName, IServerNetworkable *pNetworkable ); public: IEntityFactory *FindFactory( const char *pClassName ); CUtlDict< IEntityFactory *, unsigned short > m_Factories; }; CEntityFactoryDictionary* pEntityFactoryDictionary = NULL; CSigScanner SigEntityFactoryDictionary("SigEntityFactoryDictionary", SIGRANGESERVERDLL, &pEntityFactoryDictionary, "xxxxxxxxxxx", "\x8A\x0D\x58\x16\x5A\x22\xB0\x01\x84\xC8\x75\x21\x8A\xD1\x0A\xD0\xB9\x08\x16\x5A\x22\x88\x15\x58\x16\x5A\x22\xE8\x60\x00\x00\x00\x68\x30\xD9\x3A\x22\xE8\x2F\x99\x01\x00\x83\xC4\x04\xB8\x08\x16\x5A\x22\xC3", 17, false, 2); //lol DEFVFUNC(EntityFactoryDictionary_Create, CBaseEntity*, (CEntityFactoryDictionary*, const char* lpcClassName)); CBaseEntity* VFUNC myEFD_Create(CEntityFactoryDictionary* pEFD, const char* lpcClassName){ CBaseEntity* pEntity = EntityFactoryDictionary_Create(pEFD, lpcClassName); LOG("Made ent: [%s] %x", lpcClassName, pEntity); return pEntity; } init HOOKVFUNC(pEntityFactoryDictionary, 1, EntityFactoryDictionary_Create, myEFD_Create); Regarding modifying those entities, hook their vtbls - you can do anything you want ot them. If you want a single instance only hook then swap out the ent's vtable ptr (which I've had no luck with, honestly), or hook all ents of that type by just modifying it's vtable directly (which I've had luck with). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Respawning all players
Nevermind. Got it now. CBaseEntity *pEntity = NULL; while ((pEntity = gEntList.FindEntityByClassname( pEntity, "player" )) != NULL) { pEntity->Spawn(); } Like that. How would I strip the weapons from the player? HL2DM: Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin? - Original Message - From: "Knifa" <[EMAIL PROTECTED]> To: Sent: Sunday, February 20, 2005 10:13 AM Subject: [hlcoders] Respawning all players Hi all. How would I go about respawning ALL of the players on a server? I'm thinking I'd need to loop through them, but I don't know. Thanks. -Knifa ___ 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 -- Knifa Domino Mod http://knd.org.uk/dominomod/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa Domino Mod http://knd.org.uk/dominomod/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Respawning all players
HL2DM: Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin? - Original Message - From: "Knifa" <[EMAIL PROTECTED]> To: Sent: Sunday, February 20, 2005 10:13 AM Subject: [hlcoders] Respawning all players Hi all. How would I go about respawning ALL of the players on a server? I'm thinking I'd need to loop through them, but I don't know. Thanks. -Knifa ___ 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 -- Knifa Domino Mod http://knd.org.uk/dominomod/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Respawning all players
Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin? - Original Message - From: "Knifa" <[EMAIL PROTECTED]> To: Sent: Sunday, February 20, 2005 10:13 AM Subject: [hlcoders] Respawning all players > Hi all. > > How would I go about respawning ALL of the players on a server? > I'm thinking I'd need to loop through them, but I don't know. > > Thanks. > > -Knifa > > ___ > 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
[hlcoders] Respawning all players
Hi all. How would I go about respawning ALL of the players on a server? I'm thinking I'd need to loop through them, but I don't know. Thanks. -Knifa ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RE: Because forks are fun!
I've had a lot of experience modding both quake1, 2, and 3, (and of course hl1) that I can gather from the tools and hl2's sdk, that while hl1 is primarily still quake, hl2 was definitely based on the hl1 engine source initially, however much has actually been re-written or not isn't the issue; but ontop of that, there are a _lot_ and I mean, a _lot_ of quake2 features in hl2. remember valve ALSO licensed quake2 back when they were working on hl1. some examples that in implementation (and use) seem like a lot of recycled and modified quake2 engine stuff, the biggest that I feel like mentioning are: BSP format - it's much closer to q2 than q1 now. Game physics and interactions with the bsp world function just like quake2, the mask system, the way that BBOX's finally scale up and down based on rotation, etc. lots of similarities. Some of the way the SDK source is layed out is like hl1 and q1 combined, it's too hard to explain it, but take a look at the q2 source (the /game/ source.) and compare it. I lost what I was saying, so I'll just end here. Lol -Original Message- From: "E.T." - Apparition Developper [mailto:[EMAIL PROTECTED] Sent: February 20, 2005 6:28 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] RE: Because forks are fun! There are still remaining bits of Quake 1 scaterred trough all the Half-Life 1/2. For example .qc file script used for model compiling (maybe in early stages studiomdl used parts of QuakeC parser)(BOTH); BSP file fromat(BOTH); extended WAD file format (HL1). -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.1.0 - Release Date: 18/02/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RE: Because forks are fun!
Dude, carmack has done the same thing as valve, just took different approaches. Quake -> q2 -> q3 -> d3 Q1 -> hl1 -> source Carmack chose to stay with opengl and write his own physics engine, valve licensed havoc and switched to directx. -Original Message- From: British_Bomber [mailto:[EMAIL PROTECTED] Sent: February 19, 2005 10:23 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] RE: Because forks are fun! Was the Source engine built on the Q1 engine Michael? I though it was just the naming schemes and class setup were similar in design but the acctual engine was different. Hmm clever how they ported the Q1 engine all the way up to DX9 standards. Does id know about this aswell? They must be kicking themselves for having written the Doom engine rather than just upgrading the Q1 engine. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.1.0 - Release Date: 18/02/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.1.0 - Release Date: 18/02/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: Because forks are fun!
GREAT article, ET. Very informative ! :D "E.T." - Apparition Developper wrote: [..] Half Life 1 seems like Quake 1 engine core with "pluggable" renderers (SW/HW/D3D) implemented in similar way like NPRQuake (http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/) which together form "raw world" engine. Valve's addition is skeletaly animated model studiomdl (Studio = reference to 3D Studio MAX used for modelling, MDL = original name of Id's model format (?)) rendered into "raw world" using engine core. Model format doesn't support morphing (disadvantage). This "raw world" engine is slightly modified to use WAD textures with cutom palettes and [..] So theoretically you could acheive same results by using one of these ports, adding physics like ODE http://www.ode.org/, adding skeletaly animated and moph supporting model rendering. However amount of coding work would be quite high, very high I think. So there is Half-Life 2 with all this features included, tested, debuged and with big(money), succesful, and supporting company behind, like Valve is. It's best way to go. Yet another reason to work with Source and not a GPL engine its medias. You need giganteous** amounts of work to generate that much and good models, maps, textures, etc.. If you are doing a Quake3 clone, its easy, already exist zimbillions of perfect Quake3 clones, because you only need some random ridiculous textures maps, a few v_weapons and g_weapons, a player model and bot code. But If you are doing anithing different, Its better to have something like Alyx model, or the C17 maps, etc.. AND the huge HL2 userbase to populate your servers. > > BTW I'm still interested in opensource/gpl games and I'm very curious > whether it's possible to create AAA quality opensource/gpl game. > AAA not, because need millions dolars, and years manwork. And most people dont build nuclear weapons on the backyard*. But some people sell his house, work hard 8 months and create a nice BB game. I fear creating mods for HL2 can be that cost, because the requirements are soo high that you may need another million dolar to create a good mod (million dolar by money, or by manhours cost). So no, free gamming will never achieve the quality* and size** of commercial games. But dont really need to. Imho. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: Because forks are fun!
Talking that HL 2 is new engine from the scratch is just marketing buzz, personally I think that at it's core it's still Q1. Why? This is what I found out: Read here about license http://www.gamespot.com/features/halflife_final/part22.html Read here about current Half Life 1 implemntation http://collective.valve-erc.com/index.php?go=q1_or_q2 Read here about John Carmaks opinion http://www.armadilloaerospace.com/n.x/johnc/Recent%20Updates There are still remaining bits of Quake 1 scaterred trough all the Half-Life 1/2. For example .qc file script used for model compiling (maybe in early stages studiomdl used parts of QuakeC parser)(BOTH); BSP file fromat(BOTH); extended WAD file format (HL1). It's evident that map compiling tools have evolved from Quake 1 ones. Even Hammer started as WorldCraft, Quake 1 editing tool. Half Life 1 seems like Quake 1 engine core with "pluggable" renderers (SW/HW/D3D) implemented in similar way like NPRQuake (http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/) which together form "raw world" engine. Valve's addition is skeletaly animated model studiomdl (Studio = reference to 3D Studio MAX used for modelling, MDL = original name of Id's model format (?)) rendered into "raw world" using engine core. Model format doesn't support morphing (disadvantage). This "raw world" engine is slightly modified to use WAD textures with cutom palettes and BSP files with colored lights (small modification replicated in many GPLed Quake 1 mutants). Second addition is EAX sound code. I think that most of this code is realized in C language. Third Valve's addition is set of C++ classes sitting on top of this engine which creates the "real game". Entities are implemented in similar way like the ones in Quake 1 but instead of QuakeC C++ is used. There is absolutly new AI pathfinding code which uses node navigation and AI uses couple of before unseen tricks like "talking" NPC's (bone moved mouth). Parts of this C++ game sources are distributed like HL1 SDK. Later Valve added VGUI support, detail textures an couple of minor improvements. Half-Life 2 seems like extended Half-Life 1. Core seems the same with extended limits (bigger maps, more wpolys) and some modifications. Now the BSP splits level according to logical units, not the pixel ones (so you can safely scale textures without causing unnecesary wpoly subdivision) and light map scale genration can be controled from editor. Portal entity added which is able to turn on & of rendering of leafs behind it. Wpoly subdivision added so now engine is more landscape friendly (propably generated on the fly using vertex shader and heightmap). OpenGL render is removed (propably because GLSL language wasn't availible and maybe because OpenGL is more CPU intensive too). Software render might be present (some cvars/commands are mentioned on the net). Textures mapped onto wpoly are now controled with VMF file. Core has been modified to use pixel shaders too. Most evident addition is modified HAVOK physics engine which greatly extends gameplay. Model format is extended studiomdl one. It supports morphing now (reffered as FLEX; morphing seems to be only way to create believable facial animations in games, emotions in HL2 are possible by blending multiple morph targets together). Every vertex of the model is now weighted (can be moved by multiple bones in differend amount, vertex skinning support; realisticaly simulates muscles). Model has physics collision mesh which allow it to interact with raw world. AI seems the same as HL1 with some minor additions. New subsytem for human characters based on this work at http://mrl.nyu.edu/~perlin/facedemo/ (needs java) was added and it uses that theory with facemorphs. Conclusion Half-Life 2 is not a new engine at all. Rather, it is an heavy modified Half-Life 1 which is slightly modified Quake 1. So we could say it's very revamped Quake 1. Personally I think that Quake is quite good engine. It can be extended heavily and it can evolve naturally (Half-Life1,Half-Life2,Mutants). Look at some other GPLed Quake mutants at http://tenebrae.sourceforge.net/index.php?page=screenshots.txt http://www.tenebrae2.com/ and http://www.tenebrae2.com/tb2_screenshots.html http://www.icculus.org/twilight/darkplaces/screenshots.html So theoretically you could acheive same results by using one of these ports, adding physics like ODE http://www.ode.org/, adding skeletaly animated and moph supporting model rendering. However amount of coding work would be quite high, very high I think. So there is Half-Life 2 with all this features included, tested, debuged and with big(money), succesful, and supporting company behind, like Valve is. It's best way to go. BTW I'm still interested in opensource/gpl games and I'm very curious whether it's possible to create AAA quality opensource/gpl game. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.c