Re: [hlcoders] hl2 and coop

2003-06-19 Thread Tim T.
Hey,

I'm not sure either, but it wont be that hard to program, just remove
players damaging eachother and add monters in multiplayer and you got the
basic Co-op running. Also, Sven Co-op is years past the tricks. It's a real
mod nowadays and not just a collection of tricks. :P
Cya,
- Deepflame

From: Vyacheslav Djura [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] hl2 and coop
Date: Thu, 19 Jun 2003 08:44:56 +0300
Hello,

I don't know if this someone will answer this question, but still I'll
ask :)
Our mod team is working on mod for HL2 (not officially announced at
that moment) and concept of our mod heavily depends on coop mode -
will it available in Source engine by default or we'll need to do a
lot of tricks to get it working - like in Sven coop for example?
Best regards,
 Slava
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Re[2]: [hlcoders] hl2 and coop

2003-06-19 Thread Vyacheslav Djura
Hello Tim,

Yes, I know :) I just called it trick because officially there is no
coop support in Half-Life and launcher interface is also not
customizable (I hope HL2 will have customizable launcher interface? :O
For example HLPS2 interface is 100% written in scripts and it is nice
:)) So erm... Valve, will be there support for coop? :)

TT I'm not sure either, but it wont be that hard to program, just remove
TT players damaging eachother and add monters in multiplayer and you got the
TT basic Co-op running. Also, Sven Co-op is years past the tricks. It's a real
TT mod nowadays and not just a collection of tricks. :P

Best regards,
 Slava

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Re: Re[2]: [hlcoders] hl2 and coop

2003-06-19 Thread MoD


 Hello Tim,

 Yes, I know :) I just called it trick because officially there is no
 coop support in Half-Life and launcher interface is also not
 customizable (I hope HL2 will have customizable launcher interface? :O
 For example HLPS2 interface is 100% written in scripts and it is nice
 :)) So erm... Valve, will be there support for coop? :)


I've been burned once, but i'll do it again.

Valve people said in some interview (which I can't track down and find)
that co-op mode will not be along side the game, but they alredy got mod
teams working on it.

Feel free to e-mail somebody up there, they have a e-mail answering
policy.

--

MoD.

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Re: Re[2]: [hlcoders] hl2 and coop

2003-06-19 Thread Beef


 I've been burned once, but i'll do it again.

 Valve people said in some interview (which I can't track down and find)
 that co-op mode will not be along side the game, but they alredy got mod
 teams working on it.

 Feel free to e-mail somebody up there, they have a e-mail answering
 policy.


I think it was more 'we invite mod teams to add coop' instead of 'we have
mod teams working on it'
-Beef

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Re: Re[2]: [hlcoders] hl2 and coop

2003-06-19 Thread Sniper
Well, we're certainly planning on making Sven Co-op for Half-Life 2.
It's a very exciting time right now for us.

Sniper

- Original Message -
From: Beef [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, June 19, 2003 8:05 AM
Subject: Re: Re[2]: [hlcoders] hl2 and coop



 
  I've been burned once, but i'll do it again.
 
  Valve people said in some interview (which I can't track down and find)
  that co-op mode will not be along side the game, but they alredy got mod
  teams working on it.
 
  Feel free to e-mail somebody up there, they have a e-mail answering
  policy.
 

 I think it was more 'we invite mod teams to add coop' instead of 'we have
 mod teams working on it'
 -Beef

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Re: [hlcoders] Linux compilation problem

2003-06-19 Thread Cortex
Florian Zschocke wrote:
 Cortex wrote:

 OK. I search for the command to link statically to a particular lib,
 but I didn't find it. Do you know it ?

 You can check the Admin Mod Makefile for more info, but in essecne it
 boilds down to this:

 STDCPPLIB=/usr/lib/libstdc++-libc6.2-2.a.3
 SHLIBLDFLAGS=-shared -nodefaultlibs -lc -lgcc

 $(TARGET) : $(OBJS)
 $(CXX) $(CFLAGS) -o $@ $(OBJS) $(STDCPPLIB) $(LDFLAGS)
 $(SHLIBLDFLAGS)

 or

 g++ [other flags...] -o library.so [objects...]
 /usr/lib/libstdc++-libc6.2-2.a.3 [other libs like -ldl -lm] -shared
 -nodefaultlibs -lc -lgcc

I tried that, but it doesn't work either :(

I think my problem comes from the fact I use _snprintf and some STL... When
I put the -static option instead of -shared and when I compile with
egcc, it doesn't find these symbols...

So, how could I link statically to libstdc++ so that the .so contains the
libstdc++[bla].so ?

Michaƫl Cortex Monerau.
cort at meloo dot com
== C++ power ! ==


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Re: [hlcoders] Linux compilation problem

2003-06-19 Thread botman
 I tried that, but it doesn't work either :(

 I think my problem comes from the fact I use _snprintf and some STL...
When
 I put the -static option instead of -shared and when I compile with
 egcc, it doesn't find these symbols...

 So, how could I link statically to libstdc++ so that the .so contains
the
 libstdc++[bla].so ?

Try...

-lstdc++

...in your link command line.

Jeffrey botman Broome

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Re: [hlcoders] Linux compilation problem

2003-06-19 Thread Florian Zschocke
Cortex wrote:


 I tried that, but it doesn't work either :(

Which part of it doesn't work?

 I think my problem comes from the fact I use _snprintf and some STL...

What is _snprintf? Usually that _something is M$ stuff (like
_strnicmp(). God knows why they have to prefix them with an underscore).
Using STL should be no problem, we use deques from the STL in Admin Mod
and can link with libstd++ fine.

 When
 I put the -static option instead of -shared and when I compile with
 egcc, it doesn't find these symbols...

Uhm, you don't want to use -static. YOu want to produce a dynamic shared
object, a .so, so you will need to link with -shared which tell the
linker that you want a DSO created.


 So, how could I link statically to libstdc++ so that the .so contains the
 libstdc++[bla].so ?

You cannot. The libstdc++[bla].so is just that, a DSO. You cannot link
statically against a DSO. If you want to link statically against a
library you need to use the static version of the library, the archive.
You need to link against libstdc++[bla].a --

Florian.

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Re: Re[2]: [hlcoders] hl2 and coop

2003-06-19 Thread MoD

 I think it was more 'we invite mod teams to add coop' instead of 'we
have
 mod teams working on it'
 -Beef


Until I manage to find the interview take evrything I say with a ton of
salt.

--

MoD

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Re: [hlcoders] Linux compilation problem

2003-06-19 Thread Pat Magnan
t 10:37 PM 6/19/2003 +0200, you wrote:
 I think my problem comes from the fact I use _snprintf and some STL...

What is _snprintf? Usually that _something is M$ stuff (like
_strnicmp().
Yup, appears to be another Microsoft abomination... it is used only in
cl_dll code however, in the default SDK, so the Microsoft version will
work, but, if you're using it in your server code at all, then look at
extdll.h:
#define _vsnprintf(a,b,c,d) vsnprintf(a,b,c,d)

And add a similar macro for the mangled version of snprintf ;). The
parameter order and types are the same between M$'s docs and the man page,
so the preprocessor can do your work for you.
M$ likes to try to suggest these are deprecated in favor of CString/MFC
crap, ANSI compliant my 0x0A$$.. ;)
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[hlcoders] Net problems: choke

2003-06-19 Thread Josh Coyne
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Has anyone else had any seemingly rare problems where their mod gave some people an 
unusually high choke?
In one server on the first map, My choke was nearing 100 and It was as if i lagged out 
but had 40ms ping, next map it was on 2 other people, but my choke was 80-90 yet it 
was very smooth for me.

If there are any articles code related to HL choke as possible causes (I'm thinking 
MESSAGE_BEGIN/ENDs...) I would be much obliged
--

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Re: [hlcoders] Net problems: choke

2003-06-19 Thread Josh Coyne
Yea i know what you mean.  The only real message I changed between last
version and this is fixing a problem with our 3rd person laser beam effect.
They had a tendency to pop up in the middle of nowhere
so I popped the code from the weapon classes into the player class This is
at the very top of CBasePlayer::ItemPostFrame:

CWasteWeapon *pWeap = (CWasteWeapon*)(m_pActiveItem);

 if( pWeap != NULL )
 {
  if( pWeap-bLaserActive() )
  {
   // TODO: This seems kinda heavy. We should
   // Store the ent indices in a global array and update from there.
   // Sigh... for now i gotta do it this way. There has to be a better way
but
   // For now a quick fix will do.
   MESSAGE_BEGIN( MSG_PVS, gmsgLaserInfo );
WRITE_BYTE( ENTINDEX(edict()) );
WRITE_BYTE( 1 );
   MESSAGE_END();
  }
  else
  {
   MESSAGE_BEGIN( MSG_ALL, gmsgLaserInfo );
WRITE_BYTE( ENTINDEX(edict()) );
WRITE_BYTE( 0 );
   MESSAGE_END();
  }
 }
 else
 {
  MESSAGE_BEGIN( MSG_ALL, gmsgLaserInfo );
   WRITE_BYTE( ENTINDEX(edict()) );
   WRITE_BYTE( 0 );
  MESSAGE_END();
 }

Notice my TODO statement sucks when getting something done involves a
four letter word. Does it seem like this would have a noticeable impact?
Between last version and current version people are getting choke more and
more and its not cool :(

- Original Message -
From: Pat Magnan [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, June 20, 2003 12:14 AM
Subject: Re: [hlcoders] Net problems: choke


 - Excessive messages are a logical starting point
 - Including player data in the entity updates and having a lot of moving
 entities (like we do with helicopters and APCs) is another thing to check
 (if you added things to delta.lst or use that for significant amount of
 client updates as we do). I made this mistake once.

 Don't know of any articles, and finding these things was for us a very
 manual process. Also, be wary of sending messages to all players in loops
 and such, particularly at initialization, we were flooding clients with
 that at one time).

 If you have a 'zone' type entity, don't send messages for in/out of the
 zone, use something in a delta instead (much more efficient, you send bits
 rather than bytes).

 Hope those are some places to look for evilness in your code. You could
try
 disabling some of the changes you've made. Testing early and often helps,
 but it's often hard to manage with a really rough product and volunteer
 testers who have more polished mods to play :).

 Good luck!

 At 12:13 AM 6/20/2003 -0400, you wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Has anyone else had any seemingly rare problems where their mod gave some
 people an unusually high choke?
 In one server on the first map, My choke was nearing 100 and It was as if
 i lagged out but had 40ms ping, next map it was on 2 other people, but my
 choke was 80-90 yet it was very smooth for me.
 
 If there are any articles code related to HL choke as possible causes
(I'm
 thinking MESSAGE_BEGIN/ENDs...) I would be much obliged
 --
 
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Re: Re[2]: [hlcoders] hl2 and coop

2003-06-19 Thread Jonathan Day
I read what you read, MoD.  I think it did say something about how HL2
will not have a coop mode, but mod teams are working on it.  However, I
imagine it's like it is now.  You can just turn on coop mode if you want and
put monsters in the multiplayer mode.

Right now in Half-Life, there's not option in the multiplayer server setup
to run a coop mode.  Or, maybe there is and I've missed it this whole time?
There is a command, though...sv_coop or something like that.  I always
figured
that would turn on coop mode, and then make mp_allowmonsters 1.  I've never
tested any of this, so I guess I actually don't know anything.

Anyway, I'd also like to know a little more about the coop availability in
HL2.  I guess we should have asked something about it in our interview last
week.  It didn't really cross our minds when we were coming up with
questions, just like a few other things.

Jonathan Day
www.trepid.net


- Original Message -
From: MoD [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, June 19, 2003 6:27 PM
Subject: Re: Re[2]: [hlcoders] hl2 and coop



  I think it was more 'we invite mod teams to add coop' instead of 'we
 have
  mod teams working on it'
  -Beef
 

 Until I manage to find the interview take evrything I say with a ton of
 salt.

 --

 MoD

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