Re: Adding RPG to Half-Life (Whas [hlcoders] [OT] Server-side plugins and mod ownership)

2005-02-16 Thread Draco
Look for a decent, open source mud client written in C++(or c even),
snatch the networking code from that and put it in cl_dll maybe? Using
VGUI2/key bindings etc, you could probly make a really nice MUD client
in HL2


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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-16 Thread Draco
British_Bomber wrote:
 I'm sure there was a point in there somewhere, but this is just going
 to turn into flames.

lol, you missed it, it was about 15 posts ago :D


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[hlcoders] CreateServerRagdoll, please i need help with this.

2005-02-16 Thread Jose Luis Gonzalez
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Please, can someone help in this???. What is the problem with
CreateServerRagdoll?



How I can create the ragdoll in the point I wanted??. When I call the
function, the ragdoll creates just in the spawn point



Hi. I have problems when i kill a entity and the Server ragdoll.



The problem is that when I kill this entity, become ragdoll in the point
that he spawned before, not in the point I killed it.



For example. In my mod, (pilotable strider), i drive the strider forward
about 10 meters.



When I kill them, I call CreateServerRagdoll function, and this create a
ragdoll, but in the point I spawned him before.



How I can tell the ragdoll to create in the point the entity is at this
moment???. What I'm doing bad?. Thanks.

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[hlcoders] Joining server if round in progress

2005-02-16 Thread r00t 3:16
When a player joins a server, and a round is in progress does the player
need to actually be spawned?
What I would like to happen is when a player joins it displays the team
menu, they select a team and then puts them in spectate mode on the team
they selected.
Is it necessary to spawn the player when the first join the server?
Also if the round is over there will be a Intermission menu with a inbetween
round timer in this menu they can choose other weapons etc.
I wasn't sure if the player ALWAYS has to be spawned, just do not drawl the
model etc, or if there was another way of doing this.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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[hlcoders] Removing Dead Corpses

2005-02-16 Thread Andre Bandarra
OK... On a round based game, how do i do to remove dead bodies when
the round ends? Are the ragdolls client-only or they are on the server
too?
I respawned all the possible entities but the dead bodies still there...

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[hlcoders] Intermission

2005-02-16 Thread r00t 3:16
During the intermission, I use gpGlobals-curtime to check if it is greater
then the roundtimer.
If it is, we goto the intermission screen, (currently just a scoreboard)
Where I am sort of stuck is, when im in intermission do I want to reset the
gpGlobals-curtime to 0 while in intermission, then reset again when the
next round starts?
Or what would be the best way to do this?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] Linker error on fresh mod

2005-02-16 Thread Robert Kosten
It's my first post here, so don't bash me if it's stupid or rehashes
something said before, ok? :-P
When I followed the SDK tutorial I encountered the same error: The
instruction is to load the game_sdk project and compile it, which didn't
work. I suspected that Everything_SDK was there for a reason, too.
Compiled it, and everything worked from there on. Felt like a typical
forgot to mention the first step that needs to be done only once :-)
Hope this helps,
Robert
On Wed, 16 Feb 2005 11:12:55 +0100, [EMAIL PROTECTED] wrote:
In reply to
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg10543.html
I simply did a delete local game content, on the SDK, and manually
deleted
the games
then loaded the SDK back up. I continued to get the error.. and no,
game_shared/studio_shared.cpp was not included in project so i added it.
compile error: c:\games\all41\src\game_shared\studio_shared.cpp(7): fatal
error C1083: Cannot open include file: 'cbase.h': No such file or
directory
the other places it's used, cbase.h is included through precompiled
headers
(client and hl) but this apparantly doesn't work for the studiomdl.pch.
including the dlls/cbase.h or the cl_dll/cbase.h merely has the effect of
producing a lot of compile-time errors
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Re: [hlcoders] [OT] Server-side plugins and mod ownership

2005-02-16 Thread Pavol Marko
About your stats-issue:
You can't trust my server. The minute I have your binaries on my server,
I can change their behaviour without any server plugin. I could just
disassemble and patch them. I could actually not run a server at all and
only pretend that I am one to your stats system. The only way to do what
you described would be a list of trusted IPs/steamids/whatever in my
opinion.
Ruari O'Sullivan schrieb:
Consider a mod using some kind of persistence to track stats, or reward
players across games for putting in effort. This isn't so far-fetched; a
mod could easily be a multiplayer persistent RPG somewhere between the
instanced worlds model of Guild Wars and the more general model of
shared worlds containing hundreds of people. This is purely hypothetical
at the moment, I think - I haven't been following the variety of HL2
mods in the works - but it's certainly a situation in which server
plugins would be as undesirable as clientside cheats, and for the same
reasons. Even for a cookie cutter team-A-shoots-team-B mod which tracks
and rewards play time or kills across games, like the rank system in
RTCW or proposed for Battlefield 2, could presumably be hacked to
effectively powerlevel every player on the server with a server plugin.
It's also been impossible for a fair while to get a good casual game of
TFC, since there's no filter for server contains real people, not more
bloody bots. The interests of admins and of players apparently do not
always coincide, and that's hurt the game. In contrast, server plugins
have only improved the CS and NS experiences.
These things should really be resolved in ways that are agreeable to
everyone - server admins, mod authors and most of all players. At the
moment, plugin authors and server admins hold all the power. I don't
recall who suggested it, but a server browser filter to look for
specific plugins or to look for 'pure' servers only, with the default
being pure servers so that people new to the mod get the original
experience by default. This alone would drive up demand for pure
servers, so pure servers wouldn't simply disappear completely as they
have with some mods.
That would give both server admins and players a veto, but still leave
mod authors out in the cold. Allowing mod authors to detect and respond
to server plugins in a function in the SDK would give mod authors their
own veto, or - even better - allow them to detect modified servers and
simply not track statistics for them. This could also perhaps let mod
authors whitelist specific plugins so servers running them show up as
'pure'; simple things like nextmap come to mind.
I'm sure we can all agree that the right plugins can make a mod a better
experience, so I can't imagine any mod author wanting to ban plugins
outright if both they and players are able just to distinguish between
pure and modified servers. Survival of the fittest applies to mods, just
as it does to plugins. If a mod author's actions are unpopular with
server admins, that mod will lose servers; it's not as though mod
authors would be completely unaccountable, as server admins are at
present.
As Lance said, it doesn't have to be a war. There can be an appropriate
balance of power.
Just my two cents on all this. :p
-randomnine-
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[hlcoders] Access trainingmap setting in liblist.gam from the GameMenu.res in HL2 based mod?

2005-02-16 Thread Robert Kosten
Is there a command known to access the trainingmap (HazardCourse, I
suspect) setting in the liblist.gam inside the GameMenu.res, Just like
OpenNewGameDialog uses the startmap setting (MOD is HL2-based)?
I tried google et al. and I didn't find a thing besides You can extract
all commands from a file inside half-life engine.gcf [Rockefeller], not
too informative (especially if one hasn't got the original half-life under
steam), but at least i found this list that way :-P
(Yes I know I could just use an engine map x command instead, but I'd
prefer a more clean way of doing this)
Thanks,
Robert
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Re: [hlcoders] Intermission

2005-02-16 Thread r00t 3:16
Ok, thanks Yahn
That is kind of what I figured...

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Yahn Bernier [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, February 16, 2005 10:25 AM
Subject: RE: [hlcoders] Intermission

No, you need to have your own timer (can be based on
gpGlobals-curtime/frametime).  Treat gpGlobals-curtime as read-only in
the code.  The engine needs to control it and it gets reset every time
the map restarts anyway.
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Wednesday, February 16, 2005 6:40 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Intermission
During the intermission, I use gpGlobals-curtime to check if it is
greater then the roundtimer.
If it is, we goto the intermission screen, (currently just a scoreboard)
Where I am sort of stuck is, when im in intermission do I want to reset
the
gpGlobals-curtime to 0 while in intermission, then reset again when the
next round starts?
Or what would be the best way to do this?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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RE: [hlcoders] CreateServerRagdoll, please i need help with this.

2005-02-16 Thread Jay Stelly
It's hard to debug this with such a small amount of information, but I
can try to help:

Server-side ragdolls don't have this bug in Half-Life 2.  The people you
grab with the super gravity gun, the citizens who get skewered by
striders, and enemies you kill by running over with the jeep are all
server-side ragdolls that are correctly positioned (modulo client-side
animation transitions  IK) by the code.  Do any of those things still
work in your mod?  Try them.  This test will tell you if the underlying
system is at fault, or the particular entity.

The most likely bug is that your mod is updating the bones of the entity
on the server differently than HL2.  The simplest thing to check is the
bone cache.  Before you call CreateServerRagdoll, call
InvalidateBoneCache() on your entity.  If you've disabled server-side
animation or something like that in your mod, then the server code could
have an incorrect notion of where the bones should be.

Jay


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Jose Luis Gonzalez
 Sent: Wednesday, February 16, 2005 1:44 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] CreateServerRagdoll, please i need help with this.

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 Please, can someone help in this???. What is the problem with
 CreateServerRagdoll?



 How I can create the ragdoll in the point I wanted??. When I
 call the function, the ragdoll creates just in the spawn point



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[hlcoders] Send user message

2005-02-16 Thread Frank Weima
Hey, how can I send a message to a client. If I want to send the shake
message, it keeps saying that I have to enable sv_cheats. There is a way to
send that kind of strings without this CVAR. Can anyone help me?

Thanks,
Frank anxiro Weima.


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Re: [hlcoders] Joining server if round in progress

2005-02-16 Thread British_Bomber
I'm not sure if this is the proper solution to that or not, but what I
do is when the intial spawn function is called I manually set the
players team to spectator, then the command on the MOTD opens up the
team select.

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Re: [hlcoders] Joining server if round in progress

2005-02-16 Thread British_Bomber
Sorry for the 2 emails but I also meant to add that, that way when
they select a team you can wait to spawn them until the round has
started again

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Re: [hlcoders] Freeing VGUI Textures / Texture IDs

2005-02-16 Thread British_Bomber
VGUI has always been my down fall, but all VGUI panels are present at
any given time, but hidden correct?  If that is the case then my
assumtion would be that in order to move the textures anywhere there
would only be 1 place to go, destruction, but then you would have to
reload them when they were called again.

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[hlcoders] CreateServerRagdoll, please i need help with this. To Jay

2005-02-16 Thread Jose Luis Gonzalez
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Thanks Jay, but don't work. If i call BecomeRagdollOnClient works perfectly.



I use InvalidateBoneCache before calling CreateServerRagdoll and don't work,
still appears in Spawn point.



I tell you what I'm doing. I create a driveable strider in my mod: Pilotable
Strider Mod.



I derived it from CPropVehicleDrivable and I use the calculateIKlocks
functions in npc_strider and c_strider.



The Strider works perfect, I control him like a vehicle, but the only
problem is when I call to CreateServerRagdoll.

I don't want to use the BecomeRagdollOnClient instead CreateServerRagdoll. I
want to solve this, please.



What can I do now?.



The CPropVehicleDrivable class is a good class to create this vehicle??.
It's possible that this class calls InvalidateBoneCache or something like
this??.



Thanks.

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Re: [hlcoders] [OT] Server-side plugins and mod ownership

2005-02-16 Thread Ruari O'Sullivan
So why should I make it easy for you?
-randomnine-
Pavol Marko wrote:
About your stats-issue:
You can't trust my server. The minute I have your binaries on my server,
I can change their behaviour without any server plugin. I could just
disassemble and patch them. I could actually not run a server at all and
only pretend that I am one to your stats system. The only way to do what
you described would be a list of trusted IPs/steamids/whatever in my
opinion.

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[hlcoders] VGUI is trapping the keyboard code!!!

2005-02-16 Thread Imperio59
Hi,
I added a OnKeyCodePressed function to the scoreboard to intercept the
jump key events and toggle the mouse on and off when the user presses
the jump key (keycode is getched with
gameuifuncs-GetVGUI2KeyCodeForBind( jump ); )
All worked fine and dandy till i realised that this effectively prevents
any movement while my scoreboard is up (mouse mode or no mouse mode).
I poked around and found that the client.dll needs to tell the engine
wether or not to handle the key event (for such things as chatting).
This is also fine but i don't see the code for this in the vgui2.lib
project.
So my question is simple, how do i make it so my panel doesn't trap
the code and so that it gets processed on the server even when the
scoreboard is up?
Here's the function: (m_iJumpKey is the ID of the key corresponding to
the jump bind.)
void CClientScoreBoardDialog::OnKeyCodePressed(KeyCode code)
{
   if (m_iJumpKey != KEY_NONE  m_iJumpKey == code )
   {
   if (m_bInMouseMode)
   SetMouseInputEnabled(false);
   else
   SetMouseInputEnabled(true);
   m_bInMouseMode = !m_bInMouseMode;
   }
   else
   {
   BaseClass::OnKeyCodePressed( code );
   }
}
The BaseClass (vgui::Panel) only handles the escape key...
I wouldn't mind using say right click mouse to toggle, but to capture
that event i need to SetMouseInputEnabled(true); wich pops up the cursor
anyways and doesn't help me at all...
Thanks in advance...
Imperio59.

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RE: [hlcoders] VGUI is trapping the keyboard code!!!

2005-02-16 Thread Alfred Reynolds

You can't have the scoreboard intercept keyboard events
(SetKeyBoardInputEnabled(false) must be set) if you want the engine to
process them ( which also means OnKeyCodePressed() won't be called as
the scoreboard won't get key presses).

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Imperio59
Sent: Wednesday, February 16, 2005 5:30 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] VGUI is trapping the keyboard code!!!

Hi,
I added a OnKeyCodePressed function to the scoreboard to intercept the
jump key events and toggle the mouse on and off when the user presses
the jump key (keycode is getched with
gameuifuncs-GetVGUI2KeyCodeForBind( jump ); )
All worked fine and dandy till i realised that this effectively prevents
any movement while my scoreboard is up (mouse mode or no mouse mode).
I poked around and found that the client.dll needs to tell the engine
wether or not to handle the key event (for such things as chatting).
This is also fine but i don't see the code for this in the vgui2.lib
project.
So my question is simple, how do i make it so my panel doesn't trap
the code and so that it gets processed on the server even when the
scoreboard is up?
Here's the function: (m_iJumpKey is the ID of the key corresponding to
the jump bind.) void CClientScoreBoardDialog::OnKeyCodePressed(KeyCode
code) {
if (m_iJumpKey != KEY_NONE  m_iJumpKey == code )
{
if (m_bInMouseMode)
SetMouseInputEnabled(false);
else
SetMouseInputEnabled(true);

m_bInMouseMode = !m_bInMouseMode;
}
else
{
BaseClass::OnKeyCodePressed( code );

}
}
The BaseClass (vgui::Panel) only handles the escape key...
I wouldn't mind using say right click mouse to toggle, but to capture
that event i need to SetMouseInputEnabled(true); wich pops up the cursor
anyways and doesn't help me at all...

Thanks in advance...
Imperio59.




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Version: 7.0.300 / Virus Database: 265.8.8 - Release Date: 14/02/2005



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RE: [hlcoders] CreateServerRagdoll, please i need help with this. To Jay

2005-02-16 Thread Jay Stelly
 I use InvalidateBoneCache before calling CreateServerRagdoll
 and don't work, still appears in Spawn point.

Did you try the other tests I mentioned?  Do other server ragdolls
appear in the right places in your mod?  It's important to figure out
which code is broken.  You need to isolate the problem to a small
section of code or data to make it easier to figure out what is wrong.
If other server ragdolls can be created fine in your mod, then the
problem is likely related to the state or implementation of the strider
entity, not the server ragdoll code itself.

 I tell you what I'm doing. I create a driveable strider in my
 mod: Pilotable Strider Mod.

 I derived it from CPropVehicleDrivable and I use the
 calculateIKlocks functions in npc_strider and c_strider.

It would be a lot less complex if you derived CNPC_Strider from
IServerVehicle and implemented the relevant vehicle stuff in the
strider.  Are you using a four-wheel simulation for the strider?
(that's the main thing you gain by using CPropVehicleDriveable) How does
the strider move?

It's really hard to know what could be wrong - there isn't much
information here.  I'd want to step through CreateServerRagdoll in your
mod in the debugger and see where the positions are wrong.


But I can offer another guess - perhaps you are creating a four-wheel
vehicle for the strider.  But you aren't using the physics for that
vehicle in your mod - you're just animating the strider and moving it
like the NPC code does.  So the strider ragdoll is synchronized to the
position of the vehicle instead of the animated entity.  Anyway, the
easiest way to fix that would be to teleport the vehicle (or destroy it)
before you create the ragodll.  What is the movetype of your strider?

I guess another simple way to check this is to do this:
Physics_prop_ragdoll.cpp

CBaseEntity *CreateServerRagdoll( CBaseAnimating *pAnimating, int
forceBone, const CTakeDamageInfo info, int collisionGroup, bool
bUseLRURetirement )
{
// comment out this line!
//SyncAnimatingWithPhysics( pAnimating );

//...

If that fixes the problem, then you've got some physics object attached
to the strider that is causing the ragdoll to spawn at the other
location.  This shouldn't be possible if your movetype is
MOVETYPE_VPHYSICS, but if you're using MOVETYPE_STEP then it's likely to
be the problem.

Jay

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Re: [hlcoders] Send user message

2005-02-16 Thread Lance Vorgin
UserMessageBegin and MessageEnd are pretty straightforward - paste
some sample code?

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Re: [hlcoders] Removing Dead Corpses

2005-02-16 Thread Draco
Find out the entity name for ragdolls, search through all
entities(forget func for that, its in util.cpp if memory serves) with
that class name and call a function to destroy it(base ent should have
one)


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http://perfectdark.game-mod.net

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