Re: [hlcoders] RE: Because forks are fun!

2005-02-20 Thread \E.T.\ - Apparition Developper
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.
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Re: [hlcoders] RE: Because forks are fun!

2005-02-20 Thread tei
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.
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RE: [hlcoders] RE: Because forks are fun!

2005-02-20 Thread Tony \omega\ Sergi
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.

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RE: [hlcoders] RE: Because forks are fun!

2005-02-20 Thread Tony \omega\ Sergi
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).




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[hlcoders] Respawning all players

2005-02-20 Thread Knifa
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
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Re: [hlcoders] Respawning all players

2005-02-20 Thread Daniel Jennings
Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin?

- Original Message -
From: Knifa [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
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

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Re: [hlcoders] Respawning all players

2005-02-20 Thread Knifa
HL2DM:
Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin?
- Original Message -
From: Knifa [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
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
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Re: [hlcoders] Respawning all players

2005-02-20 Thread Knifa
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: hlcoders@list.valvesoftware.com
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
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Re: [hlcoders] Server Plug-in Loading Order

2005-02-20 Thread Lance Vorgin
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).

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Re: [hlcoders] Respawning all players

2005-02-20 Thread Lance Vorgin
static_castCBasePlayer*(pEntity)-RemoveAllItems(false); ?

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[hlcoders] Permanent Ground Effects (HL2DM)

2005-02-20 Thread Daniel Jennings
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


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Re: [hlcoders] Permanent Ground Effects (HL2DM)

2005-02-20 Thread Patrick Flanagan
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

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Re: [hlcoders] Debugging HL2DM Sdk

2005-02-20 Thread r00t 3:16
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: hlcoders@list.valvesoftware.com
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: hlcoders@list.valvesoftware.com
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
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Re: [hlcoders] Permanent Ground Effects (HL2DM)

2005-02-20 Thread Draco
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...


--
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Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net

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[hlcoders] BUG: plugin_pause

2005-02-20 Thread Roy Laurie
Operating with two plugins loaded in srcds, pause is always sent to the 0 index 
plugin, no
matter the parameter.

Can anyone verify this?


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[hlcoders] Crashes with the HL2MP SDK

2005-02-20 Thread Knifa
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?
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Re: [hlcoders] Permanent Ground Effects (HL2DM)

2005-02-20 Thread British_Bomber
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.

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Re: [hlcoders] Crashes with the HL2MP SDK

2005-02-20 Thread Adam \amckern\ Mckern
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?

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http://ammahls.com




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Re: [hlcoders] Permanent Ground Effects (HL2DM)

2005-02-20 Thread Daniel Jennings
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: hlcoders@list.valvesoftware.com
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.

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Re: [hlcoders] Crashes with the HL2MP SDK

2005-02-20 Thread Knifa
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?
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Knifa
Domino Mod
http://knd.org.uk/dominomod/
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Re: [hlcoders] Crashes with the HL2MP SDK

2005-02-20 Thread jeff broome
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

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[hlcoders] Dedicated server for mods broken by new steam update

2005-02-20 Thread Patrick Flanagan
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?

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RE: [hlcoders] Dedicated server for mods broken by new steam update

2005-02-20 Thread Alfred Reynolds
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 mod
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?

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Re: [hlcoders] Dedicated server for mods broken by new steam update

2005-02-20 Thread Patrick Flanagan
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 mod
 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?

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 please visit:
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