[hlcoders] Create Server option in HL2DM SDK mod only works on LAN??

2005-02-24 Thread Jose Luis Gonzalez
Hi, in a mod created with the HL2DM SDK, when you press create server,
this only shows in LAN, never on Internet master server.
But, if i put in console map , when i open the map the first time i start 
the mod
it showed in Internet master server.

Why Create server don't work like HL2DM, where you create a server and
it showed always in inet??. Thanks



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[hlcoders] RE: [hlds_apps] Server query protocol

2005-02-24 Thread Alfred Reynolds
This change will be released tomorrow (so you can begin testing your
tool updates).

The A2S_INFO query has been altered from the description below. Rather
than challenge response for each server ( making querying large numbers
of servers much slower) the query will simply have a string appended to
it (Source Engine Query). So to get server info you would send:
0xFFF 'T' Source Engine Query '\0'

- Alfred



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Tuesday, February 22, 2005 11:48 PM
To: hlds_apps@list.valvesoftware.com
Cc: hlcoders@list.valvesoftware.com
Subject: RE: [hlds_apps] Server query protocol

We will be releasing an update later this week or early next week with
an updated query protocol. To enable this change to be deployed quickly
we will be minimising the changes this time around.

I will be writing a more detailed document describing the various valid
Source server queries as a part of the SDK documentation, but in the
mean time here is a brief description of the changes that will be made.

A challenge value will now required for all query responses (A2S_INFO,
A2S_PLAYER, A2S_RULES) except for A2S_PING. The challenge value is a 4
byte value. You can either explicitly request a challenge value via a
new query A2S_SERVERQUERY_GETCHALLENGE (ascii W) or implicitly get a
challenge value by sending a dummy challenge value of -1 (0x)
to any query (that requires a challenge). The response to
A2S_SERVERQUERY_GETCHALLENGE (and an implicit challenge) will be
S2C_CHALLENGE (ascii 'A' ) followed by a 4 byte value that is the
challenge value. The challenge value should be appended to the end of
the existing query request packets.

Queries that use strings to specify the query type (i.e.
0xplayers) will NO LONGER be supported. You MUST update to the
new A2S_* style queries. The byte values for each request type is:
#define A2S_INFO'T' //
server info request - this must match the Goldsrc engine
#define A2S_PLAYER  'U' //
request player list
#define A2S_RULES   'V'
// request rules list from server
#define A2S_SERVERQUERY_GETCHALLENGE'W' // Request
challenge # from another machine

These values are supported by the currently shipped Source engine if you
want to start on your changes now.


A challenge value is valid for 60 minutes or until the server flushes
your challenge from its LRU cache (which can handle 16K elements), so
you should attempt to cache a challenge value rather than continually
requesting it.

A challenge value is not required when querying servers within the same
B class address range as the server (i.e LAN style requests), you should
specify a challenge value of -1 (0x) in these cases. Note that
you can still use a valid challenge value in these cases, its value will
be ignored however.

The initial rollout will support both old and new style queries (i.e
with and without challenges). We expect to disable the old protocol
within a couple WEEKS of the initial rollout. The cvar
sv_enableoldqueries will control the servers ability to answer old
style requests (when it is set to 1 it will reply to old style
queries).

To aid in development and testing you can disable ignoring challenges
from local B class clients by setting the cvar sv_allowlocalquery to 0
(i.e if sv_allowlocalquery is 0 then any query will follow the rules
set by the sv_enableoldqueries cvar).


This change will also be applied to HL1 based game servers once the
Source rollout is complete.

- Alfred


 On Mon, 21 Feb 2005, Alfred Reynolds wrote:

 We will be revising the Source server query format in the near future
 to remove some architectural problems with it. All the existing
 queries apart from PING will be altered by this change (i.e will
 require your tools to be updated). There will be a period where both
 systems coincide but we want to be aggressive in removing support for
the old protocol.
 This change may be ported to the HL1 engine also.

 We have been assessing various protocols (both from other vendors and
 from the public), this is your chance to request features or suggest
 other standards to consider. The current plan is to make the minimal
 set of changes to remove the problems we found (making it easier for
 tools to update) but as we are breaking the protocol we are open to
 larger changes.

 You can make feature requests or suggestions to this list (hlds_apps)
 or to me directly.

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[hlcoders] Trying to display MOTD message

2005-02-24 Thread Josh Matthews
I'll explain my situation.  I've just begun modding HL1, I own a copy
of VC++.NET but can't install it due to space requirements, so I'm
using Dev-C++/MinGW.  I am working off of botman's modified SDK 2.2
source, which for one thing means that there's no VGUI included.  By
following tutorials I've implemented a team selection menu which works
great.  I have had less success with trying to get the MOTD to show
up, though.  Here's the problem, I've added the CHudMOTD class back
in, done a DECLARE_MESSAGE(), hooked the message, copied the drawing
and message function from the earlier SDK, all of that.  I have also
got the message sending code in the game dll working, I have console
prints telling me that the MOTD is sent just fine.  But the
MsgFunc_MOTD() function is never reached, and neither is the Draw()
function.  I'm at my wits end because I've gone over every messaging
tutorial I can find, looked through the source, and everything looks
correct.  Any suggestions for me?  I've tried not having the team menu
show up on spawning, but that doesn't make any difference either.

Josh

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Re: [hlcoders] Create Server option in HL2DM SDK mod only works on LAN??

2005-02-24 Thread Oscar Björhn
sv_lan 0

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[hlcoders] HL2DM Mod Bot

2005-02-24 Thread Andre Bandarra
Hello
I´m making a mod using HL2DM.
I wanted to setup a simple bot to use for testing the MOD. Does
anybody have any idea of the best way of doing it? Should i try to
copy the Bot interface on the SDK or user the serverplugin_bot??

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Re: [hlcoders] Trying to display MOTD message

2005-02-24 Thread Jeffrey \botman\ Broome
Josh Matthews wrote:
I'll explain my situation.  I've just begun modding HL1, I own a copy
of VC++.NET but can't install it due to space requirements, so I'm
using Dev-C++/MinGW.  I am working off of botman's modified SDK 2.2
source, which for one thing means that there's no VGUI included.  By
following tutorials I've implemented a team selection menu which works
great.  I have had less success with trying to get the MOTD to show
up, though.  Here's the problem, I've added the CHudMOTD class back
in, done a DECLARE_MESSAGE(), hooked the message, copied the drawing
and message function from the earlier SDK, all of that.  I have also
got the message sending code in the game dll working, I have console
prints telling me that the MOTD is sent just fine.  But the
MsgFunc_MOTD() function is never reached, and neither is the Draw()
function.  I'm at my wits end because I've gone over every messaging
tutorial I can find, looked through the source, and everything looks
correct.  Any suggestions for me?  I've tried not having the team menu
show up on spawning, but that doesn't make any difference either.
Does your CHudMOTD::Init() function get called?
You probably have m_MOTD as the CHud member variable for your MOTD
window, so in CHud::Init() you should have...
m_MOTD.Init();
...in the same general area as all the other .Init()'s.  I assume you
are hooking your message in CHudMOTD::Init()...
DECLARE_MESSAGE(m_MOTD, MOTD)
int CHudMOTD::Init(void)
{
   HOOK_MESSAGE(MOTD);
   return 1;
}
...and make SURE that you've registered the message on the server side...
gmsgMOTD = REG_USER_MSG( MOTD, -1);
...and check that REG_USER_MSG returned a valid positive integer for
gmsgMOTD and not 0.  Also, IIRC, the network messages are
case-sensitive, so make sure you don't have motd on the client (in the
DECLARE_MESSAGE() and MOTD on the server (in the REG_USER_MSG), or
vice-versa.
--
Jeffrey botman Broome
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Re: [hlcoders] HL2DM Mod Bot

2005-02-24 Thread Jeffrey \botman\ Broome
Andre Bandarra wrote:
Hello
I´m making a mod using HL2DM.
I wanted to setup a simple bot to use for testing the MOD. Does
anybody have any idea of the best way of doing it? Should i try to
copy the Bot interface on the SDK or user the serverplugin_bot??
It will be MUCH easier to incorporate the bot code directly into the MOD
than to make a plugin for the MOD and have to go through all kinds of
crazy machinations to retrieve information about players, weapons and
other things created on the server.  Getting that information from
within the MOD code is trivial compared to getting that information
through a plugin.
--
Jeffrey botman Broome
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[hlcoders] Pause System

2005-02-24 Thread Jon
Feels like a silly question, but how does the pause system for the game
work?
I'm trying to have an option so that my level begin paused.  I tried
running a engine-ServerCommand(pause); and
engine-ClientCmd(pause);, etc on both the server and the client but
it never seemed to work.  Looking through the engine- and the gpGlobals
stuff I couldn't see any variable of function that we a clear indicator
of the gamestate.  Anyone?
Jon
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[hlcoders] unloading plugins, playerinfomanager and cvars

2005-02-24 Thread disq
Hi,

  I'm having some problems on my serverplugin and i need some help.
  here are the issues:

  1. When i unload my plugin via plugin_unload, it's CON_COMMANDS and
  cvar are still in place. Is there something I should do in MyPlugin::Unload()
  to unregister the concommands/cvars? (also the plugin might be still running,
  i didn't check that)

  2. The code below is from the function that is called on plugin load, to
  populate a struct array serverPlayers[] with the currently
  connected player information. It is called in the constructor so
  you can unload/load a new version while the map is running and
  players connected. But it's crashing, take a look:

(..snip..)
for(int i=0;i65;i++)
{
edict_t *pEntity = engine-PEntityOfEntIndex(i);
if (!pEntity || pEntity-IsFree()) continue;

IPlayerInfo *playerinfo=playerinfomanager-GetPlayerInfo(pEntity);
if (!playerinfo) continue;

//crashes right here!
if (!playerinfo-IsConnected()) continue;

// insert code that fills serverPlayers[i] 's members with player's 
info

}
(..snip..)


  I'm not a big fan of saving playerList/maxClients that are passed to
  serverActivate, because it won't be called if the plugin is loaded after
  the server initialization. My plugin needs to be loadable/unloadable
  any time (so I can develop without disturbing the server crowd)

  3. The code seems to crash if i register more than one CVAR, but i'm
  still investigating that. Code is like this:

static ConVar myp_cvar1(myp_cvar1, , FCVAR_PLUGIN | FCVAR_PROTECTED, first 
cvar);
static ConVar myp_cvar2(myp_cvar2, 1, FCVAR_PLUGIN | FCVAR_PROTECTED, second 
cvar); //crash here!


  Any suggestions?

  I'm developing this plugin on Linux. (it took some effort to get it to 
compile already :p )
  It's currently in testing on two of my servers without these three features 
and it's running
  without any problems for a few days now.


Thanks,
--
disq



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[hlcoders] HL2MP SDK Crash (and fix)

2005-02-24 Thread Patrick Flanagan
I've been running my DM mod, and I noticed that periodically the
clients would crash but the server would remain up. I happened to
catch one in the debugger, and it looks like this is problem is in
CreateRagdoll in ragdoll.cpp:

CRagdoll *CreateRagdoll(
C_BaseEntity *ent,
studiohdr_t *pstudiohdr,
const Vector forceVector,
int forceBone,
const CBoneAccessor pPrevBones,
const CBoneAccessor pBoneToWorld,
const CBoneAccessor pDesiredBonePosition,
float dt )
{
CRagdoll *pRagdoll = new CRagdoll;
pRagdoll-Init( ent, pstudiohdr, forceVector, forceBone, pPrevBones,
pBoneToWorld, dt );

if ( !pRagdoll-IsValid() )
{
Msg(Bad ragdoll for %s\n, pstudiohdr-name );
delete pRagdoll;
pRagdoll = NULL;

}

pRagdoll-SetInitialBonePosition( pstudiohdr, pDesiredBonePosition );

return pRagdoll;
}

I'm not sure under what circumstances the ragdoll is not valid, but
apparently this was happening periodically. So when the ragdoll was
not valid, it would delete that pointer and then immediately call
SetInitialBonePosition on it. Nice.

I changed the if block to:

if ( !pRagdoll-IsValid() )
{
Msg(Bad ragdoll for %s\n, pstudiohdr-name );
delete pRagdoll;
pRagdoll = NULL;
return pRagdoll;
}

and haven't seen this crash since.

Patrick

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[hlcoders] RE: Number of 'player_hurt' events not matching CSS,client console stats 'shots' at end of round

2005-02-24 Thread Giles Millward

--__--__--
Message: 5
From: Daniel Jennings [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Number of 'player_hurt' events not matching CSS client 
console stats 'hots' at end of round
Date: Wed, 23 Feb 2005 11:33:43 -0800
Reply-To: hlcoders@list.valvesoftware.com
What about when one bullet hits two people?
- Original Message -
From: jeff broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, February 23, 2005 11:20 AM
Subject: Re: [hlcoders] Number of 'player_hurt' events not matching CSS
client console stats 'hots' at end of round


On Wed, 23 Feb 2005 18:56:56 +, Giles Millward [EMAIL PROTECTED]

wrote:

Hi,
Is there any reason why sometimes the number of 'player_hurt' events for
a specific players exceeds the number of 'shots' reported by the client
console in CS Source.

Falling damage?  Grenade damage?  Other types of damage besides bullets?
Jeffrey botman Broome
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My code is ignoring 'world' damage (userid = 0) and also ignoring
player_hurt messages that cause a zero change in health of a player. 70%
of the time the number of player hurt messages matches what the client
side reports in the consol as shots fired but the other 30% of the time
the number of shots reported is different even though the total damage
matches what the client is reporting.
It's easy to test, create a 16 player server, add 15 bots, run bot_stop
1 then join and go on a rampage with the Para. If you are dumping the
number of player_hurt messages you will see that sometimes they don't
match. What is going on ?
For reference I'm using the IGameEventManager2 interface for event handling.
Mani

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Re: [hlcoders] HL2MP SDK Crash (and fix)

2005-02-24 Thread Ben Davison
Thanks added the fix to my mod.


On Thu, 24 Feb 2005 13:41:51 -0500, Patrick Flanagan [EMAIL PROTECTED] wrote:
 I've been running my DM mod, and I noticed that periodically the
 clients would crash but the server would remain up. I happened to
 catch one in the debugger, and it looks like this is problem is in
 CreateRagdoll in ragdoll.cpp:

 CRagdoll *CreateRagdoll(
 C_BaseEntity *ent,
 studiohdr_t *pstudiohdr,
 const Vector forceVector,
 int forceBone,
 const CBoneAccessor pPrevBones,
 const CBoneAccessor pBoneToWorld,
 const CBoneAccessor pDesiredBonePosition,
 float dt )
 {
 CRagdoll *pRagdoll = new CRagdoll;
 pRagdoll-Init( ent, pstudiohdr, forceVector, forceBone, pPrevBones,
 pBoneToWorld, dt );

 if ( !pRagdoll-IsValid() )
 {
 Msg(Bad ragdoll for %s\n, pstudiohdr-name );
 delete pRagdoll;
 pRagdoll = NULL;

 }

 pRagdoll-SetInitialBonePosition( pstudiohdr, pDesiredBonePosition );

 return pRagdoll;
 }

 I'm not sure under what circumstances the ragdoll is not valid, but
 apparently this was happening periodically. So when the ragdoll was
 not valid, it would delete that pointer and then immediately call
 SetInitialBonePosition on it. Nice.

 I changed the if block to:

 if ( !pRagdoll-IsValid() )
 {
 Msg(Bad ragdoll for %s\n, pstudiohdr-name );
 delete pRagdoll;
 pRagdoll = NULL;
 return pRagdoll;
 }

 and haven't seen this crash since.

 Patrick

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--
- Ben Davison
- http://www.shadow-phoenix.com

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[hlcoders] Help with HL1 SPR file format

2005-02-24 Thread Rodrigo 'r2d2rigo' Diaz
Hi, I want to load a SPR file to use it as a texture in one OpenGL
program. I have based my code from the one in sprgen.c. For testing,
I'm using a single frame 256*256 sprite, and I follow this order for
reading the data:
-1 struct dsprite_t (sprite header)
-1 short (# of palette indexes - 256)
-256 bytes (colours of the palette indexes)
-1 struct spriteframetype_t (frame type - single or multiple)
-1 struct dspriteframe_t (sprite frame header)
-dspriteframe_t-height*dspriteframe_t-width bytes (height*width
bytes - sprite frame data)
And then I create the texture with glTexImage2D. The problem is the
final texture gets messy; did I miss something? Is there any
documentation about SPR file format?

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RE: [hlcoders] Question about upcoming Steam update

2005-02-24 Thread Alfred Reynolds
The fix involves a change to the game server dll code, the next SDK
update should incorporate this code change.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan
Sent: Thursday, February 24, 2005 11:42 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Question about upcoming Steam update

One of the updates in the new Steam update is supposed to fix a cheat
where players can set their player models to be any number of bogus
non-player models in HL2 DeathMatch. Does anyone know if this requires
the DM code to be updated, and if so, will the SDK be updated as well to
include this fix?

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[hlcoders] Resetting entites on round restart.

2005-02-24 Thread Ben Davison
Hi all,

I have implemented a simple round system, but the only problem is that
when a round restarts all the map objects are still in the same state
they where in from when the last round was played.

Any hints or suggestions or good reading material about the subject(I
searched wave length and the valve erc forums but turned up blanks).


--
- Ben Davison
- http://www.shadow-phoenix.com

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Re: [hlcoders] Help with HL1 SPR file format

2005-02-24 Thread Philip Searle
Rodrigo 'r2d2rigo' Diaz wrote:
Hi, I want to load a SPR file to use it as a texture in one OpenGL
program. I have based my code from the one in sprgen.c. For testing,
I'm using a single frame 256*256 sprite, and I follow this order for
reading the data:
-1 struct dsprite_t (sprite header)
-1 short (# of palette indexes - 256)
-256 bytes (colours of the palette indexes)
-1 struct spriteframetype_t (frame type - single or multiple)
-1 struct dspriteframe_t (sprite frame header)
-dspriteframe_t-height*dspriteframe_t-width bytes (height*width
bytes - sprite frame data)
And then I create the texture with glTexImage2D. The problem is the
final texture gets messy; did I miss something? Is there any
documentation about SPR file format?
I'm not sure whether this was a typo, but the palette is actually 256*3
bytes (red, green and blue).
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[hlcoders] Question about Precaching in Source.

2005-02-24 Thread Spencer 'voogru' MacDonald
Back in the good ole days of HL1, when you precached a file from the server,
this file was automatically added to some sort of list that when a client
connects, and he does not have the precached file, the server would send it
to him, or have him download it from the sv_downloadurl.

Automatically.

Now, in Source, if we want to add a sound, or a model, using a server side
mod, we have to go make res files for each different map in order for the
resources to be sent to the client.

If the server has a lot of maps, and we decide to add, say, a sound file
that players hear when someone says doh!, now we have to go to every res
file and add the sound file.

Rather annoying.

What was wrong with precached files automatically being sent to the client
when the server precaches a resource? Why isn't it like this in Source?

If the server precaches a file, chances are the client is going to need it,
right?

- voogru.





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[hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Knifa
Hi all.
I've made a new brush entity called func_fortsite, when a player from
the other team of who's fort site this is tries to fire a weapon
(weapon_freezer) while in this brush, it should stop.
Right now, I have it using flags and it works all well while the Solid
Type is SOLID_BSP, but I want it so that you can still move
objects/players in this
When it's at SOLID_NONE, the trace doesn't hit it, so it doesn't work.
Does anyone know what I could do, or if there's another way I could do it?
Thanks.
-Daniel Callander
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Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Jeffrey \botman\ Broome
Knifa wrote:
I've made a new brush entity called func_fortsite, when a player from
the other team of who's fort site this is tries to fire a weapon
(weapon_freezer) while in this brush, it should stop.
Right now, I have it using flags and it works all well while the Solid
Type is SOLID_BSP, but I want it so that you can still move
objects/players in this
When it's at SOLID_NONE, the trace doesn't hit it, so it doesn't work.
Does anyone know what I could do, or if there's another way I could do it?
HL1 or HL2?  TraceLine or TraceHull?
IIRC, using TraceLine in HL1 won't hit non-solid objects (like
func_ladder), but using TraceHull will allow you to hit those objects.
Try using TraceHull instead of TraceLine.
--
Jeffrey botman Broome
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Re: [hlcoders] Trying to display MOTD message

2005-02-24 Thread Josh Matthews
Well, I discovered the problem =\  It appears that between testing the
MOTD before it was really set up properly and testing it recently, I
somehow erased the contents of motd.txt.  Problem solved, I guess!

Josh

On Fri, 25 Feb 2005 02:17:58 +1100, Josh Matthews [EMAIL PROTECTED] wrote:
 I haven't checked that REG_USER_MSG() returns a positive value, but
 everything there is correct.  The Init() function is called along with
 all the other HUD elements' Init functions.

 Josh

 On Thu, 24 Feb 2005 09:10:12 -0600, Jeffrey botman Broome
 [EMAIL PROTECTED] wrote:
  Josh Matthews wrote:
   I'll explain my situation.  I've just begun modding HL1, I own a copy
   of VC++.NET but can't install it due to space requirements, so I'm
   using Dev-C++/MinGW.  I am working off of botman's modified SDK 2.2
   source, which for one thing means that there's no VGUI included.  By
   following tutorials I've implemented a team selection menu which works
   great.  I have had less success with trying to get the MOTD to show
   up, though.  Here's the problem, I've added the CHudMOTD class back
   in, done a DECLARE_MESSAGE(), hooked the message, copied the drawing
   and message function from the earlier SDK, all of that.  I have also
   got the message sending code in the game dll working, I have console
   prints telling me that the MOTD is sent just fine.  But the
   MsgFunc_MOTD() function is never reached, and neither is the Draw()
   function.  I'm at my wits end because I've gone over every messaging
   tutorial I can find, looked through the source, and everything looks
   correct.  Any suggestions for me?  I've tried not having the team menu
   show up on spawning, but that doesn't make any difference either.
 
  Does your CHudMOTD::Init() function get called?
 
  You probably have m_MOTD as the CHud member variable for your MOTD
  window, so in CHud::Init() you should have...
 
  m_MOTD.Init();
 
  ...in the same general area as all the other .Init()'s.  I assume you
  are hooking your message in CHudMOTD::Init()...
 
  DECLARE_MESSAGE(m_MOTD, MOTD)
 
  int CHudMOTD::Init(void)
  {
  HOOK_MESSAGE(MOTD);
  return 1;
  }
 
  ...and make SURE that you've registered the message on the server side...
 
  gmsgMOTD = REG_USER_MSG( MOTD, -1);
 
  ...and check that REG_USER_MSG returned a valid positive integer for
  gmsgMOTD and not 0.  Also, IIRC, the network messages are
  case-sensitive, so make sure you don't have motd on the client (in the
  DECLARE_MESSAGE() and MOTD on the server (in the REG_USER_MSG), or
  vice-versa.
 
  --
  Jeffrey botman Broome
 
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Re: [hlcoders] Resetting entites on round restart.

2005-02-24 Thread Ben Davison
I belive mapenties.h is a start, but I would like to hear frm people
who have already done it or done work on it.

I'm having a hard time getting my head around it.


On Thu, 24 Feb 2005 15:19:04 -0800, Stephen Micheals
[EMAIL PROTECTED] wrote:
 Im also interested on how to do this.

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Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Knifa
It's HL2 and I'm using TraceLine.
I just tried using TraceHull, but I don't get what hullMin and hullMax
are supposed to be.
I tried them just the start and end of the trace, but that didn't work.
What are they for/What should I put in them?
Knifa wrote:
I've made a new brush entity called func_fortsite, when a player from
the other team of who's fort site this is tries to fire a weapon
(weapon_freezer) while in this brush, it should stop.
Right now, I have it using flags and it works all well while the Solid
Type is SOLID_BSP, but I want it so that you can still move
objects/players in this
When it's at SOLID_NONE, the trace doesn't hit it, so it doesn't work.
Does anyone know what I could do, or if there's another way I could
do it?

HL1 or HL2?  TraceLine or TraceHull?
IIRC, using TraceLine in HL1 won't hit non-solid objects (like
func_ladder), but using TraceHull will allow you to hit those objects.
Try using TraceHull instead of TraceLine.
--
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Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread jeff broome
On Thu, 24 Feb 2005 23:58:24 +, Knifa [EMAIL PROTECTED] wrote:
 It's HL2 and I'm using TraceLine.

 I just tried using TraceHull, but I don't get what hullMin and hullMax
 are supposed to be.
 I tried them just the start and end of the trace, but that didn't work.

 What are they for/What should I put in them?

I haven't looked at it in HL2, but I would imagine it's the min/max of
the hull (box) you want to trace.

For example, hullMin=(-2,-2,-2), hullMax=(2,2,2) would trace with a
box of size (4,4,4).

Jeffrey botman Broome

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RE: [hlcoders] Resetting entites on round restart.

2005-02-24 Thread Matt Boone
Cs and dod both destroy the entities and re-create them from scratch on
round restart. We also maintain a list of entities that should not be
destroyed on a round restart ( player, lights etc ).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Thursday, February 24, 2005 3:35 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Resetting entites on round restart.

I belive mapenties.h is a start, but I would like to hear frm people who
have already done it or done work on it.

I'm having a hard time getting my head around it.


On Thu, 24 Feb 2005 15:19:04 -0800, Stephen Micheals
[EMAIL PROTECTED] wrote:
 Im also interested on how to do this.

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Re: [hlcoders] Resetting entites on round restart.

2005-02-24 Thread Ben Davison
Do you use mapentites.h?

The way I figured was go through every entity at RoundRestart(); and
delete them apart from players, lights etc. But at the moment i'm just
figuring out how to-do it.

This is how im looking at it at the moment,

Add every entity to a list then filtering out which ones to delete.

Is there some way to tell if something should not get deleted or do we
have to manually filter ourselves?

On Thu, 24 Feb 2005 16:32:14 -0800, Matt Boone [EMAIL PROTECTED] wrote:
 Cs and dod both destroy the entities and re-create them from scratch on
 round restart. We also maintain a list of entities that should not be
 destroyed on a round restart ( player, lights etc ).

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
 Sent: Thursday, February 24, 2005 3:35 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Resetting entites on round restart.

 I belive mapenties.h is a start, but I would like to hear frm people who
 have already done it or done work on it.

 I'm having a hard time getting my head around it.

 On Thu, 24 Feb 2005 15:19:04 -0800, Stephen Micheals
 [EMAIL PROTECTED] wrote:
  Im also interested on how to do this.
 
  ___
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 please visit:
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 --
 - Ben Davison
 - http://www.shadow-phoenix.com

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Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Knifa
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I did
if ( pOwner-GetTeamNumber() == TEAM_COMBINE )
{
UTIL_TraceLine( start, end, MASK_SHOT, pOwner,
COLLISION_GROUP_BLUE_WEAPONS, tr );
}
else
{
UTIL_TraceLine( start, end, MASK_SHOT, pOwner,
COLLISION_GROUP_RED_WEAPONS, tr );
}

for weapon_freeze, and ShouldCollide has
if ( collisionGroup0 == COLLISION_GROUP_RED_FORT || collisionGroup0
== COLLISION_GROUP_BLUE_FORT )
{
if ( collisionGroup0 == COLLISION_GROUP_RED_FORT 
collisionGroup1 == COLLISION_GROUP_BLUE_WEAPONS )
return true;
if ( collisionGroup0 == COLLISION_GROUP_BLUE_FORT 
collisionGroup1 == COLLISION_GROUP_RED_WEAPONS )
return true;
return false;
}

But this doesn't work, it still hits it.

Put func_fortsite in a special collision group and set up a relationship
in gamerules::ShouldCollide() that makes it collide with specific other
collision groups:

   func_fortsite is either COLLISION_GROUP_FORTSITE_TEAM1 or
COLLISION_GROUP_FORTSITE_TEAM2.

   player weapons are either COLLISION_GROUP_TEAM1_WEAPON or
COLLISION_GROUP_TEAM2_WEAPON.

Then ShouldCollide() can do:
   if ( collisionGroup0 == COLLISION_GROUP_FORTSITE_TEAM1 ||
collisionGroup0 == COLLISION_GROUP_FORTSITE_TEAM2 )
   {
   if ( collisionGroup0 == COLLISION_GROUP_FORTSITE_TEAM1
 collisionGroup1 == COLLISION_GROUP_TEAM2_WEAPON )
   return true;
   if ( collisionGroup0 == COLLISION_GROUP_FORTSITE_TEAM2
 collisionGroup1 == COLLISION_GROUP_TEAM1_WEAPON )
   return true;
   return false;
   }

If you need to control specific weapons, then only put those specific
weapons' tracelines into the collision group.  Note that the weapon
group isn't on the entity, but passed in to the UTIL_TraceLine() call.
The fortsite group goes on the entity.





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Knifa
Sent: Thursday, February 24, 2005 2:25 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Getting a trace to hit off a non solid entity

Hi all.

I've made a new brush entity called func_fortsite, when a
player from the other team of who's fort site this is tries
to fire a weapon
(weapon_freezer) while in this brush, it should stop.

Right now, I have it using flags and it works all well while
the Solid Type is SOLID_BSP, but I want it so that you can
still move objects/players in this When it's at SOLID_NONE,
the trace doesn't hit it, so it doesn't work.

Does anyone know what I could do, or if there's another way I
could do it?

Thanks.

-Daniel Callander

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SourceForts
http://knd.org.uk/sourceforts/
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[hlcoders] Create Server option in HL2DM SDK mod only works on LAN??

2005-02-24 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
sv_lan 0 don’t works. Always showed in LAN games. Do I need a .cfg or
something else like serverconfig.cfg ?¿?



sv_lan 0

Hi, in a mod created with the HL2DM SDK, when you press create server,
this only shows in LAN, never on Internet master server.
But, if i put in console map , when i open the map the first time i
start the mod
it showed in Internet master server.

Why Create server don't work like HL2DM, where you create a server and
it showed always in inet??. Thanks



--



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RE: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Jay Stelly
One other detail: ShouldCollide() sorts the collision groups, so in
order for that code to work exactly as written, the enum for
COLLISION_GROUP_*_FORT must be less than the enum for
COLLISION_GROUP_*_WEAPONS

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Knifa
 Sent: Thursday, February 24, 2005 5:05 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Getting a trace to hit off a non solid entity

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] I did
 if ( pOwner-GetTeamNumber() == TEAM_COMBINE )
 {
 UTIL_TraceLine( start, end, MASK_SHOT, pOwner,
 COLLISION_GROUP_BLUE_WEAPONS, tr );
 }
 else
 {
 UTIL_TraceLine( start, end, MASK_SHOT, pOwner,
 COLLISION_GROUP_RED_WEAPONS, tr );
 }

 for weapon_freeze, and ShouldCollide has
 if ( collisionGroup0 == COLLISION_GROUP_RED_FORT ||
 collisionGroup0 == COLLISION_GROUP_BLUE_FORT )
 {
 if ( collisionGroup0 == COLLISION_GROUP_RED_FORT 
 collisionGroup1 == COLLISION_GROUP_BLUE_WEAPONS )
 return true;
 if ( collisionGroup0 == COLLISION_GROUP_BLUE_FORT 
 collisionGroup1 == COLLISION_GROUP_RED_WEAPONS )
 return true;
 return false;
 }

 But this doesn't work, it still hits it.

 Put func_fortsite in a special collision group and set up a
 relationship in gamerules::ShouldCollide() that makes it
 collide with
 specific other collision groups:
 
  func_fortsite is either COLLISION_GROUP_FORTSITE_TEAM1 or
 COLLISION_GROUP_FORTSITE_TEAM2.
 
  player weapons are either COLLISION_GROUP_TEAM1_WEAPON or
 COLLISION_GROUP_TEAM2_WEAPON.
 
 Then ShouldCollide() can do:
  if ( collisionGroup0 == COLLISION_GROUP_FORTSITE_TEAM1 ||
 collisionGroup0 == COLLISION_GROUP_FORTSITE_TEAM2 )
  {
  if ( collisionGroup0 ==
 COLLISION_GROUP_FORTSITE_TEAM1 
 collisionGroup1 == COLLISION_GROUP_TEAM2_WEAPON )
  return true;
  if ( collisionGroup0 ==
 COLLISION_GROUP_FORTSITE_TEAM2 
 collisionGroup1 == COLLISION_GROUP_TEAM1_WEAPON )
  return true;
  return false;
  }
 
 If you need to control specific weapons, then only put those
 specific
 weapons' tracelines into the collision group.  Note that the weapon
 group isn't on the entity, but passed in to the
 UTIL_TraceLine() call.
 The fortsite group goes on the entity.
 
 
 
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Knifa
 Sent: Thursday, February 24, 2005 2:25 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Getting a trace to hit off a non solid entity
 
 Hi all.
 
 I've made a new brush entity called func_fortsite, when a
 player from
 the other team of who's fort site this is tries to fire a weapon
 (weapon_freezer) while in this brush, it should stop.
 
 Right now, I have it using flags and it works all well
 while the Solid
 Type is SOLID_BSP, but I want it so that you can still move
 objects/players in this When it's at SOLID_NONE, the trace
 doesn't hit
 it, so it doesn't work.
 
 Does anyone know what I could do, or if there's another way
 I could do
 it?
 
 Thanks.
 
 -Daniel Callander
 
 ___
 To unsubscribe, edit your list preferences, or view the
 list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
 ___
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 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
 

 --
 Knifa
 SourceForts
 http://knd.org.uk/sourceforts/
 --

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Re: [hlcoders] HL2DM Mod Bot

2005-02-24 Thread Mark Ettinger
Your issue and others are fixed by following the excellent tutorial found here:

http://www.chatbear.com/board.plm?a=viewthreadt=379,1109293489,536id=805428b=4991v=flatold

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[hlcoders] ShowMenu Format

2005-02-24 Thread Ray
With tonights update the
engine-UserMessageBegin
engine-MessageEnd();
format the the radiocommand menus no longer works..
where can I find the new format needed to create custom menus?

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[hlcoders] Making code compatable with converted HLDM models

2005-02-24 Thread Draco
Yesterday I got the GMan player model from HLDM to work in source, but
theres a problem. In the bare bones SDK he plays no anims and when he
dies the ragdoll code chucks a tantrum. Would any of you be able to
give me some tips on how to either get GMan compatable with the code
or making the code compatable with the model(preferably the latter).



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http://perfectdark.game-mod.net

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Re: [hlcoders] RE: [hlds_apps] Server query protocol

2005-02-24 Thread Draco
So where exactly do we change our code to conform with the new system?


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RE: [hlcoders] RE: [hlds_apps] Server query protocol

2005-02-24 Thread Alfred Reynolds
This is only for 3rd party server query tools (like GameSpy, HLSW and
QTracker). If you are writing a mod or plugin you don't need to do
anything.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Draco
Sent: Thursday, February 24, 2005 9:30 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] RE: [hlds_apps] Server query protocol

So where exactly do we change our code to conform with the new system?


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Re: [hlcoders] RE: [hlds_apps] Server query protocol

2005-02-24 Thread Draco
Thanks


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RE: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Jay Stelly

  But this doesn't work, it still hits it.

So you also need a case for collision groups lower than the brush's
collision group:
if ( collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM1 ||
collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM2 )
return false;


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