[hlcoders] Create Server option in HL2DM SDK mod only works on LAN??
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: [hlds_apps] Server query protocol
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. ___ hlds_apps mailing list hlds_apps@list.valvesoftware.com http://list.valvesoftware.com/mailman/listinfo/hlds_apps ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Trying to display MOTD message
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Create Server option in HL2DM SDK mod only works on LAN??
sv_lan 0 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL2DM Mod Bot
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?? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Trying to display MOTD message
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM Mod Bot
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Pause System
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] unloading plugins, playerinfomanager and cvars
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL2MP SDK Crash (and fix)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: Number of 'player_hurt' events not matching CSS,client console stats 'shots' at end of round
--__--__-- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2MP SDK Crash (and fix)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Help with HL1 SPR file format
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Question about upcoming Steam update
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Resetting entites on round restart.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Help with HL1 SPR file format
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). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Question about Precaching in Source.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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
Re: [hlcoders] Getting a trace to hit off a non solid entity
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Trying to display MOTD message
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting a trace to hit off a non solid entity
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. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa Domino Mod http://knd.org.uk/dominomod/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting a trace to hit off a non solid entity
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Resetting entites on round restart.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resetting entites on round restart.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Create Server option in HL2DM SDK mod only works on LAN??
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] sv_lan 0 dont 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Getting a trace to hit off a non solid entity
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM Mod Bot
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] ShowMenu Format
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Making code compatable with converted HLDM models
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). -- ** Draco Coder for Perfect Dark and Kreedz Climbing http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: [hlds_apps] Server query protocol
So where exactly do we change our code to conform with the new system? -- ** Draco Coder for Perfect Dark and Kreedz Climbing http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RE: [hlds_apps] Server query protocol
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? -- ** Draco Coder for Perfect Dark and Kreedz Climbing http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: [hlds_apps] Server query protocol
Thanks -- ** Draco Coder for Perfect Dark and Kreedz Climbing http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Getting a trace to hit off a non solid entity
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; ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders