Re: [hlcoders] NPC activities

2005-07-06 Thread Tom Edwards

I was planning on expanding the list to cover all activities (the rest
being sorted by game then NPC), so whatever happens it needs to stay on
an activity related page, Activities_list or something. No problems
otherwise.

Robin Walker wrote:


There's lots of names for this kind of method of linking code  content.
Internally, we call them symbolic links.
The link between the code (imagine something like NPC-PlayAnimation(
activity )), and the content (standing_reload animation), is a symbol.
The symbol here is ACT_RELOAD, and we call these symbols Activities.

If you don't mind, I'd like to update the Activities wiki page to
contain the stuff I sent in the previous email, and move the content
that's currently on it into a new page that's more about how the Actbusy
system uses activities. Thoughts?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Tuesday, July 05, 2005 2:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] NPC activities

I'm no modeller or coder, but that sounds pretty neat regardless. What's
the collective term for these technologies (the material system sounds
like it does the same sort of thing)?

And that reminds me, I need to update the actbsuy diagram.

Robin Walker wrote:




Actually, these aren't activities. They're really two things:
 - entries in the actbusy.txt file list of actbusies (which I



won't go



into here).
 - sequence names.
NPCs play animations by sequence. Activities are a way of abstracting
away sequence names from animation concepts, and at the same time
providing animators with the ability to add more value to the product
without changing code. NPCs remap activities down to a single sequence
before playing them.

For example, say we have a concept of reloading. We want our NPCs to
play reload animations when they reload. The wrong way to do this would







be to play the reload animation by sequence name. i.e. have the code
play a sequence named:
standing_reload
One problem with this is that each NPC will have to ensure that their
reload sequence is named standing_reload, or the code won't find it.
Another problem is that each NPC can only have one standing_reload
sequence. Activities solve both these problems.

The right way to do this is to have the code play the ACT_RELOAD
activity instead, and have the modeller set the standing_reload to
the ACT_RELOAD activity. This way, each NPC can name their sequence
however they want, as long as they're set to ACT_RELOAD. Multiple
sequences in the same model can be set to ACT_RELOAD, and the engine
will randomly pick one each time it plays the activity. So your
animators can produce
3 reload animations for the NPC that reloads a lot, and you won't have
to change your code when he does that.

Sequence names don't need to be registered like activities, so you
won't find a list of them anywhere in the code. The easiest way to find







out what sequences are in a model is to load the model in HLMV.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Sunday, July 03, 2005 4:24 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] NPC activities

*VCD

Tom Edwards wrote:






Cancel that, they aren't there. Here's some examples of the 'hidden'
activities I'm looking for:

d1_t01_BreakRoom_Sit01_Idle
d1_t01_BreakRoom_Sit02
d1_t01_BreakRoom_WatchBreen
d1_t01_Clutch_Chainlink_Idle
d1_t01_BreakRoom_WatchClock_Sit
LineIdle01
sitcouchknees1

I've just looked in every VDC I can find too - they are still nowhere
to be found.

Tom Edwards wrote:






Of course...how could I not have thought of that? Thanks.

apophis wrote:






I think they are in the NPC code. For example, this is in
dlls/hl2_dll/npc_zombie.cpp:

AI_BEGIN_CUSTOM_NPC( npc_zombie, CZombie )

 ...

 DECLARE_ACTIVITY( ACT_ZOMBIE_TANTRUM );
 DECLARE_ACTIVITY( ACT_ZOMBIE_WALLPOUND );


On 7/2/05, Tom Edwards [EMAIL PROTECTED] wrote:







Since the VDC launched I've been making solid progress documenting
Source's AI. My current project is the actbusy routine, and I need
help.

Actbusy is a way of telling NPCs to perform certain actions at
specified locations. You enter the action name into a keyvalue box,









but the actions aren't documented.

I've found the generic ACT_BUSY activities in ai_activity.cpp but
there are a lot more that I've seen in the HL2 VMFs but can't get
my hands on.
It looks like they may be compiled into the models. If anyone could









get (or tell me how to get) a complete list of activities not
listed in ai_activity.cpp or activitylist.cpp, I would be very
grateful.

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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Draco
*plays the violin*

I think you missed the out cry by a few weeks there, people are moving
on with it and trying work around the restrictions


--
Draco

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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Andrew (British_Bomber)
Lol it seems like they are pushing the SDK for Mods and TC's more than
plugins :D Maybe that's the way to go?

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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Ronny Schedel
To work around the restrictions is not the way I want to go. As you can see
with cheating death, after every update CD isnt working and needs to be
fixed a couple of times - this is wasteless time...

I only want to know for sure, if we cant expect more than we have yet or
not. Because there is a second more reliable option: make a clone of Valves
commercial games under a different name and support server mods. Sure, there
would be much to do, but this option is much reliable than to work around
the restrictions after every update.

Ronny

 *plays the violin*

 I think you missed the out cry by a few weeks there, people are moving
 on with it and trying work around the restrictions


 --
 Draco

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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
And have a player base of 5 people.

I think you misinterpreted what he meant by cleaning the code.

On 7/6/05, Ronny Schedel [EMAIL PROTECTED] wrote:

 To work around the restrictions is not the way I want to go. As you can
 see
 with cheating death, after every update CD isnt working and needs to be
 fixed a couple of times - this is wasteless time...

 I only want to know for sure, if we cant expect more than we have yet or
 not. Because there is a second more reliable option: make a clone of
 Valves
 commercial games under a different name and support server mods. Sure,
 there
 would be much to do, but this option is much reliable than to work around
 the restrictions after every update.

 Ronny

  *plays the violin*
 
  I think you missed the out cry by a few weeks there, people are moving
  on with it and trying work around the restrictions
 
 
  --
  Draco
 
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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Jeffrey \botman\ Broome

Ronny Schedel wrote:


I only want to know for sure, if we cant expect more than we have yet or
not. Because there is a second more reliable option: make a clone of Valves
commercial games under a different name and support server mods. Sure, there
would be much to do, but this option is much reliable than to work around
the restrictions after every update.


GO FOR IT!  It'll be interesting to see what you have in about five
years.  ;)

--
Jeffrey botman Broome

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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Ronny Schedel
If it would be need 5 years to implement the logic of like CS, then anyone
should change his job immediatly... You dont need to invent the wheel a
second time, the grafic stuff is already there and can be used, there is
only the gamelogic left. To summarize it for CS:Source: 2 teams, 2 gamemods
(de, cs), a buy menu and some entities. It can be done within 1 or 2 months
of constantly work.

Ronny


 GO FOR IT!  It'll be interesting to see what you have in about five
 years.  ;)

 --
 Jeffrey botman Broome

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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Ooooh a challenge.

I'll see you in 2 months.

On 7/6/05, Ronny Schedel [EMAIL PROTECTED] wrote:

 If it would be need 5 years to implement the logic of like CS, then anyone
 should change his job immediatly... You dont need to invent the wheel a
 second time, the grafic stuff is already there and can be used, there is
 only the gamelogic left. To summarize it for CS:Source: 2 teams, 2
 gamemods
 (de, cs), a buy menu and some entities. It can be done within 1 or 2
 months
 of constantly work.

 Ronny


  GO FOR IT! It'll be interesting to see what you have in about five
  years. ;)
 
  --
  Jeffrey botman Broome
 
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 please visit:
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RE: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Ian Warwick
I can imagine Valve would too... in court :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: 06 July 2005 15:46
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Valve: need a clear statement

--
[ Picked text/plain from multipart/alternative ] Ooooh a challenge.

I'll see you in 2 months.

On 7/6/05, Ronny Schedel [EMAIL PROTECTED] wrote:

 If it would be need 5 years to implement the logic of like CS, then
 anyone should change his job immediatly... You dont need to invent the

 wheel a second time, the grafic stuff is already there and can be
 used, there is only the gamelogic left. To summarize it for CS:Source:

 2 teams, 2 gamemods (de, cs), a buy menu and some entities. It can be
 done within 1 or 2 months of constantly work.

 Ronny


  GO FOR IT! It'll be interesting to see what you have in about five
  years. ;)
 
  --
  Jeffrey botman Broome
 
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  archives,
 please visit:
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 ___
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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Predatory Kangaroo
I'm not sure everyone's clear on what's being suggested here.
Botman (as did I) seems to have assumed that when you said Make a
clone of Valves commercial games, you meant that you or your team
would reimplement the engine itself (heck, to design Source in 5 years
would be a shocking accomplishment for any of us).

If we assume that you mean you would reimplement just the mods
themselves, that's a rather more realistic goal, but you're still
playing catch up. If you aim to maintain compatibility between your
mod and the original mod, you would have to release an update after
each CS update, from the simple stuff (tweaking balance values) to
figuring out the changes in internal structures.
If you aim to merely approximate the gameplay, then you're going to
have to realize that you're making a mod which is nearly identical to
a publically available, very widespread mod... I hardly think the
average user will see a reason to switch.  Here, too, if you're going
to try and match CS as closely as possible, with each CS release
you'll be tweaking your own mod, so you still have to make changes far
too often, which beggars the question - what's the point?

In any situation, there will either be no incentive for most users to
switch, or there will still be the same level or regular maintenance
required. The only real hope we have is for Valve to return to their
original stance of allowing easy metamoddability, as well as normal
moddability.

As for my own stance on the matter, I feel that by limiting the power
of server plugins, Valve is denying Server Administrators the freedom
that they have been long accustomed to.  The idea that server plugins
can detract from the overall online experience is rather absurd to me,
as while it is true that the possibility of there being subtle
differences from server to server might confuse a newcomer, it's also
true that in limiting the power of the people to modify the game
severely limits the replayability (as much as anyone may enjoy the
original formula of any given mod, it eventually gets old).  Through
metamod and the like, HL1 mod players have often continued playing a
mod long after they tired of the mod itself, instead enjoying the
myriad extensions and modifications to the mod around there (this is
certainly the case for me).

On 7/7/05, Ronny Schedel [EMAIL PROTECTED] wrote:
 If it would be need 5 years to implement the logic of like CS, then anyone
 should change his job immediatly... You dont need to invent the wheel a
 second time, the grafic stuff is already there and can be used, there is
 only the gamelogic left. To summarize it for CS:Source: 2 teams, 2 gamemods
 (de, cs), a buy menu and some entities. It can be done within 1 or 2 months
 of constantly work.

 Ronny


  GO FOR IT!  It'll be interesting to see what you have in about five
  years.  ;)
 
  --
  Jeffrey botman Broome
 
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 please visit:
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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
I think someone like Alfred should just clear valves stance on this once and
for all.

Nip it in the bud please Alfred.

On 7/6/05, Predatory Kangaroo [EMAIL PROTECTED] wrote:

 I'm not sure everyone's clear on what's being suggested here.
 Botman (as did I) seems to have assumed that when you said Make a
 clone of Valves commercial games, you meant that you or your team
 would reimplement the engine itself (heck, to design Source in 5 years
 would be a shocking accomplishment for any of us).

 If we assume that you mean you would reimplement just the mods
 themselves, that's a rather more realistic goal, but you're still
 playing catch up. If you aim to maintain compatibility between your
 mod and the original mod, you would have to release an update after
 each CS update, from the simple stuff (tweaking balance values) to
 figuring out the changes in internal structures.
 If you aim to merely approximate the gameplay, then you're going to
 have to realize that you're making a mod which is nearly identical to
 a publically available, very widespread mod... I hardly think the
 average user will see a reason to switch. Here, too, if you're going
 to try and match CS as closely as possible, with each CS release
 you'll be tweaking your own mod, so you still have to make changes far
 too often, which beggars the question - what's the point?

 In any situation, there will either be no incentive for most users to
 switch, or there will still be the same level or regular maintenance
 required. The only real hope we have is for Valve to return to their
 original stance of allowing easy metamoddability, as well as normal
 moddability.

 As for my own stance on the matter, I feel that by limiting the power
 of server plugins, Valve is denying Server Administrators the freedom
 that they have been long accustomed to. The idea that server plugins
 can detract from the overall online experience is rather absurd to me,
 as while it is true that the possibility of there being subtle
 differences from server to server might confuse a newcomer, it's also
 true that in limiting the power of the people to modify the game
 severely limits the replayability (as much as anyone may enjoy the
 original formula of any given mod, it eventually gets old). Through
 metamod and the like, HL1 mod players have often continued playing a
 mod long after they tired of the mod itself, instead enjoying the
 myriad extensions and modifications to the mod around there (this is
 certainly the case for me).

 On 7/7/05, Ronny Schedel [EMAIL PROTECTED] wrote:
  If it would be need 5 years to implement the logic of like CS, then
 anyone
  should change his job immediatly... You dont need to invent the wheel a
  second time, the grafic stuff is already there and can be used, there is
  only the gamelogic left. To summarize it for CS:Source: 2 teams, 2
 gamemods
  (de, cs), a buy menu and some entities. It can be done within 1 or 2
 months
  of constantly work.
 
  Ronny
 
 
   GO FOR IT! It'll be interesting to see what you have in about five
   years. ;)
  
   --
   Jeffrey botman Broome
  
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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Jeffrey \botman\ Broome

Predatory Kangaroo wrote:


As for my own stance on the matter, I feel that by limiting the power
of server plugins, Valve is denying Server Administrators the freedom
that they have been long accustomed to.  The idea that server plugins
can detract from the overall online experience is rather absurd to me,
as while it is true that the possibility of there being subtle
differences from server to server might confuse a newcomer, it's also
true that in limiting the power of the people to modify the game
severely limits the replayability (as much as anyone may enjoy the
original formula of any given mod, it eventually gets old).


As someone who pioneered the ability to create plugins that hook into an
existing mod on the Half-Life engine and as someone who works for a
professional game development company, I can understand both sides of
this discussion very clearly.

If you look at things from Valve's point of view, you'll see that
*SURPRISE* there are actually new customers buying Half-Life games that
have NEVER played Counter-Strike before (I know it's shocking to
everyone who has played CS for the last 5 years, but yes, there are
actually people who have never played CS).  As these new customers start
playing the game, they randomly connect to BillyBob's uber733t hacked
server and see all kinds of weird, crazy shit going on (things flying
around in the game, chickens attacking and killing people, players who
mysteriously get knocked around by the hand of God, and all other manner
of strange stuff).  To the newbie CS (or DoD) player, this is very
confusing and reflects poorly on Valve (because player's assume that
Valve somehow controls every single Half-Life server out in the world).

From Valve's point of view, it's no different than someone creating a
Columbine mod or a Porno mod.  Even if Valve had nothing to do with the
content on that server, that game reflects poorly on Valve because it's
running on an engine created by Valve.  Valve customers get the
impression that Valve actually approves of such nefarious activity (even
if they know nothing about it).

Of course, not all server operators are going to be this extreme, but
there is no simple way to allow some types of modifications and not
allow others.  By restricting what can and can't be done on a server,
Valve helps to maintain a more uniform gaming experience for all its
customers.

If you like things better under the Half-Life 1 engine, you should stick
with it.  There are still plenty of CS players who haven't switched to
CS:Source (just as there are still people playing QuakeWorld) and there
probably will be for another few years.

--
Jeffrey botman Broome

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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread tei

Ronny Schedel wrote:

If it would be need 5 years to implement the logic of like CS, then anyone
should change his job immediatly... You dont need to invent the wheel a
second time, the grafic stuff is already there and can be used, there is
only the gamelogic left. To summarize it for CS:Source: 2 teams, 2 gamemods
(de, cs), a buy menu and some entities. It can be done within 1 or 2 months
of constantly work.

Ronny


Humm... IF you have that much time on your hands, theres something funny
to code,  a open source proxy for Half-Life.  If this proxy its smart,
may able to rewrite the protocol on the fly and able to connect HL1 or
HL2 engines. Even not hl engines, like Quake2, or Quake3 engines.

hl2tv looks like a proxy, so ..the protocol IS proxy friendly. Adding a
proxy may able to compress the data, cypher, redirect, cache, etc.

If you code a proxy, you sould write much less code than a full blow
engine. A proxy its not much more than a demo file parser that forks
reading from a network pipe. You can read Quakeworld proxys to get
inspiration about how to write your own.

Nowdays the QuakeWorld scene use proxys for the network to able unlagged
56K modems play. The proxy its located on the ISP and filter data users
with 56K modems dont need ( gibs, etc.. ).

Proxys also act has a waiting room and chat room. Much like on the
p2p sense of Warcraft.

Imho, If you are reluctant to code hl2 with the design Valve suggest,
theres a brutal alternate option, not code on hl2. Theres other games,
and open source communitys out there to join. No one force you to be
happy here, and thats will not work.

Good Luck!

:D

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RE: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Rice, Rick
It appears as though the main complaint is that the updates are limiting mod
inter-operability (meta-mod, etc...). If this is the case, there is a simple
solution:
Get and save a copy of the mod (CS, DOD, etc...) you want to run
Run the HL Server UNSECURED
Add any mod management you want
NEVER UPDATE THE MOD OR SERVER!!!
Don't complain when it stops working!
Have fun...


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman
Broome
Sent: Wednesday, July 06, 2005 11:21 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Valve: need a clear statement

Predatory Kangaroo wrote:

 As for my own stance on the matter, I feel that by limiting the power
 of server plugins, Valve is denying Server Administrators the freedom
 that they have been long accustomed to.  The idea that server plugins
 can detract from the overall online experience is rather absurd to me,
 as while it is true that the possibility of there being subtle
 differences from server to server might confuse a newcomer, it's also
 true that in limiting the power of the people to modify the game
 severely limits the replayability (as much as anyone may enjoy the
 original formula of any given mod, it eventually gets old).

As someone who pioneered the ability to create plugins that hook into an
existing mod on the Half-Life engine and as someone who works for a
professional game development company, I can understand both sides of
this discussion very clearly.

If you look at things from Valve's point of view, you'll see that
*SURPRISE* there are actually new customers buying Half-Life games that
have NEVER played Counter-Strike before (I know it's shocking to
everyone who has played CS for the last 5 years, but yes, there are
actually people who have never played CS).  As these new customers start
playing the game, they randomly connect to BillyBob's uber733t hacked
server and see all kinds of weird, crazy shit going on (things flying
around in the game, chickens attacking and killing people, players who
mysteriously get knocked around by the hand of God, and all other manner
of strange stuff).  To the newbie CS (or DoD) player, this is very
confusing and reflects poorly on Valve (because player's assume that
Valve somehow controls every single Half-Life server out in the world).

 From Valve's point of view, it's no different than someone creating a
Columbine mod or a Porno mod.  Even if Valve had nothing to do with the
content on that server, that game reflects poorly on Valve because it's
running on an engine created by Valve.  Valve customers get the
impression that Valve actually approves of such nefarious activity (even
if they know nothing about it).

Of course, not all server operators are going to be this extreme, but
there is no simple way to allow some types of modifications and not
allow others.  By restricting what can and can't be done on a server,
Valve helps to maintain a more uniform gaming experience for all its
customers.

If you like things better under the Half-Life 1 engine, you should stick
with it.  There are still plenty of CS players who haven't switched to
CS:Source (just as there are still people playing QuakeWorld) and there
probably will be for another few years.

--
Jeffrey botman Broome

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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread tei

Jeffrey botman Broome wrote:
...

 From Valve's point of view, it's no different than someone creating a
Columbine mod or a Porno mod.  Even if Valve had nothing to do with the
content on that server, that game reflects poorly on Valve because it's
running on an engine created by Valve.  Valve customers get the
impression that Valve actually approves of such nefarious activity (even
if they know nothing about it).


Whats the problem?

People also paint his vehicles with gay colors (#FFC0CB).

Will General Motors ban people for painting vehicles?



Of course, not all server operators are going to be this extreme, but
there is no simple way to allow some types of modifications and not
allow others.  By restricting what can and can't be done on a server,
Valve helps to maintain a more uniform gaming experience for all its
customers.


'uniform gaming experience' mean all cars sould be grey (#7f7f7f) because
of pink ones?



If you like things better under the Half-Life 1 engine, you should stick
with it.  There are still plenty of CS players who haven't switched to
CS:Source (just as there are still people playing QuakeWorld) and there
probably will be for another few years.


The horde will switch (its mindless), but some people need reasons to.

Imho, doing another CS its redundant to vomit. Friends dont let friends
make CS clones.



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Re: [hlcoders] Valve: need a clear statement

2005-07-06 Thread Ronny Schedel
 If you aim to maintain compatibility between your
 mod and the original mod, you would have to release an update after
 each CS update, from the simple stuff (tweaking balance values) to
 figuring out the changes in internal structures.

Full compatibility would not be the goal of this project. Lets say you
have the basic logic running (de, cs - gametypes), you dont have to update
your clone after every update from Valve, because there is no change in the
gameplay. Take a look on the last updates: no new gametypes (only de, cs),
no new weapons - the gameplay is still the same like in the first beta
release. But, you are able to support new gametypes or weapons, you dont
have to...

Ronny


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Re: [hlcoders] BOTS HEALTH PLUGIN Can BE DONE!

2005-07-06 Thread apophis
It was one of the first things done when the plugin SDK came out.

On 7/6/05, Belcherman[BTC] [EMAIL PROTECTED] wrote:
 Some of you said it couldn't be done.. Well take a look at
 this... I was gonna code all this myself until I found out
 it was already done. I have modified more to make It unique on my server but
 here it is. http://www.zombiehorde.com/   it can be done and was
 done :) All via  plugin.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman
 Broome
 Sent: Saturday, July 02, 2005 9:25 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] BOTS HEALTH PLUGIN

 Belcherman[BTC] wrote:
  It would be awesome if I could make the plugin not have bots use player
 slots. Any ideas
  on that one?

 See my Monster Mod for Half-Life1...

 http://www.planethalflife.com/botman/monster.shtml

 You can't easily do this kind of thing with the Half-Life2 plugin system
 though.

 --
 Jeffrey botman Broome

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RE: [hlcoders] BOTS HEALTH PLUGIN Can BE DONE!

2005-07-06 Thread Belcherman[BTC]
I wonder how he did it? I did look at the basic plugin files and there is a
bot file and there is a reference to health in it. I assume this is were he
did his magic. Anyway its already been done so it saves lotsa time.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of apophis
Sent: Wednesday, July 06, 2005 5:09 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] BOTS HEALTH PLUGIN Can BE DONE!

It was one of the first things done when the plugin SDK came out.

On 7/6/05, Belcherman[BTC] [EMAIL PROTECTED] wrote:
 Some of you said it couldn't be done.. Well take a look at
 this... I was gonna code all this myself until I found out
 it was already done. I have modified more to make It unique on my server
but
 here it is. http://www.zombiehorde.com/   it can be done and was
 done :) All via  plugin.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman
 Broome
 Sent: Saturday, July 02, 2005 9:25 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] BOTS HEALTH PLUGIN

 Belcherman[BTC] wrote:
  It would be awesome if I could make the plugin not have bots use player
 slots. Any ideas
  on that one?

 See my Monster Mod for Half-Life1...

 http://www.planethalflife.com/botman/monster.shtml

 You can't easily do this kind of thing with the Half-Life2 plugin system
 though.

 --
 Jeffrey botman Broome

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 please visit:
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Re: RE: [hlcoders] Can't remove a CBeam Entity

2005-07-06 Thread Cedric .
This message is in MIME format. Since your mail reader does not understand this 
format, some or all of this message may not be legible.
--
--


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[hlcoders] Reserved slots and sv_visiblemaxplayers

2005-07-06 Thread Alfred Reynolds
If you have written a plugin/addon for the Source engine that implements
reserved slots (i.e making some positions on your server not available
to the public at large) then you MUST set the sv_visiblemaxplayers to
the number of actual PUBLIC slots on the server. We have had numerous
complaints from users about seeing a seemly free slot and then being
kicked after connecting.

- Alfred

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Re: [hlcoders] Reserved slots and sv_visiblemaxplayers

2005-07-06 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Has anything else changed todo with plugins?

*Apparently* theres trouble with plugins.

On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote:

 If you have written a plugin/addon for the Source engine that implements
 reserved slots (i.e making some positions on your server not available
 to the public at large) then you MUST set the sv_visiblemaxplayers to
 the number of actual PUBLIC slots on the server. We have had numerous
 complaints from users about seeing a seemly free slot and then being
 kicked after connecting.

 - Alfred

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- http://www.shadow-phoenix.com
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Re: [hlcoders] Reserved slots and sv_visiblemaxplayers

2005-07-06 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Scrath that just some idiot.

On 7/7/05, Ben Davison [EMAIL PROTECTED] wrote:

 Has anything else changed todo with plugins?

 *Apparently* theres trouble with plugins.

 On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
 
  If you have written a plugin/addon for the Source engine that implements
  reserved slots ( i.e making some positions on your server not available
  to the public at large) then you MUST set the sv_visiblemaxplayers to
  the number of actual PUBLIC slots on the server. We have had numerous
  complaints from users about seeing a seemly free slot and then being
  kicked after connecting.
 
  - Alfred
 
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  please visit:
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 --
 - Ben Davison
 - http://www.shadow-phoenix.com




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RE: [hlcoders] Reserved slots and sv_visiblemaxplayers

2005-07-06 Thread Alfred Reynolds
The plugin interface is the same (and testing of it passed
successfully). Any plugins that rely on a particular memory layout of
CBaseEntity et al in our binaries could be totally broken, you shouldn't
do that.

Actually, there is one change (nothing that would break a plugin). We
added this function:
virtual void InsertServerCommand( const char *str ) = 0;

To the end of the IVEngineServer interface (at Mattie's request).

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Wednesday, July 06, 2005 5:02 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Reserved slots
and sv_visiblemaxplayers

 --
 [ Picked text/plain from multipart/alternative ] Has anything else
 changed todo with plugins?

 *Apparently* theres trouble with plugins.

 On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
 
  If you have written a plugin/addon for the Source engine that
  implements reserved slots (i.e making some positions on your server
  not available to the public at large) then you MUST set the
  sv_visiblemaxplayers to the number of actual PUBLIC slots on the
  server. We have had numerous complaints from users about seeing a
  seemly free slot and then being kicked after connecting.
 
  - Alfred
 
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  archives, please visit:
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 --
 - Ben Davison
 - http://www.shadow-phoenix.com

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Re: [hlcoders] Reserved slots and sv_visiblemaxplayers

2005-07-06 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
Well anyway, im loving the update.

Send the team my thanks ;)

And when is the next SDK update :P

On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote:

 The plugin interface is the same (and testing of it passed
 successfully). Any plugins that rely on a particular memory layout of
 CBaseEntity et al in our binaries could be totally broken, you shouldn't
 do that.

 Actually, there is one change (nothing that would break a plugin). We
 added this function:
 virtual void InsertServerCommand( const char *str ) = 0;

 To the end of the IVEngineServer interface (at Mattie's request).

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
 Sent: Wednesday, July 06, 2005 5:02 PM To:
 hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Reserved slots
 and sv_visiblemaxplayers

  --
  [ Picked text/plain from multipart/alternative ] Has anything else
  changed todo with plugins?
 
  *Apparently* theres trouble with plugins.
 
  On 7/7/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
  
   If you have written a plugin/addon for the Source engine that
   implements reserved slots (i.e making some positions on your server
   not available to the public at large) then you MUST set the
   sv_visiblemaxplayers to the number of actual PUBLIC slots on the
   server. We have had numerous complaints from users about seeing a
   seemly free slot and then being kicked after connecting.
  
   - Alfred
  
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  --
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  - http://www.shadow-phoenix.com

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