Re: [hlcoders] Cwaterbullet Source SDK scratch
You need to add a proper client class and a matching RecvTable too. On Sat, 12 Apr 2008 03:13:01 +0200, Marshall [EMAIL PROTECTED] wrote: Hello all, I have run into a problem when creating a mod from the source scratch. It compiles successfully and there were no fixes or anything I needed to apply, but when I go ingame and try to create a server, it loads to about 1 small loading box remaining then drops me and goes back to the menu, and I open console and this is listed..: DataTable warning: No matching RecvTable for SendTable 'DT_WaterBullet'. DataTable warning: No matching RecvTable for SendTable 'DT_WeaponCycler'. Client missing DT class CWaterBullet Client missing DT class CWeaponCycler Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed. So im guessing that the client side files are missing Cwaterbullet and C weaponcycler, but I cant seem to find anything on this from google or the steam coding forums, Is this a problem for anyone else or am I missing something, and if so has someone found a fix. Thanks Marshall ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help !!
nope nothing happenedoo well i screw around with it some more how knows maybe i will get lucky Date: Fri, 11 Apr 2008 23:03:03 -0400 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You also need to add tier0.lib, tier1.lib, vsdtlib.lib, and mathlib.lib On Fri, Apr 11, 2008 at 3:34 PM, steven belmans [EMAIL PROTECTED] wrote:its already in there ! Date: Fri, 11 Apr 2008 19:19:09 +0100 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You need to add user32.lib to your linker additional dependencies for the client. steven belmans wrote: Trying to compile with C++ 2005 express but I got an error :in_mouse.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED] in function public: virtual void __thiscall CInput::ActivateMouse(void) ([EMAIL PROTECTED]@@UAEXXZ) editor_sendcommand.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED] referenced in function enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool) (?Editor_SendCommand@ @YA?AW4EditorSendResult_t@@[EMAIL PROTECTED]) I have: platform sdk / dx sdk / and SP2 of the program. I also added user32.lib winmm.lib to linker-inputcan someone help? sorry for the noob question thanks in advance _ Update vandaag nog in één klik je hele online leven! http://get.live.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 _ Start een boeiend online leven...helemaal gratis! http://get.live.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 _ Een gelukkig nieuwjaar vanwege Windows Live...Download het nu gratis! http://get.live.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Cwaterbullet Source SDK scratch
All I did was go to the server project and delete those classes. You don't need them. On Fri, Apr 11, 2008 at 11:50 PM, Emiel Regis [EMAIL PROTECTED] wrote: You need to add a proper client class and a matching RecvTable too. On Sat, 12 Apr 2008 03:13:01 +0200, Marshall [EMAIL PROTECTED] wrote: Hello all, I have run into a problem when creating a mod from the source scratch. It compiles successfully and there were no fixes or anything I needed to apply, but when I go ingame and try to create a server, it loads to about 1 small loading box remaining then drops me and goes back to the menu, and I open console and this is listed..: DataTable warning: No matching RecvTable for SendTable 'DT_WaterBullet'. DataTable warning: No matching RecvTable for SendTable 'DT_WeaponCycler'. Client missing DT class CWaterBullet Client missing DT class CWeaponCycler Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed. So im guessing that the client side files are missing Cwaterbullet and C weaponcycler, but I cant seem to find anything on this from google or the steam coding forums, Is this a problem for anyone else or am I missing something, and if so has someone found a fix. Thanks Marshall ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ 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] Spam
http://www.list.org/mailman-admin/node10.html I think anonymous_list should be realy considered (sadly it can't be set by the list user himself as far as I know), even if it has some downsides. I am not sure, but spambots might havrest this list and use complete mailheaders to imposter people from this list when sending spam. At least that is what happend / is happening to me and where I guess they got the mail headers from. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Spam
and what is this spam that you are referring to? -Tony On Sat, Apr 12, 2008 at 6:47 PM, Dominik Tugend [EMAIL PROTECTED] wrote: http://www.list.org/mailman-admin/node10.html I think anonymous_list should be realy considered (sadly it can't be set by the list user himself as far as I know), even if it has some downsides. I am not sure, but spambots might havrest this list and use complete mailheaders to imposter people from this list when sending spam. At least that is what happend / is happening to me and where I guess they got the mail headers from. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Spam
Here is the data part of a randomly picked example that did not make it through the filters, with the spam removed and some (but not all) parts anonymized (as you can see the target server refused to deliver the faked message I never sent and sent it back to my address): Failed Recipients [EMAIL PROTECTED] Host not found. Contents of the undelivered mail From __IP__ (__IP_OR_DNS__) by __MAILSERVER__ (__MAILSOFTWARE__); id 1207986948234; Sat, 12 Apr 2008 03:55:48 -0400 Message-ID: [EMAIL PROTECTED] From: __NAME_RELATED_TO_SPAM__ [EMAIL PROTECTED] To: __NAME_RELATED_TO_SPAM__ [EMAIL PROTECTED] Subject: __SPAM_SUBJECT__ Date: Sat, 12 Apr 2008 06:06:41 + MIME-Version: 1.0 Content-Type: multipart/alternative; boundary==_NextPart_000_0004_01C89C72.02ACDC28 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2900.3138 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2900.3198 This is a multi-part message in MIME format. --=_NextPart_000_0004_01C89C72.02ACDC28 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: quoted-printable __SPAM_IN_PLAIN_TEXT__ --=_NextPart_000_0004_01C89C72.02ACDC28 Content-Type: text/html; charset=iso-8859-1 Content-Transfer-Encoding: quoted-printable __SPAM_IN_HTML__ --=_NextPart_000_0004_01C89C72.02ACDC28-- - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, April 13, 2008 1:07 AM Subject: Re: [hlcoders] Spam and what is this spam that you are referring to? -Tony On Sat, Apr 12, 2008 at 6:47 PM, Dominik Tugend [EMAIL PROTECTED] wrote: http://www.list.org/mailman-admin/node10.html I think anonymous_list should be realy considered (sadly it can't be set by the list user himself as far as I know), even if it has some downsides. I am not sure, but spambots might havrest this list and use complete mailheaders to imposter people from this list when sending spam. At least that is what happend / is happening to me and where I guess they got the mail headers from. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega ___ 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] Spam
Ah, okay. Cuz we didn't get anything from you, and I read your email and the only words that popped into my head were .. Well that's random. lol. -Tony On Sat, Apr 12, 2008 at 7:56 PM, Dominik Tugend [EMAIL PROTECTED] wrote: Here is the data part of a randomly picked example that did not make it through the filters, with the spam removed and some (but not all) parts anonymized (as you can see the target server refused to deliver the faked message I never sent and sent it back to my address): Failed Recipients [EMAIL PROTECTED] Host not found. Contents of the undelivered mail From __IP__ (__IP_OR_DNS__) by __MAILSERVER__ (__MAILSOFTWARE__); id 1207986948234; Sat, 12 Apr 2008 03:55:48 -0400 Message-ID: [EMAIL PROTECTED] From: __NAME_RELATED_TO_SPAM__ [EMAIL PROTECTED] To: __NAME_RELATED_TO_SPAM__ [EMAIL PROTECTED] Subject: __SPAM_SUBJECT__ Date: Sat, 12 Apr 2008 06:06:41 + MIME-Version: 1.0 Content-Type: multipart/alternative; boundary==_NextPart_000_0004_01C89C72.02ACDC28 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2900.3138 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2900.3198 This is a multi-part message in MIME format. --=_NextPart_000_0004_01C89C72.02ACDC28 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: quoted-printable __SPAM_IN_PLAIN_TEXT__ --=_NextPart_000_0004_01C89C72.02ACDC28 Content-Type: text/html; charset=iso-8859-1 Content-Transfer-Encoding: quoted-printable __SPAM_IN_HTML__ --=_NextPart_000_0004_01C89C72.02ACDC28-- - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, April 13, 2008 1:07 AM Subject: Re: [hlcoders] Spam and what is this spam that you are referring to? -Tony On Sat, Apr 12, 2008 at 6:47 PM, Dominik Tugend [EMAIL PROTECTED] wrote: http://www.list.org/mailman-admin/node10.html I think anonymous_list should be realy considered (sadly it can't be set by the list user himself as far as I know), even if it has some downsides. I am not sure, but spambots might havrest this list and use complete mailheaders to imposter people from this list when sending spam. At least that is what happend / is happening to me and where I guess they got the mail headers from. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega ___ 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 -- -omega ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper mod versioning?
Well Valve dodges the issue entirely because Steam enforces client updates prior to the client HL2 even being launched. If there was no client/server mod version identification system implemented, then simplified third-party integration with Steam would be a solution. Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] Haven't been modding long? Because mod versioning has generally been exposed to the modders, such as in the Q3 engine. Foxbot didn't need versioning for HL1, being server side only so I don't know if HL1 was missing the functionality too. From the Q3 source // check version s = CG_ConfigString( CS_GAME_VERSION ); if ( strcmp( s, GAME_VERSION ) ) { CG_Error( Client/Server game mismatch: %s/%s, GAME_VERSION, s ); } Appreciate the responses, but none of them really address the core issue. That being that there doesn't appear to be any exposed versioning support. A proper solution shouldn't be that difficult to add. The entire point of this question for valve is that they have the ability to add something relatively easily and more 'proper' than any of the do it yourself solutions mentioned thus far. Notifying them that theres a more recent version doesn't solve our problem. As I already mentioned, our clients are generally updated. It's a number of the servers who are slow to update. It's a little late to change game folders for each version change(and a hack as well). Nowhere do I expect valve to provide update notification to clients. Servers being generally unattended kinda ruin the usefulness of a nag message, and I'd question how useful a command line nag message would even be on the server side. To me the only real solution is real versioning. Clients should not see nor be able to join incompatible servers, period. It's common sense. Given that versioning depends very much on the mod, there should be a hook for that provided somewhere in the mod, like quake 3 did 8-9 years ago. Until then each release of a mod does significant damage to itself with user frustrations of not knowing what servers on a long list of them is compatible. Frustrated users don't stick with a game long. A response from Valve would be most useful. How does Valve do it? Maybe there's some way that hasn't been mentioned yet. J On Dec 10, 2007 5:07 AM, Tobias Kammersgaard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Why not make some sort of huge label, element or whatever on the Main Menu screen that tells you if there's been released a new version (maybe a flashing sign that would annoy the crap out of the users ;D)? Bet you could turn this into something usable :-) http://developer.valvesoftware.com/wiki/Custom_Menu_Screen /ProZak On 10/12/2007, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The thing that gets me: Mod versioning has been up to the mod author for the past 11-12 years..without problem.. yet now it's all of a sudden an issue.. -Tony On Dec 10, 2007 1:13 AM, Stephen Micheals [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] yes but the end effect is just about the same. (minus the wasted time the user spends loading/connecting to the game before the warning is shown) the idea i posted is just a simple method that should work, other fixes can be more complex then needed. a proper version system would be a hell of a lot better. On Dec 9, 2007 9:51 PM, Mark Chandler [EMAIL PROTECTED] wrote: Think they are talking about before that function ever gets called ( i.e . in the processes of connecting) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ 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 -- ___ 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] Proper mod versioning?
Hah, was that message stuck in your outbox for a few months? garry On Sun, Apr 13, 2008 at 1:15 AM, [EMAIL PROTECTED] wrote: Well Valve dodges the issue entirely because Steam enforces client updates prior to the client HL2 even being launched. If there was no client/server mod version identification system implemented, then simplified third-party integration with Steam would be a solution. Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] Haven't been modding long? Because mod versioning has generally been exposed to the modders, such as in the Q3 engine. Foxbot didn't need versioning for HL1, being server side only so I don't know if HL1 was missing the functionality too. From the Q3 source // check version s = CG_ConfigString( CS_GAME_VERSION ); if ( strcmp( s, GAME_VERSION ) ) { CG_Error( Client/Server game mismatch: %s/%s, GAME_VERSION, s ); } Appreciate the responses, but none of them really address the core issue. That being that there doesn't appear to be any exposed versioning support. A proper solution shouldn't be that difficult to add. The entire point of this question for valve is that they have the ability to add something relatively easily and more 'proper' than any of the do it yourself solutions mentioned thus far. Notifying them that theres a more recent version doesn't solve our problem. As I already mentioned, our clients are generally updated. It's a number of the servers who are slow to update. It's a little late to change game folders for each version change(and a hack as well). Nowhere do I expect valve to provide update notification to clients. Servers being generally unattended kinda ruin the usefulness of a nag message, and I'd question how useful a command line nag message would even be on the server side. To me the only real solution is real versioning. Clients should not see nor be able to join incompatible servers, period. It's common sense. Given that versioning depends very much on the mod, there should be a hook for that provided somewhere in the mod, like quake 3 did 8-9 years ago. Until then each release of a mod does significant damage to itself with user frustrations of not knowing what servers on a long list of them is compatible. Frustrated users don't stick with a game long. A response from Valve would be most useful. How does Valve do it? Maybe there's some way that hasn't been mentioned yet. J On Dec 10, 2007 5:07 AM, Tobias Kammersgaard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Why not make some sort of huge label, element or whatever on the Main Menu screen that tells you if there's been released a new version (maybe a flashing sign that would annoy the crap out of the users ;D)? Bet you could turn this into something usable :-) http://developer.valvesoftware.com/wiki/Custom_Menu_Screen /ProZak On 10/12/2007, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The thing that gets me: Mod versioning has been up to the mod author for the past 11-12 years..without problem.. yet now it's all of a sudden an issue.. -Tony On Dec 10, 2007 1:13 AM, Stephen Micheals [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] yes but the end effect is just about the same. (minus the wasted time the user spends loading/connecting to the game before the warning is shown) the idea i posted is just a simple method that should work, other fixes can be more complex then needed. a proper version system would be a hell of a lot better. On Dec 9, 2007 9:51 PM, Mark Chandler [EMAIL PROTECTED] wrote: Think they are talking about before that function ever gets called ( i.e . in the processes of connecting) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
[hlcoders] Crashing an npc_helicopter
Hi, Trying to crash a helicopter into a billboard (func_brush with solidity set to never solid). Helicopter approaches (on a path track--that goes through the billboard) slows down, and turns away. We want it to just plow right into the billboard. It's too smart, I guess. How is this done? Thanks Chad _ More immediate than e-mail? Get instant access with Windows Live Messenger. http://www.windowslive.com/messenger/overview.html?ocid=TXT_TAGLM_WL_Refresh_instantaccess_042008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crashing an npc_helicopter
Try setting the Flag: 'Do not avoid obstacles.' On Sat, Apr 12, 2008 at 5:54 PM, Some Person [EMAIL PROTECTED] wrote: Hi, Trying to crash a helicopter into a billboard (func_brush with solidity set to never solid). Helicopter approaches (on a path track--that goes through the billboard) slows down, and turns away. We want it to just plow right into the billboard. It's too smart, I guess. How is this done? Thanks Chad _ More immediate than e-mail? Get instant access with Windows Live Messenger. http://www.windowslive.com/messenger/overview.html?ocid=TXT_TAGLM_WL_Refresh_instantaccess_042008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crashing an npc_helicopter
Hi, Thank you for your response. There's a flag Ignore avoid spheres+boxes for npc_helicopter... but I don't see Do not avoid obstacles. That flag Ignore avoid didn't seem to work. Chad Date: Sat, 12 Apr 2008 18:03:39 -0700 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing an npc_helicopter Try setting the Flag: 'Do not avoid obstacles.' On Sat, Apr 12, 2008 at 5:54 PM, Some Person [EMAIL PROTECTED] wrote: Hi, Trying to crash a helicopter into a billboard (func_brush with solidity set to never solid). Helicopter approaches (on a path track--that goes through the billboard) slows down, and turns away. We want it to just plow right into the billboard. It's too smart, I guess. How is this done? Thanks Chad _ More immediate than e-mail? Get instant access with Windows Live Messenger. http://www.windowslive.com/messenger/overview.html?ocid=TXT_TAGLM_WL_Refresh_instantaccess_042008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ More immediate than e-mail? Get instant access with Windows Live Messenger. http://www.windowslive.com/messenger/overview.html?ocid=TXT_TAGLM_WL_Refresh_instantaccess_042008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crashing an npc_helicopter
Hmmm oddly he might be acting like this due to the path going right through the Brush itself. One of the things you can do is maybe use a scripted sequence, and have it take over his AI, and override it. By doing this, you might be able to very well have him continue through a path without avoiding a obstacle. Sadly I've not worked much with Helicopters, so I might not be as of much help to you. Sorry for that. On Sat, Apr 12, 2008 at 6:17 PM, Some Person [EMAIL PROTECTED] wrote: Hi, Thank you for your response. There's a flag Ignore avoid spheres+boxes for npc_helicopter... but I don't see Do not avoid obstacles. That flag Ignore avoid didn't seem to work. Chad Date: Sat, 12 Apr 2008 18:03:39 -0700 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing an npc_helicopter Try setting the Flag: 'Do not avoid obstacles.' On Sat, Apr 12, 2008 at 5:54 PM, Some Person [EMAIL PROTECTED] wrote: Hi, Trying to crash a helicopter into a billboard (func_brush with solidity set to never solid). Helicopter approaches (on a path track--that goes through the billboard) slows down, and turns away. We want it to just plow right into the billboard. It's too smart, I guess. How is this done? Thanks Chad _ More immediate than e-mail? Get instant access with Windows Live Messenger. http://www.windowslive.com/messenger/overview.html?ocid=TXT_TAGLM_WL_Refresh_instantaccess_042008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ More immediate than e-mail? Get instant access with Windows Live Messenger. http://www.windowslive.com/messenger/overview.html?ocid=TXT_TAGLM_WL_Refresh_instantaccess_042008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Spam
Spam is bad, please give me every email address you know, and I will try to find a solution to this problem. Please ensure the list is easily parsed also kthx. On Sat, Apr 12, 2008 at 7:07 PM, Tony omega Sergi [EMAIL PROTECTED] wrote: Ah, okay. Cuz we didn't get anything from you, and I read your email and the only words that popped into my head were .. Well that's random. lol. -Tony On Sat, Apr 12, 2008 at 7:56 PM, Dominik Tugend [EMAIL PROTECTED] wrote: Here is the data part of a randomly picked example that did not make it through the filters, with the spam removed and some (but not all) parts anonymized (as you can see the target server refused to deliver the faked message I never sent and sent it back to my address): Failed Recipients [EMAIL PROTECTED] Host not found. Contents of the undelivered mail From __IP__ (__IP_OR_DNS__) by __MAILSERVER__ (__MAILSOFTWARE__); id 1207986948234; Sat, 12 Apr 2008 03:55:48 -0400 Message-ID: [EMAIL PROTECTED] From: __NAME_RELATED_TO_SPAM__ [EMAIL PROTECTED] To: __NAME_RELATED_TO_SPAM__ [EMAIL PROTECTED] Subject: __SPAM_SUBJECT__ Date: Sat, 12 Apr 2008 06:06:41 + MIME-Version: 1.0 Content-Type: multipart/alternative; boundary==_NextPart_000_0004_01C89C72.02ACDC28 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2900.3138 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2900.3198 This is a multi-part message in MIME format. --=_NextPart_000_0004_01C89C72.02ACDC28 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: quoted-printable __SPAM_IN_PLAIN_TEXT__ --=_NextPart_000_0004_01C89C72.02ACDC28 Content-Type: text/html; charset=iso-8859-1 Content-Transfer-Encoding: quoted-printable __SPAM_IN_HTML__ --=_NextPart_000_0004_01C89C72.02ACDC28-- - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, April 13, 2008 1:07 AM Subject: Re: [hlcoders] Spam and what is this spam that you are referring to? -Tony On Sat, Apr 12, 2008 at 6:47 PM, Dominik Tugend [EMAIL PROTECTED] wrote: http://www.list.org/mailman-admin/node10.html I think anonymous_list should be realy considered (sadly it can't be set by the list user himself as far as I know), even if it has some downsides. I am not sure, but spambots might havrest this list and use complete mailheaders to imposter people from this list when sending spam. At least that is what happend / is happening to me and where I guess they got the mail headers from. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega ___ 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 -- -omega ___ 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] Proper mod versioning?
No he just thought it would be a good idea to bump an inactive thread because obviously if valve didn't give a crap the first time, maybe after 6 months they might change their minds. On Sat, Apr 12, 2008 at 7:38 PM, Garry Newman [EMAIL PROTECTED] wrote: Hah, was that message stuck in your outbox for a few months? garry On Sun, Apr 13, 2008 at 1:15 AM, [EMAIL PROTECTED] wrote: Well Valve dodges the issue entirely because Steam enforces client updates prior to the client HL2 even being launched. If there was no client/server mod version identification system implemented, then simplified third-party integration with Steam would be a solution. Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] Haven't been modding long? Because mod versioning has generally been exposed to the modders, such as in the Q3 engine. Foxbot didn't need versioning for HL1, being server side only so I don't know if HL1 was missing the functionality too. From the Q3 source // check version s = CG_ConfigString( CS_GAME_VERSION ); if ( strcmp( s, GAME_VERSION ) ) { CG_Error( Client/Server game mismatch: %s/%s, GAME_VERSION, s ); } Appreciate the responses, but none of them really address the core issue. That being that there doesn't appear to be any exposed versioning support. A proper solution shouldn't be that difficult to add. The entire point of this question for valve is that they have the ability to add something relatively easily and more 'proper' than any of the do it yourself solutions mentioned thus far. Notifying them that theres a more recent version doesn't solve our problem. As I already mentioned, our clients are generally updated. It's a number of the servers who are slow to update. It's a little late to change game folders for each version change(and a hack as well). Nowhere do I expect valve to provide update notification to clients. Servers being generally unattended kinda ruin the usefulness of a nag message, and I'd question how useful a command line nag message would even be on the server side. To me the only real solution is real versioning. Clients should not see nor be able to join incompatible servers, period. It's common sense. Given that versioning depends very much on the mod, there should be a hook for that provided somewhere in the mod, like quake 3 did 8-9 years ago. Until then each release of a mod does significant damage to itself with user frustrations of not knowing what servers on a long list of them is compatible. Frustrated users don't stick with a game long. A response from Valve would be most useful. How does Valve do it? Maybe there's some way that hasn't been mentioned yet. J On Dec 10, 2007 5:07 AM, Tobias Kammersgaard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Why not make some sort of huge label, element or whatever on the Main Menu screen that tells you if there's been released a new version (maybe a flashing sign that would annoy the crap out of the users ;D)? Bet you could turn this into something usable :-) http://developer.valvesoftware.com/wiki/Custom_Menu_Screen /ProZak On 10/12/2007, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The thing that gets me: Mod versioning has been up to the mod author for the past 11-12 years..without problem.. yet now it's all of a sudden an issue.. -Tony On Dec 10, 2007 1:13 AM, Stephen Micheals [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] yes but the end effect is just about the same. (minus the wasted time the user spends loading/connecting to the game before the warning is shown) the idea i posted is just a simple method that should work, other fixes can be more complex then needed. a proper version system would be a hell of a lot better. On Dec 9, 2007 9:51 PM, Mark Chandler [EMAIL PROTECTED] wrote: Think they are talking about before that function ever gets called ( i.e . in the processes of connecting) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list
Re: [hlcoders] Crashing an npc_helicopter
Have tried Scripted Sequences, and they don't seem to work. Have put in info_air_nodes, and they don't seem to help. The helicopter will follow the path_track until it gets close to the billboard, and then it backs away. Thanks anyway. Still looking for a way to do this :/ Chad Date: Sat, 12 Apr 2008 18:22:12 -0700 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing an npc_helicopter Hmmm oddly he might be acting like this due to the path going right through the Brush itself. One of the things you can do is maybe use a scripted sequence, and have it take over his AI, and override it. By doing this, you might be able to very well have him continue through a path without avoiding a obstacle. Sadly I've not worked much with Helicopters, so I might not be as of much help to you. Sorry for that. On Sat, Apr 12, 2008 at 6:17 PM, Some Person [EMAIL PROTECTED] wrote: Hi, Thank you for your response. There's a flag Ignore avoid spheres+boxes for npc_helicopter... but I don't see Do not avoid obstacles. That flag Ignore avoid didn't seem to work. Chad Date: Sat, 12 Apr 2008 18:03:39 -0700 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing an npc_helicopter Try setting the Flag: 'Do not avoid obstacles.' On Sat, Apr 12, 2008 at 5:54 PM, Some Person [EMAIL PROTECTED] wrote: Hi, Trying to crash a helicopter into a billboard (func_brush with solidity set to never solid). Helicopter approaches (on a path track--that goes through the billboard) slows down, and turns away. We want it to just plow right into the billboard. It's too smart, I guess. How is this done? Thanks Chad _ More immediate than e-mail? Get instant access with Windows Live Messenger. http://www.windowslive.com/messenger/overview.html?ocid=TXT_TAGLM_WL_Refresh_instantaccess_042008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ More immediate than e-mail? Get instant access with Windows Live Messenger. http://www.windowslive.com/messenger/overview.html?ocid=TXT_TAGLM_WL_Refresh_instantaccess_042008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Going green? See the top 12 foods to eat organic. http://green.msn.com/galleries/photos/photos.aspx?gid=164ocid=T003MSN51N1653A ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help !!
List the libs that you have included. BTW Your mail client is Fubaring this thread lol On 12/04/2008, steven belmans [EMAIL PROTECTED] wrote: nope nothing happenedoo well i screw around with it some more how knows maybe i will get lucky Date: Fri, 11 Apr 2008 23:03:03 -0400 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You also need to add tier0.lib, tier1.lib, vsdtlib.lib, and mathlib.lib On Fri, Apr 11, 2008 at 3:34 PM, steven belmans [EMAIL PROTECTED] wrote:its already in there ! Date: Fri, 11 Apr 2008 19:19:09 +0100 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !! You need to add user32.lib to your linker additional dependencies for the client. steven belmans wrote: Trying to compile with C++ 2005 express but I got an error :in_mouse.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED] in function public: virtual void __thiscall CInput::ActivateMouse(void) ([EMAIL PROTECTED]@@UAEXXZ) editor_sendcommand.obj : error LNK2019: unresolved external symbol [EMAIL PROTECTED] referenced in function enum EditorSendResult_t __cdecl Editor_SendCommand(char const *,bool) (?Editor_SendCommand@ @YA?AW4EditorSendResult_t@@[EMAIL PROTECTED]) I have: platform sdk / dx sdk / and SP2 of the program. I also added user32.lib winmm.lib to linker-inputcan someone help? sorry for the noob question thanks in advance _ Update vandaag nog in één klik je hele online leven! http://get.live.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 _ Start een boeiend online leven...helemaal gratis! http://get.live.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 _ Een gelukkig nieuwjaar vanwege Windows Live...Download het nu gratis! http://get.live.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] Proper mod versioning?
/Facepalm. On 13/04/2008, Nick [EMAIL PROTECTED] wrote: No he just thought it would be a good idea to bump an inactive thread because obviously if valve didn't give a crap the first time, maybe after 6 months they might change their minds. On Sat, Apr 12, 2008 at 7:38 PM, Garry Newman [EMAIL PROTECTED] wrote: Hah, was that message stuck in your outbox for a few months? garry On Sun, Apr 13, 2008 at 1:15 AM, [EMAIL PROTECTED] wrote: Well Valve dodges the issue entirely because Steam enforces client updates prior to the client HL2 even being launched. If there was no client/server mod version identification system implemented, then simplified third-party integration with Steam would be a solution. Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] Haven't been modding long? Because mod versioning has generally been exposed to the modders, such as in the Q3 engine. Foxbot didn't need versioning for HL1, being server side only so I don't know if HL1 was missing the functionality too. From the Q3 source // check version s = CG_ConfigString( CS_GAME_VERSION ); if ( strcmp( s, GAME_VERSION ) ) { CG_Error( Client/Server game mismatch: %s/%s, GAME_VERSION, s ); } Appreciate the responses, but none of them really address the core issue. That being that there doesn't appear to be any exposed versioning support. A proper solution shouldn't be that difficult to add. The entire point of this question for valve is that they have the ability to add something relatively easily and more 'proper' than any of the do it yourself solutions mentioned thus far. Notifying them that theres a more recent version doesn't solve our problem. As I already mentioned, our clients are generally updated. It's a number of the servers who are slow to update. It's a little late to change game folders for each version change(and a hack as well). Nowhere do I expect valve to provide update notification to clients. Servers being generally unattended kinda ruin the usefulness of a nag message, and I'd question how useful a command line nag message would even be on the server side. To me the only real solution is real versioning. Clients should not see nor be able to join incompatible servers, period. It's common sense. Given that versioning depends very much on the mod, there should be a hook for that provided somewhere in the mod, like quake 3 did 8-9 years ago. Until then each release of a mod does significant damage to itself with user frustrations of not knowing what servers on a long list of them is compatible. Frustrated users don't stick with a game long. A response from Valve would be most useful. How does Valve do it? Maybe there's some way that hasn't been mentioned yet. J On Dec 10, 2007 5:07 AM, Tobias Kammersgaard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Why not make some sort of huge label, element or whatever on the Main Menu screen that tells you if there's been released a new version (maybe a flashing sign that would annoy the crap out of the users ;D)? Bet you could turn this into something usable :-) http://developer.valvesoftware.com/wiki/Custom_Menu_Screen /ProZak On 10/12/2007, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The thing that gets me: Mod versioning has been up to the mod author for the past 11-12 years..without problem.. yet now it's all of a sudden an issue.. -Tony On Dec 10, 2007 1:13 AM, Stephen Micheals [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] yes but the end effect is just about the same. (minus the wasted time the user spends loading/connecting to the game before the warning is shown) the idea i posted is just a simple method that should work, other fixes can be more complex then needed. a proper version system would be a hell of a lot better. On Dec 9, 2007 9:51 PM, Mark Chandler [EMAIL PROTECTED] wrote: Think they are talking about before that function ever gets called ( i.e . in the processes of connecting) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlcoders] Crashing an npc_helicopter
try making the the billboard a func_breakable and having a trigger before the billboard that breaks it so when the helicopter triggers it destroys the billboard, and clears the helicopters path so the ai doesn't see anything blocking it, idk if this will work buts its worth a try imo :P -- From: Some Person [EMAIL PROTECTED] Sent: Saturday, April 12, 2008 6:58 PM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing an npc_helicopter Have tried Scripted Sequences, and they don't seem to work. Have put in info_air_nodes, and they don't seem to help. The helicopter will follow the path_track until it gets close to the billboard, and then it backs away. Thanks anyway. Still looking for a way to do this :/ Chad Date: Sat, 12 Apr 2008 18:22:12 -0700 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing an npc_helicopter Hmmm oddly he might be acting like this due to the path going right through the Brush itself. One of the things you can do is maybe use a scripted sequence, and have it take over his AI, and override it. By doing this, you might be able to very well have him continue through a path without avoiding a obstacle. Sadly I've not worked much with Helicopters, so I might not be as of much help to you. Sorry for that. On Sat, Apr 12, 2008 at 6:17 PM, Some Person [EMAIL PROTECTED] wrote: Hi, Thank you for your response. There's a flag Ignore avoid spheres+boxes for npc_helicopter... but I don't see Do not avoid obstacles. That flag Ignore avoid didn't seem to work. Chad Date: Sat, 12 Apr 2008 18:03:39 -0700 From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing an npc_helicopter Try setting the Flag: 'Do not avoid obstacles.' On Sat, Apr 12, 2008 at 5:54 PM, Some Person [EMAIL PROTECTED] wrote: Hi, Trying to crash a helicopter into a billboard (func_brush with solidity set to never solid). Helicopter approaches (on a path track--that goes through the billboard) slows down, and turns away. We want it to just plow right into the billboard. It's too smart, I guess. How is this done? Thanks Chad _ More immediate than e-mail? Get instant access with Windows Live Messenger. http://www.windowslive.com/messenger/overview.html?ocid=TXT_TAGLM_WL_Refresh_instantaccess_042008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ More immediate than e-mail? Get instant access with Windows Live Messenger. http://www.windowslive.com/messenger/overview.html?ocid=TXT_TAGLM_WL_Refresh_instantaccess_042008 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Going green? See the top 12 foods to eat organic. http://green.msn.com/galleries/photos/photos.aspx?gid=164ocid=T003MSN51N1653A ___ 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