Re: [hlcoders] Widescreen issues
[ Converted text/html to text/plain ] make sure the hud size is 640x480 in hudlayout.res On Tue Mar 4 23:51 , Richard Slaughter sent: In the constructor: int screenWide, screenTall; GetHudSize(screenWide, screenTall); SetBounds(0, 0, screenWide, screenTall); SetSize(screenWide, screenTall); Debug verifies it's called with the correct params (1280 and 768). Thanks. Tom Leighton wrote: Looking at that, is your panel the size of your screen? Because it looks like the panel is only the size of 3/5's the screen size Richard Slaughter wrote: Hi, Doesn't seem to work for me. I've followed the tutorial, and call SetBounds with the results from GetHudSize (which provide the correct values, e.g. 1280 x 7680) but the right hand side of the image is still being chopped off. The image is being drawn with the right dimensions, but right 2/5 or so is just missing. It's easier to just show you: http://www.vault13.co.uk/images/missingScope.jpg[1] Could there be another HUD element in the way, or do I need to change the size of something else? Thanks [EMAIL PROTECTED] wrote: [ Converted text/html to text/plain ] The scope tutorial should have the wide screen fix as i added this my self. On Sun Mar 2 5:18 , 'Tony \'omega\' Sergi' sent: -- [ Picked text/plain from multipart/alternative ] MOTD just centers on the screen. On Sat, Mar 1, 2008 at 3:59 PM, Richard Slaughter [EMAIL PROTECTED] wrote: Hmm, well that sounds ugly. I must be missing something here. It seems some screens such as the MOTD scale properly, but others like my Team selection menu dont? Looking at the code / resource files I just can't see any difference... Arg. Cheers. Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] You may be able to solve it by grabbing the latest source from the sdk, and merging the changes to panel.cpp in ApplySettings; without a full port to orange box, and then rebuild your vgui_controls.lib and then of course re-link your client. But do so at your own risk, It's just a thought ;) On Sat, Mar 1, 2008 at 3:23 PM, Tony omega Sergi [EMAIL PROTECTED] wrote: oh wait, that's orange box. heh sorry. ;-) Lemme poke around and I'll get back to you. On Sat, Mar 1, 2008 at 3:17 PM, Richard Slaughter [EMAIL PROTECTED] wrote: Sorry I must be missing something. If I set wide to f0 in the HudLayout.res the element doesn't show up at all? Thanks. Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] use f0 for with instead of 640. -Tony On Sat, Mar 1, 2008 at 2:01 PM, Richard Slaughter [EMAIL PROTECTED] wrote: Hi List. I'm having some issues with VGUI in when in a widescreen aspect ratio. The issue is basically that the width of the VGUI elements doesn't appear to be being reflected properly based on the aspect ratio, leading to elements that are on the left of the screen rather than centred properly. I have this problem in a couple of areas, as for example with HUD elements defined in HudLayout.res as follows: MyHudElement { ... wide 640 tall 80 ... } I've also used the Add a Scope tutorial on the Valve Developers Centre Wiki, which cuts the scope off on the right hand side (nothing is drawn on the right hand side of the screen after what looks to be the scaled 640 pixels mark). This is also specified with a width of 640 in the resource file. What am I missing here? Shouldn't a width of 640 in the resource files be automatically stretched for a widescreen resolution? It looks to me like it's only being scaled for a 4:3 aspect ratio as all my elements seem to still be positioned for a 4:3 aspect ratio rather than widescreen (so everything is further left than it should be). Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[5] -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[6] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[7] -- -omega -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[8] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[9] -- -omega -- ___ To unsubscribe, edit your list
Re: [hlcoders] Widescreen issues
[ Converted text/html to text/plain ] The scope tutorial should have the wide screen fix as i added this my self. On Sun Mar 2 5:18 , 'Tony \'omega\' Sergi' sent: -- [ Picked text/plain from multipart/alternative ] MOTD just centers on the screen. On Sat, Mar 1, 2008 at 3:59 PM, Richard Slaughter [EMAIL PROTECTED] wrote: Hmm, well that sounds ugly. I must be missing something here. It seems some screens such as the MOTD scale properly, but others like my Team selection menu dont? Looking at the code / resource files I just can't see any difference... Arg. Cheers. Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] You may be able to solve it by grabbing the latest source from the sdk, and merging the changes to panel.cpp in ApplySettings; without a full port to orange box, and then rebuild your vgui_controls.lib and then of course re-link your client. But do so at your own risk, It's just a thought ;) On Sat, Mar 1, 2008 at 3:23 PM, Tony omega Sergi [EMAIL PROTECTED] wrote: oh wait, that's orange box. heh sorry. ;-) Lemme poke around and I'll get back to you. On Sat, Mar 1, 2008 at 3:17 PM, Richard Slaughter [EMAIL PROTECTED] wrote: Sorry I must be missing something. If I set wide to f0 in the HudLayout.res the element doesn't show up at all? Thanks. Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] use f0 for with instead of 640. -Tony On Sat, Mar 1, 2008 at 2:01 PM, Richard Slaughter [EMAIL PROTECTED] wrote: Hi List. I'm having some issues with VGUI in when in a widescreen aspect ratio. The issue is basically that the width of the VGUI elements doesn't appear to be being reflected properly based on the aspect ratio, leading to elements that are on the left of the screen rather than centred properly. I have this problem in a couple of areas, as for example with HUD elements defined in HudLayout.res as follows: MyHudElement { ... wide 640 tall 80 ... } I've also used the Add a Scope tutorial on the Valve Developers Centre Wiki, which cuts the scope off on the right hand side (nothing is drawn on the right hand side of the screen after what looks to be the scaled 640 pixels mark). This is also specified with a width of 640 in the resource file. What am I missing here? Shouldn't a width of 640 in the resource files be automatically stretched for a widescreen resolution? It looks to me like it's only being scaled for a 4:3 aspect ratio as all my elements seem to still be positioned for a 4:3 aspect ratio rather than widescreen (so everything is further left than it should be). Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[5] -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[6] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[7] -- -omega -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[8] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[9] -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[10] ) ===References:=== 1. javascript:top.opencompose('[EMAIL PROTECTED]','','','') 2. javascript:top.opencompose('[EMAIL PROTECTED]','','','') 3. javascript:top.opencompose('[EMAIL PROTECTED]','','','') 4. javascript:top.opencompose('[EMAIL PROTECTED]','','','') 5. parse.pl?redirect=http%3A%2F%2Flist.valvesoftware.com%2Fmailman%2Flistinfo%2Fhlcoders 6. parse.pl?redirect=http%3A%2F%2Flist.valvesoftware.com%2Fmailman%2Flistinfo%2Fhlcoders 7. parse.pl?redirect=http%3A%2F%2Flist.valvesoftware.com%2Fmailman%2Flistinfo%2Fhlcoders 8. parse.pl?redirect=http%3A%2F%2Flist.valvesoftware.com%2Fmailman%2Flistinfo%2Fhlcoders 9. parse.pl?redirect=http%3A%2F%2Flist.valvesoftware.com%2Fmailman%2Flistinfo%2Fhlcoders 10. parse.pl?redirect=http%3A%2F%2Flist.valvesoftware.com%2Fmailman%2Flistinfo%2Fhlcoders ___ To unsubscribe, edit your list
[hlcoders] filesystem_passthru.h -- IBaseFileSystem missing UnzipFile
-- [ Picked text/plain from multipart/alternative ] Hello, After updating the SDK with the files from ftp.valvesoftware.com to update my plugin code, I have hit a dilemma, where two of the files don't match filesystem_passthru.h: has a function virtual boolUnzipFile( const char *pFileName, const char *pPath, const char *pDestination ){ return m_pBaseFileSystemPassThru-UnzipFile( pFileName, pPath, pDestination ); } yet the filesystem.h file does not have this function in the IBaseFileSystem class, these two headers were from the valvesoftware ftp Can anyone locate the correct headers for me ? thanks! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] FATAL ERROR (shutting down): New message started when msg '77' has not been sent yet
Two situation can cause that error: 1) Calling MESSAGE_BEGIN while another message is being written. 2) Forgetting to call MESSAGE_END and the end of a message you send. It appears you are calling callback functions during MESSAGE_BEGIN, MESSAGE_END, WRITE_BYTE (and many others). If any of these callback functions call a MESSAGE_BEGIN you will get that error (since you would be calling MESSAGE_BEGIN a second time before the first message ended). There is no native queuing mechanism in the SDK, since this is only an issue for plugins trying to intercept events. It is pretty easy to write your own queuing mechanism. You can create an abstract class that can be a int, float, vector, or string. Then use std::vector to hold the instances of the abstract class. (If you plan to port to Linux you can run into library dependency issues using the std library.) Derek Brooks wrote: I'm writing a metamod plugin for CS 1.6 using the latest (I think) sdks for metamod and hl and I keep getting these fatal errors FATAL ERROR (shutting down): New message started when msg '23' has not been sent yet FATAL ERROR (shutting down): New message started when msg '77' has not been sent yet FATAL ERROR (shutting down): New message started when msg '86' has not been sent yet FATAL ERROR (shutting down): New message started when msg '139' has not been sent yet ... among others. My plugin looks for some of these messages but also sends some of these messages. I'm guessing that I'm getting these messages because my mod is trying to write messages while other messages are being written? Is there a method for queuing these messages in the sdk? Its driving me insane and I can't find any documentation explaining these errors anywhere on google. This is an example of how I'm writing messages: MESSAGE_BEGIN(MSG_ONE, GET_USER_MSG_ID(PLID,TextMsg,NULL), NULL, entity); WRITE_BYTE(HUD_PRINTTALK); WRITE_STRING(tmp); MESSAGE_END(); These are my functions for catching: void MessageBegin(int msg_dest, int msg_type, const float *pOrigin, edict_t *ed) { mPlayer = ed ? cmn-seekPlayer(ed) : NULL; // this is probably a bot if( mPlayer == NULL ed != NULL ){ cmn-addPlayer(ed, STRING(ed-v.netname), 1.2.3.4); mPlayer = cmn-seekPlayer(ed); } mState = 0; //if( msg_type != 65 msg_type != 99 ) //LOG_CONSOLE(PLID, GOT MSG '%d' %s , msg_type, GET_USER_MSG_NAME(PLID, msg_type, NULL) ); if( msg_type == GET_USER_MSG_ID(PLID, Damage, NULL) ) function=Damage; else if( msg_type == GET_USER_MSG_ID(PLID, CurWeapon, NULL) ) function=CurWeapon; else if( msg_type == GET_USER_MSG_ID(PLID, DeathMsg, NULL) ) function = DeathMsg; else if( msg_type == GET_USER_MSG_ID(PLID, TeamInfo, NULL) ) function = TeamInfo; //else if( msg_type == GET_USER_MSG_ID(PLID, TextMsg, NULL) ) //function = TextMsg; else function=modMsgs[msg_type].function; endfunction=modMsgsEnd[msg_type].function; RETURN_META(MRES_IGNORED); } void MessageEnd(void) { if (endfunction) (*endfunction)(NULL); RETURN_META(MRES_IGNORED); } void WriteByte(int iValue) { if (function)(*function)((void *)iValue); RETURN_META(MRES_IGNORED); } void WriteChar(int iValue) { if (function)(*function)((void *)iValue); RETURN_META(MRES_IGNORED); } void WriteShort(int iValue) { if (function)(*function)((void *)iValue); RETURN_META(MRES_IGNORED); } void WriteLong(int iValue) { if (function)(*function)((void *)iValue); RETURN_META(MRES_IGNORED); } void WriteAngle(float flValue) { if (function) (*function)((void *)flValue); RETURN_META(MRES_IGNORED); } void WriteCoord(float flValue) { if (function)(*function)((void *)flValue); RETURN_META(MRES_IGNORED); } void WriteString(const char *sz) { if (function)(*function)((void *)sz); RETURN_META(MRES_IGNORED); } void WriteEntity(int iValue) { if (function)(*function)((void *)iValue); RETURN_META(MRES_IGNORED); } Any help is greatly appreciated thank you for reading this, Derek Brooks ___ 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] Advanced Dynamic Minimap Creation
You don't even need the bounds. Just start from the smallest x,y to the largest x,y at the appropriate step interval. You will have 1024 trace lines per row for the pic. I am trying to find the mins/maxs for a HL1 map to post the calcs for you, but I am unable to find the dims right now.. Nick wrote: How do you grab the bounds of the map? On 12/19/06, Jeremy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What's tricky? Seems you can just grab the bounds of the map(very trivial) and double for loop through the 2 horizontal coordinates, doing tracelines at whatever interval is suitable for the resulting resolution you intend to use. J On 12/19/06, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yea, I e-mailed Flayra and he told me they did tracelines, the tricky part is knowing where to start and move and end the location of your traces. Cause maps aren't perfect squares with wide open spaces, their mazes. On 12/19/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: From: Joel R. [EMAIL PROTECTED] -- [ Picked text/plain from multipart/alternative ] Hey guys, I was wondering if anyone knew a little bit about the technology Natural-Selection or Day of Defeat used to create their spiffy looking minimaps (not an overview screenshot). I'm pretty interested in building one myself, and I have an idea of how to build one, but am wondering if my technique might be a little over the top. Heres an example screenshot http://igronet.ru/ns/images/gif/interface_minimap.gif The way I wanted to do it was use cl_leveloverview and start from the lowest floor level. From there I take one screenshot and then begin pixel by pixel editing the screenshot. Lets say my ClearBuffer color is bright pink. I scan for any colors not bright pink, and inject them with dark white color for (lowest level). Then I move up the Z origin to get higher level floors appearing. Take another screenshot and all new areas inject them with a lighter color than the previous dark white. and so on until I've reached all floors. The idea seems a bit far fetched, but I've played around with 2D pixel editing for games and it seems very doable. I was wondering if this might be the right technique for this type of thing, unless theres an easier approach to this. If any of you have done something like this or have any insight to this technology, I'd gladly appreciate it. Thanks. -- Natural-Selection simply does a traceline from the top of the map to the bottom for each pixel. If nothing was hit then the pixel is black (or transparent). Otherwise the z-coordinate of the impact point is used to choose a shade of blue (darker == lower I think). I believe a second pass is made over the image: pixels that aren't black but are next to a black pixel are walls and are coloured white. -- Philip Searle - Email sent from www.ntlworld.com Virus-checked using McAfee(R) Software Visit www.ntlworld.com/security for more information ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Advanced Dynamic Minimap Creation
Looks like maps range +-4096. So if you create and image that is 1024x768. You would: 1) Trace from x = -4096 to x = +4096 at (4096/1024=4) point intervals. 2) Trace from y= -4096 to y= +4096 at (4096/768=5.33) point intervals. Each picture would require 786,432 (1024*768) trace lines. It might take a little bit of time, but it is simple and would work for any map. Nick wrote: How do you grab the bounds of the map? On 12/19/06, Jeremy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What's tricky? Seems you can just grab the bounds of the map(very trivial) and double for loop through the 2 horizontal coordinates, doing tracelines at whatever interval is suitable for the resulting resolution you intend to use. J On 12/19/06, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yea, I e-mailed Flayra and he told me they did tracelines, the tricky part is knowing where to start and move and end the location of your traces. Cause maps aren't perfect squares with wide open spaces, their mazes. On 12/19/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: From: Joel R. [EMAIL PROTECTED] -- [ Picked text/plain from multipart/alternative ] Hey guys, I was wondering if anyone knew a little bit about the technology Natural-Selection or Day of Defeat used to create their spiffy looking minimaps (not an overview screenshot). I'm pretty interested in building one myself, and I have an idea of how to build one, but am wondering if my technique might be a little over the top. Heres an example screenshot http://igronet.ru/ns/images/gif/interface_minimap.gif The way I wanted to do it was use cl_leveloverview and start from the lowest floor level. From there I take one screenshot and then begin pixel by pixel editing the screenshot. Lets say my ClearBuffer color is bright pink. I scan for any colors not bright pink, and inject them with dark white color for (lowest level). Then I move up the Z origin to get higher level floors appearing. Take another screenshot and all new areas inject them with a lighter color than the previous dark white. and so on until I've reached all floors. The idea seems a bit far fetched, but I've played around with 2D pixel editing for games and it seems very doable. I was wondering if this might be the right technique for this type of thing, unless theres an easier approach to this. If any of you have done something like this or have any insight to this technology, I'd gladly appreciate it. Thanks. -- Natural-Selection simply does a traceline from the top of the map to the bottom for each pixel. If nothing was hit then the pixel is black (or transparent). Otherwise the z-coordinate of the impact point is used to choose a shade of blue (darker == lower I think). I believe a second pass is made over the image: pixels that aren't black but are next to a black pixel are walls and are coloured white. -- Philip Searle - Email sent from www.ntlworld.com Virus-checked using McAfee(R) Software Visit www.ntlworld.com/security for more information ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] particlemgr.cpp div/0 - sdk bug?
-- [ Picked text/plain from multipart/alternative ] Can anyone confirm if Im right or missing something? cl_dll/particlemgr.cpp --- void CParticleEffectBinding::DoBucketSort(... { ... nbsp;nbsp;nbsp; nbsp;nbsp;nbsp; // Add it to the appropriate bucket. nbsp;nbsp;nbsp; nbsp;nbsp;nbsp; float flPercent = (zCoords[iCurParticle] - minZ) / ( maxZ - minZ ) ); --- Guaranteed div/0 error if the particle z depth == 1.0f Easily fixed (already done it in mine), but I see the SDK still hasnt changed.nbsp; Am I just missing a less obvious but superior solution?nbsp; I do not consider just making all my z ranges 1.0f a proper fix. -V -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] filesystem_steam.dll cant load
-- [ Picked text/plain from multipart/alternative ] So if our mod were already released, this would be the best answer we could give users seeing the same problem?nbsp; Run HL2 again, then run us?nbsp; Isnt that absurd?nbsp; What does running HL2 do that Steam is so dependent upon? --- Original Message --- From : Chris Janes[mailto:[EMAIL PROTECTED] Sent : 3/14/2006 7:45:17 AM To : hlcoders@list.valvesoftware.com Cc : Subject : RE: [hlcoders] filesystem_steam.dll cant load Run HL2, should fix it right up. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan Subject: [hlcoders] filesystem_steam.dll cant load [ Converted text/html to text/plain ] well just woke up today to play with some things I was doing with the sdk to find that all my mod files will not run in hammer. I even tried making a new mod from scratch to test things and I got the error of filesystem_steam.dll cant load.. I did notice that there was an upadtae for steam just before it all stopped working..so what is the go here anyone have any clues to whats happened. thanks Adam Donovan -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CBasePlayer::ChangeTeam( int) or CBaseEntity::ChangeTeam( int )
dackz wrote: I'm guessing you're trying to do this with a plugin. You should use IPlayerInfo::ChangeTeam(int). Using anything defined by the game DLL is dangerous when you don't have access to their source code. Thanks for your solution, but there are three problems with using the IPlayerInfo version. 1) I don't want to prompt the player to choose his skin (I know this can be handled others ways, but this is just not seamless enough) 2) I don't want to kill the player (I can handle the score part, but I don't want the player killed). 3) The bots are complete morons, and don't know how to choose their skin after they get swapped (This too could be solved if I wrote some code to automatically choose the skin for them as in problem 1). Matt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Meetup at GDC?
-- [ Picked text/plain from multipart/alternative ] I'm always at GDC, since it's local to me.nbsp; We should pick a time and place to hook up for co-miseration. B-) -V --- Original Message --- From : Chris Janes[mailto:[EMAIL PROTECTED] Sent : 3/10/2006 12:44:57 PM To : hlcoders@list.valvesoftware.com Cc : Subject : RE: [hlcoders] Meetup at GDC? I'll be there for the IGF finals, should be interesting. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt Sent: 10 March 2006 18:55 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Meetup at GDC? How many listers will be at GDC this year? I'm attending to go to the Serious Games Summit (and the conference as a whole). Anyone else? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] CBasePlayer::ChangeTeam( int) or CBaseEntity::ChangeTeam( int )
Hello peeps, I have hooked both of these functions in the gamedll and only the CBaseEntity version works - albeit in a limited fashion. I know the CBasePlayer is f00ked because of an out of sync SDK, and can probably be fixed other ways, so I have 2 questions. 1) When I change a players team using the CBaseEntity version, the player is swapped. The catch is, that the player never gets respawned, what other stuff do I need to do? 2) Does someone provide me with a temporary solution for using CBasePlayer whilst we wait for the next SDK release? Cheers, Matt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [OT] [hlcoders] Overlay Text
Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] I'm not going to bother getting in an argument here. LOL. If you are not going to get into an argument why do you keep responding and dragging the issue out? But if Valve treats you so bad, why don't you vote with your feet and develop plugins for any other number of games? You really should try and see more colour in your clouded outlook on life. I have tried to ditch responsibility for my CS servers a number of times. I administrate and code plugins for 2 servers, and have done so for nearly 6 years. When I got pissed off with players who didn't give a shit and Valve who don't give a shit, I tried to close it down. The players in turn, volunteered to pay to keep it going and manage the payments, etc. so long as I continued to keep the plugin up to date. I also had/have a commitment to the players and the community which now surrounds my servers, which out ways any bad feelings I have towards Valve and numpties like you who troll this mailing list. Not gonna crap up the list, always happens when a couple of plugin authors with bad attitudes turn up with a bone to grind. LOL. Yet again you state I am not going to..., and you continue to do so. If it wasn't for your useless bitching, this diverged thread would be about half the size. As Jay C stated, he made the topic [OT] so as to avoid upsetting the sensitivities of people who, lacking anything valid to bitch about in their own life, have nothing better to do than bitch at other people who are making valid statements. I had decided to not crap up the list by sending this, but I hell, I couldn't bitch and make a point of not crapping up the list if I didn't actually crap it up. Matt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [OT] [hlcoders] Overlay Text
Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] I'm not going to bother getting in an argument here. LOL. If you are not going to get into an argument why do you keep responding and dragging the issue out? But if Valve treats you so bad, why don't you vote with your feet and develop plugins for any other number of games? You really should try and see more colour in your clouded outlook on life. I have tried to ditch responsibility for my CS servers a number of times. I administrate and code plugins for 2 servers, and have done so for nearly 6 years. When I got pissed off with players who didn't give a shit and Valve who don't give a shit, I tried to close it down. The players in turn, volunteered to pay to keep it going and manage the payments, etc. so long as I continued to keep the plugin up to date. I also had/have a commitment to the players and the community which now surrounds my servers, which out ways any bad feelings I have towards Valve and numpties like you who troll this mailing list. Not gonna crap up the list, always happens when a couple of plugin authors with bad attitudes turn up with a bone to grind. LOL. Yet again you state I am not going to..., and you continue to do so. If it wasn't for your useless bitching, this diverged thread would be about half the size. As Jay C stated, he made the topic [OT] so as to avoid upsetting the sensitivities of people who, lacking anything valid to bitch about in their own life, have nothing better to do than bitch at other people who are making valid statements. I had decided to not crap up the list by sending this, but I hell, I couldn't bitch and make a point of not crapping up the list if I didn't actually crap it up. Matt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [OT] [hlcoders] Overlay Text
I agree. I got a lame response from Alfred when I asked about getting HudMsg enabled; use those crap menus we have shown you how to use in serverplugin_sample.cpp. We are going to hack the DLL to enable us to do what we want, so just make it easier for us in the first place. If players don't like a particular plugin on a particular server, they can go to another one - that is the way it worked in Counter Strike before CSS came along, and it worked well. 15 months later, this tells it all really: Counter-Strike http://www.counter-strike.net107,250 66,177 4.539 billion Counter-Strike: Source http://www.steampowered.com/index.php?area=productnews_CSS 19,812 27,712 1.397 billion Counter-Strike Condition Zero http://www.cs-conditionzero.com/ 15,348 12,778 687.837 million Jay C. wrote: [RANT] This is one of those nice features Valve removed in source unfortunately. It was great in CS 1.6, like this admin info script for admins when they were dead. Displaying informational text on screen at appropriate times, with options to disable it if a user liked. http://rrr.rainside.de/amxmodx/esp1_1/shot_004.jpg http://www.amxmodx.org/forums/viewtopic.php?t=24787 It's unfortunate that Valve has taken the side of the money in this case, all the 'new' players who stumble into servers containing plug-ins such as WC3 don't seem to like it very much according to Valve. Do you really think those kind of people are going to be your #1 customers? Or even play your games again in a hurry anyway? Plug-ins made CS 1.6 what it is today, without them the world would have been bored to death by boring old CS a long time ago. Look at CS:S server counts compared to 1.6, no one plays CS:S and it isn't because they cant. All the while the people who can at Valve were busy trying to alter header files so plug-in developers don't have the ability to construct anything worthwhile. (It was an accident that could have been avoided) Valves Plug-in Coding forum, always a busy place these days too right? WRONG. Was it an army of stats plug-ins they envisioned because that's all they catered for on the plug-in scene this time around? VALVE, HELP US TO HELP YOU ! [/RANT] -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of LDuke Sent: 01 March 2006 17:57 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Overlay Text -- [ Picked text/plain from multipart/alternative ] I'm actually creating a server plugin. It needs to allow people to edit settings/info while in game and not require developer mode to be on. Entity overlay text would have been perfect. Unfortunately, there aren't any good ways to communicate with players using the Valve server plugin interface. It's very limited and can't do much more than read data. Almost any plugin that does more than stats (such as Mani Admin, etc.) has to hack the DLL. I was just hoping there was some way I was missing to set a recipient filter for the debug overlays so everyone could see them. Thanks! On 2/28/06, Tim Holt [EMAIL PROTECTED] wrote: If you were going to code up the effect yourself, could you just write a VGUI screen panel (CVGuiScreenPanel) that display the chosen text? With the VGUI screen in-game you can pull off some pretty nice displays beyond just text, plus it scales based on player range. Depending on your application you could just parent a vgui_screen ent to your object and have it show the data. I haven't done a lot with them, but did use them pretty effectively in a medical simulation prototype to display a live EKG machine trace that drew all info dynamically. Have a pic at http://oregonstate.edu/~holtt/tamucc_hidden/propaq1.jpg that shows it standalone and http://oregonstate.edu/~holtt/tamucc_hidden/demo_er20007.jpg shows it in a prototype space. Quoting John Sheu [EMAIL PROTECTED]: On Tue, 2006-02-28 at 16:50 -0700, LDuke wrote: I'd like to use IVDebugOverlay::AddEntityTextOverlay to show some information on various entities to players. It seems to only work for the listen server host, and then only in developer mode. AFAIK, this is another one of those feature, not bug situations. The debug overlay is just that: an overlay for use in debugging, not one for use in normal gameplay. Thus it is only visible with cheats on in developer mode. I'm not surprised that it works only for the server host as well. -John Sheu ___ 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
Re: [OT] [hlcoders] Overlay Text
Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Here come the plugin authors :roll: Imagine that, plugin authors responding to a thread about plugins on the hlcoders list... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [OT] [hlcoders] Overlay Text
Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] It's not about plugins, he is asking how todo it in a mod. The response I made was in agreement to someone who was talking about the SDK and plugins. This is the hlcoders list and is to do with *all* half-life coding, whether they are mods or plugins. Most of the plugin authors on this list have a bad attitude and need to straighten that out first. LOL. I take it from your bad attitude you must be one too... Matt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Voice qualuty in source
Any news when this is going to be fixed? Cheers, Matt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] PrecacheMaterial() vs PrecacheModel()?
-- [ Picked text/plain from multipart/alternative ] I would have thought the difference was obvious, however on investigating the console warning: Model sprites/redglow1 not found! I found that PrecacheModel() is used commonly in the SDK for VMTs.nbsp; Ex: void CNPC_Stalker::Precache( void ) { nbsp;nbsp;nbsp; PrecacheModel(models/stalker.mdl); nbsp;nbsp;nbsp; PrecacheModel(sprites/laser.vmt);nbsp;nbsp;nbsp; nbsp;nbsp;nbsp; PrecacheModel(sprites/redglow1.vmt); And the Source SDK wiki says nothing about PrecacheMaterial().nbsp; WTF? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] sprites path bad in SDK?
-- [ Picked text/plain from multipart/alternative ] Why does srcsdk reference various vmts via sprites/ when the GCFs show these to be in materials/sprites?nbsp; Even my unmodifed copy of srcsdk complains about this missing model. -- void CNPC_Stalker::Precache( void ) { nbsp;nbsp; nbsp;PrecacheModel(models/stalker.mdl); nbsp;nbsp; nbsp;PrecacheModel(sprites/laser.vmt);nbsp;nbsp; nbsp; nbsp;nbsp; nbsp;PrecacheModel(sprites/redglow1.vmt); -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] sprites path bad in SDK?
-- [ Picked text/plain from multipart/alternative ] Uhh...nbsp; not always.nbsp; Even my unmodifed copyof srcsdk complains about this missing model.nbsp; It must be optional then, and currently disabled in the srcsdk.nbsp; While I might find a way to do it, do you happen to know how it *should* be done? --- Original Message --- From : Alfred Reynolds[mailto:[EMAIL PROTECTED] Sent : 2/27/2006 5:31:11 PM To : hlcoders@list.valvesoftware.com Cc : Subject : RE: [hlcoders] sprites path bad in SDK? The PrecacheModel() call appends the materials/ directory onto the filename under the hood. - Alfred [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Why does srcsdk reference various vmts via sprites/ when the GCFs show these to be in materials/sprites?nbsp; Even my unmodifed copy of srcsdk complains about this missing model. -- void CNPC_Stalker::Precache( void ) { nbsp;nbsp; nbsp;PrecacheModel(models/stalker.mdl); nbsp;nbsp; nbsp;PrecacheModel(sprites/laser.vmt);nbsp;nbsp; nbsp; nbsp;nbsp; nbsp;PrecacheModel(sprites/redglow1.vmt); -- ___ 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
[hlcoders] unannounced SDK changes?
-- [ Picked text/plain from multipart/alternative ] Does the SDK get updated by Valve without an announcement or mention in Steam news?nbsp; I could swear the HL2DM code generated by the Source SDK just changed significantly in the last 4 weeks.nbsp; For example, the new Ragdoll Violence settings.nbsp; Yet there's no mention of an update since the 1/17/06 update in news. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] newbie problem, assert without call stack
-- [ Picked text/plain from multipart/alternative ] Im getting an engine.dll assert here: void SendProxy_FloatToFloat( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID) { nbsp;nbsp;nbsp; pOut-m_Float = *((float*)pData); nbsp;nbsp;nbsp; Assert( IsFinite( pOut-m_Float ) ); } and the call stack is useless to me: nbsp;nbsp;nbsp; server.dll!SendProxy_FloatToFloat(const SendProp * pProp=0x22f476d0, const void * pStruct=0x0c5d5200, const void * pData=0x0c5d577c, DVariant * pOut=0x001160d0, int iElement=0, int objectID=397)nbsp; Line 85 + 0x75nbsp;nbsp;nbsp; C++ nbsp;nbsp;nbsp;nbsp; engine.dll!0dbc1277() nbsp;nbsp;nbsp; nbsp;nbsp;nbsp;nbsp; engine.dll!0dbc1675() nbsp;nbsp;nbsp; nbsp;nbsp;nbsp;nbsp; engine.dll!0ddc9e59() nbsp;nbsp;nbsp; nbsp;nbsp;nbsp;nbsp; engine.dll!0ddc9e59() nbsp;nbsp;nbsp; nbsp;nbsp;nbsp;nbsp; engine.dll!0dc2e7db() nbsp;nbsp;nbsp; nbsp;nbsp;nbsp;nbsp; tier0.dll!008664b5() nbsp;nbsp;nbsp; nbsp;nbsp;nbsp;nbsp; tier0.dll!0086105a() nbsp;nbsp;nbsp; nbsp;nbsp;nbsp;nbsp; tier0.dll!008631d0() nbsp;nbsp;nbsp; nbsp;nbsp;nbsp;nbsp; engine.dll!0dc17a7a() nbsp;nbsp;nbsp; nbsp;nbsp;nbsp;nbsp; engine.dll!0dc17d9a() nbsp;nbsp;nbsp; nbsp;nbsp;nbsp;nbsp; engine.dll!0dc31266() nbsp;nbsp;nbsp; nbsp;nbsp;nbsp;nbsp; engine.dll!0dc844f0() nbsp;nbsp;nbsp; nbsp;nbsp;nbsp;nbsp; vphysics.dll!2608ecf7() nbsp;nbsp;nbsp; nbsp;nbsp;nbsp;nbsp; vphysics.dll!260c83c6() nbsp;nbsp;nbsp; Last things in the console log are: nbsp;nbsp;nbsp; The Item to spawn is weapon_357 nbsp;nbsp;nbsp; dt_send.cpp (85) : Assertion Failed: IsFinite( pOut-m_Float ) Any ideas where to look for the culprit?nbsp; Im taking over an existing HL2DM mod with an existing work-in-progress map from a previous employee now long gone from the company, so Ive no idea what was recently done to it. Dont suppose there's a way to license Source PDBs or an engine debug build, from Valve? -V -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Como Obtener el archivo mapcycle.txt de un servidor? (How to get the mapcycle.txt file fron a server)
-- [ Picked text/plain from multipart/alternative ] Gracias Prueba el Nuevo Correo Terra; Seguro, Raacute;pido, Fiable. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Like Obtaining the file mapcycle.txt of a servant?
-- [ Picked text/plain from multipart/alternative ] Translated using Google Like Obtaining the file mapcycle.txt of a servant? Hello to all. I am making an application, to maintain updated the maps that I have in my computer, with the located ones in different servants, but for it, I need to obtain the file mapcycle.txt of the servant. You know as I can obtain it? Thanks in advance. Alberto Prueba el Nuevo Correo Terra; Seguro, Raacute;pido, Fiable. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Like Obtaining the file mapcycle.txt of a servant?
-- [ Picked text/plain from multipart/alternative ] what desire, is simply to obtain the file. Later, my application, which will do, is to verify that maps I have installed in mod, and as they need to me to have updated it, for despues to unload them of the directions that I indicate. Prueba el Nuevo Correo Terra; Seguro, Raacute;pido, Fiable. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Like Obtaining the file mapcycle.txt of a servant?
-- [ Picked text/plain from multipart/alternative ] what desire, is simply to obtain the file. Later, my application, which will do, is to verify that maps I have installed in mod, and as they need to me to have updated it, for despues to unload them of the directions that I indicate. Alberto Prueba el Nuevo Correo Terra; Seguro, Raacute;pido, Fiable. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] architecture questions
1. Yes 2. The DLLs themselves are compiled from your client/hl VS projects. So it's not really a question of entry points per se; those DLL's _are_ your code. 3. The client is the client-side code, and the server is the server-side code. For example, a dedicated server only requires the server DLL (or SO, if it's a *nix box.) Original Message: - From: Newcomb, Michael-P57487 [EMAIL PROTECTED] Date: Tue, 06 Sep 2005 09:54:19 -0400 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] architecture questions This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello Half-Life community, I'm currently working on my first mod and have some basic architecture questions. 1. Does all my mod code reside in client/server.dll? Looks that way because of VS solution, but just making sure. 2. What are the entry points into these DLLs? Callbacks? Thread bodies? Both? I see DLLInit for server.dll and Init for client.dll and I am assuming those are called first, but after that? 3. What is the relationship between client.dll and server.dll? Difference between them? Purpose of each? Please forgive my ignorance, Michael -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Another Newbie modding question!
It's VS .NET or bust. And on another note: I appreciate the fact that you realize and freely admit to not knowing much, and I applaud your courage at bothering to ask these questions on hlcoders. But seriously; if you want help from the experienced people on this list, it would do well to show that you've done some basic research on your own. We're all glad to help, but it does get annoying when it becomes evident that someone's asking for a hand-holding. Best wishes, John Sheu Original Message: - From: Morten Nielsen [EMAIL PROTECTED] Date: Sat, 27 Aug 2005 15:19:01 +0200 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Another Newbie modding question! Hi sorry to be such a newbie! But is there other programs i can use to code in? Does The SDK only work with Microsoft Visual Studio .NET ? Because the Microsoft Visual Studio cost much Money... :( Are there any alternatives? mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] PostMessage() Bug
Evidently, the VGUI2 system has problems handing messages posted by a panel to itself. mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] PostMessage() Bug
Funky. Could be on my end. Code is such: KeyValues *msg = new KeyValues( MapIconUnblink ); msg-SetInt( data, index ); PostMessage( GetVPanel(), msg, UNBLINK_DELAY ); // UNBLINK_DELAY = 10.0f The header file has such, defined private: MESSAGE_FUNC_INT( OnUnblinkIcon, MapIconUnblink, index ); And the function OnUnblinkIcon is as such: void WhateverClass::OnUnblinkIcon( int index ) { m_OverviewIcons[index]-SetSelected( false ); } Apparently, Panel::OnMessage calls itself with a null (KeyValues*)params pointer, which causes a segfault on the second time around. If I change this functionality to use MESSAGE_FUNC_PARAMS, then OnMessage calls itself until it overflows the stack. Backtrace is as follows: client.dll!KeyValues::GetNameSymbol() Line 369 + 0x3 client.dll!vgui::Panel::OnMessage(const KeyValues * params=0x, unsigned int ifromPanel=219565628) Line 2311 + 0x8 client.dll!vgui::Panel::OnMessage(const KeyValues * params=0x0d164e3c, unsigned int ifromPanel=181002120) Line 2351 vgui2.dll!00c0a76e() vgui2.dll!00c09f9a() engine.dll!011489d3() client.dll!CViewRender::Render(vrect_t * rect=0x0162f500) Line 1147 client.dll!CHLClient::View_Render(vrect_t * rect=0x0162f500) Line 789 engine.dll!012c3f85() engine.dll!011f9964() tier0.dll!008b3c73() etc mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK - Creating Map Entities - missing function?
The problem is that if you make something that has to be included in the mod source code, no one will include it (at least not for the most popular mods, many of which are Valve mods). Ah, hence the grassroots appellation. Remember; all mods start _somewhere_; if we can get enough community support then it's an easy matter to come up with a standard. mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK - Creating Map Entities - missing function?
On the other hand of course we have to ask, So Alfred! What's the alternative then? Is there a particular reason this feature was removed, or is there a new alternative in the works? I suspect the alternative will consist of a grassroots standardization effort by mod-makers to put out an unofficial API for server mods. I, for one, am up for it. -John Sheu http://www.eternal-silence.net mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI
Not sure if there is an easier way. The screen I made was mostly just a res file which had the sizes / positions etc etc. Not very much code was involved really You're looking for SetProportional() and its kin. -John Sheu mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bots Server Plugins Attn: Valve
Wow, your mail client lags too? That explains it, I thought you were speedhacking. On Tuesday 31 May 2005 11:07 am, Daniel Jennings wrote: Sorry, my computer lagged when I was opening this message and somehow I hit Send without replying at all. mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Enemies within LOS
What would be the most efficient way to get all enemies within direct LOS? My thoughts as of now: 1. Get a list of entities within PVS with UTIL_EntitiesInPVS() 2. Filter list for hostile player entities. 3. UTIL_Trace[something] to each. (Which 'something' is best?) Thanks. -JS mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Enemies within LOS
1. Get a list of entities within PVS with UTIL_EntitiesInPVS() 2. Filter list for hostile player entities. 3. UTIL_Trace[something] to each. (Which 'something' is best?) I've thought about and slightly modified the procedure. 1. Get a list of enemy players from the CTeam entity. 2. Exclude those players not within the local PVS. 3. Call FInViewCone(), then FVisible() on them to determine visibility. Question now is, how does one check if two entities are within the same PVS segment? -John Sheu mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: 3 round burst
r00t: I don't think you get the point of his mail. Indeed, each trigger pull is limited to a 3 rounds. The point is that you are able to interrupt the burst by releasing the trigger before you finish. Most of the references you're pointing out cite three bullets per pull, but they aren't as specific as his in pointing out the mechanism. And while you did fire the rifle, I doubt you took care to verify this particular point. mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] shareware?
As long as you're not using any Valve code, you're perfectly all right. If you can figure out the file format (and I've no doubt that it's perfectly easy; I just wouldn't bother personally) and write your own functions to read them, you're good to go. It really depends on the format. For example (IIRC) if you write a program that outputs a GIF you need to get permission (pay) to release it. If you write a program that reads mp3's you need to get a license from Thompson something (I think). This is a slightly different issue. GIFs and MP3s require royalties because they are *patented*. (Don't get me started on software patents :-P) And BTW the GIF patents expired just recently, in the US. IIRC the issue was actually the LZW compression they used. You really need to email Valve for permission. I don't think they'll have a huge problem with it since it will support the development of other tools - but best check. A good idea in any case. I don't see why they would have a problem with it, but it's polite to ask anyways. Cheers -John Sheu mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Unknown Command: 98
I hope you have defined a -menu_context console function as well... -JS mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HUD resizing
As you guys might have noticed, there are some problems with the HUD element positions/sizes when you do a video resolution change in-game. (For a specific example, check out the suit-power and ammo elements in HL2DM). And I'm wondering if those will be fixed sometime soon. Why? Because I'm having some trouble with them. :D Without code snippets, I know it'll be next to impossible to give a specific soution. I'll just post some observations, though, in hopes that they might help. Problem: Hud element is incorrectly sized. Positions are OK. Observations: * Contrary to the description in hud.h, VidInit() does not seem to be called when the video resolution changes. * The size of my element is wrong, but specifically wrong; instead of being scalefactor * specifiedsize, it's scalefactor^2 * specifiedsize. It's as if the scalefactor's being applied twice. * As noted, the hud element position is correct. * Proportionalitiy seems to be interpreted a bit differently for HudElements. When I SetProportional(true) on these elements, I get the scaling difficulty. When it is set to false, I have no difficulty, but then some of my subroutines which rely on proportionality get messed up. Anything else I haven't thought of? mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Scheme
This is a multi-part message in MIME format. -- All right. Before I start, I'd like to say that it would be nice having some official srcsdk documentation on the whole Scheme shebang. Heck, if I get a good enough understanding, *I'll* write it. :) A general question first. Is it possible to layer schemes? From what I see, loading a new scheme completely nukes the old; there's no sort of inheritance mechanism where settings not explicitly defined in a child scheme are taken by default as settings in the parent scheme. Now, more specifically. I've attached a truncated copy of TrackerScheme.res (because ClientScheme.res doesn't have some of the features I want to ask about). Referring to that: 1) I see a sub-block 'Menu' defined inside the 'BaseSettings' block, and I take that to mean that 'Menu' is some sort of mini-scheme. How would I go about accessing this? 2) Borders. Uhhh, what? A quick abstract of their operation would be nice (if you'd rather not bother, well then, I'll just have to find out the hard way). Thanks -John Sheu mail2web - Check your email from the web at http://mail2web.com/ . -- Content-Description: Scheme.txt Scheme { Colors { ControlText 216 222 211 255 // used in all text controls ControlBG 76 88 68 255 // background color of controls DimBaseText 150 159 142 255 // dim base text // SNIP } BaseSettings { FgColor ControlText BgColor ControlBG // SNIP Menu { FgColor DimBaseText BgColor ControlBG // SNIP } // text edit windows WindowFgColor BaseText // off-white WindowBgColor WindowBG } Fonts { // SNIP } Borders { // SNIP } CUSTOM FONT FILES / // // specifies all the custom (non-system) font files that need to be loaded to service the above described fonts CustomFontFiles { 1 resource/HALFLIFE2.ttf } } -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Miscellaneous VGUI Questions
The Push/Pop is used by the Paint/PaintTraverse methods to deal with the panels GetPos(x,y) offsets relative to the parent and do clipping of children inside the parent rectangle. I wouldn't mess with these calls. Bingo. That's the reason why I want to mess with these calls :) Since evidently I can't make VGUI2 draw children before parents, to do it manually I could just call the child's Paint() method before I do the drawing for the parent itself. Unfortunately, though, as of right now the child seems to want to use the GetPos() offsets relative to the parent, and not itself, in its own Paint() code. Thus, the Push()/Pop() will be useful. So, mind enlightening me on its usage? mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Miscellaneous VGUI Questions
A call to MakePopup(bool showTaskbarIcon,bool disabled) in the child's constructor will make its position independent of the parent. This would probably be a much easier solution, if that's all you need to do. Heh. Not quite. The following code paints the child before the baseclass, but the painting occurs in the parent's coordinate space: CClass::Paint() { ChildObject-Paint(); BaseClass::Paint(); } Thus the need for the push/pop: CClass::Paint() { PushMakeCurrent(foo); ChildObject-Paint(); PopMakeCurrent(bar); BaseClass::Paint(); } where 'foo' and 'bar' are associated with the child. The question is, what are the args supposed to mean? (I can make a guess, at least, for PushMakeCurrent()) mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Miscellaneous VGUI Questions
Wrapping up my HUD stuff. There's still a few rather unrelated questions I have, so I'm going to present it as a big omnibus e-mail: The VGUI schemes. As I understand, the first one loaded is made default. Is there a way to layer these things, as in, to have two simultaneously loaded scheme? In the same vein, is there a way to force a panel and all it's children to recursively adopt a scheme? (I'm guessing, SetScheme()?) Is there a way to force-draw children before parents? ipanel()-SetZPos() doesn't seem to want to work this way. What are the usage details for PushMakeCurrent() and PopMakeCurrent() in ISurface.h? I guess they push/pop the current rendering context onto a stack somewhere for calls to vgui::surface(), but what are the usage details? (i.e. what do the arguments mean?) Thanks John Sheu mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Any problems with VB .Net?
The problem is that VB C++ .NET simply *does not exist*. We cannot help you with something which does not exist. Perhaps you mean VS instead of VB? On Thursday 07 April 2005 12:23 am, Tan Theodore wrote: Er... Guys. Thanks for the names and all but I just want to know if there is anything wrong with compiling the HL SDK 2.3 with VB C++ . Net. Thank you. :) mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] STOPP FUCKING
Well, it might be difficult for him to stop fucking, as by the looks of his composition skills he hasn't yet come of an age to have the capability to _start_ yet... mail2web - Check your email from the web at http://mail2web.com/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Forcing things such as kill, name on a serverplugin
Josh wrote: Couldn't u just re-create an alias? Would suck though, just create the alias kill that executes kill, or just create a new random alias and execute it each time. :) It would point to the alias, not the command. If I did alias name whatever, and then alias RANDOMTHINGIE name, it would execute the alias, thus whatever. It is a retard-approach anyway. What I'd really like to do is intercept it before it gets to the engine. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
I dunno, I think this sounds like a *very* boring project (come on, who actually LIKES to write documentation?), and I doubt you'd get much help. I too feel the SDK could be more documented but it is not our job (you'd think a large software corp such as Valve was more up-to-date with development techniques...). I don't mind sharing my findings though, and this is why a wiki-solution is a much better idea IMO. Ofcourse, if you were to write a 400-page documentation with no misleadings, I wouldn't start crying. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
jeff broome wrote: I'd say Valve's techniques are just fine. The game runs good on most machines. The game has sold many copies which is a fairly good indication that people like what Valve has done. Eh? How on earth does copies sold or scalability indicate good development techniques? You can make shit work very many ways.. As far as lack of SDK documentation goes, you get what you pay for. How much did the SDK code again? I forget. And don't tell me that you paid for the SDK by buying the game, unless you bought the game, installed it and then never played the game. What, you think they are making the game modifiable to be nice? You think the make something unreal-contest was because they wanted to be nice? Come on, modding is big bussiness, and Valve with it's counter-strike is very aware of this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
S. Hendriks wrote: Actually you pay for HL2 itself and get the SDK as a free optional tool. So everything that Valve provides is in courtisy and cannot be held as a product you payed for and can force 'support' from ;) In that sense, Valve is doing a very good job! Replying to mails, contributing to this list. Updating the sdk and source engine by user input. Very neat! Eh. My point is, they don't (and shouldn't - I know I wouldn't!) do this to be nice. As I tried explaining earlier, modsupport is a *very* strong selling-point (cs, ro, dod, tf, sf etc etc) and they have nothing but profits and fame to make from it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
jeff broome wrote: Yes. Everyone understands your point. Look at this from Valve's point of view. You have X engineers that cost you Y dollars per day. You can have those engineers working on the next product (Half-Life3) that you KNOW will bring in revenue, or you can have them work on documentation that will be used by outside people (which you have no control over) which MIGHT bring in some additional revenue. From a purely cost effective standpoint, which choice would you pick if you were Gabe and it was your money? :) I would, no doubt, design the engine to be as modable as possible. Don't try and tell me counter-strike or dod hasn't been good to valve. Besides, you don't have to to this RUP-style, but you don't have to put in much effort to make it easier to get into (and you comment as you code, not afterwards, or a different person..). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
S. Hendriks wrote: Sure, and the guys who made the mods get some pretty good jobs as well... (and can realize their dreams). I don't see a sort of abusing here, its Valve's right to buy these games as they developed the engine + materials to get them even going. And those who get hired + get interest sales, are getting their cut as well. Of course being 'nice' is not the 'only' purpose of Valve. Yet, its better then saying hey, we got a url, and you got the sdk. Go play with it and don't bug us while we are working on HL3.5 :P Eh, how did we get from nice to abuse? The experience you gain while doing a job is irrelevant - you get paid for what you produce. Sigh, this is a stupid thread, let's drop it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Forcing things such as kill, name on a serverplugin
Doing these things require some tricks (CBasePlayer, offsets...), but some of it would be pretty easy if ClientCommand was reliable. The problem is if you issue something like ClientCommand( e, kill ); it won't work very well if the client has an alias for kill.. If you could do something to force the cmd, not alias, or unset the alias command (temporarily preferably), it would work. Not ideal, but it would work.. Thoughts/help about this? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Forcing things such as kill, name on a serverplugin
SB Childe Roland wrote: ClientCommand( e, unalias kill );?? I wish, I can't find any un-alias command. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Check if a file or folder exists at Client
Frank Weima wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is this possible in C++? Tnx, Frank. Yes, using a client-plugin as well, ofcourse. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Commercially released mods??
David Nelson wrote: -- [ Picked text/plain from multipart/alternative ] I think he probably needs to read Half-Life 2's history in the Raising the Bar book, Gamespot's articles, and the various other articles about how Half-Life came to be. (Originally it got its ideas from the book Mist (by Stephen King I think)) But other than that I think he's come up with that idea from what he heard earlier. Steam was originally invented to maximize profits without the publisher. They also stated that they would be willing to license steam out to other companies. And they also stated (early on) that steam would be a great way to distribute mods to other users. Now I have a feeling that if some GREAT mods come out Valve might allow them to distribute through Steam. And I think if another mod that takes off like Counter-Strike comes out they would be glad to help the authors sell it while they take a cut (or they could just buy the game) I think the guy is nuts for saying there will be money in the long run.. he s got the wrong idea in modding. Unless you want to build an expansion, you should just build a mod because you love games and not for money! And if money finds your way.. well then great that's even better! But the beauty of the mod community is that anyone can make an idea a reality without having to deal with budgets, time lines, and limits on the authors creativity. To be making a mod for money just seems like a bad idea. These are just my thoughts.. and I guess the only way to know for sure is to wait and see.. thanks, David -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Please keep it on-topic guys.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam: Technology failure
Okay now this is definately off-topic. Let's not have a steam-flame here, please.. Now about my name question.. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] pfnPEntityOfEntOffset returning 0!
Hello! Examining my code i've found out why the CTF Flag entity wasnt spawning correctly.. i tried to find my flag with UTIL_FindEntityByClassname( pFlagEntity, ctf_flag ); and examining this function i've found out that pentEntity = FIND_ENTITY_BY_STRING(...) was returning a valid address in pentEntity but the later code if (!FNullEnt(pentEntity)) return CBaseEntity::Instance(pentEntity); return NULL; was returning NULL. Examining FNullEnd i've found out that pfnPEntityOfEntOffset in FNullEnt was returning 0... What does it mean? Thank you... i really need help, as we should release our thing soon :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re:[hlcoders] pfnGetLevelName crashing and models not spawned
Thank you for the map name tip. But i still cant get my models spawned on the map... but entities are compiled well into the map and the entity class is the same as cycle_sprite and doesnt work... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] pfnGetLevelName crashing and models not spawned
Hi gurus! I'm coding a new VGUI for my mod and i needed to find out the loaded map name. I'm calling gEngfuncs.pfnGetLevelName() but every call to this function makes HL crash. I really dont have any clue about this... HL just closes w\o giving any error. I'm also trying to write a flag entity (for a CTF mod): i've written the CFlagEntity class deriving it from CBaseEntity and called the LINK_TO... macro. I've also added the entity definition to the fgd and the map gets compiled correctly. THe problem is that no flag gets shown ingame and that CFlagEntity::Spawn never gets called ... Any help would be apreciated, i'm quite a newbie with HL engine :D Thanks in advance ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hlds ping
[ Converted text/html to text/plain ] Three questions: How fast is your computer? If you are below 1 GHz, that could be the problem. How are you connected to the internet? If it is with a 56K modem, your server will lag. You probably shouldn't be running a server without DSL or cable modem. What mod are you running, and does it have bots? Bots can slow down a server. -Scott patrick racicot wrote: can you help me!! ive made a server but at each time someone join the game his ping is really high and he lags how can i fix that!! Thx patrick _ Scan and help eliminate destructive viruses from your inbound and outbound e-mail and attachments. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines[1] Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[2] ===References:=== 1. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines 2. 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] OT: An important issue for today, April 1, 2004
http://www.dhmo.org/ I wonder if ingesting too much DHMO has impaired VALVe programmer's ability to write code for long periods of time. :-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] pwd?
Alfred Reynolds wrote: The problem with deleting mails with attachments is that stops anyone with outlook being able to use the list (when using html or RTF email modes, the defaults). This is a problem? Sorry Alfred, but the problem is that too many people use Outbreak, one of the leading contributors to e-mail viruses. :-) -Scott PS: I don't mean to start a flamewar, just some good-natured humor at the expense of Micro$oft ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] [OT] Another OT Question
Again, I know this is probably not the best place to ask this question, but it seems to be the best place to get a quick answer :-) My question is: Can a Half-Life mod use DOD models, even though the end-user might not have DOD? Thanks in advance, Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] [OT] Another OT Question
Again, I know this is probably not the best place to ask this question, but it seems to be the best place to get a quick answer :-) My question is: Can a Half-Life mod use DOD models, even though the end-user might not have DOD? Thanks in advance, Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] [OT] Map Source?
I know that this is probably the wrong forum to ask this question, but is there a way to get the .map or .rmf files for VALVe maps such as crossfire? A friend of mine wants to use this map in his mod, and would like to work with the original files. For the VALVe people out there, please let me know if this is possible. Thanks, Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Lame C Problem.
Tei, My guess is that you are trying to write a self-extracting file. Look at the following link to find out how this can be done on Windows. http://www.codeproject.com/file/packersfx.asp There are a few more examples at the codeproject site. -Scott tei wrote: This is slighty off-topic: I want to merge a .exe file and a pak file, and code into the exe file the ability to read these file: copy mini.exe minipak.exe cat 8pool\pak1.pak minipak.exe So minipak is mini.exe + pak1.exe (become a big 8 MB exe file) But this fails: f = fopen(argv[0], rb); Help! Yes, I know the argv[0] file will be already open by windows. A workaround? a solution? TIA --Tei ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] (no subject)
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] STL with HL SDK
I have not tried this, but does anyone know if there are any issues with using the Standard Template Library with the HL SDK? Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] STL with HL SDK
Alfred, Botman, and Cortex, Thanks for the info! Alfred wrote: Just make sure to statically link the libstc++ library (look in /usr/lib/gcc-lib for a file called libstc++something.a and add that to the linking stage of the linux binary). For windows, shouldn't be a problem :) botman wrote: I have not tried this, but does anyone know if there are any issues with using the Standard Template Library with the HL SDK? I think other people have had success using STL within the Half-Life SDK. It seems to give a little more trouble for Linux newbies trying to get the proper static/dynamic libraries linked in correctly (issues using gcc verses g++, etc.), but I'm sure you won't have any trouble with that. :) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VAC SDK?
matt gossage wrote: I hope not then all the hackers out there will know how VAC works and can write cheats to avoid it. LOL. What makes you think that they don't already know? They reverse engineer parts of the HL Client during every release and they have had no problems bypassing VAC. So, unless Valve implements a completely different way of handling VAC on the client side, trust me, the cheat coders/hackers already know how it works and how to bypass it. it's a bit of a silly idea As an SDK for implementing support for it isn't that silly. They don't even have to expose core functions to MOD coders in order to have it adapted. HoundDawg http://www.unitedadmins.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Transparent color on model?
All: Is there a way to make a single color on a model transparent, like the alphatest color on a sprite? Thanks, Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] QC $flag ?
[ Converted text/html to text/plain ] All (especially Valve): In a model .qc file, there is the option $flags followed by a integer. I see that this is stored in the .mdl file and can be read from the .mdl as part of the studiomdl_t structure. But is there an easy way to access this value on the client side without reloading the model header? Also, what do the $flag values represent? It seems a value of 3 causes the model to light up. Thanks for your help! Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] QC $flag ?
omega, Thanks, but I'm not sure it matches with the Quake engine. I found out where the value is located on the client side. For a struct cl_entity_s *ent the $flags data in the .qc file is stored ent-model-flags Now, can anyone tell me what these flags mean? Is omega correct? I know he is correct for Quake2, but is it the same for HL? Thanks again, Scott omega wrote: Quake engine stuff. The flags are uhm /me pulls up engine source.. #define EF_ROCKET 1 // leave a trail #define EF_GRENADE 2 // leave a trail #define EF_GIB 4 // leave a trail #define EF_ROTATE 8 // rotate (bonus items) #define EF_TRACER 16 // green split trail #define EF_ZOMGIB 32 // small blood trail #define EF_TRACER2 64 // orange split trail + rotate #define EF_TRACER3 128 // purple trail however, I don't know how much of it still exists in the hl engine. -omega Blackened Interactive - http://blackened-interactive.com Front Line Force - http://www.flfmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of [EMAIL PROTECTED] Sent: December 20, 2002 11:06 AM To: [EMAIL PROTECTED] Subject: [hlcoders] QC $flag ? [ Converted text/html to text/plain ] All (especially Valve): In a model .qc file, there is the option $flags followed by a integer. I see that this is stored in the .mdl file and can be read from the .mdl as part of the studiomdl_t structure. But is there an easy way to access this value on the client side without reloading the model header? Also, what do the $flag values represent? It seems a value of 3 causes the model to light up. Thanks for your help! Scott ___ 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] Hook
Here is a tutorial on creating a grapple. This can get you started, but IIRC, it is incomplete, or has some problems. http://www.planethalflife.com/hlprogramming/old/tuts/tut_offhandgrapple.htm -Scott John Frings wrote: From: Avatar-X [EMAIL PROTECTED] That would be my server, The SillyZone http://archaeology.csumb.edu/sillyzone The IP is sz.mine.nu We've got the best grapple i've seen to date But no, it's not public, you can't download it. Damn you closed-source-keep-all-fun-code-to-yourself-coder-guys :) /John ___ 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] SnowWar 2.0 picture
This is a multi-part message in MIME format. -- -- [ kotm_alley0002.bmp of type image/bmp deleted ] -- [ kotm_alley0001.bmp of type image/bmp deleted ] -- [ kotm_alley.bmp of type image/bmp deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SnowWar 2.0 picture
All, Sorry. I meant to send them to a personal account. Please ignore/don't flame. With sincerest apologies, Scott [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- -- [ kotm_alley0002.bmp of type image/bmp deleted ] -- [ kotm_alley0001.bmp of type image/bmp deleted ] -- [ kotm_alley.bmp of type image/bmp deleted ] -- ___ 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] OpenGL vs D3D
All: On the client side, I know that IEngineStudio.IsHardware() can determine if the player is using software or hardware modes. But how can I distinguish between OpenGL and D3D hardware modes? Thanks, Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OpenGL vs D3D
Omega, Botman, and Commando, Thanks for the information. I should have checked that first. I guess that I was thrown off by the comment in r_studioint.h: // True if using D3D/OpenGL. Sorry for the inconvenience, -Scott omega wrote: Ehh, IEngineStudio.IsHardware() == 0, 1, 2 0 = software, 1 = opengl, 2 = d3d. -omega Blackened Interactive - http://blackened-interactive.com Front Line Force - http://www.flfmod.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of botman Sent: November 26, 2002 4:30 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] OpenGL vs D3D On the client side, I know that IEngineStudio.IsHardware() can determine if the player is using software or hardware modes. But how can I distinguish between OpenGL and D3D hardware modes? This was discussed back in May... http://list.valvesoftware.com/mailman/private/hlcoders/2002-May/003189.h tml http://list.valvesoftware.com/mailman/private/hlcoders/2002-May/003212.h tml The answer was looking for client side CVARs used by OpenGL and/or D3D for video settings. I also seem to remember a post that described which ones they were specifically, but I can't seem to find it right now. (search for posts in hlcoders and hlds_apps from HoundDawg and you'll probably find it). 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Fog in Software Mode?
All: I have been able to create fog in hardware mode but not software. Has anyone been able to create fog (or a resonable facsimilie of it) for the software mode? If so, can you send any hints or suggestion on how to do it? Thanks, Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-life SDK v2.3
Eric, If I understand this correctly, the Single-player source is equivalent to the Full SDK and the Multiplayer Source is equivalent to the Standard SDK, and they are bundled together. Also, it appears the Single-player source can still be used for multiplayer games. Am I correct? Looking at the both source directories, I see duplication of entire directories. Not that I am complaining; I really appreciate Valve making this available to us mod makers. But a 114 MB download is a BIG download, and rearranging the files to reduce the size would be good. OK, so I am complaining a bit. :-) Thanks again for making this available! Scott Eric Smith wrote: In the past, we've released the Full SDK (which included the AI/monster source for single-player) and the Standard SDK (which did not include the AI/monster source). Now there will just be one SDK and it will include folders called Single-Player Source and Multiplayer Source. These folders are the same, with the exception of the AI/monster source in the Single-Player Source folder. Most of the bugs that were fixed have been mentioned on this mailing list at some point since the last SDK release. I don't have a list right now. The main bug I remember is the gauss fix (client prediction problem). The login is case sensitive, so make sure you're entering the information correctly. I just tested it again and it appears to be working okay. -Eric -Original Message- From: Persuter [mailto:[EMAIL PROTECTED]] Sent: Thursday, October 03, 2002 6:15 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Half-life SDK v2.3 I have a question. What does it mean that the source code for both single-player and multiplayer mods will be included in the same installer? Weren't they always, or are you simply discontinuing the Standard SDK? Also, is there a list of these bugs? And finally, I can't log in to the server. :) Persuter ___ 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] Fwd: Half-life fake players bug
Are you test this ? This works in some servers may be is some configuration but this is the message Working i.e. C:\hl\winhlfill xxx.xxx.xxx.xxx Address:xxx.xxx.xxx.xxx:27015 Hostname: Description (game): CounterStrike Map name: de_clan2_fire Protocol: 46 Players:1 Max players:11 Secure: 1 Operating System: l Password protected: 0 Type: d GameDirectory: cstrike Lan:1 Proxy Target: 1 cldll: 1 SVonly: 0 Mod Version:1 Proxy Address: (null) Getchallenge: 3468305035 Connect: B 4294967295 180 200.42.0.0:14771 Connect: B 4294967295 181 200.42.0.0:30106 Connect: B 4294967295 182 200.42.0.0:22929 Connect: B 4294967295 183 200.42.0.0:1150 Connect: B 4294967295 184 200.42.0.0:21548 Connect: B 4294967295 185 200.42.0.0:6617 Connect: B 4294967295 186 200.42.0.0:14798 Connect: B 4294967295 187 200.42.0.0:1416 Connect: B 4294967295 188 200.42.0.0:4169 Connect: B 4294967295 189 200.42.0.0:16105 Connect: 9Server is full. Not working ie Address:xxx.xxx.xxx.xx Hostname: xxx.xxx.xxx.xx Description (game): Day of Defeat Map name: dod_caen2 Protocol: 46 Players:16 Max players:18 Secure: 0 Operating System: w Password protected: 0 Type: d GameDirectory: dod Lan:1 Proxy Target: 0 cldll: 1 SVonly: 0 Mod Version:2 Proxy Address: (null) Getchallenge: 998534727 Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, June 21, 2002 12:48 PM Subject: RE: [hlcoders] Fwd: Half-life fake players bug As far as we can tell, this exploit wasn't ever possible. Erik -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Friday, June 21, 2002 4:15 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Fwd: Half-life fake players bug Well, if it is as he says, where valve either selectively ignored his emails, or didn't care to acknowledge them, and it came to the point where a bug was posted on the net, serves valve right. Atleast he cared to explain the bug, and simply not release a bunch of programs that would create havok over the entire server population. Up to valve to fix it now that it is in the open, instead of working in private. Shame. From the posts in the Linux HLDS list, people have already tried this and it doesn't work with the x.1.1.0 release. Valve must have already fixed this prior to x.1.1.0 and didn't feel the need to e-mail the guy back about his exploit. 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fwd: Half-life fake players bug
? - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, June 21, 2002 6:01 PM Subject: RE: [hlcoders] Fwd: Half-life fake players bug This is a multi-part message in MIME format. -- And cracked (no-won) servers (see below). This thing hits cracked servers but not normal ones? Oh no, what are we going to do?!?!?! :) -Original Message- From: Kuja [mailto:[EMAIL PROTECTED]] Sent: Friday, June 21, 2002 1:19 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Fwd: Half-life fake players bug His exploit doesnt won auth. Some servers like lan servers dont require won auth right? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of [EMAIL PROTECTED] Sent: Friday, June 21, 2002 3:34 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Fwd: Half-life fake players bug Are you test this ? This works in some servers may be is some configuration but this is the message Working i.e. C:\hl\winhlfill xxx.xxx.xxx.xxx Address:xxx.xxx.xxx.xxx:27015 Hostname: Description (game): CounterStrike Map name: de_clan2_fire Protocol: 46 Players:1 Max players:11 Secure: 1 Operating System: l Password protected: 0 Type: d GameDirectory: cstrike Lan:1 Proxy Target: 1 cldll: 1 SVonly: 0 Mod Version:1 Proxy Address: (null) Getchallenge: 3468305035 Connect: B 4294967295 180 200.42.0.0:14771 Connect: B 4294967295 181 200.42.0.0:30106 Connect: B 4294967295 182 200.42.0.0:22929 Connect: B 4294967295 183 200.42.0.0:1150 Connect: B 4294967295 184 200.42.0.0:21548 Connect: B 4294967295 185 200.42.0.0:6617 Connect: B 4294967295 186 200.42.0.0:14798 Connect: B 4294967295 187 200.42.0.0:1416 Connect: B 4294967295 188 200.42.0.0:4169 Connect: B 4294967295 189 200.42.0.0:16105 Connect: 9Server is full. Not working ie Address:xxx.xxx.xxx.xx Hostname: xxx.xxx.xxx.xx Description (game): Day of Defeat Map name: dod_caen2 Protocol: 46 Players:16 Max players:18 Secure: 0 Operating System: w Password protected: 0 Type: d GameDirectory: dod Lan:1 Proxy Target: 0 cldll: 1 SVonly: 0 Mod Version:2 Proxy Address: (null) Getchallenge: 998534727 Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). Connect: 9Counter - Strike Dedicated Server (no-won). - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, June 21, 2002 12:48 PM Subject: RE: [hlcoders] Fwd: Half-life fake players bug As far as we can tell, this exploit wasn't ever possible. Erik -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Friday, June 21, 2002 4:15 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Fwd: Half-life fake players bug Well, if it is as he says, where valve either selectively ignored his emails, or didn't care to acknowledge them, and it came to the point where a bug was posted on the net, serves valve right. Atleast he cared to explain the bug, and simply not release a bunch of programs that would create havok over the entire server population. Up to valve to fix it now that it is in the open, instead of working in private. Shame. From the posts in the Linux HLDS list, people have already tried this and it doesn't work with the x.1.1.0 release. Valve must have already fixed this prior to x.1.1.0 and didn't feel the need to e-mail the guy back about his exploit. 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
Re: [hlcoders] OT: How to get an icon associated with an executable.
OK. I think I was vague. What I am trying to accomplish is that my executable has an custom icon associated with it, instead of the standard windows console executable. Look at the hl.exe to see what I mean. I think botman is on the right path. I thought that there might be a way to do the association in M$VC++ as opposed to an installer. Tim Faehnle wrote: If you are talking about getting the icon into the exe, there is also Resource Hacker: http://rpi.net.au/~ajohnson/resourcehacker/ In case you can't compile it in. -Tim - Original Message - From: Nathan Taylor [EMAIL PROTECTED] To: HLCoders [EMAIL PROTECTED] Sent: Friday, March 15, 2002 6:20 PM Subject: Re: [hlcoders] OT: How to get an icon associated with an executable. -- [ Picked text/plain from multipart/alternative ] Ohhh my bad, sorry there. I knew it seemed to simple :P - Original Message - From: botman Sent: Friday, March 15, 2002 7:14 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] OT: How to get an icon associated with an executable. [ Picked text/plain from multipart/alternative ] Include the icon as a resource (ctrl-r) or InsertResource All: I know that this is OFF-TOPIC, but I was wondering how to associate an icon with an executable on Windows. I ask here because I know the coders here are likely to know and to answer. By the way, I have M$VC++ and I am running WinNT and Win2K. Thanks in advance for answering my OFF-TOPIC question! -Scott No, I think Scott is asking how to create an icon (like on the desktop) that is associated with an application (not how to build an icon into an application). If you are using a Windows Install application (like Wise Installer) you can create an icon on the desktop (or in the start menu) that is associated with the application that you are installing. See the documentation for your installation utility for details. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] OT: How to get an icon associated with an executable.
All: I know that this is OFF-TOPIC, but I was wondering how to associate an icon with an executable on Windows. I ask here because I know the coders here are likely to know and to answer. By the way, I have M$VC++ and I am running WinNT and Win2K. Thanks in advance for answering my OFF-TOPIC question! -Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] strange player position on spawn
Off topic: what map is that? I really like it. Iain Farrell wrote: http://ww.captfarrell.co.uk/images/whatthehell.jpg obviously, should have been http://www.captfarrell.co.uk/images/whatthehell.jpg CaptFarrell --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.320 / Virus Database: 179 - Release Date: 30/01/2002 ___ 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] DMC GLOW
No, this make the teleporter effect, no the DMC Glow effect. Martin Webrant wrote: MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_TELEPORT ); WRITE_COORD(pPlayer-pev-origin.x); WRITE_COORD(pPlayer-pev-origin.y); WRITE_COORD(pPlayer-pev-origin.z); MESSAGE_END(); Add in gamerules after spawn. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of [EMAIL PROTECTED] Sent: den 15 januari 2002 16:50 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] DMC GLOW This is a client-side effect, and needs code on both the client and server side. On the server side, look for g_usPowerUp in client.cpp, combat.cpp, player.cpp, and quake_items.cpp. On the client side, look for EV_PlayerPowerup in ev_hldm.cpp There is some more you will need to find, but this should get you started in the right direction. -Scott dos ap wrote: Sorry, i really am... i never used these mailing list and someone on http://www.topica.com/ told me to go here and i though my old post would be here about my question oh well here is my post from topica okay, in DMC when you pick up a rune: like quad damage you make the area around you light up i spent around 2 days looking in the source code for DMC to see how they make the area around the player light and the player glow does anyone know where does this function is kept or anything about it. i also looked in all files search thing for render,rendercolor, //glow and rgb i found some stuff and i try editing it but nothing happesn in the game, those stuff are in the CBasePlayer::PowerUpThink thanks somone told me this would been done the in the client files... does anyone know where the glowing of the shell happens in the client i found how they made the rocket glow gEngfuncs.pEfxAPI-CL_AllocDlight but i only found it 3 times in the dmc/ dir... odd eh? i never really did any client FX and this is so like over whelming _ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. ___ 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] ogc required to play??
The more they overthink the plumbing, the easier it is to stop up the drain. -Mr. Scott (Star Trek III) Sorry for the Star Trek quote, but I thought it appropriate :-) Instead of Banning WON IDs, why not allow only certain WON IDs to be permitted (basically, require a person to register with a server before playing). In the MOTD, have an e-mail address were a person could find out how to join and what is expected of the members. At this point, you prevent the player from joining the game (or make him a spectator). When player registers, have a password and his WON ID. When they connect, they must enter their password to join the server. If the member violates the rules, remove his WON from the list. If a person wants to make his server wide open, he could set a server variable to allow an open server. This does not prevent cheating, but give a mechanism to keep violators out. It should be relatively simple to code, and hack-proof (unless they hack the server computer itself). You could even encrypt the WONID/password file. -Scott Tim Holt wrote: I feel like the whole thread of this conversation is going the wrong way. Ppl keep wanting to make more and more complex/technical solutions to this problem of cheating. Signatures, IDs, etc. etc. etc. It's very much like if someone breaks into your house - so you put bars on the window, and then they get in the front door, so you replace it with steel - and then they pick the lock - so you add an fingerprint/retinal scanner - so they then come down your chimney - so you close the fireplace - so then they use a chainsaw to come through the walls - so you side the house with steel - so they use the chainsaw on the roof - so you Well you get the idea. I have no fix, but I do have a feeling that the harder walls = better security is not the way to solve this problem. You're all thinking very comfortably inside the box - need to think outside the box. IMHO. Tom wrote: we could have product activation like micrsoft with the phones personnaly manned by valve - Original Message - From: Ack Doh [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, January 07, 2002 5:00 PM Subject: Re: [hlcoders] ogc required to play?? i've always wondered why, during production, cd keys are not hard coded onto the cd-rom itself...instead of a machine that prints out stickers with unique key's, have a machine that writes bytes onto a specific location on the cd-rom itself... i know there are upsides and downsides to this...copying the cd = copying the key...but then it isnt immediately visible, and has to be viewed by inserting the cd-rom itself into a drive...etc... /quit rambling _ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. ___ 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] ogc required to play??
Cool! I have not used Admin Mod, so I did not know about that feature. Does it require the user to have a password, so someone does not hijack a WON ID? alfred wrote: You can already achieve this system by using Admin Mod and putting wonid's in the user.ini file :) This is actually the stratergy that quite a few server ops I know have taken. Couple this with the MySQL enabled version of Admin Mod and you can have web page sign-ups and other nice easy interfaces. [EMAIL PROTECTED] wrote: The more they overthink the plumbing, the easier it is to stop up the drain. -Mr. Scott (Star Trek III) Sorry for the Star Trek quote, but I thought it appropriate :-) Instead of Banning WON IDs, why not allow only certain WON IDs to be permitted (basically, require a person to register with a server before playing). In the MOTD, have an e-mail address were a person could find out how to join and what is expected of the members. At this point, you prevent the player from joining the game (or make him a spectator). When player registers, have a password and his WON ID. When they connect, they must enter their password to join the server. If the member violates the rules, remove his WON from the list. If a person wants to make his server wide open, he could set a server variable to allow an open server. This does not prevent cheating, but give a mechanism to keep violators out. It should be relatively simple to code, and hack-proof (unless they hack the server computer itself). You could even encrypt the WONID/password file. -Scott Tim Holt wrote: I feel like the whole thread of this conversation is going the wrong way. Ppl keep wanting to make more and more complex/technical solutions to this problem of cheating. Signatures, IDs, etc. etc. etc. It's very much like if someone breaks into your house - so you put bars on the window, and then they get in the front door, so you replace it with steel - and then they pick the lock - so you add an fingerprint/retinal scanner - so they then come down your chimney - so you close the fireplace - so then they use a chainsaw to come through the walls - so you side the house with steel - so they use the chainsaw on the roof - so you Well you get the idea. I have no fix, but I do have a feeling that the harder walls = better security is not the way to solve this problem. You're all thinking very comfortably inside the box - need to think outside the box. IMHO. Tom wrote: we could have product activation like micrsoft with the phones personnaly manned by valve - Original Message - From: Ack Doh [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, January 07, 2002 5:00 PM Subject: Re: [hlcoders] ogc required to play?? i've always wondered why, during production, cd keys are not hard coded onto the cd-rom itself...instead of a machine that prints out stickers with unique key's, have a machine that writes bytes onto a specific location on the cd-rom itself... i know there are upsides and downsides to this...copying the cd = copying the key...but then it isnt immediately visible, and has to be viewed by inserting the cd-rom itself into a drive...etc... /quit rambling _ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. ___ 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 -- Alfred Reynolds [EMAIL PROTECTED] ___ 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] ogc required to play??
Tim Holt wrote: The problem with any kind of membership required to play system is that you are not going to get cheaters on those sites in the first place. Is that a problem or the solution? :-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux problem
To get the Rho-Bot to work with MingW32, I needed to link to the stdc++ library. Maybe you need to include an -lstdc++ to the mp.dll portion of the make file. -Scott alfred wrote: Looks like you are using the ios c++ classes, but the linux .so (dll) can't find that object within its libraries. Perhaps you need to include another header file? Dave R. Meyers wrote: Ok, here is a copy of a log I received from Sparken how is helping me get the rho-bot code back into OZ under Linux. He is using the egcs version recommended by valve (egcs 1.1.2?). Now the code compiles and runs just fine without the bot code, but once the bot code is added, then run this happens. Now from my understanding, it compiles just fine, with no big problems. But as I was not even able to get it this far by myself, I am not even sure where to start offering help. Anyone seen this before, and we searched through all the code, and there is no reference to __vt_3ios that we can find??? Dave Here is a copy of the entire log file: -- Host_Init Added packfile /beta/hl_2/valve/pak0.pak (985 files) Added packfile /beta/hl_2/oz/pak0.pak (73 files) Protocol version 45 Exe version 4.1.0.8 Exe build: 15:09:28 Sep 17 2001 (1789) WON Auth Server couldn't exec language.cfg Server logging data to file /beta/hl_2/oz/logs/L1224133.log L 12/24/2001 - 14:57:52: Log file started (file /beta/hl_2/oz/logs/L1224133.log) (game oz) (version 45/4.1.0.8/1789) L 12/24/2001 - 14:57:52: Log file closed Server logging data to file /beta/hl_2/oz/logs/L1224134.log L 12/24/2001 - 14:57:52: Log file started (file /beta/hl_2/oz/logs/L1224134.log) (game oz) (version 45/4.1.0.8/1789) LoadLibrary failed on /beta/hl_2/oz/dlls/mp_i386.so: /beta/hl_2/oz/dlls/mp_i386.so: undefined symbol: __vt_3ios Host_Error: Couldn't get DLL API from /beta/hl_2/oz/dlls/mp_i386.so! Error Host_Error: Couldn't get DLL API from /beta/hl_2/oz/dlls/mp_i386.so! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Alfred Reynolds [EMAIL PROTECTED] ___ 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] Mod causing error on exit
All: One of the projects I am working on is causing the following error (translated) on a teammates computer: HL caused pagefault in module KERNEL32.DLL at memoryspot When he types exit at the console. I have not been able to reproduce the problem on my computer, but he says that it occurs on his computer and several of the beta testers machines. Has anyone else had this problem? Thanks, Scott ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod causing error on exit
LOL. I would if I could, but I can't reproduce the error on my machine, and my teammate doesn't have MSVC++ on his machine. -Scott Oskar 'Zoot' Lindgren wrote: Debug! - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, December 05, 2001 10:48 PM Subject: [hlcoders] Mod causing error on exit All: One of the projects I am working on is causing the following error (translated) on a teammates computer: HL caused pagefault in module KERNEL32.DLL at memoryspot When he types exit at the console. I have not been able to reproduce the problem on my computer, but he says that it occurs on his computer and several of the beta testers machines. Has anyone else had this problem? Thanks, Scott ___ 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