Re: [hlcoders] Widescreen issues

2008-03-04 Thread [EMAIL PROTECTED]
[ 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!

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Re: [hlcoders] Widescreen issues

2008-03-01 Thread [EMAIL PROTECTED]
[ 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!
 
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[hlcoders] filesystem_passthru.h -- IBaseFileSystem missing UnzipFile

2007-10-20 Thread [EMAIL PROTECTED]
--
[ 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!
--

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Re: [hlcoders] FATAL ERROR (shutting down): New message started when msg '77' has not been sent yet

2006-12-19 Thread [EMAIL PROTECTED]

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



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Re: [hlcoders] Advanced Dynamic Minimap Creation

2006-12-19 Thread [EMAIL PROTECTED]

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
 
 
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Re: [hlcoders] Advanced Dynamic Minimap Creation

2006-12-19 Thread [EMAIL PROTECTED]

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
 
 
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archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 --

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[hlcoders] particlemgr.cpp div/0 - sdk bug?

2006-03-29 Thread [EMAIL PROTECTED]
--
[ 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


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RE: [hlcoders] filesystem_steam.dll cant load

2006-03-15 Thread [EMAIL PROTECTED]
--
[ 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

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Re: [hlcoders] CBasePlayer::ChangeTeam( int) or CBaseEntity::ChangeTeam( int )

2006-03-11 Thread [EMAIL PROTECTED]

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

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RE: [hlcoders] Meetup at GDC?

2006-03-10 Thread [EMAIL PROTECTED]
--
[ 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?

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[hlcoders] CBasePlayer::ChangeTeam( int) or CBaseEntity::ChangeTeam( int )

2006-03-09 Thread [EMAIL PROTECTED]

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.

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Re: [OT] [hlcoders] Overlay Text

2006-03-03 Thread [EMAIL PROTECTED]

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.


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Re: [OT] [hlcoders] Overlay Text

2006-03-03 Thread [EMAIL PROTECTED]

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.


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Re: [OT] [hlcoders] Overlay Text

2006-03-02 Thread [EMAIL PROTECTED]

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


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Re: [OT] [hlcoders] Overlay Text

2006-03-02 Thread [EMAIL PROTECTED]

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...


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Re: [OT] [hlcoders] Overlay Text

2006-03-02 Thread [EMAIL PROTECTED]

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.

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[hlcoders] Voice qualuty in source

2006-02-28 Thread [EMAIL PROTECTED]

Any news when this is going to be fixed?

Cheers,

Matt.

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[hlcoders] PrecacheMaterial() vs PrecacheModel()?

2006-02-27 Thread [EMAIL PROTECTED]
--
[ 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?


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[hlcoders] sprites path bad in SDK?

2006-02-27 Thread [EMAIL PROTECTED]
--
[ 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);
--


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RE: [hlcoders] sprites path bad in SDK?

2006-02-27 Thread [EMAIL PROTECTED]
--
[ 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);
 --


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[hlcoders] unannounced SDK changes?

2006-02-15 Thread [EMAIL PROTECTED]
--
[ 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.


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[hlcoders] newbie problem, assert without call stack

2006-02-03 Thread [EMAIL PROTECTED]
--
[ 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


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[hlcoders] Como Obtener el archivo mapcycle.txt de un servidor? (How to get the mapcycle.txt file fron a server)

2005-09-27 Thread [EMAIL PROTECTED]
--
[ Picked text/plain from multipart/alternative ]
Gracias






Prueba el Nuevo Correo Terra; Seguro, Raacute;pido, Fiable.




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[hlcoders] Like Obtaining the file mapcycle.txt of a servant?

2005-09-27 Thread [EMAIL PROTECTED]
--
[ 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





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Re: [hlcoders] Like Obtaining the file mapcycle.txt of a servant?

2005-09-27 Thread [EMAIL PROTECTED]
--
[ 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.





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Re: [hlcoders] Like Obtaining the file mapcycle.txt of a servant?

2005-09-27 Thread [EMAIL PROTECTED]
--
[ 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





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RE: [hlcoders] architecture questions

2005-09-06 Thread [EMAIL PROTECTED]
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

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RE: [hlcoders] Another Newbie modding question!

2005-08-27 Thread [EMAIL PROTECTED]
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?


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[hlcoders] PostMessage() Bug

2005-06-27 Thread [EMAIL PROTECTED]
Evidently, the VGUI2 system has problems handing messages posted by a panel
to itself.


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RE: [hlcoders] PostMessage() Bug

2005-06-27 Thread [EMAIL PROTECTED]
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



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Re: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-17 Thread [EMAIL PROTECTED]
 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.


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RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread [EMAIL PROTECTED]
 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


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Re: [hlcoders] VGUI

2005-06-16 Thread [EMAIL PROTECTED]
 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


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Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread [EMAIL PROTECTED]
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.


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[hlcoders] Enemies within LOS

2005-05-31 Thread [EMAIL PROTECTED]
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


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RE: [hlcoders] Enemies within LOS

2005-05-31 Thread [EMAIL PROTECTED]
 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


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Re: [hlcoders] Re: 3 round burst

2005-05-10 Thread [EMAIL PROTECTED]
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.


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Re: Re[2]: [hlcoders] shareware?

2005-05-08 Thread [EMAIL PROTECTED]
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


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Re: [hlcoders] Unknown Command: 98

2005-05-07 Thread [EMAIL PROTECTED]
I hope you have defined a -menu_context console function as well...

-JS


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[hlcoders] HUD resizing

2005-05-01 Thread [EMAIL PROTECTED]
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?


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[hlcoders] Scheme

2005-04-19 Thread [EMAIL PROTECTED]
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


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--
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
}
}
--


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Re: [hlcoders] Miscellaneous VGUI Questions

2005-04-11 Thread [EMAIL PROTECTED]
 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?


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Re: [hlcoders] Miscellaneous VGUI Questions

2005-04-11 Thread [EMAIL PROTECTED]
 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())



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[hlcoders] Miscellaneous VGUI Questions

2005-04-09 Thread [EMAIL PROTECTED]
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


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Re: [hlcoders] Any problems with VB .Net?

2005-04-06 Thread [EMAIL PROTECTED]
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.

 :)


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Re: [hlcoders] STOPP FUCKING

2005-02-23 Thread [EMAIL PROTECTED]
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...


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Re: [hlcoders] Forcing things such as kill, name on a serverplugin

2005-01-27 Thread [EMAIL PROTECTED]
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.
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Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
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. :)
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Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
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.
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Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
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.
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Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
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..).
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Re: [hlcoders] Documentation

2005-01-26 Thread [EMAIL PROTECTED]
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.
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[hlcoders] Forcing things such as kill, name on a serverplugin

2005-01-25 Thread [EMAIL PROTECTED]
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
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Re: [hlcoders] Forcing things such as kill, name on a serverplugin

2005-01-25 Thread [EMAIL PROTECTED]
SB Childe Roland wrote:
ClientCommand( e, unalias kill );??

I wish, I can't find any un-alias command.
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Re: [hlcoders] Check if a file or folder exists at Client

2005-01-25 Thread [EMAIL PROTECTED]
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.
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Re: [hlcoders] Commercially released mods??

2005-01-25 Thread [EMAIL PROTECTED]
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
--

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Please keep it on-topic guys..
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Re: [hlcoders] Steam: Technology failure

2005-01-25 Thread [EMAIL PROTECTED]
Okay now this is definately off-topic. Let's not have a steam-flame
here, please..
Now about my name question.. :)
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[hlcoders] pfnPEntityOfEntOffset returning 0!

2004-09-18 Thread [EMAIL PROTECTED]
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


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Re:[hlcoders] pfnGetLevelName crashing and models not spawned

2004-09-14 Thread [EMAIL PROTECTED]
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...


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[hlcoders] pfnGetLevelName crashing and models not spawned

2004-09-12 Thread [EMAIL PROTECTED]
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


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Re: [hlcoders] hlds ping

2004-07-24 Thread [EMAIL PROTECTED]
[ 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
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[hlcoders] OT: An important issue for today, April 1, 2004

2004-04-01 Thread [EMAIL PROTECTED]
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.  :-)
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Re: [hlcoders] pwd?

2004-03-13 Thread [EMAIL PROTECTED]


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
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[hlcoders] [OT] Another OT Question

2004-03-07 Thread [EMAIL PROTECTED]
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
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[hlcoders] [OT] Another OT Question

2004-03-07 Thread [EMAIL PROTECTED]
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
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[hlcoders] [OT] Map Source?

2004-03-02 Thread [EMAIL PROTECTED]
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
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Re: [hlcoders] [OT] Lame C Problem.

2004-02-01 Thread [EMAIL PROTECTED]
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




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[hlcoders] (no subject)

2003-07-25 Thread Sebastian Budzinski { [EMAIL PROTECTED] }
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
--

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[hlcoders] STL with HL SDK

2003-07-04 Thread [EMAIL PROTECTED]
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!

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Re: [hlcoders] STL with HL SDK

2003-07-04 Thread [EMAIL PROTECTED]
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

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Re: [hlcoders] VAC SDK?

2003-06-11 Thread [EMAIL PROTECTED]
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
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[hlcoders] Transparent color on model?

2002-12-23 Thread [EMAIL PROTECTED]
All:

Is there a way to make a single color on a model transparent, like the
alphatest color on a sprite?

Thanks,
Scott

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[hlcoders] QC $flag ?

2002-12-20 Thread [EMAIL PROTECTED]
[ 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
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Re: [hlcoders] QC $flag ?

2002-12-20 Thread [EMAIL PROTECTED]
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
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Re: [hlcoders] Hook

2002-12-05 Thread [EMAIL PROTECTED]
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

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[hlcoders] SnowWar 2.0 picture

2002-12-05 Thread [EMAIL PROTECTED]
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 ]
--

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Re: [hlcoders] SnowWar 2.0 picture

2002-12-05 Thread [EMAIL PROTECTED]
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 ]
 --

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[hlcoders] OpenGL vs D3D

2002-11-26 Thread [EMAIL PROTECTED]
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

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Re: [hlcoders] OpenGL vs D3D

2002-11-26 Thread [EMAIL PROTECTED]
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

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[hlcoders] Fog in Software Mode?

2002-10-28 Thread [EMAIL PROTECTED]
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

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Re: [hlcoders] Half-life SDK v2.3

2002-10-04 Thread [EMAIL PROTECTED]

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
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Re: [hlcoders] Fwd: Half-life fake players bug

2002-06-21 Thread [EMAIL PROTECTED]

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

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Re: [hlcoders] Fwd: Half-life fake players bug

2002-06-21 Thread [EMAIL PROTECTED]

?
- 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
  
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Re: [hlcoders] OT: How to get an icon associated with an executable.

2002-03-16 Thread [EMAIL PROTECTED]

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
 

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[hlcoders] OT: How to get an icon associated with an executable.

2002-03-15 Thread [EMAIL PROTECTED]

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

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Re: [hlcoders] strange player position on spawn

2002-02-01 Thread [EMAIL PROTECTED]

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

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Re: [hlcoders] DMC GLOW

2002-01-22 Thread [EMAIL PROTECTED]

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.
 
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Re: [hlcoders] ogc required to play??

2002-01-07 Thread [EMAIL PROTECTED]

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.
 
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  please visit:
 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
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Re: [hlcoders] ogc required to play??

2002-01-07 Thread [EMAIL PROTECTED]

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.
 
 
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 To unsubscribe, edit your list preferences, or view the list archives,
 
 
 please visit:
 
 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
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 --
 Alfred Reynolds
 [EMAIL PROTECTED]

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Re: [hlcoders] ogc required to play??

2002-01-07 Thread [EMAIL PROTECTED]



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?  :-)

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Re: [hlcoders] Linux problem

2001-12-26 Thread [EMAIL PROTECTED]

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!
 
 
 
 
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 [EMAIL PROTECTED]

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[hlcoders] Mod causing error on exit

2001-12-05 Thread [EMAIL PROTECTED]

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

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Re: [hlcoders] Mod causing error on exit

2001-12-05 Thread [EMAIL PROTECTED]

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
 
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