Re: [hlcoders] unloading plugins, playerinfomanager and cvars

2005-02-25 Thread Maarten van der Zwaart
On Thu, Feb 24, 2005 at 08:34:58PM +0200, disq wrote:
   3. The code seems to crash if i register more than one CVAR, but i'm
   still investigating that. Code is like this:

 static ConVar myp_cvar1(myp_cvar1, , FCVAR_PLUGIN | FCVAR_PROTECTED, 
 first cvar);
 static ConVar myp_cvar2(myp_cvar2, 1, FCVAR_PLUGIN | FCVAR_PROTECTED, 
 second cvar); //crash here!

You pass an integer to the constructor of the second, it should be a
string, like the first one.

Maarten

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Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Maarten van der Zwaart
On Sun, Jan 30, 2005 at 12:53:26PM -0600, Brian 'Satertek' Irelan wrote:
 Am I the only one in the world that has never had a problem with
 Steam?  Except for the Friends downtime (which hasn't happened as
 often lately) I've never had any problems.

No you are not the only one. But the people who do have problems voice
their opinions more often and louder.

Could we now please end this horribly off topic thread?

Maarten

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Re: [hlcoders] This should not be possible, yet it works!?

2005-01-12 Thread Maarten van der Zwaart
On Tue, Jan 11, 2005 at 04:35:26AM -0500, Lance Vorgin wrote:
 A plugin should have all of the capabilities of the server module. It
 makes the game more fun, more diverse, and all around stronger. I just
 can't imagine any reason to close off things from plugin authors
 besides jealously guarding your code (or hiding your crappy code :P).
 Any mod that disables useful plugins from interacting with it frankly
 deserves to die at the hands of its incredibly short-sighted
 developers.

 Regarding your example: plugin authors wouldn't modify player
 health... That's a really, really bad example, but then again, it's a
 really bad point as well. Mod-specific plugin and libraries for
 plugins have always worked, and always will as well.

The health was only an example, the point was that mod authors should be
able to do anything they want with their entity classes. There should be
another way (interfaces) for plugins to interact with the game logic.

 And why would it require the mod author to impliment things he never
 uses? Well gee, I don't recall plugins shipping with HL2. Why did they
 impliment the plugin interface if they never use it? Hell, they should
 have just built the client, server, engine, and all supporting
 libraries into one monolithic binary! I mean they have everything
 available to them, why should they give other people capability to
 build on their work with puny mods, as the peasants call them.

 Is it really that tough to release your class definitions and include
 some symbol info? Give us some singletons? Is it really that hard? No,
 it's not, and it'd help everybody.

Do you really want to recompile every server plugin for every single mod
where they will be used?

Valve already made some good interfaces to the engine. They should also
make a few standard interfaces for common entity functions. These
interfaces could then be implemented by the mod entities where
applicable. Then plugins have to be able to query these interfaces from
entities.

This would allow mod authors to modify their entities all they want, and
implement the interfaces that apply to them.

Maarten

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Re: [hlcoders] This should not be possible, yet it works!?

2005-01-11 Thread Maarten van der Zwaart
On Mon, Jan 10, 2005 at 01:12:40PM +0100, S. Hendriks wrote:
 Rofl, i think its a bi-directional thing here ;) You either change your
 mod code and destroy plugins... Or plugins force you to code how the sdk
 is intended to be used... Ie, derive from classes and not just hack into
 them :P

These classes are internal to the game logic (the mod) and you (should)
have no business using them. It should even be possible to remove all
entity classes in a mod and start from scratch. :-)

Obviously this is not useful for plugin authors, but realise that things
you may want to view/modify in a plugin may not exist in some mods at
all.

Example: Perhaps someone makes an instagib mod and removes the health
and armor from a player. Players are either alive or dead. What should
happen if a plugin tries to modify the health of a player then?

Of course there are ways to handle any example like that, but it would
require the mod author to implement things he never uses.

Perhaps a few interfaces can be defined that a mod author can choose to
implement, if they apply to an entity.

Maarten

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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-21 Thread Maarten van der Zwaart
On Mon, Dec 20, 2004 at 07:09:18PM -0800, Roy Laurie wrote:
 Completely shooting off of the hip,  here.
 Try renaming or deleting your clientregistry.blob file in your hl2 directory 
 (where hl2.exe
 resides).

That file should not exist in the hl2 directory at all.

Maarten

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Re: [hlcoders] Performance - GeForce2, GeForce4 - DX8.1, DX9.0

2004-09-02 Thread Maarten van der Zwaart
On Thu,  2 Sep 2004 16:30:00 +0200 (CEST), Thomas Ackermann
[EMAIL PROTECTED] wrote:
...
My question is, how can i disable such features like fog - either in
the game, or in the driver or within DirectX.
Im not interested in details, but a constant framerate ...
...
How is this in any way related to the purpose of this mailing list?
Discussion of Half-Life Programming
Try the steam forums..
Maarten
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Re: [hlcoders] Time on server resets at map change

2004-08-27 Thread Maarten van der Zwaart
On Thu, Aug 26, 2004 at 08:49:49PM -0700, Ooks Server wrote:
 You know, I believe you are absolutely right. When they go to download, they
 disconnect from the server, thus resetting the time on the server. However,
 it seems now that everyone disconnects at each map change, even when there
 is nothing to download. I'm wondering if there is something in my RES files
 that makes the clients think they are missing a file? So, they go to
 download, can't find the file to download. Next map change, they disconnect,
 try to download a file that still isn't there, etc. Repeat at each map
 change.

I've seen it happen with map overviews. Like the .bsp and .txt they
don't need to be in the .res file to make the client download them. You
can check the webserver log for 404's to see which files the client
tries to download, but are not there. If you use a *nix webserver it's
also possible that upper/lowercase is a problem, again check the logs to
be sure.

  A: Because it fouls the order in which people normally read text.
  Q: Why is top-posting such a bad thing?

 A: People that complain about html and top posting? gdr

  A: Top-posting.
  Q: What is the most annoying thing on usenet and in e-mail?


 It's a pissing contest that no one will ever win. There are those that top
 post because to them it is the natural order. There are those that bottom
 post because to them it is the natural order. Bottom posters can't figure
 out what is wrong with the top posters, while top posters are amused at the
 bottom posters fanaticism. Neither convinces the other, neither changes.
 Personally, I like to see the most recent posts at the top of the file so I
 can see the latest post now, immediately,  no scrolling necessary. If the
 thread is already bottom posted, I can just as easily go with the flow. Now,
 you will say that if people would delete irrelevant posting, etc., I would
 not have to scroll down because it all fits on the screen. I guess in a
 perfect world that would be so. Almost never happens on this planet. Notice
 that I'm not trying to convert anyone to top posting? I don't give a rats
 ass one way or another. It's like religion and politics. Democrats are sure
 that they Republicans are evil, and Republicans just can't figure how any
 could be so stupid as to be a Democrat. And how many of you sick puppies
 have actually read this far through my blathering? :-)

Hehe, it's just a signature I use for mailing lists. I've long given up
trying to actually convince people. :-)
But perhaps someone will read it and suddenly see the light. ;-)

Maarten

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Re: [hlcoders] Time on server resets at map change

2004-08-27 Thread Maarten van der Zwaart
On Fri, Aug 27, 2004 at 02:32:55PM -0300, Marcelo de Paula Bezerra wrote:
 Can you come up with another sig to make people see the light and
 write new messages instead of replying to some random old thread? :)

Perhaps, but I am worried someone else will complain about my signature
being too long if I try to put it all in one. ;-)

Maarten

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Re: [hlcoders] Time on server resets at map change

2004-08-26 Thread Maarten van der Zwaart
On Thu, 26 Aug 2004 07:35:50 -0700, Ooks Server [EMAIL PROTECTED]
wrote:
This is something that is relatively new. At each map change, my players
disconnect and reconnect, and their time on the server resets. It didn't
used to do this, I used to be able to do a STATUS and see each players
total
time on server. Now it only shows time since the last map change. Any
ideas
what causes this?
I've seen this happen when using the HTTP download feature, the client
thinks it needs a file and disconnects from the server, tries to
download it, and reconnects again.
You can check the webserver logs to see which file it is, I've seen this
happen mostly with map overview images.
Maarten
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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-08-09 Thread Maarten van der Zwaart
On Mon,  9 Aug 2004 17:22:52 +0200 (CEST), Thomas Ackermann
[EMAIL PROTECTED] wrote:
What about starting a server with 21 Slots, reserving one with AMX, so
that only 20 players can connect.
Will the bug still arise?!?
Yes it will, if there are 20 players on the server, and a 21th connects
he will get kicked. But if that same player later reconnects when there
are less players on the server, he will be placed in slot 21, as he was
in that slot before (and noone else has been in that slot). Putting 2
(or more) extra reserved slots reduces the chance of this happening, but
it is still possible if more players try to connect (and get kicked at
first) at the same time.
Maarten
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Re: [hlcoders] Deathmessages stopped working in Steam

2003-12-21 Thread Maarten van der Zwaart
One problem being, TFC was also dependant on this notify area, part of
it has been fixed (flaginfo, a realy realy long time after release), but
other parts not (filling up dispenster, rotating sentry, ...).

VALVe should told us this notify area was removed, and also told
themselves apparently looking at the problems with TFC..

Maarten


On Sun, Dec 21, 2003 at 01:38:21AM -0500, Deadman Standing wrote:
 Careful valve is a vendor of a game not the SDK. The SDK is free you are
 not buying developer licenses you are buying the game. The engineers
 hired by Valve's are paid to develop the games. As long as the games
 (TCF, JL, CS, etc.) work they have fulfilled their part.


 Valve is a vendor. We, as legally-purchased
 license holders, are customers.

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Re: [hlcoders] HLTV in Steam

2003-10-17 Thread Maarten van der Zwaart
It does come with the dedicated server game for the client:
[EMAIL PROTECTED] server\hltv.exe

Also it comes with the linux hlds. But I haven't tried the standalone
version for windows.

Maarten


On Fri, Oct 17, 2003 at 01:32:49AM -0400, Charlie Cleveland wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I don't see hltv.exe in my HLDS-Steam install.  I can't seem to find this executable 
 anywhere.  I've also Googled for it, but haven't seen any talk on it.  Is HLTV still 
 available under Steam, and if so, how do I launch it or where do I get it?

 -Charlie
 --
 Charlie Cleveland
 Game programmer and designer
 http://www.natural-selection.org
 http://overmind.org
 --


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