Re: [hlcoders] CUtlVector crash ( screenshake )

2011-03-31 Thread Tony Paloma
Your point about #3 does indeed look fishy. I'm not sure why they're calling
the destructor on their own anyways.

Try this:
// Retire this shake.
void *shake = m_ShakeList.Element( nShake );
m_ShakeList.FastRemove( nShake );
delete shake;
continue;

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Maarten De
Meyer
Sent: Thursday, March 31, 2011 11:38 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] CUtlVector crash ( screenshake )

Hi List!

So, we're finally out there in closed beta. One of the most annyoing issues
is a client side crash. The call stack doesn't say all that much, but still:
it always happens in the Purge command in the destructor of
CUtlVector:

template< typename T, class A >
inline CUtlVector::~CUtlVector()
{
 Purge();
}

more precisely, in the CUtlVector< screenshake_t * > . [ There's only one of
those, in CViewEffects ].

Now, some questions:

1) any idea why this happens? [ had to ask :D ]
2) if no, any idea on how to debug?
3) Is the following normal? :

// Retire this shake.
delete m_ShakeList.Element( nShake );
m_ShakeList.FastRemove( nShake );
continue;

where:

template< typename T, class A >
void CUtlVector::FastRemove( int elem ) {
 Assert( IsValidIndex(elem) );

 Destruct( &Element(elem) );
 if (m_Size > 0)
 {
 memcpy( &Element(elem), &Element(m_Size-1), sizeof(T) );
 --m_Size;
 }
}

and

template 
inline void Destruct( T* pMemory )
{
 pMemory->~T();

#ifdef _DEBUG
 memset( pMemory, 0xDD, sizeof(T) ); #endif }

Concretely: how come it is allowed to first delete a pointer, and afterwards
still call the destructor on it? Is that not dangerous? [ Probably a c++
finesse I'm missing ] Shake works fine most of the time though ( I tried
with the console cheat command ), so it's not a reproducible crash yet - but
happens very often in online games.

Thanks in advance for any lights shed in the darkness!

-- Maarten

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Re: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......

2010-10-11 Thread Tony Paloma
VPhysicsInitNormal is not guaranteed to return non-null. It can fail for a
variety of reasons. Take a look at CBaseEntity::VPhysicsInitNormal in
baseentity_shared.cpp to see.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick
Sent: Monday, October 11, 2010 6:00 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash
orangebox stock code...

gcc (GCC) 4.2.4

Linux dual-core 2.6.28-19-generic #65-Ubuntu SMP Thu Sep 16 14:14:28 UTC
2010 i686 GNU/Linux

n...@dual-core:~/srcds/orangebox/orangebox$ ./srcds_i486 --version
Warning: falling back to auto detection of vproject directory.
Unable to find gameinfo.txt. Solutions:

1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir





ldd server_i486.so
linux-gate.so.1 =>  (0xb7784000)
libm.so.6 => /lib/tls/i686/cmov/libm.so.6 (0xb6457000)
libdl.so.2 => /lib/tls/i686/cmov/libdl.so.2 (0xb6453000)
tier0_i486.so => not found
vstdlib_i486.so => not found
steam_api_i486.so => not found
libc.so.6 => /lib/tls/i686/cmov/libc.so.6 (0xb62ef000)
/lib/ld-linux.so.2 (0xb7785000)




69  void CTripmineGrenade::Spawn( void )
70  {
71  Precache( );
72  // motor
(gdb) l
73  SetMoveType( MOVETYPE_FLY );
74  SetSolid( SOLID_BBOX );
75  SetModel( "models/Weapons/w_slam.mdl" );
76
77  IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX,
GetSolidFlags() | FSOLID_TRIGGER, true );
78  pObject->EnableMotion( false );
79  SetCollisionGroup( COLLISION_GROUP_WEAPON );
80
81  SetCycle( 0.0f );
82  m_nBody = 3;



(gdb) bt
#0  0xb520b112 in CTripmineGrenade::Spawn (this=0xbdf5bf0) at
../game/server/hl2mp/grenade_tripmine.cpp:78
#1  0xb4ef5d39 in DispatchSpawn (pEntity=0xbdf5bf0) at
../game/server/util.cpp:1880
#2  0xb4d0d348 in CBaseEntity::Create (szName=0xb53ba629 "npc_tripmine",
vecorig...@0xbfbedfac, vecangl...@0xbfbedf54,
pOwner=0x0)
at ../game/server/baseentity.cpp:2976
#3  0xb5064b4e in CWeapon_SLAM::TripmineAttach (this=0xbdf28d8) at
../game/server/../shared/hl2mp/weapon_slam.cpp:381
#4  0xb5064d70 in CWeapon_SLAM::WeaponIdle (this=0xbdf28d8) at
../game/server/../shared/hl2mp/weapon_slam.cpp:875
#5  0xb5063c16 in CWeapon_SLAM::ItemPostFrame (this=0xbdf28d8) at
../game/server/../shared/hl2mp/weapon_slam.cpp:789
#6  0xb4fa108d in CBasePlayer::ItemPostFrame (this=0xbdd0810) at
../game/server/../shared/baseplayer_shared.cpp:229
#7  0xb50af8f1 in CHL2_Player::ItemPostFrame (this=0xbdd0810) at
../game/server/hl2/hl2_player.cpp:3588
#8  0xb4e5b3a9 in CBasePlayer::PostThink (this=0xbdd0810) at
../game/server/player.cpp:4436
#9  0xb50b4643 in CHL2_Player::PostThink (this=0xbdd0810) at
../game/server/hl2/hl2_player.cpp:891
#10 0xb5205732 in CHL2MP_Player::PostThink (this=0xbdd0810) at
../game/server/hl2mp/hl2mp_player.cpp:998
#11 0xb4e68a5e in CPlayerMove::RunPostThink (this=0xb56a56b8,
player=0xbdd0810) at ../game/server/player_command.cpp:302
#12 0xb4e69a6c in CPlayerMove::RunCommand (this=0xb56a56b8,
player=0xbdd0810, ucmd=0xbdeddac, moveHelper=0xb566cae8)
at ../game/server/player_command.cpp:424




(gdb) print pObject
$3 = (IPhysicsObject *) 0x0
(gdb) print this
$4 = (CTripmineGrenade * const) 0xbdf5bf0
(gdb)


how on earth is pObject null when it was just created?

77  IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX,
GetSolidFlags() | FSOLID_TRIGGER, true );
78  pObject->EnableMotion( false );

src\game\server\hl2mp\grenade_tripmine.cpp


I am really really lost here.

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Re: [hlcoders] ConVar assignment breaks game

2010-05-19 Thread Tony Paloma
Except he said that "cvar->FindVar("r_decals")->GetString()" is working.
Perhaps you're changing the value too early and then what you have in
config.cfg overrides it? After setting it, check that it has been set by
printing the value and then maybe place a data breakpoint to see when the
value changes again.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Spencer
'voogru' MacDonald
Sent: Wednesday, May 19, 2010 9:16 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] ConVar assignment breaks game

"I made the assignment to a 
global variable"

cvar is NULL when the dll loads.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Klaus Müller
Sent: Wednesday, May 19, 2010 10:43 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] ConVar assignment breaks game

Okay, seems like it broke the game because I made the assignment to a 
global variable, although I still don't understand what the problem with 
that is. So if I assign it to a member variable of my panel resp. my 
property sheet class, at least the game remains functional. The problem 
still remains though that I can't change the value of the variable.

Klaus Müller wrote:
> I'm currently rewriting the entire options dialogue of Ep2 in order to 
> be able to add my own options. One of the fields I want to add is the 
> number of decals. So I made a call to cvar->FindVar("r_decals") in my 
> optionspanel.cpp. Since I'll be needing the ConVar multiple times, I 
> assigned it to a ConVar pointer via
>
> ConVar *cvDecals = (ConVar*) cvar->FindVar("r_decals");
>
> The same is done in c_baseplayer.cpp for example, i.e. ConVar *pVar = 
> (ConVar *)cvar->FindVar( "snd_soundmixer" ). The code compiles 
> absolutely fine. However, if I start the mod and go to the console, it 
> says "ConVarRef cl_forwardspeed doesn't point to an existing ConVar". 
> Trying to open my panel I get a "unknown command modoptions". When I 
> want to start a singleplayer game I get the DT_Basegrenade error 
> discussed here multiple times, complaining about missing decoders. 
> And, to top it all off, when I close the game via exit or quit through 
> the console or the quit dialogue, the game crashes with this listed as 
> faulty module: Fault Module Name:client.dll_unloaded.
>
> The strange thing is though that if I don't assign the return value of 
> FindVar() and simply do a
>  
> Q_strcpy( m_cDecals, cvar->FindVar("r_decals")->GetString() );
> m_pDecals->SetText( m_cDecals );
>
> everything works fine and the value of r_decals gets printed to the 
> appropriate text field. However, it's not possible to change the value 
> of the ConVar. For example, if I do a 
> cvar->FindVar("r_decals")->SetValue(1024) before I copy the string to 
> m_cDecals, the value will still be 2048 as defined in my config.cf.
>
> This is all very confusing since I can't find the striking difference 
> between the example in c_baseplayer I mentioned and my panel.

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Re: [hlcoders] Debug problem [Failed to load the launcher DLL]

2010-03-05 Thread Tony Paloma
You just need to hit reply and write your reply like any other mail.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Albert
Aurbakken
Sent: Friday, March 05, 2010 9:15 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Debug problem [Failed to load the launcher DLL]

I'm new to the whole e-mail list thing so I'm sorry if I'm doing this 
wrong. I'm trying to reply to my earlier post and I hope I'm doing it 
correctly. If not, my post+answer is over here: 
http://list.valvesoftware.com/mailman/private/hlcoders/2010-March/031217.htm
l

Yes. The client and server DLLs are in the \bin folder and I can run it 
from Steam.

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Re: [hlcoders] Vector Datatype for KeyValues Class

2010-01-21 Thread Tony Paloma
You can write out a string with three float values separated by spaces and
then use UTIL_StringToVector to parse it back into a Vector.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Oorin
Sent: Thursday, January 21, 2010 12:32 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Vector Datatype for KeyValues Class


I posted this yesterday but from the wrong email account... so if it 
double posts my apologies.

Long time C++ programmer - relatively new to the Source SDK.

With the KeyValues class... is there a way to read in a Vector or 
Angle?  For instance I see a lot of:

MySetting
{
  "x" "0.4"
  "y" "-2.5"
  "z" "1.0"
}

when it would be easier to use:
MySetting
{
 "offset_vector" 0.4 -2.5 1.0"
}

It wouldn't be difficult to break this value apart if you read it in as 
a string - but if valve has already included the functionality - no need 
to reinvent the wheel.

Thank you for your patience.

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Re: [hlcoders] How to find SteamID

2010-01-18 Thread Tony Paloma
I'd prefer:
uint32 accountId = sid.GetAccountID();

char text[255];
Q_snprintf(text, 255, "STEAM_0:%d:%d\n", accountId & 0x01, accountId >> 1);
// Alternatively:
// Q_snprintf(text, 255, "STEAM_0:%d:%d\n", accountId % 2, accountId / 2);

I think I mentioned this earlier in the thread.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Mark Chandler
Sent: Monday, January 18, 2010 1:18 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] How to find SteamID

If you use steam_api.lib from the sdk and steam_api.dll you can get it 
this way:


#include "steam/steam_api.h"
#include "steam/isteamuser.h"
#include "steam/steamclientpublic.h"

 SteamAPI_InitSafe();

 CSteamAPIContext cc;
 cc.Init();
 ISteamUser *user = cc.SteamUser();

 if (user)
 {
 CSteamID  sid = user->GetSteamID();

 uint64 scid = sid.ConvertToUint64();

 bool srv = scid % 2;
 int auth = ((scid - srv) - 76561197960265728) / 2;

 char text[255];
 Q_snprintf(text, 255, "STEAM_0:%d:%d\n", srv, auth);
}


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Re: [hlcoders] How to find SteamID

2010-01-05 Thread Tony Paloma
It can, but it means the same thing. Ex: STEAM_1 is used in L4D(2) and
STEAM_0 in every other game afaik.

What do you mean if AccountID is an uneven number? Do you mean odd number or
fractional number? AccountID should always be a whole number and taking mod
2 of that should only yield 0 or 1. 0 for even AccountID, 1 for odd
AccountID. When dividing by 2 when calculating Y, yes you should truncate
any decimal but "(AccountID mod 2) / 2" is not the correct calculation to do
so.

Try:
Y = CLng(AccountID / 2)

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang
Sent: Tuesday, January 05, 2010 9:21 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] How to find SteamID


Ah okay - so a SteamID can't start with anything but a zero?

Hmm.. If the AccountID is an uneven number, I guess y is as follows :
y = (AccountID mod 2) / 2  ??
Since a SteamID can't have decimals in it :-)

> From: drunkenf...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Tue, 5 Jan 2010 09:08:06 -0800
> Subject: Re: [hlcoders] How to find SteamID
> 
> STEAM_0:x:y
> 
> Where X is "AccountID mod 2"
> Where Y is "AccountID / 2"
> 
> You're using VB6, right? So you want the modulus operator as written
above.
> Basically, if AccountID is odd, X should be 1 otherwise 0.
> 
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang
> Sent: Tuesday, January 05, 2010 8:55 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] How to find SteamID
> 
> 
> Oh sorry, now I got it!! - at least how to find the last 4-6 digits.
> How do you figure out what the first two numbers in the SteamID are?
> STEAM_0:0:x
> 
> > From: michael__b...@hotmail.com
> > To: hlcoders@list.valvesoftware.com
> > Date: Tue, 5 Jan 2010 16:34:19 +
> > Subject: Re: [hlcoders] How to find SteamID
> > 
> > 
> > Hi again,
> > 
> > I'm not quite sure what you meant by the calculations you wrote, on how
to
> convert an AccountID to a SteamID.
> > 
> > I didn't understand the first line at all; > > STEAM_0:"AccountID &
> 0x01":"AccountID >> 1"
> > As for the second line, I tried to use the modulo operation
> (Mod(AccountID,2)), but that just gave me the number two.
> > 
> > Could you explain it to me with more words?
> > Thanks!
> > 
> > > From: michael__b...@hotmail.com
> > > To: hlcoders@list.valvesoftware.com
> > > Date: Tue, 5 Jan 2010 07:15:19 +
> > > Subject: Re: [hlcoders] How to find SteamID
> > > 
> > > 
> > > Thank you! I'll try that when I get home tonight :-)
> > > 
> > > > From: drunkenf...@hotmail.com
> > > > To: hlcoders@list.valvesoftware.com
> > > > Date: Mon, 4 Jan 2010 15:21:00 -0800
> > > > Subject: Re: [hlcoders] How to find SteamID
> > > > 
> > > > STEAM_0:"AccountID & 0x01":"AccountID >> 1"
> > > > 
> > > > Or "Mod 2" and "/ 2" respectively.
> > > > 
> > > > -Original Message-
> > > > From: hlcoders-boun...@list.valvesoftware.com
> > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
Michael
> Bang
> > > > Sent: Monday, January 04, 2010 3:13 PM
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: Re: [hlcoders] How to find SteamID
> > > > 
> > > > 
> > > > Okay.
> > > > How would you get a SteamID from an account ID - as you described in
:
> 
> > > > 
> > > > > > Well as long as we're coming up with alternatives:
> > > > > >  - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed
> > > > > >  - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a
> matching
> > > > > > friends\PersonaName value
> > > > > >- The keys under Users are account IDs. You can use them to
get
> a
> > > > > > SteamID.
> > > > 
> > > > Thanks
> > > > 
> > > > > From: drunkenf...@hotmail.com
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Date: Mon, 4 Jan 2010 15:05:33 -0800
> > > > > Subject: Re: [hlcoders] How to find SteamID
> > > > > 
> > > > > No examples for VB6, but if I were doing it, I'd make a separate
C++
> DLL
> > > > > with an exported function that gives me what I want and use VB6 to
> call
> > > > > that.
> > > > > 
> > > > > Steamclient.dll does export some functions, but nothing with what
> you
> > > > want.
> > > > > Everything else is in an interface and working with that in VB6
will
> be
> > > > > impossible.
> > > > > 
> > > > > -Original Message-
> > > > > From: hlcoders-boun...@list.valvesoftware.com
> > > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> Michael Bang
> > > > > Sent: Monday, January 04, 2010 2:51 PM
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Subject: Re: [hlcoders] How to find SteamID
> > > > > 
> > > > > 
> > > > > Thanks a lot! That really helped.
> > > > > 
> > > > > 
> > > > > 
> > > > > You wouldn't happen to have an example of how to use the
> Steamclient.dll
> > > > > file in VB6/.net lying around, would you? ;-)

Re: [hlcoders] How to find SteamID

2010-01-05 Thread Tony Paloma
STEAM_0:x:y

Where X is "AccountID mod 2"
Where Y is "AccountID / 2"

You're using VB6, right? So you want the modulus operator as written above.
Basically, if AccountID is odd, X should be 1 otherwise 0.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang
Sent: Tuesday, January 05, 2010 8:55 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] How to find SteamID


Oh sorry, now I got it!! - at least how to find the last 4-6 digits.
How do you figure out what the first two numbers in the SteamID are?
STEAM_0:0:x

> From: michael__b...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Tue, 5 Jan 2010 16:34:19 +
> Subject: Re: [hlcoders] How to find SteamID
> 
> 
> Hi again,
> 
> I'm not quite sure what you meant by the calculations you wrote, on how to
convert an AccountID to a SteamID.
> 
> I didn't understand the first line at all; > > STEAM_0:"AccountID &
0x01":"AccountID >> 1"
> As for the second line, I tried to use the modulo operation
(Mod(AccountID,2)), but that just gave me the number two.
> 
> Could you explain it to me with more words?
> Thanks!
> 
> > From: michael__b...@hotmail.com
> > To: hlcoders@list.valvesoftware.com
> > Date: Tue, 5 Jan 2010 07:15:19 +
> > Subject: Re: [hlcoders] How to find SteamID
> > 
> > 
> > Thank you! I'll try that when I get home tonight :-)
> > 
> > > From: drunkenf...@hotmail.com
> > > To: hlcoders@list.valvesoftware.com
> > > Date: Mon, 4 Jan 2010 15:21:00 -0800
> > > Subject: Re: [hlcoders] How to find SteamID
> > > 
> > > STEAM_0:"AccountID & 0x01":"AccountID >> 1"
> > > 
> > > Or "Mod 2" and "/ 2" respectively.
> > > 
> > > -Original Message-
> > > From: hlcoders-boun...@list.valvesoftware.com
> > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael
Bang
> > > Sent: Monday, January 04, 2010 3:13 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] How to find SteamID
> > > 
> > > 
> > > Okay.
> > > How would you get a SteamID from an account ID - as you described in :

> > > 
> > > > > Well as long as we're coming up with alternatives:
> > > > >  - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed
> > > > >  - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a
matching
> > > > > friends\PersonaName value
> > > > >- The keys under Users are account IDs. You can use them to get
a
> > > > > SteamID.
> > > 
> > > Thanks
> > > 
> > > > From: drunkenf...@hotmail.com
> > > > To: hlcoders@list.valvesoftware.com
> > > > Date: Mon, 4 Jan 2010 15:05:33 -0800
> > > > Subject: Re: [hlcoders] How to find SteamID
> > > > 
> > > > No examples for VB6, but if I were doing it, I'd make a separate C++
DLL
> > > > with an exported function that gives me what I want and use VB6 to
call
> > > > that.
> > > > 
> > > > Steamclient.dll does export some functions, but nothing with what
you
> > > want.
> > > > Everything else is in an interface and working with that in VB6 will
be
> > > > impossible.
> > > > 
> > > > -Original Message-
> > > > From: hlcoders-boun...@list.valvesoftware.com
> > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
Michael Bang
> > > > Sent: Monday, January 04, 2010 2:51 PM
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: Re: [hlcoders] How to find SteamID
> > > > 
> > > > 
> > > > Thanks a lot! That really helped.
> > > > 
> > > > 
> > > > 
> > > > You wouldn't happen to have an example of how to use the
Steamclient.dll
> > > > file in VB6/.net lying around, would you? ;-)
> > > > 
> > > > I've not been looking deeply into it, but I haven't been able to
find any
> > > > documentation on how to use the steamclient.dll.
> > > > 
> > > > Thanks
> > > > 
> > > > > From: drunkenf...@hotmail.com
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Date: Mon, 4 Jan 2010 13:31:04 -0800
> > > > > Subject: Re: [hlcoders] How to find SteamID
> > > > > 
> > > > > Well as long as we're coming up with alternatives:
> > > > >  - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed
> > > > >  - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a
matching
> > > > > friends\PersonaName value
> > > > >- The keys under Users are account IDs. You can use them to get
a
> > > > > SteamID.
> > > > > 
> > > > > Infallible? Hardly. But it's the best out-of-game, no-steam-dlls
> > > solution
> > > > I
> > > > > could come up with besides mucking around in the blob file.
> > > > > 
> > > > > If you know where Steam is installed
> > > > > (HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath), you can load
> > > > > steamclient.dll and get the SteamID easy. If you want more
details,
> > > reply
> > > > > and ask.
> > > > > 
> > > > > -Original Message-
> > > > > From: hlcoders-boun...@list.valvesoftware.com
> > > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
Darien
> > > Hager
> > > > > Sent: Monday, Januar

Re: [hlcoders] How to find SteamID

2010-01-04 Thread Tony Paloma
STEAM_0:"AccountID & 0x01":"AccountID >> 1"

Or "Mod 2" and "/ 2" respectively.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang
Sent: Monday, January 04, 2010 3:13 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] How to find SteamID


Okay.
How would you get a SteamID from an account ID - as you described in : 

> > Well as long as we're coming up with alternatives:
> >  - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed
> >  - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a matching
> > friends\PersonaName value
> >- The keys under Users are account IDs. You can use them to get a
> > SteamID.

Thanks

> From: drunkenf...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Mon, 4 Jan 2010 15:05:33 -0800
> Subject: Re: [hlcoders] How to find SteamID
> 
> No examples for VB6, but if I were doing it, I'd make a separate C++ DLL
> with an exported function that gives me what I want and use VB6 to call
> that.
> 
> Steamclient.dll does export some functions, but nothing with what you
want.
> Everything else is in an interface and working with that in VB6 will be
> impossible.
> 
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang
> Sent: Monday, January 04, 2010 2:51 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] How to find SteamID
> 
> 
> Thanks a lot! That really helped.
> 
> 
> 
> You wouldn't happen to have an example of how to use the Steamclient.dll
> file in VB6/.net lying around, would you? ;-)
> 
> I've not been looking deeply into it, but I haven't been able to find any
> documentation on how to use the steamclient.dll.
> 
> Thanks
> 
> > From: drunkenf...@hotmail.com
> > To: hlcoders@list.valvesoftware.com
> > Date: Mon, 4 Jan 2010 13:31:04 -0800
> > Subject: Re: [hlcoders] How to find SteamID
> > 
> > Well as long as we're coming up with alternatives:
> >  - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed
> >  - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a matching
> > friends\PersonaName value
> >- The keys under Users are account IDs. You can use them to get a
> > SteamID.
> > 
> > Infallible? Hardly. But it's the best out-of-game, no-steam-dlls
solution
> I
> > could come up with besides mucking around in the blob file.
> > 
> > If you know where Steam is installed
> > (HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath), you can load
> > steamclient.dll and get the SteamID easy. If you want more details,
reply
> > and ask.
> > 
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Darien
Hager
> > Sent: Monday, January 04, 2010 1:06 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] How to find SteamID
> > 
> > Just to toss out an alternative... I think the "current user name" is 
> > probably somewhere in the clientregistry.blob file after the user is 
> > logged-in... but parsing that thing directly isn't very fun and likely 
> > won't be as stable making your own exe/dll. (I'm working on phasing out 
> > some clientregistry-using code for those reasons.)
> > 
> > --Darien
> > 
> > Alexander Hirsch wrote:
> > > It does work. I did some stuff with that already.
> > > The code down there is just on top of my head though. Still, should
> > > work like that.
> > >
> > >   
> > 
> > 
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > 
> > 
> > 
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > 
> 
> _
> Få 25 GB lagerplads på nettet!
>
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Re: [hlcoders] How to find SteamID

2010-01-04 Thread Tony Paloma
No examples for VB6, but if I were doing it, I'd make a separate C++ DLL
with an exported function that gives me what I want and use VB6 to call
that.

Steamclient.dll does export some functions, but nothing with what you want.
Everything else is in an interface and working with that in VB6 will be
impossible.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang
Sent: Monday, January 04, 2010 2:51 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] How to find SteamID


Thanks a lot! That really helped.



You wouldn't happen to have an example of how to use the Steamclient.dll
file in VB6/.net lying around, would you? ;-)

I've not been looking deeply into it, but I haven't been able to find any
documentation on how to use the steamclient.dll.

Thanks

> From: drunkenf...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Mon, 4 Jan 2010 13:31:04 -0800
> Subject: Re: [hlcoders] How to find SteamID
> 
> Well as long as we're coming up with alternatives:
>  - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed
>  - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a matching
> friends\PersonaName value
>- The keys under Users are account IDs. You can use them to get a
> SteamID.
> 
> Infallible? Hardly. But it's the best out-of-game, no-steam-dlls solution
I
> could come up with besides mucking around in the blob file.
> 
> If you know where Steam is installed
> (HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath), you can load
> steamclient.dll and get the SteamID easy. If you want more details, reply
> and ask.
> 
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Darien Hager
> Sent: Monday, January 04, 2010 1:06 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] How to find SteamID
> 
> Just to toss out an alternative... I think the "current user name" is 
> probably somewhere in the clientregistry.blob file after the user is 
> logged-in... but parsing that thing directly isn't very fun and likely 
> won't be as stable making your own exe/dll. (I'm working on phasing out 
> some clientregistry-using code for those reasons.)
> 
> --Darien
> 
> Alexander Hirsch wrote:
> > It does work. I did some stuff with that already.
> > The code down there is just on top of my head though. Still, should
> > work like that.
> >
> >   
> 
> 
> ___
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> please visit:
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> 
> 
> 
> ___
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Re: [hlcoders] How to find SteamID

2010-01-04 Thread Tony Paloma
I was going to say the same thing, but then didn't because the
implementation of the Render function for CSteamID is not included in the
SDK so he'd end up adding the same code anyways.

I will recommend "& 0x01" instead of "% 2" and ">> 1" instead of "/ 2"
though the compiler probably does that for you anyways.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Monday, January 04, 2010 2:08 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] How to find SteamID

Garry there's no need to do it manually, I think there's a CSteamID class
which does it all for you I think... although that might be server-side :/

Thanks,
- Saul.


2010/1/4 Garry Newman 

> This probably isn't useful to anyone, but I had to get the SteamID of
other
> players clientside - and couldn't find a way to do it (without networking
> them from server)
>
> But eventually I found a way to convert the FriendsID to a SteamID..
>
> const char* C_GMOD_Player::GetNetworkIDString()
> {
> if ( !engine->GetPlayerInfo( entindex(), &m_SavedPlayerInfo ) )
> {
> return "NULL";
> }
>
> if ( !m_SavedPlayerInfo.friendsID )
> return "NULL";
>
> Q_snprintf( m_SavedPlayerInfo.guid, sizeof( m_SavedPlayerInfo.guid ) - 1,
> "STEAM_0:%u:%u",
> (unsigned int)(m_SavedPlayerInfo.friendsID % 2),
> (unsigned int)(m_SavedPlayerInfo.friendsID / 2));
>
> return m_SavedPlayerInfo.guid;
> }
>
> garry
>
> On Mon, Jan 4, 2010 at 9:31 PM, Tony Paloma 
> wrote:
>
> > Well as long as we're coming up with alternatives:
> >  - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed
> >  - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a matching
> > friends\PersonaName value
> >   - The keys under Users are account IDs. You can use them to get a
> > SteamID.
> >
> > Infallible? Hardly. But it's the best out-of-game, no-steam-dlls
solution
> I
> > could come up with besides mucking around in the blob file.
> >
> > If you know where Steam is installed
> > (HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath), you can load
> > steamclient.dll and get the SteamID easy. If you want more details,
reply
> > and ask.
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Darien
> Hager
> > Sent: Monday, January 04, 2010 1:06 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] How to find SteamID
> >
> > Just to toss out an alternative... I think the "current user name" is
> > probably somewhere in the clientregistry.blob file after the user is
> > logged-in... but parsing that thing directly isn't very fun and likely
> > won't be as stable making your own exe/dll. (I'm working on phasing out
> > some clientregistry-using code for those reasons.)
> >
> > --Darien
> >
> > Alexander Hirsch wrote:
> > > It does work. I did some stuff with that already.
> > > The code down there is just on top of my head though. Still, should
> > > work like that.
> > >
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
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> please visit:
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Re: [hlcoders] How to find SteamID

2010-01-04 Thread Tony Paloma
Well as long as we're coming up with alternatives:
 - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed
 - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a matching
friends\PersonaName value
   - The keys under Users are account IDs. You can use them to get a
SteamID.

Infallible? Hardly. But it's the best out-of-game, no-steam-dlls solution I
could come up with besides mucking around in the blob file.

If you know where Steam is installed
(HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath), you can load
steamclient.dll and get the SteamID easy. If you want more details, reply
and ask.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Darien Hager
Sent: Monday, January 04, 2010 1:06 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] How to find SteamID

Just to toss out an alternative... I think the "current user name" is 
probably somewhere in the clientregistry.blob file after the user is 
logged-in... but parsing that thing directly isn't very fun and likely 
won't be as stable making your own exe/dll. (I'm working on phasing out 
some clientregistry-using code for those reasons.)

--Darien

Alexander Hirsch wrote:
> It does work. I did some stuff with that already.
> The code down there is just on top of my head though. Still, should
> work like that.
>
>   


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Re: [hlcoders] client side grame frame

2010-01-04 Thread Tony Paloma
It's not that easy. You have to do more than define a function. You'll need
to get a reference to the thing that implements IBaseClientDLL (find
gHLClient or ask the client dll for CLIENT_DLL_INTERFACE_VERSION) and use
something like Sourcehook to hook the vtable function.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Cabezas
Sent: Monday, January 04, 2010 6:22 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] client side grame frame

yeah!, at last! :D

ok, back on top thank you Mr. Saul again actually i implemented your
method, but no results. this is what i'm doing:

void IBaseClientDLL::FrameStageNotify(ClientFrameStage_t curStage){
 Msg("this is a frame!\n");
}


what i'm doing wrong?, maybe that's not a properly way to hook a function?
:D

also i tried IBaseClientDLL::HudUpdate, the same way above, but no results
):

thank you again!

2010/1/4 Saul Rennison 

> Atlast someone who knows what they're talking about!
>
> Anyway back on top. You'd need to hook
> IBaseClientDLL::NotifyFrameStage (I think that's what it's called) and
> use that as your alternative to GameFrame.
>
> On Monday, January 4, 2010, Zach Kanzler  wrote:
> > Clients do load plug-ins. You can load SourceMod client-side and change
> any
> > cvar, Tom, including sv_cheats, though it will only be changed
> client-side.
> >
> > --
> > Zach "theY4Kman" Kanzler
> >
> >
> > On Mon, Jan 4, 2010 at 04:55, Tom Edwards 
> wrote:
> >
> >> You can see server commands in the console. sv_cheats, sv_password,
etc.
> >> Doesn't mean they execute on the client.
> >>
> >> On 04/01/2010 7:06, Joe Cabezas wrote:
> >> > nope
> >> >
> >> > clients DO LOAD plugins... via console commmand "plugin_load"...
> >> >
> >> > ok, that's not the main question.
> >> >
> >> > how to run commands every frame/tick in client?
> >> >
> >> > 2010/1/4 Andrew Ritchie
> >> >
> >> >
> >> >> Quite simply the client does not load or run plug ins.  If you were
> >> making
> >> >> your own mod then you could add a client side system that loads and
> runs
> >> >> them ever tick, but the client engine does not expose any systems to
> run
> >> >> plug in type features and no Valve game is likely to offer such a
> >> feature.
> >> >>
> >> >> On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas
> >>  wrote:
> >> >>
> >> >>
> >> >>> i know i can't!, actually i know that i'm doing a server solution,
> my
> >> >>> question is: "how to make it work in a client plugin"?
> >> >>>
> >> >>> maybe threads?, thinks?, how?
> >> >>>
> >> >>> 2010/1/4 Olly
> >> >>>
> >> >>>
> >>  You can't. Its a server plugin: CEmpty*Server*Plugin
> >> 
> >>  2010/1/4 Joe Cabezas
> >> 
> >> 
> >> > hello!
> >> >
> >> > i want to execute some functions in a CLIENT SIDE PLUGIN, for
> tf2...
> >> >
> >> >>> with
> >> >>>
> >> > no
> >> > results
> >> >
> >> > this is what i'm doing:
> >> >
> >> > void CEmptyServerPlugin::GameFrame( bool simulating )
> >> > {
> >> > Msg("this is a frame!");
> >> > }
> >> >
> >> > but, it only works when i create a server, and not when i join a
> >> >
> >>  server...
> >> 
> >> >
> >> > how can i access to a client-side gameframe event?
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list
> >> >
> >> >> archives,
> >> >>
> >> > please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >> >
> >> >
> >>  ___
> >>  To unsubscribe, edit your list preferences, or view the list
> archives,
> >>  please visit:
> >>  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> 
> >> 
> >> 
> >> >>> ___
> >> >>> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> >>> please visit:
> >> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >>>
> >> >>>
> >> >>>
> >> >> ___
> >> >> To unsubscribe, edit your list preferences, or view the list
> archives,
> >> >> please visit:
> >> >>  
>
> --
>
> Thanks,
>  - Saul.
>
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Re: [hlcoders] Left 4 Dead Header files

2009-11-24 Thread Tony Paloma
http://developer.valvesoftware.com/wiki/Left_4_Dead_Plugins

I remember there used to be a page that explained the differences, but I
couldn't find it.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Tuesday, November 24, 2009 9:35 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Left 4 Dead Header files

Hello,

it seems we don't get the header files for Left 4 Dead or I didn't found 
them in the gcf files. So I have checked out the orangebox files, compiled 
the stock empty server plugin (with some changes) fine and get the error:

Could not get IServerPluginCallbacks interface from plugin 
"serverplugin_empty_i486.so"

The same plugin is working fine with an orangebox game. So it seems the 
IServerPluginCallbacks interface was changed. Does someone has informations 
about the changes in the headers for Left 4 Dead and Left 4 Dead 2?

Best regards

Ronny 


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Re: [hlcoders] SVN GPL Question

2009-11-20 Thread Tony Paloma
You're right. You should just accidentally all of valve's engine codes to
the webs.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Garry Newman
Sent: Friday, November 20, 2009 1:57 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] SVN GPL Question

All this license bullshit. What's the point.

garry

On Fri, Nov 20, 2009 at 9:50 PM, Bob Somers  wrote:

> Eww... yikes, I can't imagine GPL3 being a viable license for a large
> chunk of projects then. Stick with LGPL, it seems to make the most
> sense out of all the OS licenses.
>
> --Bob
>
> On Fri, Nov 20, 2009 at 1:33 PM, Keeper  wrote:
> > When I read up on the GPL3 this morning.  You have to provide all the
> source code allow your application to compile.  It's geared towards 100%
> open source applications.  So for licensing your plugin as open source, it
> seems that the Lesser license is what we need to use since we don't (and
> cannot) supply the code for the VALVe libraries that we link against.
> >
> > Keeper
> >
> > -Original Message-
> > From: Bob Somers [mailto:magicbob...@gmail.com]
> > Sent: Friday, November 20, 2009 4:25 PM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] SVN GPL Question
> >
> > Does the GPL also cover libraries that you use, though? As I
> > understand it, all of *your* code could be covered under the GPL,
> > while Valve's is still covered under there license, and doesn't need
> > to be supplied. It would probably be a royal bitch to decouple the
> > code that much though, especially when we're talking about the source
> > SDK.
> >
> > --Bob
> >
> >
> >
> >
> > On Fri, Nov 20, 2009 at 1:15 PM, Keeper 
> wrote:
> >> As I understand GPL3, as long as you provide all the source code to
> build
> >> the application then you are fine.  In which case we could not
_legally_
> be
> >> in compliance with that licensing.  Which is why I was asking.  I think
> we
> >> can be open source, but I think the version of license that we are
using
> is
> >> incorrect.
> >>
> >> I'll look into the LGPL ... thanks for that info.
> >>
> >> Keeper
> >
> >
> > ___
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> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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Re: [hlcoders] Change default demo directory and move demos after creation

2009-11-18 Thread Tony Paloma
engine->ServerCommand(...);
engine->ServerExecute();
rename(...);

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Klaus Müller
Sent: Wednesday, November 18, 2009 11:12 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Change default demo directory and move demos after
creation

Right now I'm just using the rename from stdio.h. There is a way to move
files using Valve's filesystem. The problem is that you can't call the
rename function right after you issued the server cmd to stop the demo cause
it takes some time until the demo is created, hence the file is in use and
rename() will fail.

2009/11/18 Tony Paloma 

> Uh, wait. If you're just moving a file, why would you use "system" and not
> the rename function from stdio.h.
>
> Also, I'm pretty sure valve's filesystem interface provides a move
> function.
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Grash
> Sent: Wednesday, November 18, 2009 8:47 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Change default demo directory and move demos after
> creation
>
> I feel real dirty suggesting this. But it's how I'd go about doing it
> myself...
>
> you can use system() [or _wsystem()]
> http://msdn.microsoft.com/en-us/library/aa273022%28VS.60%29.aspx
>
> http://www.cplusplus.com/reference/clibrary/cstdlib/system/
> This describes as the function taking over the program till the command
> finishes. Given we're talking about disk operation, and that's slow as
shit
> to perform this could be a concern!
>
> Is there a safer method in the source engine?
>
> --- On Tue, 11/17/09, N K  wrote:
>
> > From: N K 
> > Subject: Re: [hlcoders] Change default demo directory and move demos
> after
> creation
> > To: "Discussion of Half-Life Programming"
> 
> > Date: Tuesday, November 17, 2009, 3:30 PM
> > Well, that's embarrassing. I know I
> > tried to record to another directory by
> > using record "bla/temp.dem" and for some reason it didn't
> > work. Now I
> > realise it does work so I must have messed up with the
> > syntax when I tested
> > it before. So okay, one problem solved; one to go... and
> > the renaming thing
> > is actually the more important one.
> >
> > 2009/11/17 Spencer 'voogru' MacDonald 
> >
> > > Why not just record the demo to where it will end up
> > anyway and skip the
> > > whole moving part?
> > >
> > > With SourceTV you can change the demo path by simply
> > doing like tv_record
> > > "path/to/demo.dem", probably the same with the
> > standard record command.
> > >
> > > -Original Message-
> > > From: hlcoders-boun...@list.valvesoftware.com
> > > [mailto:hlcoders-boun...@list.valvesoftware.com]
> > On Behalf Of N K
> > > Sent: Tuesday, November 17, 2009 2:06 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] Change default demo directory and
> > move demos after
> > > creation
> > >
> > > Hello everyone. I've got two rather special questions
> > which I doubt have
> > > been asked before. I'm guessing that's also why I
> > haven't been able to find
> > > anything about it on the internet so far.
> > >
> > > First of, I'm working with the OB version of the SDK.
> > I've added a custom
> > > trigger to triggers.cpp that is supposed to start and
> > stop a demo when the
> > > player touches it. That's where my first question
> > comes up. I'm recording
> > > the demo to a temporary file that I want to rename and
> > move after it's
> > > fully
> > > recorded. For that purpose I'd like to save the
> > temporary demo in another
> > > folder than the root dir of my mod in /sourcemods (say
> > in
> > > /sourcemods/mymod/temp). Is that possible somehow or
> > is it not in the hands
> > > of modders? I have not been able to find anything
> > about it in the source
> > > code the SDK provides so I'm getting the feeling it's
> > not.
> > >
> > > Secondly, once the demo is stopped, I want to rename
> > it after a certain
> > > scheme and then move it out of it's temporary folder
> > (respectively the root
> > > dir if I can't change that). The pro

Re: [hlcoders] Change default demo directory and move demos after creation

2009-11-18 Thread Tony Paloma
Uh, wait. If you're just moving a file, why would you use "system" and not
the rename function from stdio.h.

Also, I'm pretty sure valve's filesystem interface provides a move function.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Grash
Sent: Wednesday, November 18, 2009 8:47 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Change default demo directory and move demos after
creation

I feel real dirty suggesting this. But it's how I'd go about doing it
myself... 

you can use system() [or _wsystem()]  
http://msdn.microsoft.com/en-us/library/aa273022%28VS.60%29.aspx

http://www.cplusplus.com/reference/clibrary/cstdlib/system/
This describes as the function taking over the program till the command
finishes. Given we're talking about disk operation, and that's slow as shit
to perform this could be a concern! 

Is there a safer method in the source engine?

--- On Tue, 11/17/09, N K  wrote:

> From: N K 
> Subject: Re: [hlcoders] Change default demo directory and move demos after
creation
> To: "Discussion of Half-Life Programming"

> Date: Tuesday, November 17, 2009, 3:30 PM
> Well, that's embarrassing. I know I
> tried to record to another directory by
> using record "bla/temp.dem" and for some reason it didn't
> work. Now I
> realise it does work so I must have messed up with the
> syntax when I tested
> it before. So okay, one problem solved; one to go... and
> the renaming thing
> is actually the more important one.
> 
> 2009/11/17 Spencer 'voogru' MacDonald 
> 
> > Why not just record the demo to where it will end up
> anyway and skip the
> > whole moving part?
> >
> > With SourceTV you can change the demo path by simply
> doing like tv_record
> > "path/to/demo.dem", probably the same with the
> standard record command.
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com]
> On Behalf Of N K
> > Sent: Tuesday, November 17, 2009 2:06 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] Change default demo directory and
> move demos after
> > creation
> >
> > Hello everyone. I've got two rather special questions
> which I doubt have
> > been asked before. I'm guessing that's also why I
> haven't been able to find
> > anything about it on the internet so far.
> >
> > First of, I'm working with the OB version of the SDK.
> I've added a custom
> > trigger to triggers.cpp that is supposed to start and
> stop a demo when the
> > player touches it. That's where my first question
> comes up. I'm recording
> > the demo to a temporary file that I want to rename and
> move after it's
> > fully
> > recorded. For that purpose I'd like to save the
> temporary demo in another
> > folder than the root dir of my mod in /sourcemods (say
> in
> > /sourcemods/mymod/temp). Is that possible somehow or
> is it not in the hands
> > of modders? I have not been able to find anything
> about it in the source
> > code the SDK provides so I'm getting the feeling it's
> not.
> >
> > Secondly, once the demo is stopped, I want to rename
> it after a certain
> > scheme and then move it out of it's temporary folder
> (respectively the root
> > dir if I can't change that). The problem is that it
> takes a certain time
> > until the demo is stopped. Right now, touching the
> stopping trigger calls
> > the Touch( CBaseEntity *pOther ) method from where it
> issues the following
> > two commands:
> >
> > engine->ServerCommand( "stop\n" );
> > pPlayer->MoveDemo( pPlayer );
> >
> > I've implemented the MoveDemo method in
> basecombatcharacter.cpp cause I
> > need
> > to access player specific variables I added to the
> class. Now my question
> > is
> > simply how I could work around this problem, meaning
> how could I make sure
> > the MoveDemo function gets called when I can be sure
> that the demo isn't
> > used by the application anymore.
> >
> > In that context I just thought of another question
> that's of similar
> > nature.
> > I don't want to stop the demo at the exact moment the
> player touches the
> > trigger. I'd rather have a little time difference of
> say 6+ seconds so the
> > demo doesn't stop so abruptly.
> >
> > I'm really happy about any input from you guys cause
> I'm completely stuck
> > because of these problems right now. Thank you.
> > ___
> > To unsubscribe, edit your list preferences, or view
> the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
> the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
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> list archives, please visit:
> http://list.valvesoftwar

Re: [hlcoders] Arbitrary Gravity Direction

2009-10-14 Thread Tony Paloma
IPhysicsEnvironment has a function called SetGravity that takes a Vector.
You can use it to set an arbitrary direction for gravity, but it will work
for VPhysics objects only. I didn't check if this information was in that
thread you posted. Sorry if it was.

If you have an instance of VPHYSICS_INTERFACE_VERSION, you can get the
environment by:
pPhysics->GetActiveEnvironmentByIndex(0);

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
a...@watkins.to
Sent: Wednesday, October 14, 2009 6:39 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Arbitrary Gravity Direction

See this thread for a discussion and partial implementation of arbitrary
gravity direction.
http://forums.steampowered.com/forums/showthread.php?t=778484

I never got it working entirely right, and gave up on it anyway :)
And it never did props.

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Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Tony Paloma
Jay,

Have you tried fov_desired (or was it desired_fov?). When you type fov  in the console, do you actually see the new value when you type just
"fov" afterwards?

Also, I do agree with the suggestions that since you're using a server
plugin, you should be changing the vars, not sending commands.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Croghan
Sent: Monday, September 14, 2009 2:27 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] CSS FOV since last update?

Howdy,

Since the last update, the fov client command doesn't seem to be  
working with sv_cheats enabled on CS:S servers, was this on purpose?

Thanks,
Jay


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Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Tony Paloma
Remember when Nick said anything useful on this list?

no, neither do i..

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick
Sent: Tuesday, September 15, 2009 3:39 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] CSS FOV since last update?

Remember when valve gave modders good tools and fixed bugs?

no, neither do i..

On Tue, Sep 15, 2009 at 5:32 PM, Tony Paloma 
wrote:
> You guys remember when they broke "say" in hl2mp?
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Croghan
> Sent: Tuesday, September 15, 2009 12:42 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] CSS FOV since last update?
>
> Thanks for your help but I've been around long enough to know all
> about network vars. I can't think of how it wouldn't be intentional
> though, breaking console commands wouldn't be too easily done!
>
> - Jay
>
> Quoting Saul Rennison :
>
>> A) No it wouldn't have been intentional.
>> B) Change the CBasePlayer::m_iFOV SendProp to change FOV
>> Thanks,
>> - Saul.
>>
>>
>> 2009/9/15 Jay Croghan 
>>
>>> Hey,
>>>
>>> I would consider it a coding question as I'm writing code which
> used
>>> to use it server side via the IServerPluginHelpers interface and
> it
>>> stopped working after the last update with no console messages. I
> was
>>> simply wondering if this was intentional or not :)
>>>
>>> - Jay
>>>
>>> Quoting ZuM :
>>>
>>> > Well, but he asked why it isn't working with sv_cheats enable,
> so
>>> it is
>>> > considered as cheat but changing the values with sv_cheats
> enable
>>> does
>>> > nothing.
>>> >
>>> > Honestly, i don't know why it isn't working since i'm not a
> Valve
>>> employee
>>> > and also i don't play CS:S anymore to check if this is true :X.
>>> >
>>> > 2009/9/15 Jorge Rodriguez 
>>> >
>>> >> Jay,
>>> >>
>>> >> I'm not sure if this is even a coding question, which is why
> you
>>> probably
>>> >> got all of the snarky replies.
>>> >>
>>> >> I'm not a Valve employee, but it think I would be accurate if I
>>> said that
>>> >> the reason fov is considered a cheat is because players used to
>>> set it to
>>> >> ridiculously large values to be able to see other players who
> were
>>> directly
>>> >> behind them, or zoom in to be able to see players far away,
> even
>>> without a
>>> >> scope or binoculars.
>>> >>
>>> >> It shouldn't be restricted entirely, but rather capped to a
>>> certain value
>>> >> range, like 80 to 120 or so. Can we stop bickering now?
>>> >>
>>> >> --
>>> >> Jorge "Vino" Rodriguez
>>> >> ___
>>> >> To unsubscribe, edit your list preferences, or view the list
>>> archives,
>>> >> please visit:
>>> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>> >>
>>> >>
>>> > ___
>>> > To unsubscribe, edit your list preferences, or view the list
>>> > archives, please visit:
>>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>> >
>>> >
>>>
>>>
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
> archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>> ___
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>>
>
>
>
>
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Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Tony Paloma
You guys remember when they broke "say" in hl2mp?

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Croghan
Sent: Tuesday, September 15, 2009 12:42 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] CSS FOV since last update?

Thanks for your help but I've been around long enough to know all  
about network vars. I can't think of how it wouldn't be intentional  
though, breaking console commands wouldn't be too easily done!

- Jay

Quoting Saul Rennison :

> A) No it wouldn't have been intentional.
> B) Change the CBasePlayer::m_iFOV SendProp to change FOV
> Thanks,
> - Saul.
>
>
> 2009/9/15 Jay Croghan 
>
>> Hey,
>>
>> I would consider it a coding question as I'm writing code which
used
>> to use it server side via the IServerPluginHelpers interface and
it
>> stopped working after the last update with no console messages. I
was
>> simply wondering if this was intentional or not :)
>>
>> - Jay
>>
>> Quoting ZuM :
>>
>> > Well, but he asked why it isn't working with sv_cheats enable,
so
>> it is
>> > considered as cheat but changing the values with sv_cheats
enable
>> does
>> > nothing.
>> >
>> > Honestly, i don't know why it isn't working since i'm not a
Valve
>> employee
>> > and also i don't play CS:S anymore to check if this is true :X.
>> >
>> > 2009/9/15 Jorge Rodriguez 
>> >
>> >> Jay,
>> >>
>> >> I'm not sure if this is even a coding question, which is why
you
>> probably
>> >> got all of the snarky replies.
>> >>
>> >> I'm not a Valve employee, but it think I would be accurate if I
>> said that
>> >> the reason fov is considered a cheat is because players used to
>> set it to
>> >> ridiculously large values to be able to see other players who
were
>> directly
>> >> behind them, or zoom in to be able to see players far away,
even
>> without a
>> >> scope or binoculars.
>> >>
>> >> It shouldn't be restricted entirely, but rather capped to a
>> certain value
>> >> range, like 80 to 120 or so. Can we stop bickering now?
>> >>
>> >> --
>> >> Jorge "Vino" Rodriguez
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list
>> archives,
>> >> please visit:
>> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >>
>> >>
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list
>> > archives, please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
>>
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
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Re: [hlcoders] Awkward crash dumps

2009-08-07 Thread Tony Paloma
If the stack is random memory addresses that don't map to any module in
memory, you probably have some code that is overwriting the stack. Look for
potential buffer overruns.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
a...@watkins.to
Sent: Friday, August 07, 2009 2:59 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Awkward crash dumps

I've been working on fixing the crashes introduced in the latest version of
our mod. From mdmps, I've got all the obvious ones, but there's a few that I
just don't know how to deal with. In fact, it seems to me that there's
likely nothing that I CAN do, short of stripping all our features out &
letting a small army of testers play with it for a week, then adding in
features one at a time and repeating, until these occasional crashes are
reintroduced. That sounds like a knightmare, and would likely take several
months.

Does anyone have any better suggestions on how to deal with:

* A crash where the call stack ONLY shows a memory address? Not even any
mention of a dll. This is our most common crash, and happens 1-2 times a day
on each server.

* One pointing to __RTDynamicCast in server.dll, with nothing to say WHICH
cast caused issues? And if its a dynamic cast, then ... it shouldn't crash
if it fails? This has only come up once, admittedly.

* Another crash pointing at this line in Physics_RunThinkFunctions:
CBaseEntity **list = (CBaseEntity **)stackalloc( sizeof(CBaseEntity *) *
listMax );
I'd guess that could potentially be a stack overflow? If it is, any
suggestions on tracking down what from? Its come up a couple of times now,
on different servers.

Note that we don't currently have a linux client, these are all windows
crashes, in case that is relevant. Any suggestions or tips would be greatly
appreciated - we're all ready to release an update, apart from these!

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Re: [hlcoders] whats happening with this engine

2009-08-06 Thread Tony Paloma
I think you missed the sarcasm.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
Sent: Thursday, August 06, 2009 2:53 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine

They use their tools to make their games to make lots of money and
game of the year... again.

2009/8/6 botman :
> How else is VAVLe going to be successful unless they listen to our
> helpful comments?  It's obvious they don't know what they are doing and
> need our help.
>
> On 8/5/2009 5:47 PM, Garry Newman wrote:
>> They're probably too busy doing actual work to respond to a list of
>> scatterbrain pipe dream demands from a bunch of lazy modders.
>>
>> garry
>>
>> On Wed, Aug 5, 2009 at 11:34 PM, Nick  wrote:
>>> I like how valve has absolutely no response to make regarding this
subject.
>>>
>>> On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison
 wrote:
 Seconded!

 Thanks,
 - Saul.


 2009/7/26 Matt Hoffman

> I for one would also like a fix for the ATI Hammer text... jaggies.
>
> Or should I make a separate hlcoders email about that instead of
including
> all my hard-earned research in this one?
>
>
> On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
> wrote:
>
>> My only wish for updates to the tools is to update Faceposer to work
> fully
>> with Vista. Currently it is not possible to do auto-generation of the
>> lip-synch data in Vista, and furthermore another dev and I both had
> trouble
>> on his XP machine locating a working link to the Speech SDK that
> Faceposer
>> requires, all the MS links were 404, etc.
>>
>> I will just say that doing the lip synch data yourself is extremely
> lemons,
>> not to mention that I am a coder not an artiste :D
>>
>> Chris
>>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
>> Pidcock
>> Sent: Saturday, July 25, 2009 9:32 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] whats happening with this engine
>>
>> Whitespace should be easy to embed in the engine if you create a
wrapper
>> that works with the feature I presented before. Whitespace is a very
> visual
>> language that is great for particle effects and shaders(it is then
>> translated into complex hlsl).
>>
>> --
>> From: "Harry Jeffery"
>> Sent: Sunday, July 26, 2009 4:40 AM
>> To: "Discussion of Half-Life Programming"<
> hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] whats happening with this engine
>>
>>> I thought it looked so clean and easy, then I selected the
whitespace.
> =[
>>> 2009/7/25 Spencer 'voogru' MacDonald:
 I like this one better.

 http://compsoc.dur.ac.uk/whitespace/



 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
 Sent: Saturday, July 25, 2009 10:54 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Its a good job you used tinyurl, otherwise it wouldn't have fit on
my
 screen!...

 2009/7/25 Harry Pidcock

> Valve contacted me yesterday to tell me they have successfully
> implemented
> a
> new feature.
>
> http://tinyurl.com/4f6mt
>
> I hope to see more of these innovations in the future.
>
> --
> From: "Andrew Ritchie"
> Sent: Saturday, July 25, 2009 10:21 AM
> To: "Discussion of Half-Life Programming"
>  Subject: Re: [hlcoders] whats happening with this engine
>
>> Surely this topic could be split into several different points.
> Personally
>> I
>> see 4 different ones here.
>>
>> 1) Engine features
>> 2) Tools Capabilities
>> 3) Tools Availability
>> 4) Tools Presentation
>>
>> The first is ignorable, Valve is clearly only going to add new
>> features
> or
>> change things, like BSP and displacement maps, when they think
it's
>> important.  It's their engine and it needs to do what their games
>> need
>> doing.  If you choose to use Source then you have to accept you
are
>> modding
>> their engine.  Sure TF, CS, DoD etc.. all were mods that made
Valve
> a
 lot
>> of
>> money and brought huge success but they were also developed
around

Re: [hlcoders] Failure to Debug when VS launched from Steam

2009-07-12 Thread Tony Paloma
Maybe it's stuck trying to load symbols. Check the status bar of the main VS
window.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Brent Lewis
Sent: Saturday, July 11, 2009 3:04 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Failure to Debug when VS launched from Steam


I just recently installed SP1 for Visual Studio 2008. I also allow steam to
do any engine/client/whatev updates it pleases. Problem is, I opened up a
mod I've been working on in VS and try to run (with debugger). This used to
work just fine. Now it causes hl2.exe to launch as seen in the process list,
but the main window never appears and the debugger never fully attaches to
the process. Attempting to break execution in the debugger results in an,
"unable to break execution" message. Trying to stop execution results in,
"The debugger was unable to terminate one or more processes: hl2.exe the
debugger is still attaching to the process. ...":

http://img20.imageshack.us/img20/6894/microsoftvisualstudio20.png

I go to task manager and attempt to kill hl2.exe with no success.
Terminating visual studio however, is effective immediately and causes
hl2.exe to also close.

-

As I was writing this email I discovered the cause and solution. I also
recently started launching VS as though it were a game from the Steam games
list. Running VS from outside of Steam fixes it. Hope this helps anyone who
run into the same thing.
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Re: [hlcoders] posting

2009-04-27 Thread Tony Paloma
While the original post and my post are, yes, slightly ironic, the original
post is very true. Shut up, please.

OMG?! 100 POST THREAD?! No.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Ritchie
Sent: Monday, April 27, 2009 11:45 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] posting

Ironic?

On Mon, Apr 27, 2009 at 7:37 PM, Piotr Burzykowski
wrote:

> Hi,
>
> Can we avoid the silliness of another pointless thread? This is spam of
> the worst kind which the good Valve people will simply skip/delete along
> with valid threads.
>
> Best regards,
>
> Piotr Burzykowski
> LocWorks - Play. Adapt. Disseminate.
>
>
> ___
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> please visit:
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>
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Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-26 Thread Tony Paloma
Everyone does it.

Sent via BlackBerry by AT&T
Do you Yahoo?
Rediscover Hotmail

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh
Sent: Sunday, April 26, 2009 6:23 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they be
removed?

Wait, how do we know he knows how to do it. He just put up a picture 
saying it can be done..

Off topic. I think it's lame how Apple has to throw it's branding all 
over the place..

Ryan Sheffer wrote:
> Way to know the answer but beat around the bush.
>
> Skidz (Ryan)
>
> On 26-Apr-09, at 14:19, Cory de La Torre  wrote:
>
>   
>> Way to derail the question guys.
>>
>> On Sun, Apr 26, 2009 at 1:28 PM, James Keith   
>> wrote:
>>
>> 
>>> Yes my iPod automatically adds that to the end, it's really stupid.
>>>
>>> I don't think the grain is shader based, because it appears on all  
>>> types of
>>> materials, so it leads me to believe it's code based to grain on all
>>> entites. Dunno. If certain people would've actually told me how to  
>>> do it
>>> instead of just saying "yeah", i would know.
>>>
>>> *incoming mail signature*
>>>
>>> Thanks,
>>> James
>>> - Original Message -
>>> From: "Saul Rennison" 
>>> To: "Discussion of Half-Life Programming"
>>   
>>> Sent: Sunday, April 26, 2009 3:27 PM
>>> Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they
>>> beremoved?
>>>
>>>
>>>   
 Same
 Sent from Saul's Pidgeon Mail

 2009/4/26 Olly 

 
> What of it? :D
>
> My mail client adds mine automatically too :D
>
> --
> Sent from Olly's SEGA Game Gear
> ___
> To unsubscribe, edit your list preferences, or view the list  
> archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>   
 --
 Thanks,
 - Saul.
 ___
 To unsubscribe, edit your list preferences, or view the list  
 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


 
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list  
>>> archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>   
>> -- 
>> Gear Dev
>> ___
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>> archives, please visit:
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>>
>> 
>
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>
>
>   

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Re: [hlcoders] Getting access to change m_flStepSoundTime

2009-04-01 Thread Tony Paloma
m_flStepSoundTime is in the DataDescMap. Use GetDataDescMap on the player
entity to get the datamap and then recurse through it until you find a type
description with the fieldname of m_flStepSoundTime. Once you have the type
description, the offset is just type->fieldOffset[TD_OFFSET_NORMAL].

Example code:
void RecurseDataMap( datamap_t* datamap )
{
if(datamap->baseMap) RecurseDataMap(datamap->baseMap);
for(int i = 0; i < datamap->dataNumFields; i++)
{
typedescription_t *type = &datamap->dataDesc[i];
if(type->fieldType != FIELD_VOID)
{
int offset = type->fieldOffset[TD_OFFSET_NORMAL];

// do stuff here
// type->fieldName is the variable name
// check and see if it's m_flStepSoundTime or whatever you
// want and then save the offset
// then you can do something like:
// type *name = (type *)(((unsigned int)pPlayer)+(offset));
// *name = newvalue;

if(type->fieldType == FIELD_EMBEDDED)
{
if(type->td) RecurseDataMap(type->td);
}
}
}
}

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Riley DaFox
Sent: Tuesday, March 31, 2009 3:55 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Getting access to change m_flStepSoundTime


Sorry for bringing up such an old topic but is there any way to disable
footsteps
per player via a server plugin yet? In CS:S.

DaFox

-Original Message-
From: hlcoders-admin at list.valvesoftware.com
[mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Josh
Sent: Tuesday, February 01, 2005 8:15 PM
To: hlcoders at list.valvesoftware.com
Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime


Thanks so much, I appreciate the help.  I think in a worse case scenario the
function that actually plays the sound could be "hooked" from the vtable, of
course I would have to learn how to do this :P

Thanks again,
Josh

-Original Message-
From: hlcoders-admin at list.valvesoftware.com
[mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Yahn Bernier
Sent: Tuesday, February 01, 2005 8:15 PM
To: hlcoders at list.valvesoftware.com
Cc: Alfred Reynolds
Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime

I don't think there's a clean way for a mod to do this.

I think you could probably twiddle the sv_footsteps value from the
plugin, but you'd have to be able to do two things:

1)  Get called just before a certain user's CUserCmds are read and
processed
2)  Set the value of sv_footsteps on the server only.  To do this, you'd
need to be able to temporarily remove the FCVAR_REPLICATED flag from the
convar from the plugin, otherwise you would flood all players with the
changes sv_footsteps value, which you wouldn't want most likely.  This
would imply that there's a second call just after CUserCmd's are read
and processed, allowing you to restore state

This still wouldn't solve the problem of turning off predicted footsteps
since they would depend on the value of the replicated sv_footsteps
ConVar.

Anyway, it might be easier for us to add some kind of "Enable Footsteps"
API to the plugin interface.  I'll pass this along to Alfred for
consideration.

Yahn

-Original Message-
From: hlcoders-admin at list.valvesoftware.com
[mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Josh
Sent: Tuesday, February 01, 2005 5:03 PM
To: hlcoders at list.valvesoftware.com
Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime

Yea I would know how to do it on a mod :P  I just need it for a server
plugin.

Josh

-Original Message-
From: hlcoders-admin at list.valvesoftware.com
[mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Yahn Bernier
Sent: Tuesday, February 01, 2005 5:09 PM
To: hlcoders at list.valvesoftware.com
Subject: RE: [hlcoders] Getting access to change m_flStepSoundTime

For a mod, you can (in order of preference)

1.   add accessor methods to CBaseEntity
(SetStepSoundTime/GetStepSoundTime)
2.   make m_flStepSoundTime a public: data member
3.   make whatever is modifying it a "friend" to CBaseEntity

Of course, doing any of this from a plugin is dicey since you don't know
the data layout for any entities and you don't have access to every
mod's version of CBaseEntity.

Yahn

-Original Message-
From: hlcoders-admin at list.valvesoftware.com
[mailto:hlcoders-admin at list.valvesoftware.com] On Behalf Of Josh
Sent: Tuesday, February 01, 2005 1:54 PM
To: hlcoders at list.valvesoftware.com
Subject: [hlcoders] Getting access to change m_flStepSoundTime

Ok this is either a question or a request.  I would like to be able to
access/change m_flStepSoundTime, but it is a protected value.  I noticed
there is a SetSwimSoundTime function and was wondering if there is one
that allows us to set m_flStepSoundTime?

I

Re: [hlcoders] can this work/is it efficient?

2009-03-01 Thread Tony Paloma
The second loop is unnecessary. You can keep track of the winner player in
the first loop and then just print the message after. Also, pull out
iHighestScore from the loop and don't make it static. Making it static saves
the value across function calls which isn't what you want.

void CHL2MPRules::DecideRoundWinner2( void )
{
#ifndef CLIENT_DLL
if ( g_fGameOver )
  return;

CBasePlayer *pWinner = NULL;
int iHighestScore = 0;

// count players, leave out spectators
for ( int i = 0; i < MAX_PLAYERS; i++ )
{
CBasePlayer *pCurrentPlayer = UTIL_PlayerByIndex( i );

if ( !pCurrentPlayer || pCurrentPlayer->GetTeamNumber() ==
TEAM_SPECTATOR  )
continue;

// if this player's score is higher than the previous highest or no
winner is set yet then set current player as the winner
if( !pWinner || pWinner->GetPlayerScore() > iHighestScore )
{
// change the highest score so it can be compared again next
time this loops
iHighestScore = pCurrentPlayer->GetPlayerScore();
pWinner = pCurrentPlayer;
}
}

if(pWinner)
{
pWinner->SetRoundWinner( true );
UTIL_ClientPrintAll( HUD_PRINTCENTERCONSOLE, "Player '%s' Wins",
pWinner->GetPlayerName() );
}
#endif
}

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yorg Kuijs
Sent: Sunday, March 01, 2009 6:26 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] can this work/is it efficient?

Hey list,

In my mod I want the winner of a round to be announced with a hud print 
center and print console.
This will work by score(mind you, score is seperated from the frags 
already).

I don't really have any experience when it comes to selecting the 
highest score out of multiple objects(players in this case)
With the help of a example I could remember from a C++ guide, I cooked 
up the following:

void CHL2MPRules::DecideRoundWinner2( void )
{
#ifndef CLIENT_DLL
if ( g_fGameOver )
  return;

int previouswinner = 0;

// count players, leave out spectators
for ( int i = 0; i < MAX_PLAYERS; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
CBasePlayer *pPreviousPlayer = UTIL_PlayerByIndex( previouswinner );

if ( !pPlayer || pPlayer->GetTeamNumber() == TEAM_SPECTATOR  )
continue;

// should only be initialized once in the loop
static int iHighestScore = 0;

// if this player's score is higher then the previous highest 
then set current player as the winner
if( pPlayer->GetPlayerScore() > iHighestScore )
{
// change the highest score so it can be compared again next 
time this loops
iHighestScore = pPlayer->GetPlayerScore();
// mark this player as (potential) winner
pPlayer->SetRoundWinner( true );

// if i is not 0, then there is likely a previous player 
with a lower score
if( i )
pPreviousPlayer->SetRoundWinner( false );

// mark this player so he can be recognized as the previous 
winner if needed
previouswinner = i;
}
}

// second player counter loop, cycles through the players, then 
displays a message when it's found the winner
for ( int j = 0; j < MAX_PLAYERS; j++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( j );

if ( !pPlayer )
continue;

// did the loop find the winner? if so display the message and 
break the loop
if ( pPlayer->IsRoundWinner() )
{
UTIL_ClientPrintAll( HUD_PRINTCENTERCONSOLE, "Player '%s1' 
Wins", pPlayer->GetPlayerName() );
break;
}
}
#endif
}

---

As far as I know it should work, but may not be very efficient.
Also I do realize that players with the same score will not be counted 
as winners, I first want to know if this way of finding the winner is 
correct and works, once I know that I can fiddle with it so players with 
the same score won't be left out. Which brings me to my next question: 
Does printcenter and/or printconsole, support newlines?

Thanks in advance

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Re: [hlcoders] Can no longer access IServerGameDLL from plugin

2009-02-20 Thread Tony Paloma

  0 :CServerGameDLL::DLLInit(void* (*)(char const*, int*), void* (*)(char
const*, int*), void* (*)(char const*, int*), CGlobalVars*)
  1 :CServerGameDLL::GameInit()
  2 :CServerGameDLL::LevelInit(char const*, char const*, char const*, char
const*, bool, bool)
  3 :CServerGameDLL::ServerActivate(edict_t*, int, int)
  4 :CServerGameDLL::GameFrame(bool)
  5 :CServerGameDLL::PreClientUpdate(bool)
  6 :CServerGameDLL::LevelShutdown()
  7 :CServerGameDLL::GameShutdown()
  8 :CServerGameDLL::DLLShutdown()
  9 :CServerGameDLL::GetTickInterval() const
 10 :CServerGameDLL::GetAllServerClasses()
 11 :CServerGameDLL::GetGameDescription()
 12 :CServerGameDLL::CreateNetworkStringTables()
 13 :CServerGameDLL::SaveInit(int)
 14 :CServerGameDLL::SaveWriteFields(CSaveRestoreData*, char const*, void*,
datamap_t*, typedescription_t*, int)
 15 :CServerGameDLL::SaveReadFields(CSaveRestoreData*, char const*, void*,
datamap_t*, typedescription_t*, int)
 16 :CServerGameDLL::SaveGlobalState(CSaveRestoreData*)
 17 :CServerGameDLL::RestoreGlobalState(CSaveRestoreData*)
 18 :CServerGameDLL::PreSave(CSaveRestoreData*)
 19 :CServerGameDLL::Save(CSaveRestoreData*)
 20 :CServerGameDLL::GetSaveComment(char*, int, float, float, bool)
 21 :CServerGameDLL::WriteSaveHeaders(CSaveRestoreData*)
 22 :CServerGameDLL::ReadRestoreHeaders(CSaveRestoreData*)
 23 :CServerGameDLL::Restore(CSaveRestoreData*, bool)
 24 :CServerGameDLL::IsRestoring()
 25 :CServerGameDLL::CreateEntityTransitionList(CSaveRestoreData*, int)
 26 :CServerGameDLL::BuildAdjacentMapList()
 27 :CServerGameDLL::GetUserMessageInfo(int, char*, int, int&)
 28 :CServerGameDLL::GetStandardSendProxies()
 29 :CServerGameDLL::PostInit()
 30 :CServerGameDLL::Think(bool)
 31 :CServerGameDLL::PreSaveGameLoaded(char const*, bool)
 32 :CServerGameDLL::ShouldHideServer()
 33 :CServerGameDLL::InvalidateMdlCache()
 34 :CServerGameDLL::OnQueryCvarValueFinished(int, edict_t*,
EQueryCvarValueStatus, char const*, char const*)
 35 :CServerGameDLL::GameServerSteamAPIActivated()

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Friday, February 20, 2009 11:46 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Can no longer access IServerGameDLL from plugin

Could someone VTable dump the server_i686.so so we can see if there are any
new functions of use?

2009/2/20 Paul 

> I just found out about version 6 and apparantly it works . ( I also
> tried downloading the latest source code but no new headers )
>
>
>
>
> On 20 Feb 2009, at 10:30, "Tony Paloma"  wrote:
>
> > Expcept, everyone else's plugins are working fine. The only thing I
> > can
> > think of that is wrong is that he's using the wrong version. I would
> > suggest
> > trying ServerGameDLL006 as that's what I see I'm using as the first
> > attempt
> > in my own code.
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
> > Sent: Friday, February 20, 2009 1:09 AM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Can no longer access IServerGameDLL from
> > plugin
> >
> > Lots of the interfaces have been updated in the last version. I sent
> > an
> > email to alfred asking for the new headers, but apparently we don't
> > need
> > them, and there is going to be a steam client update soon. This is
> > the case
> > for steam_api interfaces, I guess its the same for server plugin
> > interfaces.
> >
> > 2009/2/20 Andrew Armstrong 
> >
> >> Maybe there's V6 now? Worth a shot.
> >>
> >> -Original Message-
> >> From: hlcoders-boun...@list.valvesoftware.com
> >> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Paul
> >> Sent: Friday, 20 February 2009 11:28 AM
> >> To: Discussion of Half-Life Programming
> >> Subject: Re: [hlcoders] Can no longer access IServerGameDLL from
> >> plugin
> >>
> >> Sorry . That was outdated code. I was using version 5 and this also
> >> failed to load
> >>
> >> Hope someone can help
> >>
> >>
> >> On 20 Feb 2009, at 00:21, "Spencer 'voogru' MacDonald" <
> voo...@voogru.com
> >>> wrote:
> >>
> >>> TF2 is ServerGameDLL005 (INTERFACEVERSION_SERVERGAMEDLL)
> >>>
> >>>
> >>>
> >>> -Original Message-
> >>> From: hlcoders-boun...@list.valvesoftware.com
> >>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> >>> cheeseh-bu

Re: [hlcoders] Can no longer access IServerGameDLL from plugin

2009-02-20 Thread Tony Paloma
Expcept, everyone else's plugins are working fine. The only thing I can
think of that is wrong is that he's using the wrong version. I would suggest
trying ServerGameDLL006 as that's what I see I'm using as the first attempt
in my own code.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
Sent: Friday, February 20, 2009 1:09 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Can no longer access IServerGameDLL from plugin

Lots of the interfaces have been updated in the last version. I sent an
email to alfred asking for the new headers, but apparently we don't need
them, and there is going to be a steam client update soon. This is the case
for steam_api interfaces, I guess its the same for server plugin interfaces.

2009/2/20 Andrew Armstrong 

> Maybe there's V6 now? Worth a shot.
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Paul
> Sent: Friday, 20 February 2009 11:28 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Can no longer access IServerGameDLL from plugin
>
> Sorry . That was outdated code. I was using version 5 and this also
> failed to load
>
> Hope someone can help
>
>
> On 20 Feb 2009, at 00:21, "Spencer 'voogru' MacDonald"   > wrote:
>
> > TF2 is ServerGameDLL005 (INTERFACEVERSION_SERVERGAMEDLL)
> >
> >
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> > cheeseh-bu
> > Sent: Thursday, February 19, 2009 6:52 PM
> > To: Discussion of Half-Life Programming
> > Subject: [hlcoders] Can no longer access IServerGameDLL from plugin
> >
> > From the new OrangeBox/TF2 updates I can no longer get the
> > IServerGameDLL
> > interface from a server plugin. This is imperative for my plugin.
> >
> > Cannot open game server interface INTERFACEVERSION_SERVERGAMEDLL
> > IServerGameDLL servergamedll
> >
> > ---code---
> >
> > LOAD_GAME_SERVER_INTERFACE(
> > servergamedll,IServerGameDLL,INTERFACEVERSION_SER
> > VERGAMEDLL_VERSION_4);
> >
> > #define LOAD_GAME_SERVER_INTERFACE(var,type,version) if ( (var =
> > (type*)gameServerFactory(version,NULL)) == NULL ) { Warning("Cannot
> > open
> > game server interface "## #version ##" "## #type ##" "## #var ##"\n");
> > return false; } else { Msg("Found interface "## #version ##" "##
> > #type ##"
> > "## #var ## "\n"); }
> >
> > ---/code---
> >
> > Anything changed? Any work around?
> >
> > Thanks
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
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>
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Re: [hlcoders] Linux server disconnects

2009-01-24 Thread Tony Paloma
But the server could still perform a checksum or something on it. Have you
tried changing the DLL on the Linux server and seeing if clients can still
connect?

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
Sent: Saturday, January 24, 2009 12:53 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Linux server disconnects

I'm telling you, linux cant read dll's, and there is never a client_i486.so
><

2009/1/24 Nick 

> I am not sure about that at all. Servers always check client binaries.
> Can someone else check this for us?
>
> On Fri, Jan 23, 2009 at 6:38 AM, Olly  wrote:
> > Linux cant/doesn't read DLLs, they are for windows only. In any case,
> there
> > is no need for a client 'binary' for a server
> >
> > 2009/1/23 Nick 
> >
> >> I've had this problem before. I think the problem was solved by running
> >>
> >>  ./steam -command update -game
> >>
> >>  is the correct way i think. I don't remember if the linux server
> >> needed the exact same dll's as the  clients but i would make sure both
> >> the client and the server have the exact same DLLS.
> >>
> >> Yes, running a  blank hl2mp mod is probably the best idea. Although, I
> >> don't even know if that that works out of the box. Goodluck, I hope u
> >> get it working
> >>
> >> On Wed, Jan 21, 2009 at 5:30 PM, Andrew Watkins 
> wrote:
> >> > Update: after some mucking around in notepad++ & excel, I can confirm
> >> > that the file list for the linux server is identical to the list of
> .cpp
> >> > files included in the visual studio project. Not much of a surprise,
> >> > given that one was used to generate the other. I can also confirm
that
> >> > there's definately no network tables inside windows-only defines.
> >> >
> >> > Lastly, I tried hosting a TF2 server, and the build numbers shown in
> the
> >> > console were the same as with my mod, so that's definately not to
> blame
> >> > either.
> >> >
> >> > What else could be causing the "Server uses different class tables"
> >> > disconnect, and only for the linux server? I haven't got the
slightest
> >> > idea at this point. Is it worth checking to see if a blank hl2mp mod
> >> > works?
> >> >
> >> > Thanks,
> >> >
> >> > Andrew
> >> >
> >> > On Mon, 2009-01-19 at 14:12 -0800,
> >> > hlcoders-requ...@list.valvesoftware.com wrote:
> >> >> Date: Mon, 19 Jan 2009 20:42:52 +
> >> >> From: Andrew Watkins 
> >> >> Subject: [hlcoders] Linux server disconnects
> >> >> To: hlcoders@list.valvesoftware.com
> >> >> Message-ID: <1232397772.8330.7.ca...@2800mhz>
> >> >> Content-Type: text/plain
> >> >>
> >> >> Thanks to Nick's suggestion, I've managed to get my linux server
> >> >> compiled & running. Turns out the error was down to the way I'd
> linked
> >> >> the sqlite dll, that had been one of the things I'd thought of, but
> it
> >> >> seems that I hadn't removed the sqlite header include from one file,
> and
> >> >> that was messing things up.
> >> >>
> >> >> Now I have a server that I can try to connect to, but when I try to
> >> >> connect, very near the end of the process I get disconnected with
the
> >> >> error:
> >> >>   Server uses different class tables
> >> >>
> >> >> Normally I'd have expected this to say which network table / value
> was
> >> >> missing or incorrect, but there's nothing. I'm pretty damn sure all
> the
> >> >> same files are being used by linux as by Visual studio; I've been
> >> >> through my makefiles many times over. I really can't see anything
> thats
> >> >> in one & not the other, though I guess its possible I'm being dumb
> here.
> >> >> I can't find any network tables that are within #ifdef _WIN32 or
> >> >> anything like that - strikes me that would be a bit ridiculous if it
> >> >> were the case anyway. Anyone run into this error with a linux
server?
> >> >>
> >> >> One thing that I do notice - when I try to connect to the linux
> server,
> >> >> it lists its Build version as 3691, but when I run a listen server,
> it
> >> >> says its Build 3704. Now I've repeatedly run the update commands for
> the
> >> >> linux server, but its not loading any other updates. Could this
> version
> >> >> issue be behind my network table issue, or is that just the way its
> >> >> meant to be?
> >> >>
> >> >> Thanks for any insight anyone has to offer
> >> >>
> >> >> Andrew
> >> >>
> >> >> >
> >> >> > Message: 5
> >> >> > Date: Sat, 27 Dec 2008 13:50:06 -0600
> >> >> > From: Nick 
> >> >> > Subject: Re: [hlcoders] Linux binary runtime error
> >> >> > To: "Discussion of Half-Life Programming"
> >> >> > 
> >> >> > Message-ID:
> >> >> > 
> >> >> > Content-Type: text/plain; charset=ISO-8859-1
> >> >> >
> >> >> > can you try debugging with gdb? starting srcds with gdb is a real
> >> >> > pain, but generally you can hook to srcds process easily enough...
> >> >> >
> >> >> > On Sat, Dec 27, 2008 at 1:06 PM, Andrew Watkins 
> >> wrote:
> >> >> > > Hey list,
> >> >> > > Sti

Re: [hlcoders] SDK +voicerecord not working

2009-01-19 Thread Tony Paloma
I don't know about your problems with voice not working, but once you fix
it, look into CVoiceGameMgr::UpdateMasks() to change who can hear who. Where
it calls g_pVoiceServer->SetClientListening is what counts. Also, you might
be interested in CBasePlayer::CanHearAndReadChatFrom() for team chat.

Changing the volume will be a bit trickier.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
Sent: Monday, January 19, 2009 3:48 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] SDK +voicerecord not working

I used the "from scratch" build, and I am having some problems with
+voicerecord. When I press it, if I have voice_loopback set to 1, I
can hear myself speak but no icon is displayed on screen to indicate
it is recording. If someone else is on my team, even though I can hear
myself through the loopback, they can't hear me.

So my first question (or first two) is how do I make the voice
communication work in the from scratch build?

My second question: Once I have fixed voice communication, how could I
scale the volume of someone's microphone by distance, and how could I
make it so that nearby opponents can also hear them speak?

e.g.
I want Team 1 to only be able to hear Team 1, but Team 2 should be
able to hear Team 2 as well as players on Team 1 who are within a set
range.

Thanks for any help!

-Skyler

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Re: [hlcoders] TF2 fakeclient joining

2008-12-20 Thread Tony Paloma
Try joinclass without the underscore. As for the HandleCommand_JoinClass
spam, I don't know.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of cheeseh-bu
Sent: Saturday, December 20, 2008 9:26 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] TF2 fakeclient joining

Hi all,

I am having diffficulty getting a fake client to join a class in TF2, (and
therefore join the game)

They can join a team Okay, but when they join a team, the console just gets
spammed with

"HandleCommand_JoinClass( undefined ) ... invalid class name" or something,
and the fakeclients (bots) stay dead, and never join a class

this happens even when the fakeclients are not trying to issue a join_class
command

Whenever the fakeclient issues a fakeclient command e.g. "join_class scout",
it has no effect

anyone got any pointers?

thanks
cheeseh
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Re: [hlcoders] Barnacle/Player physics

2008-11-11 Thread Tony Paloma
I didn't know you could attach constraints to players. I've tried it before
and it didn't work. Are you sure this is how the barnacle works in
HL:Source?

I know the player's physics object is special and only responds when
interacting with other physics objects or something like that. I've seen it
explained here before, but I'm not entirely sure on the details.

I don't think you're going to be able to do it with physics constraints.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rob Harwood
Sent: Tuesday, November 11, 2008 3:14 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Barnacle/Player physics

Hi everyone..

 

I've come across an issue where I want to clone basically what the
Barnacle does (suck a player up) but just can't quite get the magic
right; the Barnacle logic seems simple, create two entities, one fixed,
constrained by a spring, place a fixed constraint between player and
tongue tip then simply change the length of the spring to drag the
player. I have successfully replicated the tongue tip entities and
created the spring between them etc, however as soon as I try to attach
the player with the fixed constraint the effect I see is that the tongue
tip follows the player around and player movement is completely
unaffected.. what am I missing here?

 

Related: are there any gotchas related to doing this in multiplayer?
(I'm thinking in terms of view jerk/noise on the client related to
gravity prediction). I assume if there is this was resolved in L4D for
the tongue zombie?

 

 

Thanks in advance,

 

Rob

 


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Re: [hlcoders] Get/dump console output to file

2008-08-14 Thread Tony Paloma
You can make your new spew function also call the old one.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tiago
Conceição
Sent: Thursday, August 14, 2008 9:26 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Get/dump console output to file


But what i want is get ALL console output in any time
 
if i use Spew Output that stop show mensages on console cmd?
 
thanks




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Re: [hlcoders] Get/dump console output to file

2008-08-14 Thread Tony Paloma
Do what Jay said. Make your own spew function and use SpewOutputFunc to set
the current spew function to yours. You can use GetSpewOutputFunc to get the
current one, then set yours, then do whatever you need to get, then set it
back to the function that GetSpewOutputFunc returned you. I do it for
redirecting the output of rcon commands.

OldSpew = GetSpewOutputFunc();
SpewOutputFunc(rcon_spew_func);
// exec command
engine->ServerCommand(UTIL_VarArgs("%s\n", rcon_cmd));
engine->ServerExecute();
// undo redirect
SpewOutputFunc(OldSpew);

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tiago
Conceição
Sent: Wednesday, August 13, 2008 5:32 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Get/dump console output to file


like i say no acess to SSH or computer
no acess to console command line
 
i just want a way to doit inside a plugin, there are no funcs to dup stdout
to a file?
 
thanks



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Re: [hlcoders] AutoAssign to a team

2008-08-04 Thread Tony Paloma
I see at least one problem here.

Let's say I do "jointeam 0". It's going to go thru the code and randomly
assign me to a team as you want, but then it's going to fall through to this
code here:

ChangeTeam( team );

return true;
} //end jointeam

And put me back on team 0.

Also, this code:
ChangeTeam( random->RandomInt( TEAM_COMBINE, TEAM_REBELS ) );

Assumes TEAM_REBEL comes after TEAM_COMBINE (which, it does, but not
necessarily safe to assume). A better way would be to switch on a random
number 0 to 1 so that you don't depend on the value of the constants. For
example:

switch(random->RandomInt(0, 1))
{
case 0:
ChangeTeam(TEAM_COMBINE);
break;
default:
ChangeTeam(TEAM_REBELS);
break;
}

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yorg Kuijs
Sent: Monday, August 04, 2008 5:29 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] AutoAssign to a team

Hey list,
been trying to get AutoAssign to work, got as far as to making it 
actually join instead of dumping you back into spectate or not working 
at all.. but now I'm stuck
To get autoassign to work I'm employing the basic if teamplay = 1 and 
you join team 0(unassigned) then it's supposed to move you to either 
Rebels or Combine, instead in a teamplay game your not moved so you join 
the game as unnasigned, you then take on the spawnpoints of 
info_player_deathmatch instead of info_player_insertteamname which are 
placed randomly on the map. Also you don't show up on the scoreboard.

The mod is in Ep1 and using the command mp_teamplay each map can be set 
to be either deathmatch or team deatmatch(spawns for teams are in a 
bunker, deathmatch spawns are scattered across the map)

Here's the code I'm using in player.cpp in the function bool 
CBasePlayer::ClientCommand(const char *cmd):

   (code concerning spectate commands above)
else if ( stricmp( cmd, "jointeam" ) == 0 ) //start jointeam
{
if (engine->Cmd_Argc() < 2 )
return true;
   
int team = atoi( engine->Cmd_Argv(1) );

//don't do anything if you join your own team
if ( team == GetTeamNumber() )
return true;

CTeam *pCombine = g_Teams[TEAM_COMBINE];
CTeam *pRebels = g_Teams[TEAM_REBELS];

//auto assign if you join team 0
if ( GetTeamNumber() == 0 )
{
if ( HL2MPRules()->IsTeamplay() == true )
{
if ( pCombine == NULL || pRebels == NULL )
{
ChangeTeam( random->RandomInt( TEAM_COMBINE, 
TEAM_REBELS ) );
}
else
{
if ( pCombine->GetNumPlayers() > 
pRebels->GetNumPlayers() )
{
ChangeTeam( TEAM_REBELS );
}
else if ( pCombine->GetNumPlayers() < 
pRebels->GetNumPlayers() )
{
ChangeTeam( TEAM_COMBINE );
}
else
{
ChangeTeam( random->RandomInt( TEAM_COMBINE, 
TEAM_REBELS ) );
}
}
}
}
if ( !IsDead() )
{
if ( GetTeamNumber() != TEAM_UNASSIGNED )
{
CommitSuicide();
IncrementFragCount(1); //adds 1 frag to balance out 
the 1 subtracted for killing yourself
}
}

ChangeTeam( team );

return true;
} //end jointeam
   
return true;
}


return false;

}

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Re: [hlcoders] Setting restriction for CVARS

2008-07-16 Thread Tony Paloma
When you define the CVAR, there is an overload that takes minimum and
maximum values. For example:
ConVar example("example", "0", 0, "Example CVAR.", true, 0, true 10);

The example CVAR will be limited to 0-10.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tan Theodore
Sent: Wednesday, July 16, 2008 9:11 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Setting restriction for CVARS


Is there a wayto set a restriction for CVARS?
 
For example if the user inputs 9500 for cl_maxcash, how can set
restrictions that it doesn't go beyond 95000?
_
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Re: [hlcoders] gravity gun help

2008-06-08 Thread Tony Paloma
Did you try that suggestion I gave earlier (reposted below for convenience).
-
The physcannon will drop anything that gets too far away. When you're in
noclip, you move faster than the object attached to the physcannon moves
(turning off prediction will show this). Changing the error will change how
far away you can get, but won't fix the problem. What if you change the
maxSpeed of the object?

Look for:
m_shadow.maxSpeed = 1000;

Try changing that. It gets overwritten in ComputeMaxSpeed but from what I
can see, that function never gets called.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan
Sent: Saturday, June 07, 2008 4:10 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] gravity gun help

Hi Again,
I'm still pretty stuck on this problem:(  For now holding of the objects
when they are held stay attached..that at least is solved.   Still the
unknown thing for me is the lack of correct collision for the physics models
and even brush based physics when held. When the gravity gun picks up these
objects they clip through each other and don't provide proper interaction.
I did notice in the single player version that this is not the case and
objects correctly collide when held.  I looked at the difference in the
weapon_physcannon.cpp but it didn't seem to provide any clear distinction.
Anyway if someone has the time to look at to why this happens it would
really help me out..

thanks in advance i hope
Adam
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Re: [hlcoders] gravity gun help

2008-06-06 Thread Tony Paloma
The physcannon will drop anything that gets too far away. When you're in
noclip, you move faster than the object attached to the physcannon moves
(turning off prediction will show this). Changing the error will change how
far away you can get, but won't fix the problem. What if you change the
maxSpeed of the object?

Look for:
m_shadow.maxSpeed = 1000;

Try changing that. It gets overwritten in ComputeMaxSpeed but from what I
can see, that function never gets called.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan
Sent: Thursday, June 05, 2008 9:25 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] gravity gun help

I had some help from Ingo and he changed the code below in the weapon code
to make physics objects stay attached..which seemed pretty easy for him at
least(and its clear to me now).  Its acceptable for now how it moves but it
might be improved to update its position more quickly later.  Chris are you
saying that the PhysicsMotionController is what controls the physics mesh of
the model when its picked up..I'm not clear on that..that's the next bit i
want to change..any clear pointing to functions is helpful..like I know
these things use different things for what physics state the game wants then
to be in...I guess what I am asking now is..if the gravity gun sends some
kind of message to the physics system to make the object your holding use a
cheaper version of collision detection..where does it do that and what else
might i use to make it use the collision mesh it normally uses while not
being held by the gravity gun.

here was the code for for allowing physics objects to stay attached while
moving fast in noclip..not much here
cheers
adam

void CWeaponPhysCannon::UpdateObject( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
Assert( pPlayer );

// edit ih: changed value from 12 to 200
float flError = 200;
if ( !m_grabController.UpdateObject( pPlayer, flError ) )
{
DetachObject();
return;
}
}
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Re: [hlcoders] XSI Mod Tool 6 and SMD Importer

2008-05-09 Thread Tony Paloma
I agree with Tom on this. People that put their reply at the bottom of tons
of text annoy me. Either trim the text or put the reply at the top.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Friday, May 09, 2008 3:42 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] XSI Mod Tool 6 and SMD Importer

If you're trying to quote a particular piece of the text then obviously 
you will put it above. But if someone is just replying in general, like 
I am here, we already know they're doing that. Having to scroll over two 
screens of text that comprise the entire conversion to date before 
reaching any useful information isn't helpful.

Jeffrey "botman" Broome wrote:
> Tom Edwards wrote:
>   
>> What's with all this replying below the quote? I keep thinking someone 
>> sent an empty message. :-p
>> 
>
> A: Because it messes up the order in which people normally read text.
> Q: Why is top-posting such a bad thing?
> A: Top-posting.
> Q: What is the most annoying thing in e-mail?
>
> http://en.wikipedia.org/wiki/Top-posting#Top-posting
>
>   


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Re: [hlcoders] Steam login ingame

2008-05-08 Thread Tony Paloma
I agree. My point was, what is the point of bringing up this information if
it's irrelevant?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Thursday, May 08, 2008 12:33 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Steam login ingame

And for a very good reason.

Tony Paloma wrote:
> And, as far as I know, neither contains the steam username used to login.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
> Sent: Thursday, May 08, 2008 10:32 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Steam login ingame
>
> You can examine the steamID and determine the steam community id.  This
> would let you process their steam friends page or the xml version of it.
>
>
>
> On Thu, May 8, 2008 at 3:46 AM, vivoli <[EMAIL PROTECTED]> wrote:
>
>   
>> Hi,
>>
>> I look for how to have the Steam login of a player ingame (for example my
>> Steam Login is "vivoli12").
>> I can have the STEAM_ID with GetNetworkIDString(), but I don't know how I
>> can have the Steam Login.
>>
>> Someone can help me? (I use the HL2 Episode One SDK)
>>
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>>
>>
>> 
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>
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>
>   


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Re: [hlcoders] Steam login ingame

2008-05-08 Thread Tony Paloma
And, as far as I know, neither contains the steam username used to login.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Thursday, May 08, 2008 10:32 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Steam login ingame

You can examine the steamID and determine the steam community id.  This
would let you process their steam friends page or the xml version of it.



On Thu, May 8, 2008 at 3:46 AM, vivoli <[EMAIL PROTECTED]> wrote:

> Hi,
>
> I look for how to have the Steam login of a player ingame (for example my
> Steam Login is "vivoli12").
> I can have the STEAM_ID with GetNetworkIDString(), but I don't know how I
> can have the Steam Login.
>
> Someone can help me? (I use the HL2 Episode One SDK)
>
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Re: [hlcoders] Weapons stuck firing when mouse input captured by VGUI

2008-04-14 Thread Tony Paloma
I think I've seen something in gamerules or the like that removes IN_ATTACK
when the game is in intermission. Perhaps something like that would work for
you.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Monday, April 14, 2008 5:05 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Weapons stuck firing when mouse input captured by
VGUI

I have seen this bug also. No idea how to fix it. Probably have to beg
valve or garry to help :(

On Mon, Apr 14, 2008 at 11:49 AM, Richard Slaughter
<[EMAIL PROTECTED]> wrote:
> Hi List,
>
>  Another issue I'm having a problem solving is that if a player is firing
>  their weapon when they bring up a  VGUI screen that captures the mouse
>  input with SetMouseInputEnabled then the weapon stays firing.
>
>  This is very annoying as the gameplay is round based, with a VGUI screen
>  being bought up on a new round, so if they have the mouse down when this
>  happens, they automatically start firing their weapon, and it doesn't
>  stop until they exit the VGUI screen.
>
>  I've tried to work around this by altering the players m_nButtons to
>  exclude IN_ATTACK when the VGUI screen is shown (on the client), but
>  that refuses to work.
>
>  I've also used the clientCmd for -attack, but that has a weird side
>  effect of the user then needing to press fire twice before they start
>  firing when they exit the VGUI screen.
>
>  So in essence, how do I alter the players state to stop them firing when
>  a VGUI screen is shown that captures the mouse, and they have the fire
>  button pressed?
>  Thanks!
>
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Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-07 Thread Tony Paloma
Whoa -- attachments work now? Is it limited to .txt files? Am I crazy and it
has always been like that?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
Meyer
Sent: Monday, April 07, 2008 7:35 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Starting mod from steam server browser doesn't work

attached, thanks for your effort!

> List the contents of your gameinfo.txt.
>
> Maarten De Meyer wrote:
>> Hi list/valve!
>>
>> I'm gonna repost a problem I posted earlier since I really need a fix 
>> for this before we release. Basically, double-clicking on a server in 
>> the steam client's server browser doesn't work when not ingame.
>>
>> More details: If you doubleclick on a server of our mod when you're 
>> in windows, it says 'launching HL2' instead of 'launching Off Limits'.
>> Next,
>> it starts up the mod, which then crashes with a
>> 'OnGameRulesCreationStringChanged: missing gamerules class 
>> 'COffLGameRules' on the client'. If you first start up the game 
>> through the 'my games' list, and then use the serverbrowser or the 
>> console when you're already ingame, there's no problem connecting.
>>
>> Yes, my gamerules class is included in the client project, and no, I 
>> can't find a crash in a client global ( I've started the game in 
>> debug and joined it without any more info ).
>>
>> Does anyone have an idea why this might happen only in this case, and 
>> a way I could even try to debug this problem?
>>
>> Thanks a lot,
>>
>> -- Maarten
>>
>>
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>>
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Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-01 Thread Tony Paloma
Are you setting the copy's model? Get the model of the thing you are copying
and set it as the model of the copy. Brush entities should have a model like
"*23" or any other number.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam
Sent: Tuesday, April 01, 2008 2:08 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Spawning instances of a brush made in a map? Possible?

Hi,

I am trying to make copies/instances of this panel I made in hammer in
my map. I followed
http://developer.valvesoftware.com/wiki/Authoring_a_Brush_Entity and
gave the panel the class specified in the tutorial and then used the
code in my mod. I was able to push the block around like the code
says. However, if I create more using CreateEntityByName, I don't see
anything. The returned object from CreateEntityByName is NOT null. I
called Spawn() and Activate() on the object, but to no avail. I can
set it's position and such. But I dont see it!

Is there a better way to instantiate stuff you can stand on in the
world? If not, how do I solve this problem above?

Thanks,
Aditya

-- 
http://www.pixelfaction.com
AIM:ApeWithABrain

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Re: [hlcoders] Do a barrel roll!

2008-03-25 Thread Tony Paloma
Press Z or R twice.

Somebody had to say it

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Timothy
Chilvers
Sent: Tuesday, March 25, 2008 11:19 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Do a barrel roll!

Hey all,

I want to adjust in_main.cpp to allow me to adjust roll along with pitch and
yaw, else my user is going to get motion sick when the view doesn't roll
with his head. Is there precedent for this?

/Chilv
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[hlcoders] FW: Bug in client.cpp

2008-03-20 Thread Tony Paloma
Line 224:
if ( teamonly && g_pGameRules->PlayerCanHearChat( client,
pPlayer ) != GR_TEAMMATE )
continue;

PlayerCanHearChat returns a boolean (not a GR_ enumerated type). I believe
whoever implemented this confused PlayerCanHearChat and PlayerRelationship.
The only reason this works is because GR_TEAMMATE is defined as 1. I believe
the code should read:

// if this chat text is for the team only, but the two
players
// can't hear each other's team chat then ignore and move on
if ( teamonly && !g_pGameRules->PlayerCanHearChat( client,
pPlayer ) )
continue;




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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Tony Paloma
Dundoit :(
My mail client works fine. It's just hotmail's web client that blows.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Friday, March 14, 2008 6:52 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] extract detail model positions from a .bsp file?

No, all we have to do is BAN all @hotmail.com emails from the list.

On Fri, Mar 14, 2008 at 5:27 PM, Adam Maras (memzero)
<[EMAIL PROTECTED]> wrote:
> This is why we need a newsgroup or something >_<
>
>  //  Adam Maras (memzero)
>
>
>
>  Tom Leighton wrote:
>  > No, basically Hotmail is screwing over the longer messages by removing
>  > all line breaks and putting the email all into a few lines with no
>  > formatting.
>  >
>  >
>  >
>  > Jeffrey "botman" Broome wrote:
>  >> Adam Donovan wrote:
>  >>
>  >>> what? are you getting some form of spam at the end of my messages or
something..i dont see any..i can change to my domain name email I guess?
>  >>> adam
>  >>>
>  >>> _
>  >>> Your Future Starts Here. Dream it? Then be it! Find it at
www.seek.com.au
>  >>>
http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fninemsn%2Eseek%2Ecom%2Eau%2F
%3Ftracking%3Dsk%3Ahet%3Ask%3Anine%3A0%3Ahot%3Atext&_t=764565661&_r=OCT07_en
dtext_Future&_m=EXT
>  >>> ___
>  >>> To unsubscribe, edit your list preferences, or view the list
archives, please visit:
>  >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>  >>>
>  >> "Your Future Starts Here. blah, blah, blah"  :)
>  >>
>  >>
>  >
>  >
>  > ___
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RE: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-28 Thread Tony Paloma
I agree that Valve does need to offer more interfaces to plugins for things
like this. Doing anything with entities is incredibly limited given the
provided resources. However, I think each one of these things is a simple
vfunc call away to the desired result. ent_fire and ent_name can be
accomplished using the AcceptInput virtual function, and give can be done
with GiveNamedItem. There is no hooking or sig scanning required unless you
meant to do something more advanced like get at the event queue or
something.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of MattieC
Sent: Thursday, February 28, 2008 9:33 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Requesting (again): ent_fire and ent_name APIs for
Server Plugins?

--
[ Picked text/plain from multipart/alternative ]
Can you consider adding ent_fire and ent_name API equivalents for Source
server plugins? (Ideally these interact via index/pointer rather than name,
but if we can name entities by index that would be the same thing, really.)

Getting access to the entity event/message queue without hacks/tricks would
open many stable doors and I've voiced this opinion in the past. This is one
of the biggest deficiencies of the server-side plugin SDK.

Ideally, the "give" API (or any name-based entity creation method) would
also be included, but there may be more mod-specific issues for you there,
perhaps. Currently without hacks/hooks it's very difficult to emulate this.

Is there any reason entity inputs/messaging weren't exposed via interfaces
that server plugins can access? If the above is not possible, what kind of
things could the Source engine offer for better entity manipulation?

Thanks very, very much in advance---
-Mattie
http://www.eventscripts.com
--

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RE: [hlcoders] Compiling serverplugin_empty under the TF2 SDK

2008-02-25 Thread Tony Paloma
Add tier0.lib, tier1.lib, vstdlib.lib, and mathlib.lib to the list of
dependencies for the project. If there are still more errors after adding
those, try tier2 and tier3.

The errors about the bot functions are probably because you did not include
serverplugin_bot.cpp into your project. Either remove the references to the
functions, or add this cpp file to your list of source files.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adrian Lewis
Sent: Monday, February 25, 2008 2:35 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Compiling serverplugin_empty under the TF2 SDK

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi all. I'm hoping one of you can help me out here.



I've been playing with the SDK for episodic1 for a while, but finally
decided to write a plugin for TF2.



However when I use the TF2 SDK and use the sample serverplugin_empty project
to start it off. It doesn't compile. After sneaking around the files a bit I
noticed iCommandLine.h and strtools.h were moved (tier0 and tier1
respectively). So I updated the projected as needed however it's still not
compiling.



I say compiling, what I mean is it's not linking. Here's the output:

1>serverplugin_empty.obj : error LNK2019: unresolved external symbol "void
__cdecl ConVar_Register(int,class IConCommandBaseAccessor *)"
(?ConVar_Register@@YAXHPAVIConCommandBaseAccessor@@@Z) referenced in
function "public: virtual bool __thiscall CEmptyServerPlugin::Load(void *
(__cdecl*)(char const *,int *),void * (__cdecl*)(char const *,int *))"
([EMAIL PROTECTED]@@[EMAIL PROTECTED]@Z)

1>serverplugin_empty.obj : error LNK2019: unresolved external symbol "void
__cdecl ConnectTier1Libraries(void * (__cdecl**)(char const *,int *),int)"
(?ConnectTier1Libraries@@[EMAIL PROTECTED]@Z) referenced in function
"public: virtual bool __thiscall CEmptyServerPlugin::Load(void *
(__cdecl*)(char const *,int *),void * (__cdecl*)(char const *,int *))"
([EMAIL PROTECTED]@@[EMAIL PROTECTED]@Z)

1>serverplugin_empty.obj : error LNK2019: unresolved external symbol "void
__cdecl DisconnectTier1Libraries(void)" (?DisconnectTier1Libraries@@YAXXZ)
referenced in function "public: virtual void __thiscall
CEmptyServerPlugin::Unload(void)" ([EMAIL PROTECTED]@@UAEXXZ)

1>serverplugin_empty.obj : error LNK2019: unresolved external symbol "void
__cdecl ConVar_Unregister(void)" (?ConVar_Unregister@@YAXXZ) referenced in
function "public: virtual void __thiscall CEmptyServerPlugin::Unload(void)"
([EMAIL PROTECTED]@@UAEXXZ)

1>serverplugin_empty.obj : error LNK2019: unresolved external symbol "void
__cdecl Bot_RunAll(void)" (?Bot_RunAll@@YAXXZ) referenced in function
"public: virtual void __thiscall CEmptyServerPlugin::GameFrame(bool)"
([EMAIL PROTECTED]@@[EMAIL PROTECTED])



There's more but you get the message!



Worse case, I'll have to start from scratch. I'm just lazy and find that
having everything already defined is nice J



Cheers,

Adrian

--


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RE: [hlcoders] Overriding engine interfaces

2008-02-01 Thread Tony Paloma
You can use SourceHook to hook any virtual class functions you want. You can 
use it to overwrite parameters like you want to before calling the original 
function.

However, I don't think you can use it to hook a function, do some stuff, and 
then skip that function and call the baseclass's function. You either have to 
call or skip the entire thing after the hook.

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of coderdude
Sent: Friday, February 01, 2008 6:27 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Overriding engine interfaces

I need to hook an engine's interface (inside the actual code, not an external 
process, It's not a cheat nor a bot).
How do I hook classes like IEngineSound, IFileSystem, IVModelInfo without 
completely overriding it.
Like making CVModelInfo, overriding functions and calling BaseClass::function() 
from there (eg. to overwrite some parameters) but I'm sure that I couldn't call 
a function that is pure virtual (so BaseClass::PureVirtFunc() will produce an 
error) and I need to keep the original code running. Is it even possible?

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RE: [hlcoders] Different Color Text In Console.

2008-01-24 Thread Tony Paloma
DBG_INTERFACE void ConColorMsg( int level, const Color& clr, const tchar*
pMsg, ... )

I haven't tried it, but it should work.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Harry Pidcock
Sent: Thursday, January 24, 2008 4:05 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Different Color Text In Console.

Does anyone know how to have text in the console displayed in a different
color?

We can output text to the console in Red and White, but it would be much
easier to read if my code was to output in a different color, separating
valves messages from mine.

Cheers,
Haza


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RE: [hlcoders] Linux TF2 Plugin Issues

2008-01-20 Thread Tony Paloma
Also, let me mention that it gets pretty far in the server start process.
It's crashing just before ServerActivate I think. It's after the
server_spawn event for sure.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Sunday, January 20, 2008 12:04 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Linux TF2 Plugin Issues

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm having trouble getting a Linux TF2 plugin to work. Everything compiles
fine, but when the server starts, I get something like this:

http://www.sourceop.com/randomimages/linuxcrash.jpg



It does it even if I strip everything from the plugin. The server will start
fine if I disable the plugin.



Has anyone seen anything like this before? Could it be something in the
Makefile? I thought it might be because memoverride.cpp but I still get the
error if I exclude it from compilation. Could it be because I have g++ 4.1.2
and not 3.x?



--


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RE: [hlcoders] Linux TF2 Plugin Issues

2008-01-20 Thread Tony Paloma
linux:~/srcds/orangebox/bin> ldd -r sourceop_i486.so
linux-gate.so.1 =>  (0xe000)
libdl.so.2 => /lib/libdl.so.2 (0x40212000)
tier0_i486.so => ./tier0_i486.so (0x40216000)
vstdlib_i486.so => ./vstdlib_i486.so (0x4025)
vstdlib_s_i486.so => ./vstdlib_s_i486.so (0x40279000)
libstdc++.so.6 => /usr/lib/libstdc++.so.6 (0x402eb000)
libm.so.6 => /lib/tls/libm.so.6 (0x403cd000)
libgcc_s.so.1 => /lib/libgcc_s.so.1 (0x403f3000)
libc.so.6 => /lib/tls/libc.so.6 (0x403fe000)
/lib/ld-linux.so.2 (0x8000)
libpthread.so.0 => /lib/tls/libpthread.so.0 (0x4051d000)
tier0_s_i486.so => ./tier0_s_i486.so (0x4052f000)

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek
Sent: Sunday, January 20, 2008 2:05 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Linux TF2 Plugin Issues

Might be the legendary Absolute Linking Path Crash.

"ldd _i486.so", please.

~~ Ondra

On 20.01.08 9:04 Uhr, Tony Paloma wrote:
> This is a multipart message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I'm having trouble getting a Linux TF2 plugin to work. Everything compiles
> fine, but when the server starts, I get something like this:
>
> http://www.sourceop.com/randomimages/linuxcrash.jpg
>
>
>
> It does it even if I strip everything from the plugin. The server will start
> fine if I disable the plugin.
>
>
>
> Has anyone seen anything like this before? Could it be something in the
> Makefile? I thought it might be because memoverride.cpp but I still get the
> error if I exclude it from compilation. Could it be because I have g++ 4.1.2
> and not 3.x?
>

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RE: [hlcoders] TF2 Entity attachments

2008-01-20 Thread Tony Paloma
You could probably do this by hooking ShouldTransmit.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Woodrow
Sent: Saturday, January 19, 2008 5:54 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] TF2 Entity attachments

Hi

This is more of a scripting question than mod coding as such but it
seemed partially relevant and I'm hoping someone will have any idea.
I'm trying to attach a model to the player entity in tf2. The model is a
physics model and i've succesfully created a 'prop_dynamic_override' and
attached it to the 'partyhat' attachment of the player model.
 From third person view it renders correctly but from first person it is
still visible approximately where the head should be and bounces around
at the top of the screen.

Does anyone know of a way I can hide it from the view in first player,
but still have it visible to other players?
I've spent a while looking around the valve wiki and entity property
lists but can't find anything relevant/that has an effect.

Cheers

pRED*

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[hlcoders] Linux TF2 Plugin Issues

2008-01-20 Thread Tony Paloma
This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm having trouble getting a Linux TF2 plugin to work. Everything compiles
fine, but when the server starts, I get something like this:

http://www.sourceop.com/randomimages/linuxcrash.jpg



It does it even if I strip everything from the plugin. The server will start
fine if I disable the plugin.



Has anyone seen anything like this before? Could it be something in the
Makefile? I thought it might be because memoverride.cpp but I still get the
error if I exclude it from compilation. Could it be because I have g++ 4.1.2
and not 3.x?



--


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RE: [hlcoders] Steam account phishing

2008-01-18 Thread Tony Paloma
I must say, the ads and lycos banners help make it look legit. :/

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Grzegorz SieQ 
Labuzek
Sent: Friday, January 18, 2008 7:04 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam account phishing

Received via Steam (chat):

[???]Julie[T$](Teh Shovle: Cs1.6 - Css - TF2 - DoD:S - COD4
Tournaments On http://steam-gaming.tk/ : For The Winners Valve
Complete Packs :)

WARNING! It is supposed to be steam account phishing. The web page is
located at membres.lycos.fr/steamonline/
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RE: [hlcoders] [EMAIL PROTECTED]

2008-01-05 Thread Tony Paloma
Perhaps this will help:
Zum unsubscribe redigieren Sie Ihre Liste Präferenzen, oder sehen Sie die
Liste Archive, besuchen bitte an:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Vogel
Sent: Saturday, January 05, 2008 7:25 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] [EMAIL PROTECTED]

--
[ Picked text/plain from multipart/alternative ]

[EMAIL PROTECTED]
_
Kostenlose Windows Live Services in einem Komplettpaket. Gleich downloaden!
http://get.live.com/
--

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RE: [hlcoders] Maximize view key needed for hammer.

2007-11-14 Thread Tony Paloma
Valve hired Yahn because they thought he would fit in well.

"Master to do list as of 12/12/96 (I will update this soon)"

As you can see, they were right.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey "botman"
Broome
Sent: Monday, November 12, 2007 2:15 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Maximize view key needed for hammer.

Joel R. wrote:
> It be neat if they made Hammer open source, that way a bunch of us
> awesome and bored programmers can improve and add features, and share
> with the community.  Doesn't seem they have anyone working on Valve
> Hammer anymore, and its got a plethora of bugs.

Hmmm, maybe somebody could write their own level editor and then get a
job working at Valve...

http://ourworld.compuserve.com/homepages/bernier/

:)

--
Jeffrey "botman" Broome

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RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-25 Thread Tony Paloma
Mike,

Can I get new takedamageinfo.h? I'm having issues with the old one.

Thanks,
Tony Paloma

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Thursday, October 11, 2007 12:33 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

Added those three.

Is anyone else waiting on me for anything other than the Linux version
of tier1?

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Thursday, October 11, 2007 11:34 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

Hello Mike,

please give us:

public/tier1/characterset.h
public/tier1/utlbuffer.h
public/tier1/tier1.h

Thanks

with friendly reguards

Ratman2000

- Original Message -
From: "Keeper" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, October 10, 2007 3:19 AM
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?


> They fill a void.  And make a canned game a little more flexible.
>
> That being said, Mike:  will the upcoming converted source games be
> available as a beta before they are released?  Some are game specific
and
> can't be tested on TF2.
>
> Thanks for all the work!
> Keeper
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tony
"omega"
> Sergi
> Sent: Tuesday, October 09, 2007 5:11 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>
> --
> [ Picked text/plain from multipart/alternative ]
> hmm, i seem to think the easiest thing would be. wait for the damned
sdk
> instead of trying to rush it. plugins suck and aren't that important
anyway
> :P
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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>


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RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-08 Thread Tony Paloma
Mike,

Another request. vphysics_interface.h. Sorry for all of the requests, 
I'm just trying to get my plugin to 100% (or close).

Thanks,
Tony

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Monday, October 08, 2007 3:52 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I added ienginesound.h and strtools.h. I'll add the tier1_i486.a when I can.



-Mike





- Original Message -

From: [EMAIL PROTECTED] <[EMAIL PROTECTED]>

To: hlcoders@list.valvesoftware.com 

Sent: Mon Oct 08 15:15:26 2007

Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?



Hi Mike,



  In addition to an updated ienginesound.h, would it be possible to get

a tier1_i486.a build?



  Thanks,



   ---David Anderson

   http://www.bailopan.net/



Mike Durand wrote:

> You should make sure that you have installed VS 2005 SP1 as well as this 
> hotfix:

>

> http://support.microsoft.com/?kbid=930198

>

> -Original Message-

> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL 
> PROTECTED]

> Sent: Monday, October 08, 2007 5:52 AM

> To: hlcoders@list.valvesoftware.com

> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

>

> Hello,

>

> i now have many errors by compiling my plugin... I hope anybody can help me!

>

> ../HL2SDK-TF2/tier1/convar.cpp

> In file included from ../HL2SDK-TF2/public/tier1/iconvar.h:21,

>  from ../HL2SDK-TF2/public/tier1/convar.h:20,

>  from ../HL2SDK-TF2/tier1/convar.cpp:13:

> ../HL2SDK-TF2/public/tier1/strtools.h:244: Fehler: wrong number of template

> arguments (1, should be 2)

> ../HL2SDK-TF2/public/tier1/strtools.h:24: Fehler: provided for

> `template struct CUtlMemory'

> ../HL2SDK-TF2/public/tier1/strtools.h:244: Fehler: template argument 2 is

> invalid

> ../HL2SDK-TF2/public/tier1/strtools.h:247: Fehler: wrong number of template

> arguments (1, should be 2)

> ../HL2SDK-TF2/public/tier1/strtools.h:24: Fehler: provided for

> `template struct CUtlMemory'

> ../HL2SDK-TF2/public/tier1/strtools.h:247: Fehler: template argument 2 is

> invalid

> In file included from ../HL2SDK-TF2/tier1/convar.cpp:15:

> ../HL2SDK-TF2/public/tier1/characterset.h:22: Fehler: in Konflikt stehende

> Deklaration »typedef struct characterset_s characterset_t«

> ../HL2SDK-TF2/public/tier1/convar.h:41: Fehler: »struct characterset_t«

> hat eine vorherige Deklaration als »struct characterset_ts«

> In file included from ../HL2SDK-TF2/tier1/convar.cpp:16:

> ../HL2SDK-TF2/public/tier1/utlbuffer.h: In member function `void

> CUtlBuffer::ActivateByteSwappingIfBigEndian()':

> ../HL2SDK-TF2/public/tier1/utlbuffer.h:153: Fehler: `IsX360' undeclared

> (first use this function)

> ../HL2SDK-TF2/public/tier1/utlbuffer.h:153: Fehler: (Each undeclared

> identifier is reported only once for each function it appears in.)

> ../HL2SDK-TF2/public/tier1/utlbuffer.h: In member function `void

> CUtlBuffer::GetTypeBin(T&) [with T = float]':

> ../HL2SDK-TF2/public/tier1/utlbuffer.h:629: Fehler: `IsX360' undeclared

> (first use this function)

> In file included from ../HL2SDK-TF2/tier1/convar.cpp:17:

> ../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual

> InitReturnVal_t CTier1AppSystem::Init()':

> ../HL2SDK-TF2/public/tier1/tier1.h:95: Fehler: »ConCommandBaseMgr« wurde

> nicht deklariert

> ../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual void

> CTier1AppSystem::Shutdown()':

> ../HL2SDK-TF2/public/tier1/tier1.h:104: Fehler: 'class ICvar' has no member

> named 'UnlinkVariables'

> ../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual bool

> CTier1AppSystem ConVarFlag>::RegisterConCommandBase(ConCommandBase*)':

> ../HL2SDK-TF2/public/tier1/tier1.h:113: Fehler: 'class ConCommandBase' has

> no member named 'SetNext'

> ../HL2SDK-TF2/public/tier1/tier1.h:116: Fehler: 'class ICvar' has no member

> named 'RegisterConCommandBase'

> ../HL2SDK-TF2/tier1/convar.cpp:18:40: tier1/convar_serverbounded.h: Datei

> oder Verzeichnis nicht gefunden

> ../HL2SDK-TF2/tier1/convar.cpp: At global scope:

> ../HL2SDK-TF2/tier1/convar.cpp:384: Fehler: prototype for `characterset_t*

> CCommand::DefaultBreakSet()' does not match any in class `CCommand'

> ../HL2SDK-TF2/public/tier1/convar.h:201: Fehler: candidate is: static

> characterset_t* CCommand::DefaultBreakSet()

> ../HL2SDK-TF2/tier1/convar.cpp:384: Fehler: `characterset_t*

> CCommand::DefaultBreakSet()' and `static characterset_t*

> CCommand::DefaultBreakSet()' cannot be overloaded

> ../HL2SDK-TF2/tier1/convar.cpp:389: Fehler: prototype for `bool

> CCommand::Tokenize(const char*, characterset_t*)' does not match any in

> class `CCommand'

> ../HL2SDK-TF2/public/tier1/convar.h:186: Fehler: candidate is: bool

> CCommand::Tokenize(con

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-08 Thread Tony Paloma
Mike,

I'm also having some issues with game traces. Can we get new 
gametrace.h, cmodel.h, bspflags.h, and util_shared.h files. That's the only 
thing I can think of that might be causing the issues. It makes since if the 
definitions for either Ray_t, trace_t, the mask constants, or the trace filters 
have changed. I already have the new IEngineTrace.h, so this isn't the issue.

Thanks,
Tony Paloma

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Monday, October 08, 2007 3:52 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I added ienginesound.h and strtools.h. I'll add the tier1_i486.a when I can.



-Mike





- Original Message -

From: [EMAIL PROTECTED] <[EMAIL PROTECTED]>

To: hlcoders@list.valvesoftware.com 

Sent: Mon Oct 08 15:15:26 2007

Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?



Hi Mike,



  In addition to an updated ienginesound.h, would it be possible to get

a tier1_i486.a build?



  Thanks,



   ---David Anderson

   http://www.bailopan.net/



Mike Durand wrote:

> You should make sure that you have installed VS 2005 SP1 as well as this 
> hotfix:

>

> http://support.microsoft.com/?kbid=930198

>

> -Original Message-

> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL 
> PROTECTED]

> Sent: Monday, October 08, 2007 5:52 AM

> To: hlcoders@list.valvesoftware.com

> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

>

> Hello,

>

> i now have many errors by compiling my plugin... I hope anybody can help me!

>

> ../HL2SDK-TF2/tier1/convar.cpp

> In file included from ../HL2SDK-TF2/public/tier1/iconvar.h:21,

>  from ../HL2SDK-TF2/public/tier1/convar.h:20,

>  from ../HL2SDK-TF2/tier1/convar.cpp:13:

> ../HL2SDK-TF2/public/tier1/strtools.h:244: Fehler: wrong number of template

> arguments (1, should be 2)

> ../HL2SDK-TF2/public/tier1/strtools.h:24: Fehler: provided for

> `template struct CUtlMemory'

> ../HL2SDK-TF2/public/tier1/strtools.h:244: Fehler: template argument 2 is

> invalid

> ../HL2SDK-TF2/public/tier1/strtools.h:247: Fehler: wrong number of template

> arguments (1, should be 2)

> ../HL2SDK-TF2/public/tier1/strtools.h:24: Fehler: provided for

> `template struct CUtlMemory'

> ../HL2SDK-TF2/public/tier1/strtools.h:247: Fehler: template argument 2 is

> invalid

> In file included from ../HL2SDK-TF2/tier1/convar.cpp:15:

> ../HL2SDK-TF2/public/tier1/characterset.h:22: Fehler: in Konflikt stehende

> Deklaration »typedef struct characterset_s characterset_t«

> ../HL2SDK-TF2/public/tier1/convar.h:41: Fehler: »struct characterset_t«

> hat eine vorherige Deklaration als »struct characterset_ts«

> In file included from ../HL2SDK-TF2/tier1/convar.cpp:16:

> ../HL2SDK-TF2/public/tier1/utlbuffer.h: In member function `void

> CUtlBuffer::ActivateByteSwappingIfBigEndian()':

> ../HL2SDK-TF2/public/tier1/utlbuffer.h:153: Fehler: `IsX360' undeclared

> (first use this function)

> ../HL2SDK-TF2/public/tier1/utlbuffer.h:153: Fehler: (Each undeclared

> identifier is reported only once for each function it appears in.)

> ../HL2SDK-TF2/public/tier1/utlbuffer.h: In member function `void

> CUtlBuffer::GetTypeBin(T&) [with T = float]':

> ../HL2SDK-TF2/public/tier1/utlbuffer.h:629: Fehler: `IsX360' undeclared

> (first use this function)

> In file included from ../HL2SDK-TF2/tier1/convar.cpp:17:

> ../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual

> InitReturnVal_t CTier1AppSystem::Init()':

> ../HL2SDK-TF2/public/tier1/tier1.h:95: Fehler: »ConCommandBaseMgr« wurde

> nicht deklariert

> ../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual void

> CTier1AppSystem::Shutdown()':

> ../HL2SDK-TF2/public/tier1/tier1.h:104: Fehler: 'class ICvar' has no member

> named 'UnlinkVariables'

> ../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual bool

> CTier1AppSystem ConVarFlag>::RegisterConCommandBase(ConCommandBase*)':

> ../HL2SDK-TF2/public/tier1/tier1.h:113: Fehler: 'class ConCommandBase' has

> no member named 'SetNext'

> ../HL2SDK-TF2/public/tier1/tier1.h:116: Fehler: 'class ICvar' has no member

> named 'RegisterConCommandBase'

> ../HL2SDK-TF2/tier1/convar.cpp:18:40: tier1/convar_serverbounded.h: Datei

> oder Verzeichnis nicht gefunden

> ../HL2SDK-TF2/tier1/convar.cpp: At global scope:

> ../HL2SDK-TF2/tier1/convar.cpp:384: Fehler: prototype for `characterset_t*

> CCommand::D

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-08 Thread Tony Paloma
Mike,
I still need utllinkedlist.h. networkstringtabledefs.h would also help.

Thanks,
Tony Paloma

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Monday, October 08, 2007 3:52 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I added ienginesound.h and strtools.h. I'll add the tier1_i486.a when I can.



-Mike





- Original Message -

From: [EMAIL PROTECTED] <[EMAIL PROTECTED]>

To: hlcoders@list.valvesoftware.com 

Sent: Mon Oct 08 15:15:26 2007

Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?



Hi Mike,



  In addition to an updated ienginesound.h, would it be possible to get

a tier1_i486.a build?



  Thanks,



   ---David Anderson

   http://www.bailopan.net/



Mike Durand wrote:

> You should make sure that you have installed VS 2005 SP1 as well as this 
> hotfix:

>

> http://support.microsoft.com/?kbid=930198

>

> -Original Message-

> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL 
> PROTECTED]

> Sent: Monday, October 08, 2007 5:52 AM

> To: hlcoders@list.valvesoftware.com

> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

>

> Hello,

>

> i now have many errors by compiling my plugin... I hope anybody can help me!

>

> ../HL2SDK-TF2/tier1/convar.cpp

> In file included from ../HL2SDK-TF2/public/tier1/iconvar.h:21,

>  from ../HL2SDK-TF2/public/tier1/convar.h:20,

>  from ../HL2SDK-TF2/tier1/convar.cpp:13:

> ../HL2SDK-TF2/public/tier1/strtools.h:244: Fehler: wrong number of template

> arguments (1, should be 2)

> ../HL2SDK-TF2/public/tier1/strtools.h:24: Fehler: provided for

> `template struct CUtlMemory'

> ../HL2SDK-TF2/public/tier1/strtools.h:244: Fehler: template argument 2 is

> invalid

> ../HL2SDK-TF2/public/tier1/strtools.h:247: Fehler: wrong number of template

> arguments (1, should be 2)

> ../HL2SDK-TF2/public/tier1/strtools.h:24: Fehler: provided for

> `template struct CUtlMemory'

> ../HL2SDK-TF2/public/tier1/strtools.h:247: Fehler: template argument 2 is

> invalid

> In file included from ../HL2SDK-TF2/tier1/convar.cpp:15:

> ../HL2SDK-TF2/public/tier1/characterset.h:22: Fehler: in Konflikt stehende

> Deklaration »typedef struct characterset_s characterset_t«

> ../HL2SDK-TF2/public/tier1/convar.h:41: Fehler: »struct characterset_t«

> hat eine vorherige Deklaration als »struct characterset_ts«

> In file included from ../HL2SDK-TF2/tier1/convar.cpp:16:

> ../HL2SDK-TF2/public/tier1/utlbuffer.h: In member function `void

> CUtlBuffer::ActivateByteSwappingIfBigEndian()':

> ../HL2SDK-TF2/public/tier1/utlbuffer.h:153: Fehler: `IsX360' undeclared

> (first use this function)

> ../HL2SDK-TF2/public/tier1/utlbuffer.h:153: Fehler: (Each undeclared

> identifier is reported only once for each function it appears in.)

> ../HL2SDK-TF2/public/tier1/utlbuffer.h: In member function `void

> CUtlBuffer::GetTypeBin(T&) [with T = float]':

> ../HL2SDK-TF2/public/tier1/utlbuffer.h:629: Fehler: `IsX360' undeclared

> (first use this function)

> In file included from ../HL2SDK-TF2/tier1/convar.cpp:17:

> ../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual

> InitReturnVal_t CTier1AppSystem::Init()':

> ../HL2SDK-TF2/public/tier1/tier1.h:95: Fehler: »ConCommandBaseMgr« wurde

> nicht deklariert

> ../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual void

> CTier1AppSystem::Shutdown()':

> ../HL2SDK-TF2/public/tier1/tier1.h:104: Fehler: 'class ICvar' has no member

> named 'UnlinkVariables'

> ../HL2SDK-TF2/public/tier1/tier1.h: In member function `virtual bool

> CTier1AppSystem ConVarFlag>::RegisterConCommandBase(ConCommandBase*)':

> ../HL2SDK-TF2/public/tier1/tier1.h:113: Fehler: 'class ConCommandBase' has

> no member named 'SetNext'

> ../HL2SDK-TF2/public/tier1/tier1.h:116: Fehler: 'class ICvar' has no member

> named 'RegisterConCommandBase'

> ../HL2SDK-TF2/tier1/convar.cpp:18:40: tier1/convar_serverbounded.h: Datei

> oder Verzeichnis nicht gefunden

> ../HL2SDK-TF2/tier1/convar.cpp: At global scope:

> ../HL2SDK-TF2/tier1/convar.cpp:384: Fehler: prototype for `characterset_t*

> CCommand::DefaultBreakSet()' does not match any in class `CCommand'

> ../HL2SDK-TF2/public/tier1/convar.h:201: Fehler: candidate is: static

> characterset_t* CCommand::DefaultBreakSet()

> ../HL2SDK-TF2/tier1/convar.cpp:384: Fehler: `characterset_t*

> CCommand::DefaultBreakSet()' and `static characterset_t*

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-06 Thread Tony Paloma
Also, I get errors if I use the old IEngineSound. The version hasn't
changed, but something within it has. Same thing with INetworkStringTable.
Can I get a new ienginesound.h and new networkstringtabledefs.h?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Thursday, October 04, 2007 11:31 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

Just out of curiosity: has anyone else gotten close to getting their
updated plugin to build/work?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Thursday, October 04, 2007 11:15 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

OK. I  added these:

byteswap.h
convar_serverbounded.h
vstdlib.lib
mathlib.lib
tier0.lib
tier2.lib
vstdlib.lib

Do you still get an unresolved when you link tier1.lib but don't compile
convar.cpp? I would try that route if you haven't already.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson
Sent: Wednesday, October 03, 2007 6:14 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

Phew! Still a few more errors...

  - Looks like CByteswap isn't defined in utlbuffer.h
  - tier1/convar_serverbounded.h is missing
  - Unresolved externals while linking: _GetCVarIF, ConMsg, etc not
found.  do we need new tier0 and vstdlib libs?
  - Another unresolved link error, to ConCommand::ConCommand when using
CON_COMMAND.  I can't include both convar.cpp and tier1.lib (since they
overlap), but if I cherry-pick code out of convar.cpp then it works.

   ---David Anderson
   http://www.bailopan.net/


Mike Durand wrote:
> They are there now.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of David
> Anderson
> Sent: Wednesday, October 03, 2007 2:51 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>
> Seems to be compiling after some strtools fixes -- the next step is
> linking ;) I think we're gonna need a new tier1.lib or convar.cpp.
>
> Thanks,
>
>---David Anderson
>http://www.bailopan.net/
>
> Mike Durand wrote:
>> I've added 'iconvar.h' and 'convar.h'. That should keep those
crickets
>> under control until the next compilation error. :)
>>
>> -Mike
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Spencer
>> 'voogru' MacDonald
>> Sent: Wednesday, October 03, 2007 11:42 AM
>> To: hlcoders@list.valvesoftware.com
>> Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>>
>> I hear crickets.
>>
>> - voogru.
>>
>>
>> ___
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archives,
>> please visit:
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RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-06 Thread Tony Paloma
Mike, I played with it and got it to build but I need a new utllinkedlist.h
since the old one causes runtime assert failures with the new utlmemory.h.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Thursday, October 04, 2007 11:31 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

Just out of curiosity: has anyone else gotten close to getting their
updated plugin to build/work?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Thursday, October 04, 2007 11:15 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

OK. I  added these:

byteswap.h
convar_serverbounded.h
vstdlib.lib
mathlib.lib
tier0.lib
tier2.lib
vstdlib.lib

Do you still get an unresolved when you link tier1.lib but don't compile
convar.cpp? I would try that route if you haven't already.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson
Sent: Wednesday, October 03, 2007 6:14 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

Phew! Still a few more errors...

  - Looks like CByteswap isn't defined in utlbuffer.h
  - tier1/convar_serverbounded.h is missing
  - Unresolved externals while linking: _GetCVarIF, ConMsg, etc not
found.  do we need new tier0 and vstdlib libs?
  - Another unresolved link error, to ConCommand::ConCommand when using
CON_COMMAND.  I can't include both convar.cpp and tier1.lib (since they
overlap), but if I cherry-pick code out of convar.cpp then it works.

   ---David Anderson
   http://www.bailopan.net/


Mike Durand wrote:
> They are there now.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of David
> Anderson
> Sent: Wednesday, October 03, 2007 2:51 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>
> Seems to be compiling after some strtools fixes -- the next step is
> linking ;) I think we're gonna need a new tier1.lib or convar.cpp.
>
> Thanks,
>
>---David Anderson
>http://www.bailopan.net/
>
> Mike Durand wrote:
>> I've added 'iconvar.h' and 'convar.h'. That should keep those
crickets
>> under control until the next compilation error. :)
>>
>> -Mike
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Spencer
>> 'voogru' MacDonald
>> Sent: Wednesday, October 03, 2007 11:42 AM
>> To: hlcoders@list.valvesoftware.com
>> Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>>
>> I hear crickets.
>>
>> - voogru.
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list
archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>> ___
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RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-02 Thread Tony Paloma
Has anybody thought about creating some sort of abstraction to allow us to
use the same DLL/so for both the older engine and the newer one? I was
thinking of thinking of taking the adapter approach and creating my own
classes that would know which version of the interface to use. I'm
interested in other ideas though.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Tuesday, October 02, 2007 6:06 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

Hi All-

I decided that posting the contents of the files on the Wiki was lunacy.
So I made a new user on our FTP site that you can use to get a zip of
the headers:

ftp.valvesoftware.com
user: sourcemod
password sourcemod

The only file available is PluginHeaders.zip, which contains hopefully
all of the headers you will need to get a head start on updating your
plugins. If I've left any important ones please let me know.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ray
Sent: Tuesday, October 02, 2007 3:10 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

any word on this?



At 03:55 PM 9/28/2007, you wrote:
>This is a multi-part message in MIME format.
>--
>[ Picked text/plain from multipart/alternative ]
>Yes, I'll make all of the updated headers needed for building server
>plugins available when I get back to the office on Tuesday.
>
>-Mike
>
>
>- Original Message -
>From: [EMAIL PROTECTED]
><[EMAIL PROTECTED]>
>To: hlcoders@list.valvesoftware.com 
>Sent: Fri Sep 28 10:18:35 2007
>Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
>
>--
>[ Picked text/plain from multipart/alternative ]
>Just a gentle reminder-- any chance, Valve, that we can get the
definition
>for the VEngineCvar004?
>
>Again congrats on TF2-- I've been playing way too much of it when I
should
>be coding.
>-Mattie
>
>On 9/18/07, Mattie Casper <[EMAIL PROTECTED]> wrote:
> >
> > Just to compare notes: I had the same findings this afternoon for
(a) and
> > (b), though I didn't check out the differences in IServerGameDLL005.
As for
> > (b), that vstdlib to vstdlib_s relocation is problematic to manage
for
> > existing plugins. It's all a bit of a mess with so many things
relocated.
> > From what I can ascertain, any substantial plugin would probably
have to
> > wait for the SDK release or maybe a secondary/temporary/bridge
library to
> > cover for the missing pieces. I hope a clarification on the
> > deprecation/relocation will come with the SDK update.
> >
> > In an effort to even get a barebones VSP loaded into the TF2 server,
I cut
> > a dependency on the GetCVarIF() usage in convar.cpp (one of those
> > relocated/removed exports). After that's done, an empty plugin can
load and
> > get the majority of callbacks/interfaces from the server.
Unfortunately,
> > though, since the VEngineCvar004 interface is used by TF2, the
plugin can't
> > register console commands or variables. I wanted to request that
interface
> > because with it, it should be possible to make a a simplistic
(possibly
> > CRT-dependent) plugin as a proof-of-concept on TF2. As it stands,
all I was
> > able to prototype this afternoon was a poor cousin of a real plugin.
> >
> > Surely there are many more landmines hidden. If others uncover them,
> > please share. A lot of us are really excited about TF2 and would
> like to get
> > integrated.
> >
> > Again, Valve reps, if you get a breather, please provide the
> > VEngineCvar004 interface definition to tide us over until the SDK
> update. It
> > might not be anywhere near the whole story, but I think it could be
worth
> > the time to copy-and-paste it.
> >
> > Thanks,
> > -Mattie
> >
> > On 9/18/07, David Anderson <[EMAIL PROTECTED] > wrote:
> > >
> > > There seems to be more changes than just that; here's my cursory
> > > analysis from a whole ten minutes of looking:
> > >
> > >   a) IServerGameDLL005 is not the same as IServerGameDLL005 from
the
> > > original engine (the last four functions or so are new).  I didn't
check
> > >
> > > the other game-provided interfaces.
> > >
> > >   b) vstdlib.dll no longer exports a whole slew of functions.  It
looks
> > > like the intention was, a long time ago, to deprecate it and move
> > > exports to vstdlib_s.dll.  However the current SDK defines the
imports
> > > against vstdlib.dll, so we'll need a new import library [?] or
some sort
> > > of clarification.
> > >
> > >   c) It looks like mods are getting compiled with GCC4/MSVC8 now,
which
> > > is great news, but a forewarning to people who grab binary
signatures:
> > > MSVC8 has a tendency to optimize internal function calls down to a
> > > non-standard calling convention.
> > >
> > > Valve said they'd provide the changes "once the fires are put out"
or
> > > something, so those are just musings while we wait semi-patiently.
> > 

RE: [hlcoders] Vehicles when teleported lose all speed builtup.

2007-10-02 Thread Tony Paloma
If you are using CBaseEntity::Teleport() do you get the same issue when you
try SetAbsOrigin?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Monday, October 01, 2007 9:05 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Vehicles when teleported lose all speed builtup.

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Essentially when you teleport a vehicle with CBaseEntity::Teleport it will
lose all of its speed and essentially have to start going again from 0
velocity, current rpms etc.

This is a major problem for us because we are using the teleport to snap
vehicles that are not being controlled by a person in the game to where they
should be. Essentially these special vehicles get a waypoint from a special
packet that can be sent by either a log file or some other application. We
try to get the vehicle there efficiently and it works quite fine for
straight motion, but when we turn we usually end up getting behind and so we
have to teleport to where we should be. It appears the VehicleController
does not like teleports... Unfortunately you can only get the operating
parameters for viewing and not for changing and so I have yet to see a way
to directly influence a vehicle's movement directly rather than through
control parameters.

Does anyone know a way to maintain the vehicles operating params when
performing a teleport?

Chris
--


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RE: [hlcoders] TF2 Plugin Interface Change

2007-09-30 Thread Tony Paloma
You're welcome. I looked into it more and it seems to take a CCommand by
reference.
0xb66754f0 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ray
Sent: Sunday, September 30, 2007 9:32 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Interface Change

Awesome man...
Thanks for the info :)

Ray


At 05:40 AM 9/30/2007, you wrote:
>This is a multipart message in MIME format.
>--
>[ Picked text/plain from multipart/alternative ]
>When working on my player limit remover plugin, I found that there was a
>change in the IServerPluginCallbacks interface. By making this change, the
>plugin will load and will not cause a server crash when players connect.
The
>change is in ClientCommand. It now takes an extra pointer as a parameter.
So
>make the change:
>
>virtual PLUGIN_RESULT ClientCommand( edict_t *pEntity );
>
>to
>
>virtual PLUGIN_RESULT ClientCommand( edict_t *pEntity, void *foo );
>
>
>
>I'm not sure what this extra pointer is. It might be a CCommand or const
>char. I'm not sure. If you make this change in iserverplugin.h and any
other
>relevant places for your plugin, it should work. There are other changed
>interfaces, but this is one crucial change that you must make to get your
>server plugin running stable.
>
>
>
>Just though I'd share my findings in case others are still trying to get
>plugins working.  :D
>
>
>
>Also, if you are interested in the player limit remover plugin, it removes
>the player limit from TF2 and other mods. You can get it here:
>http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4
>
>--
>
>
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>
>
>
>--
>No virus found in this incoming message.
>Checked by AVG Free Edition.
>Version: 7.5.488 / Virus Database: 269.13.35/1039 - Release Date:
>9/29/2007 9:46 PM



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[hlcoders] TF2 Plugin Interface Change

2007-09-30 Thread Tony Paloma
This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
When working on my player limit remover plugin, I found that there was a
change in the IServerPluginCallbacks interface. By making this change, the
plugin will load and will not cause a server crash when players connect. The
change is in ClientCommand. It now takes an extra pointer as a parameter. So
make the change:

virtual PLUGIN_RESULT ClientCommand( edict_t *pEntity );

to

virtual PLUGIN_RESULT ClientCommand( edict_t *pEntity, void *foo );



I'm not sure what this extra pointer is. It might be a CCommand or const
char. I'm not sure. If you make this change in iserverplugin.h and any other
relevant places for your plugin, it should work. There are other changed
interfaces, but this is one crucial change that you must make to get your
server plugin running stable.



Just though I'd share my findings in case others are still trying to get
plugins working.  :D



Also, if you are interested in the player limit remover plugin, it removes
the player limit from TF2 and other mods. You can get it here:
http://www.sourceop.com/modules.php?name=Downloads&d_op=viewdownload&cid=4

--


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RE: [hlcoders] Engine Plugin Interface Problems

2007-09-24 Thread Tony Paloma
Mike Durand has told me at least twice that he would look into this. At one
point, I believe somebody at Valve said they may have found the issue. I
have not heard anything about it since.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, September 24, 2007 12:16 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Engine Plugin Interface Problems

Hello,

i have a big Problem...

I need to unload my Plugin and load it again.
After i have unloaded the plugin i delete the *.so file and
copy a new version to this position...

But when i than load the plugin again (without restart the server)
the old plugin version gets loaded so i think, that the plugin get loaded
from memmory...

Is there any way, to delete all content like cvars and other by unloading
the plugin so i can load a newer version without restart the server?

Thanks

With friendly reguards

Ratman2000

- Original Message -
From: "Ratman2000" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, September 12, 2007 10:51 AM
Subject: Re: [hlcoders] Error in Query Protocoll ???


> Hello,
>
> yes the select supports UDP Sockets... becouse it uses the descriptors to
> read the state.
>
> How can i check the 4 Bytes?
>
> My problem is, that i dont get 2 Packets, so the first packet i have
> recieved isnt ok and
> there are nothing following...
>
> You know what i am meaning?
>
> With friendly Reguards
>
> Ratman2000
>
> - Original Message -
> From: "Ronny Schedel" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, September 12, 2007 11:24 AM
> Subject: Re: [hlcoders] Error in Query Protocoll ???
>
>
> > Hello,
> >
> > check the first 4 Bytes response
> >
> > FF FF FF FF means: only one packet is send
> > FE FF FF FF means: it is a multipacket response
> >
> > Use the packet ID to sort the packets and to check which packets are
> > missing.
> >
> > To understand what you got, save every packet to a new file and take a
> look
> > with a hex editor/viewer.
> >
> > Check the select() documentation to figure out if it really support UDP
> > sockets or not, as far as I remember it does not, but I could be wrong.
> >
> > Best regards
> >
> > Ronny Schedel
> >
> > >
> > > Hello,
> > >
> > > i have tested this and have tested to recieve another packet but i
dont
> > get
> > > any...
> > >
> > > My code after i have connected i send the request and recieve it with
> this
> > > function:
> > >
> > >FD_ZERO( &ReadSet );
> > >FD_SET( Socket, &ReadSet );
> > >timeVal.tv_sec = 1;
> > >timeVal.tv_usec = 0;
> > >
> > >for ( int i = 1; i <= 3; i++ )
> > >{
> > > if ( select( Socket+1, &ReadSet, NULL, NULL, &timeVal ) ==
> 1 )
> > > {
> > >  if ( FD_ISSET( Socket, &ReadSet ) )
> > >  {
> > >   bytes = recv( Socket, buffer, sizeof( buffer ) - 1, 0 );
> > >   buffer[ bytes ] = '';
> > >
> > >   if ( bytes == SOCKET_ERROR || bytes == 0 )
> > >   {
> > >printf( "Server offlinen" );
> > >
> > >return;
> > >   }
> > >   else if ( buffer[ 4 ] != S2A_RULES )
> > >   {
> > >printf( " Error by recieving Rules!n" );
> > >   }
> > >
> > >   printf( " NumRulez: %in",
*(short*)&buffer[5] );
> > >  }
> > > }
> > > else
> > > {
> > >  Retrys--;
> > >  printf( "No answer...n" );
> > > }
> > >}
> > >
> > > In this test i run 3 times to check for 3 packets (as test)...
> > > So in my test i have to recieve 2 packets by the servers that send me
> the
> > > errors!
> > >
> > > But i recieve:
> > >
> > > Connected: 195.210.58.104:27015
> > >  NumRulez: 64
> > > No answer...
> > > No answer...
> > > Connected: 85.131.173.50:26000
> > >  NumRulez: 64
> > > No answer...
> > > No answer...
> > > Connected: 82.96.106.43:27100
> > >  NumRulez: 64
> > > No answer...
> > > No answer...
> > > Connected: 84.200.252.37:27025
> > >  Error by recieving Rules!
> > >  NumRulez: 21880
> > > No answer...
> > > No answer...
> > >
> > > So you can see, the first 3 Servers responsed with 64 Cvars whats
right
> > and
> > > i can scan it with no problems...
> > >
> > > But the last server returns with an error how i have sayed in my first
> > > mail..
> > > But the other 2 checks to show the other packts returns no answer, so
> > there
> > > no other packets...
> > >
> > > So the first packet has to be the packet with all infos, but i cant
> > recieve
> > > it right?
> > >
> > > Can anybody tell me, whats wrong with it?
> > >
> > > Thanks!
> > >
> > > (sorry for my bad english!)
> > >
> > > With friendly Reguards from Germany
> > >
> > > Ratman2000
> > >
> > > - Original Message -
> > > From: "Ronny Schedel" <[EMAIL PROTECTED]>
> > > To: 
> > > Sent: Monday, September 10, 2007 6:05 PM
> > > Subject: Re: [hlcoders] Error in Query Protocoll ???
> > >
> > >
> > > > Hello,
> > > >
> > > > first, the packet size is 1400 as far as I remember

RE: [hlcoders] I want to play TF2 already

2007-09-17 Thread Tony Paloma
Please take yourself to the steam forums.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joel R.
Sent: Monday, September 17, 2007 11:14 PM
To: hlcoders
Subject: [hlcoders] I want to play TF2 already

--
[ Picked text/plain from multipart/alternative ]
Preload the client.dll already!!! =(
--

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RE: [hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin)

2007-09-06 Thread Tony Paloma
I think it's because that function is in an interface only for the client
DLL. Can you not use IPlayerInfo?

//--
---
// Purpose: Interface exposed from the engine to the client .dll
//--
---
abstract_class IVEngineClient
{
..

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Wednesday, September 05, 2007 6:08 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] IVEngine Client GetPlayerInfo returning blanks
(plugin)

Ahhh, sorry.  My plugin for HL2MP.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Wednesday, September 05, 2007 6:51 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] IVEngine Client GetPlayerInfo returning blanks
(plugin)

What mod are you trying this on?



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RE: [hlcoders] Is there a problem with the HLDS list?

2007-09-06 Thread Tony Paloma
I haven't received anything either. I just assumed that nothing was going
on.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Thursday, September 06, 2007 6:52 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Is there a problem with the HLDS list?

I too haven't received anything from there since the 29th.

Strange...

-Original Message-
From: Mike Munoz
Sent: Thursday, September 06, 2007 9:35 AM
Subject: [hlcoders] Is there a problem with the HLDS list?

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm not getting anything from the HLDS list since 8/29. I am getting mail
from the coders and mappers list to the same address.
I have posted to the HLDS list a few times in the past few days. Not only
did I not get a copy of it I'm not getting the confirmation emails as well.
It's not showing up in the archive either.

I tried using two different mail accounts. I got the confirmation that I
setup the account but I don't see anything from the HLDS list on either
account since 8/29...

And of course now is when I need help on that list :)

Mike ParaDOX
www.paradisesgarage.com



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RE: [hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin)

2007-09-05 Thread Tony Paloma
What mod are you trying this on?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Wednesday, September 05, 2007 11:25 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin)

player_info_t info;
engine->GetPlayerInfo( playerindex, &info );

I know the playerindex is correct because I use it other places.  For some
reason when I try this I get blanks for all players.  Has anybody else seen
this?  If so, is there a fix?

Thanks,
Keeper



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RE: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-04 Thread Tony Paloma
Well then, even if you do manage to get the plugin unloaded from, you won't
be able to update it because the DLL is never unloaded. Even if you rename
the DLL and then put a new one in its place, the old one is still the one
that gets loaded after calling plugin_load. This was the issue I was having
that Mike Durand said he would look into.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Tuesday, September 04, 2007 1:24 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???

Hello,

i need to unload the plugin becouse i have written an updater tool for my
plugin.
It works fine but i have to unload the plugin so that i dont add my plugin 2
times
in the interface system.

With friendly Reguard

Ratman2000

- Original Message -
From: "Tony Paloma" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, September 04, 2007 8:39 AM
Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???


> You can do filesystem->UnloadModule (I think that's the one). If you do
> that, it's going to crash because it will try to execute the next line of
> your plugin, but it will have been unloaded so therefore the memory will
not
> be executable. So, in regards to what you are looking for, no, there is no
> function you can call to unload your plugin. The only thing I can think of
> is what you already tried, Engine->ServerCommand( "plugin_unload
MyPlugin\n"
> ). But, if you don't mind me asking, why must you unload the plugin?
What's
> wrong with leaving it?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
> Sent: Monday, September 03, 2007 9:53 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???
>
> Hello,
>
> i like the Valve Interface... i have no problems with it..
>
> Ok its a very bit to small / not enaugth functions
> but all is fine with it for me... All what you can do without
> the Intervace, you can do with the same way with the interface :)
> You only need to know what you are doing :P
>
> Is there a work around to clear the plugin manual Alfred / Mike?
>
> Or can you tell the Function, we need to call to free the plugin manual?
> (Like memory function name or other to call it to free the plugin it
self!)
>
> With friendly Reguard
>
> Ratman2000
>
> - Original Message -
> From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
> To: 
> Sent: Tuesday, September 04, 2007 4:29 AM
> Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???
>
>
> > I agree.
> >
> > The Valve plug-in interface is a slap in the face.
> >
> > - voogru.
> >
> >
> > -Original Message-
> > From: dackz [mailto:[EMAIL PROTECTED]
> > Sent: Monday, September 03, 2007 10:06 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???
> >
> > Don't use Valve's poorly implemented and poorly documented plugin
> > interface and you'll be much better off. There are alternatives, you
> > know.
> >
> > On 9/1/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
> > > Hello,
> > >
> > > i have written a small plugin what removes only a special entity from
a
> > Map
> > > and Unloads
> > > itself after doing that...
> > >
> > > So i have added a small log text to Game Frame to see whats doing
> becouse
> > > the unload...
> > >
> > > So i have startet it, the plugin starts, removes the entity and
unloads
> > > fine...
> > >
> > > But after server activate, my plugin begins to printing the Game Frame
> > > Funktion AFTER unloading the Plugin
> > >
> > > whats wrong??? Why CS:S calls the Plugin after its Unloaded???
> > >
> > > Why we can unload plugins, when they dont get unloaded???
> > >
> > > I call in my Plugin in Load this:
> > >
> > > Engine->ServerCommand( "plugin_unload MyPlugin\n" );
> > >
> > > Is there a bug or a "feature"???
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://l

RE: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-03 Thread Tony Paloma
Keep in mind, the Valve plugin interface is what makes the other plugin
interfaces work.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Monday, September 03, 2007 7:30 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???

I agree.

The Valve plug-in interface is a slap in the face.

- voogru.


-Original Message-
From: dackz [mailto:[EMAIL PROTECTED]
Sent: Monday, September 03, 2007 10:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???

Don't use Valve's poorly implemented and poorly documented plugin
interface and you'll be much better off. There are alternatives, you
know.

On 9/1/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
> Hello,
>
> i have written a small plugin what removes only a special entity from a
Map
> and Unloads
> itself after doing that...
>
> So i have added a small log text to Game Frame to see whats doing becouse
> the unload...
>
> So i have startet it, the plugin starts, removes the entity and unloads
> fine...
>
> But after server activate, my plugin begins to printing the Game Frame
> Funktion AFTER unloading the Plugin
>
> whats wrong??? Why CS:S calls the Plugin after its Unloaded???
>
> Why we can unload plugins, when they dont get unloaded???
>
> I call in my Plugin in Load this:
>
> Engine->ServerCommand( "plugin_unload MyPlugin\n" );
>
> Is there a bug or a "feature"???

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RE: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-03 Thread Tony Paloma
You can do filesystem->UnloadModule (I think that's the one). If you do
that, it's going to crash because it will try to execute the next line of
your plugin, but it will have been unloaded so therefore the memory will not
be executable. So, in regards to what you are looking for, no, there is no
function you can call to unload your plugin. The only thing I can think of
is what you already tried, Engine->ServerCommand( "plugin_unload MyPlugin\n"
). But, if you don't mind me asking, why must you unload the plugin? What's
wrong with leaving it?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
Sent: Monday, September 03, 2007 9:53 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???

Hello,

i like the Valve Interface... i have no problems with it..

Ok its a very bit to small / not enaugth functions
but all is fine with it for me... All what you can do without
the Intervace, you can do with the same way with the interface :)
You only need to know what you are doing :P

Is there a work around to clear the plugin manual Alfred / Mike?

Or can you tell the Function, we need to call to free the plugin manual?
(Like memory function name or other to call it to free the plugin it self!)

With friendly Reguard

Ratman2000

- Original Message -
From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, September 04, 2007 4:29 AM
Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???


> I agree.
>
> The Valve plug-in interface is a slap in the face.
>
> - voogru.
>
>
> -Original Message-
> From: dackz [mailto:[EMAIL PROTECTED]
> Sent: Monday, September 03, 2007 10:06 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???
>
> Don't use Valve's poorly implemented and poorly documented plugin
> interface and you'll be much better off. There are alternatives, you
> know.
>
> On 9/1/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
> > Hello,
> >
> > i have written a small plugin what removes only a special entity from a
> Map
> > and Unloads
> > itself after doing that...
> >
> > So i have added a small log text to Game Frame to see whats doing
becouse
> > the unload...
> >
> > So i have startet it, the plugin starts, removes the entity and unloads
> > fine...
> >
> > But after server activate, my plugin begins to printing the Game Frame
> > Funktion AFTER unloading the Plugin
> >
> > whats wrong??? Why CS:S calls the Plugin after its Unloaded???
> >
> > Why we can unload plugins, when they dont get unloaded???
> >
> > I call in my Plugin in Load this:
> >
> > Engine->ServerCommand( "plugin_unload MyPlugin\n" );
> >
> > Is there a bug or a "feature"???
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
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RE: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-02 Thread Tony Paloma
Ya, Mike promised me he would look into it. When you unload a plugin, it
never really gets unloaded. UnloadModule never seems to get called on the
DLL, so it is still loaded in RAM and therefore the DLL cannot be deleted or
replaced since it is in use. I wanted to be able to use plugin_unload to
unload my plugin, update the DLL, and then load it again, but it instead I
have to restart the server.

However, the issue you mentioned isn't the same as the one I am
experiencing. As far as I know, if I run plugin_unload for my plugin, it
will stop receiving any function calls. Have you tried typing "plugin_unload
MyPlugin" in the console and seeing if it still receives GameFrame calls
like it does if you run the command from the code? Perhaps you're getting
bizarre issues since you are trying to unload your plugin from the very same
plugin. I dunno, just a thought.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Saturday, September 01, 2007 6:41 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???

--
[ Picked text/plain from multipart/alternative ]
I believe this is a bug, it was mentioned here earlier. :-)
Think Mike promissed to look into it, but I haven't heard anything about it.


/ProZak


On 02/09/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
>
> Hello,
>
> i have written a small plugin what removes only a special entity from a
> Map
> and Unloads
> itself after doing that...
>
> So i have added a small log text to Game Frame to see whats doing becouse
> the unload...
>
> So i have startet it, the plugin starts, removes the entity and unloads
> fine...
>
> But after server activate, my plugin begins to printing the Game Frame
> Funktion AFTER unloading the Plugin
>
> whats wrong??? Why CS:S calls the Plugin after its Unloaded???
>
> Why we can unload plugins, when they dont get unloaded???
>
> I call in my Plugin in Load this:
>
> Engine->ServerCommand( "plugin_unload MyPlugin\n" );
>
> Is there a bug or a "feature"???
>
> With friendly Reguards from Germany
>
> Ratman2000
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

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RE: [hlcoders] Redirect server command output

2007-06-30 Thread Tony Paloma
Yes, I understand that, but it's also buffered and therefore not written
right away so I wouldn't be able to use the log file to see what the output
was.

Not to mention some output isn't written to the log.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Saturday, June 30, 2007 6:42 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Redirect server command output

--
[ Picked text/plain from multipart/alternative ]
did you try turning logging on?
"log on" in the console?

it redirects all text to a log file.



On 6/30/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> Ya, it does. I'm thinking that somehow Msg() is bypassing write() or the
> stdout file descriptor or something.
>
> Is there a different trick that rcon uses to redirect output?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Greg Scott
> Sent: Friday, June 29, 2007 8:23 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Redirect server command output
>
> --
> [ Picked text/plain from multipart/alternative ]
> Did you try stepping through it in debug mode to make sure it's passing
> all
> the checks correctly?
>
> On 6/29/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
> >
> > This is a multipart message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm trying to redirect the output of a server command to a file, but I'm
> > having problems.
> >
> > I've come up with the following code (this code is within a ConCommand
> > that
> > I have written):
> >
> >
> >
> >
> >
> >
> >
> > char cmd[2048];
> >
> >
> >
> > // clear out any pending commands first
> >
> > engine->ServerExecute();
> >
> >
> >
> > // save the old stdout
> >
> > int oldstdout = dup(1);
> >
> > // redirect stdout to rcon.txt if writable
> >
> > FILE *fp = fopen("rcon.txt", "w");
> >
> > if(fp)
> >
> > {
> >
> > dup2(fileno(fp), 1);
> >
> > }
> >
> > // prepare the command
> >
> > Q_snprintf(cmd, sizeof(cmd), "%s\n",
> engine->Cmd_Args());
> >
> > // just some tests
> >
> > puts("Test:");
> >
> > Msg("Cooltest\n");
> >
> > // queue the command
> >
> > engine->ServerCommand(msg);
> >
> > // actually execute the command
> >
> > engine->ServerExecute();
> >
> > // more tests
> >
> > puts("posttest");
> >
> > Msg("coolposttest\n");
> >
> > // restore everything if we messed with anything
> >
> > if(fp)
> >
> > {
> >
> > // flush to make sure text gets written
> to
> > file, not console
> >
> > fflush(stdout);
> >
> > fclose(fp);
> >
> > // put stdout back
> >
> > dup2(oldstdout, 1);
> >
> > // and close the duplicate
> >
> > close(oldstdout);
> >
> > flushall();
> >
> > }
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > When this code executes a command on the server (cvarlist for example),
> no
> > output is written to the console but there is no relevant output in the
> > rcon.txt file either. The contents of the rcon.txt file are:
> >
> > Test:
> >
> > posttest
> >
> >
> >
> > The tests using Msg() don't write to the file nor does the server
> command.
> > Nothing is written to the console either, so it looks like the output
> gets
> > lost somewhere. Why doesn't this work to redirect output of Msg()? I'm
> > testing this in Windows. I'd be surprised if it didn't work in Linux as
> > well
> > si

RE: [hlcoders] Redirect server command output

2007-06-29 Thread Tony Paloma
Ya, it does. I'm thinking that somehow Msg() is bypassing write() or the
stdout file descriptor or something.

Is there a different trick that rcon uses to redirect output?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Greg Scott
Sent: Friday, June 29, 2007 8:23 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Redirect server command output

--
[ Picked text/plain from multipart/alternative ]
Did you try stepping through it in debug mode to make sure it's passing all
the checks correctly?

On 6/29/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> This is a multipart message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I'm trying to redirect the output of a server command to a file, but I'm
> having problems.
>
> I've come up with the following code (this code is within a ConCommand
> that
> I have written):
>
>
>
>
>
>
>
> char cmd[2048];
>
>
>
> // clear out any pending commands first
>
> engine->ServerExecute();
>
>
>
> // save the old stdout
>
> int oldstdout = dup(1);
>
> // redirect stdout to rcon.txt if writable
>
> FILE *fp = fopen("rcon.txt", "w");
>
> if(fp)
>
> {
>
> dup2(fileno(fp), 1);
>
> }
>
> // prepare the command
>
> Q_snprintf(cmd, sizeof(cmd), "%s\n", engine->Cmd_Args());
>
> // just some tests
>
> puts("Test:");
>
> Msg("Cooltest\n");
>
> // queue the command
>
> engine->ServerCommand(msg);
>
> // actually execute the command
>
> engine->ServerExecute();
>
> // more tests
>
> puts("posttest");
>
> Msg("coolposttest\n");
>
> // restore everything if we messed with anything
>
> if(fp)
>
> {
>
> // flush to make sure text gets written to
> file, not console
>
> fflush(stdout);
>
> fclose(fp);
>
> // put stdout back
>
> dup2(oldstdout, 1);
>
> // and close the duplicate
>
> close(oldstdout);
>
> flushall();
>
> }
>
>
>
>
>
>
>
>
>
> When this code executes a command on the server (cvarlist for example), no
> output is written to the console but there is no relevant output in the
> rcon.txt file either. The contents of the rcon.txt file are:
>
> Test:
>
> posttest
>
>
>
> The tests using Msg() don't write to the file nor does the server command.
> Nothing is written to the console either, so it looks like the output gets
> lost somewhere. Why doesn't this work to redirect output of Msg()? I'm
> testing this in Windows. I'd be surprised if it didn't work in Linux as
> well
> since Linux seems to be more compliant with these sorts of things.
>
>
>
> Does anybody have any ideas or recommendations?
>
> --
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

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[hlcoders] Redirect server command output

2007-06-28 Thread Tony Paloma
This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm trying to redirect the output of a server command to a file, but I'm
having problems.

I've come up with the following code (this code is within a ConCommand that
I have written):







char cmd[2048];



// clear out any pending commands first

engine->ServerExecute();



// save the old stdout

int oldstdout = dup(1);

// redirect stdout to rcon.txt if writable

FILE *fp = fopen("rcon.txt", "w");

if(fp)

{

dup2(fileno(fp), 1);

}

// prepare the command

Q_snprintf(cmd, sizeof(cmd), "%s\n", engine->Cmd_Args());

// just some tests

puts("Test:");

Msg("Cooltest\n");

// queue the command

engine->ServerCommand(msg);

// actually execute the command

engine->ServerExecute();

// more tests

puts("posttest");

Msg("coolposttest\n");

// restore everything if we messed with anything

if(fp)

{

// flush to make sure text gets written to
file, not console

fflush(stdout);

fclose(fp);

// put stdout back

dup2(oldstdout, 1);

// and close the duplicate

close(oldstdout);

flushall();

}









When this code executes a command on the server (cvarlist for example), no
output is written to the console but there is no relevant output in the
rcon.txt file either. The contents of the rcon.txt file are:

Test:

posttest



The tests using Msg() don't write to the file nor does the server command.
Nothing is written to the console either, so it looks like the output gets
lost somewhere. Why doesn't this work to redirect output of Msg()? I'm
testing this in Windows. I'd be surprised if it didn't work in Linux as well
since Linux seems to be more compliant with these sorts of things.



Does anybody have any ideas or recommendations?

--


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RE: [hlcoders] plugin_unload woes ATTN: Mike Durand

2007-06-06 Thread Tony Paloma
Mike, has there been any progress on this issue?

It should just be a missing call to filesystem->UnloadModule.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Saturday, April 28, 2007 5:10 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] plugin_unload woes

I'll look into this question for you, Tony.

-Mike Durand
 Valve

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Saturday, April 28, 2007 12:43 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] plugin_unload woes

It's not that difficult. I just want to know if there is a reason that
plugins aren't removed from memory after plugin_unload "unloads" them.
If there is, then OK that's fine. If there isn't, then I was hoping that
it could be added in. I wouldn't expect anybody on the list except a
Valve developer to know the answer. I was just hoping someone from Valve
would respond.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer
'voogru'
MacDonald
Sent: Friday, April 27, 2007 4:48 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] plugin_unload woes

It's a hard question.

Every time I ask a hard question the list goes quiet.

:(

- voogru.

-Original Message-
From: Tony Paloma [mailto:[EMAIL PROTECTED]
Sent: Friday, April 27, 2007 5:27 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] plugin_unload woes

Is there anyone at Valve on this list that knows more about plugin
unloading? I'd like to know if there is a reason that the module is not
unloaded from memory when plugin_unload unloads a plugin.

Thanks,
Tony Paloma

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Saturday, April 21, 2007 11:17 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] plugin_unload woes

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ] This has been brought
up before, even as early as 2005, but no discussion really ever took
place about it. When a plugin is unloaded with plugin_unload, it's
destructor is never called and it is never actually unloaded from
memory. This makes it impossible to update plugins without having to
restart the server.



I've experimented with this, and I believe all that needs to happen is
that after the engine calls the plugin's Unload function, it just needs
to call
filesystem->UnloadModule(plugin). I came up with this based on the fact
filesystem->that
if I call it myself in the plugin's Unload function, it successfully
calls the destructor and unloads from memory. However, it immediately
crashes because it tries to return to the where it left off in the
plugin's Unload function which is now invalid memory (see example at
end).



Furthermore, if you try to get around this by renaming the plugin's DLL
after it is "unloaded" and then replacing the DLL with a new one, it
just loads the old one. The only way to get around it is to load a
completely new DLL (e.g. plugin_2.dll).



My plugin fully supports being unloaded and loaded in the middle of a
game, but this is the only thing stopping that feature from being
useful. Maybe there is a reason it is not unloaded after the
plugin_unload command, or maybe it's just a mistake. Could Valve please
respond?





Example from second paragraph:





IFileSystem *filesystem = NULL;

CSysModule *g_OurDLL = NULL;





bool CEmptyServerPlugin::Load(   CreateInterfaceFn
interfaceFactory, CreateInterfaceFn gameServerFactory )

{

filesystem =
(IFileSystem*)interfaceFactory(FILESYSTEM_INTERFACE_VERSION, NULL);

g_OurDLL = filesystem->LoadModule( "sourceop" ); // get the handle for
our dll to unload later

return true;

}



void CEmptyServerPlugin::Unload( void )

{

filesystem->UnloadModule(g_OurDLL); // unload once
because we loaded it ourself (decrements engine's use counter)

filesystem->UnloadModule(g_OurDLL); // unload again to
actually unload dll

// crash here (invalid memory access)

}

--


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RE: [hlcoders] View Snapping when other players enter vehicle

2007-06-06 Thread Tony Paloma
It happens in HL2MP whenever I spawn a boat. It's either when they get in or
get out, not both. I think it happens when they get out of the vehicle but
it's possible I have it mixed up.

So, no, it's not just your code.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman
Sent: Wednesday, June 06, 2007 8:29 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] View Snapping when other players enter vehicle

Does this happen to anyone else?

Randomly, in GMod, when a player enters a vehicle (Jeep, Airboat) the
view angles of all the other players will snap to the same direction.
It's always the same direction (0,0,0?), not relative to the vehicle.

I've been told that it happens in HL2MP too, if you manage to spawn a
vehicle.

Has anyone else come across this. I'm trying to determine whether it's
a problem with my code or the default vehicle code.

garry

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RE: [hlcoders] Client Console Crash

2007-06-03 Thread Tony Paloma
I can confirm this bug, and it annoys the heck out of me when debugging
because I will disconnect and connect quite frequently, and then hit the
console key by mistake and everything disappears and crashes.
I don't have an exact list of steps to reproduce this bug, but if it helps
get it fixed then I will figure the steps out.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
Sent: Sunday, May 27, 2007 7:24 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Client Console Crash

Hey all,

There is still a bug in the CS:S client where, for example, I load up CS:S
and join my server, full screen or windowed both the same results, and play
for a while, and either get disconnected by typing quit in srcds console or
closing srcds.
If I hit the console key in the client, and then hit it again twice it
crashes straight up. This is happening in the new beta client that's why I'm
reporting it.

Regards,
Jay


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RE: [hlcoders] DOD:S and server plugins

2007-05-08 Thread Tony Paloma
Put the map change on a timer and then exec +showscores on players...

Oh.wait..

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Tuesday, May 08, 2007 3:18 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] DOD:S and server plugins

Hello,

in the modevents.res of DOD:S I find the following event:

"dod_point_captured"
{
"cp""byte"  // index of the point that was
captured
"cpname""string"// name of the point
"cappers"   "string"// string where each character is a
player index of someone that capped
"bomb"  "bool"  // was this a bomb exploding
}

I have registered this event to the game event listener and I receive this
event, when it occurs. The problem is, all fields are filled except the
cappers field, this is empty. But I need to know who captured the flag, I
don't need to know which flag. How can get this information?

The second question is regarding a level change. If I change the map with
engine->ChangeMap() the map will be changed immediatly without showing the
results of the current map. How can I show the results first and then change
the map to another one?

Remember, this should be all done within a server plugin.

Thanks for your help.

Best regards

Ronny Schedel


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RE: [hlcoders] npc_turret_floor Spwaning Problems

2007-05-01 Thread Tony Paloma
Yes, that's what botman said. It crashes because he uses pEntity when it is
NULL. He doesn't check for this in his original code.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Richard
Sent: Tuesday, May 01, 2007 3:36 AM
To: 'hlcoders@list.valvesoftware.com'
Subject: RE: [hlcoders] npc_turret_floor Spwaning Problems

Isn't it "npc_turret_floor", rather than "npc_floor_turret"?

R.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman
Sent: 01 May 2007 10:07
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] npc_turret_floor Spwaning Problems

It's usually best to set the position and spawnflags before it spawns too

CNPC_FloorTurret *pEntity = (CNPC_FloorTurret*) CreateEntityByName(
"npc_floor_turret" );
   if( pEntity )
   {
  pEntity->SetLocalOrigin( local_origin );
  pEntity->SetLocalAngles( local_angles );
  pEntity->AddSpawnFlags( 0x0020 );
  pEntity->Spawn();
  pEntity->Activate();
   }

On 4/30/07, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Mukkan Yhtio wrote:
> > I have written the following code the spawn the "npc_turret_floor"
entity.
>
> No, you haven't, you've written code to spawn "npc_floor_turret", not
> "npc_turret_floor"...
>
> >CNPC_FloorTurret *pEntity = (CNPC_FloorTurret*) CreateEntityByName(
> > "npc_floor_turret" );
>
> After calling CreateEntityByName(), you might want to check if the
> returned pointer is NULL...
>
> CNPC_FloorTurret *pEntity = (CNPC_FloorTurret*) CreateEntityByName(
> "npc_floor_turret" );
> if( pEntity )
> {
>pEntity->Spawn();
>pEntity->SetLocalOrigin( local_origin );
>pEntity->SetLocalAngles( local_angles );
>pEntity->AddSpawnFlags( 0x0020 );
> }
>
> --
> Jeffrey "botman" Broome
>
> ___
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>
>

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RE: [hlcoders] plugin_unload woes

2007-04-29 Thread Tony Paloma
Thank you so much, Mike! Please keep me posted.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Saturday, April 28, 2007 5:10 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] plugin_unload woes

I'll look into this question for you, Tony.

-Mike Durand
 Valve

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Saturday, April 28, 2007 12:43 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] plugin_unload woes

It's not that difficult. I just want to know if there is a reason that
plugins aren't removed from memory after plugin_unload "unloads" them.
If there is, then OK that's fine. If there isn't, then I was hoping that
it could be added in. I wouldn't expect anybody on the list except a
Valve developer to know the answer. I was just hoping someone from Valve
would respond.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer
'voogru'
MacDonald
Sent: Friday, April 27, 2007 4:48 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] plugin_unload woes

It's a hard question.

Every time I ask a hard question the list goes quiet.

:(

- voogru.

-Original Message-
From: Tony Paloma [mailto:[EMAIL PROTECTED]
Sent: Friday, April 27, 2007 5:27 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] plugin_unload woes

Is there anyone at Valve on this list that knows more about plugin
unloading? I'd like to know if there is a reason that the module is not
unloaded from memory when plugin_unload unloads a plugin.

Thanks,
Tony Paloma

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Saturday, April 21, 2007 11:17 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] plugin_unload woes

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ] This has been brought
up before, even as early as 2005, but no discussion really ever took
place about it. When a plugin is unloaded with plugin_unload, it's
destructor is never called and it is never actually unloaded from
memory. This makes it impossible to update plugins without having to
restart the server.



I've experimented with this, and I believe all that needs to happen is
that after the engine calls the plugin's Unload function, it just needs
to call
filesystem->UnloadModule(plugin). I came up with this based on the fact
filesystem->that
if I call it myself in the plugin's Unload function, it successfully
calls the destructor and unloads from memory. However, it immediately
crashes because it tries to return to the where it left off in the
plugin's Unload function which is now invalid memory (see example at
end).



Furthermore, if you try to get around this by renaming the plugin's DLL
after it is "unloaded" and then replacing the DLL with a new one, it
just loads the old one. The only way to get around it is to load a
completely new DLL (e.g. plugin_2.dll).



My plugin fully supports being unloaded and loaded in the middle of a
game, but this is the only thing stopping that feature from being
useful. Maybe there is a reason it is not unloaded after the
plugin_unload command, or maybe it's just a mistake. Could Valve please
respond?





Example from second paragraph:





IFileSystem *filesystem = NULL;

CSysModule *g_OurDLL = NULL;





bool CEmptyServerPlugin::Load(   CreateInterfaceFn
interfaceFactory, CreateInterfaceFn gameServerFactory )

{

filesystem =
(IFileSystem*)interfaceFactory(FILESYSTEM_INTERFACE_VERSION, NULL);

g_OurDLL = filesystem->LoadModule( "sourceop" ); // get the handle for
our dll to unload later

return true;

}



void CEmptyServerPlugin::Unload( void )

{

filesystem->UnloadModule(g_OurDLL); // unload once
because we loaded it ourself (decrements engine's use counter)

filesystem->UnloadModule(g_OurDLL); // unload again to
actually unload dll

// crash here (invalid memory access)

}

--


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RE: [hlcoders] plugin_unload woes

2007-04-28 Thread Tony Paloma
It's not that difficult. I just want to know if there is a reason that
plugins aren't removed from memory after plugin_unload "unloads" them. If
there is, then OK that's fine. If there isn't, then I was hoping that it
could be added in. I wouldn't expect anybody on the list except a Valve
developer to know the answer. I was just hoping someone from Valve would
respond.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Friday, April 27, 2007 4:48 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] plugin_unload woes

It's a hard question.

Every time I ask a hard question the list goes quiet.

:(

- voogru.

-Original Message-
From: Tony Paloma [mailto:[EMAIL PROTECTED]
Sent: Friday, April 27, 2007 5:27 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] plugin_unload woes

Is there anyone at Valve on this list that knows more about plugin
unloading? I'd like to know if there is a reason that the module is not
unloaded from memory when plugin_unload unloads a plugin.

Thanks,
Tony Paloma

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Saturday, April 21, 2007 11:17 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] plugin_unload woes

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
This has been brought up before, even as early as 2005, but no discussion
really ever took place about it. When a plugin is unloaded with
plugin_unload, it's destructor is never called and it is never actually
unloaded from memory. This makes it impossible to update plugins without
having to restart the server.



I've experimented with this, and I believe all that needs to happen is that
after the engine calls the plugin's Unload function, it just needs to call
filesystem->UnloadModule(plugin). I came up with this based on the fact that
if I call it myself in the plugin's Unload function, it successfully calls
the destructor and unloads from memory. However, it immediately crashes
because it tries to return to the where it left off in the plugin's Unload
function which is now invalid memory (see example at end).



Furthermore, if you try to get around this by renaming the plugin's DLL
after it is "unloaded" and then replacing the DLL with a new one, it just
loads the old one. The only way to get around it is to load a completely new
DLL (e.g. plugin_2.dll).



My plugin fully supports being unloaded and loaded in the middle of a game,
but this is the only thing stopping that feature from being useful. Maybe
there is a reason it is not unloaded after the plugin_unload command, or
maybe it's just a mistake. Could Valve please respond?





Example from second paragraph:





IFileSystem *filesystem = NULL;

CSysModule *g_OurDLL = NULL;





bool CEmptyServerPlugin::Load(   CreateInterfaceFn
interfaceFactory, CreateInterfaceFn gameServerFactory )

{

filesystem =
(IFileSystem*)interfaceFactory(FILESYSTEM_INTERFACE_VERSION, NULL);

g_OurDLL = filesystem->LoadModule( "sourceop" ); // get the handle for our
dll to unload later

return true;

}



void CEmptyServerPlugin::Unload( void )

{

filesystem->UnloadModule(g_OurDLL); // unload once because
we loaded it ourself (decrements engine's use counter)

filesystem->UnloadModule(g_OurDLL); // unload again to
actually unload dll

// crash here (invalid memory access)

}

--


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RE: [hlcoders] plugin_unload woes

2007-04-27 Thread Tony Paloma
Is there anyone at Valve on this list that knows more about plugin
unloading? I'd like to know if there is a reason that the module is not
unloaded from memory when plugin_unload unloads a plugin.

Thanks,
Tony Paloma

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Saturday, April 21, 2007 11:17 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] plugin_unload woes

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
This has been brought up before, even as early as 2005, but no discussion
really ever took place about it. When a plugin is unloaded with
plugin_unload, it's destructor is never called and it is never actually
unloaded from memory. This makes it impossible to update plugins without
having to restart the server.



I've experimented with this, and I believe all that needs to happen is that
after the engine calls the plugin's Unload function, it just needs to call
filesystem->UnloadModule(plugin). I came up with this based on the fact that
if I call it myself in the plugin's Unload function, it successfully calls
the destructor and unloads from memory. However, it immediately crashes
because it tries to return to the where it left off in the plugin's Unload
function which is now invalid memory (see example at end).



Furthermore, if you try to get around this by renaming the plugin's DLL
after it is "unloaded" and then replacing the DLL with a new one, it just
loads the old one. The only way to get around it is to load a completely new
DLL (e.g. plugin_2.dll).



My plugin fully supports being unloaded and loaded in the middle of a game,
but this is the only thing stopping that feature from being useful. Maybe
there is a reason it is not unloaded after the plugin_unload command, or
maybe it's just a mistake. Could Valve please respond?





Example from second paragraph:





IFileSystem *filesystem = NULL;

CSysModule *g_OurDLL = NULL;





bool CEmptyServerPlugin::Load(   CreateInterfaceFn
interfaceFactory, CreateInterfaceFn gameServerFactory )

{

filesystem =
(IFileSystem*)interfaceFactory(FILESYSTEM_INTERFACE_VERSION, NULL);

g_OurDLL = filesystem->LoadModule( "sourceop" ); // get the handle for our
dll to unload later

return true;

}



void CEmptyServerPlugin::Unload( void )

{

filesystem->UnloadModule(g_OurDLL); // unload once because
we loaded it ourself (decrements engine's use counter)

filesystem->UnloadModule(g_OurDLL); // unload again to
actually unload dll

// crash here (invalid memory access)

}

--


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[hlcoders] plugin_unload woes

2007-04-21 Thread Tony Paloma
This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
This has been brought up before, even as early as 2005, but no discussion
really ever took place about it. When a plugin is unloaded with
plugin_unload, it's destructor is never called and it is never actually
unloaded from memory. This makes it impossible to update plugins without
having to restart the server.



I've experimented with this, and I believe all that needs to happen is that
after the engine calls the plugin's Unload function, it just needs to call
filesystem->UnloadModule(plugin). I came up with this based on the fact that
if I call it myself in the plugin's Unload function, it successfully calls
the destructor and unloads from memory. However, it immediately crashes
because it tries to return to the where it left off in the plugin's Unload
function which is now invalid memory (see example at end).



Furthermore, if you try to get around this by renaming the plugin's DLL
after it is "unloaded" and then replacing the DLL with a new one, it just
loads the old one. The only way to get around it is to load a completely new
DLL (e.g. plugin_2.dll).



My plugin fully supports being unloaded and loaded in the middle of a game,
but this is the only thing stopping that feature from being useful. Maybe
there is a reason it is not unloaded after the plugin_unload command, or
maybe it's just a mistake. Could Valve please respond?





Example from second paragraph:





IFileSystem *filesystem = NULL;

CSysModule *g_OurDLL = NULL;





bool CEmptyServerPlugin::Load(   CreateInterfaceFn
interfaceFactory, CreateInterfaceFn gameServerFactory )

{

filesystem =
(IFileSystem*)interfaceFactory(FILESYSTEM_INTERFACE_VERSION, NULL);

g_OurDLL = filesystem->LoadModule( "sourceop" ); // get the handle for our
dll to unload later

return true;

}



void CEmptyServerPlugin::Unload( void )

{

filesystem->UnloadModule(g_OurDLL); // unload once because
we loaded it ourself (decrements engine's use counter)

filesystem->UnloadModule(g_OurDLL); // unload again to
actually unload dll

// crash here (invalid memory access)

}

--


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RE: [hlcoders] Looping MP3

2007-04-21 Thread Tony Paloma
I already thought about that and looked at GetSoundDuration, but was
discouraged by the comments above the declaration:

// Just loads the file header and checks for duration (not hooked up
for .mp3's yet)
// Is accessible to server and client though
virtual float GetSoundDuration( const char *pSample ) = 0;

But I never actually tried it. If it works, I'll probably have no other
choice than to do that. I was just hoping there was a way that the engine
supported like it does with WAVs.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Skillet
Sent: Saturday, April 21, 2007 9:45 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Looping MP3

--
[ Picked text/plain from multipart/alternative ]
You can use enginesound->GetSoundDuration() with the .mp3 to figure out how
long it is then stop the old sound and start a new one once that time has
elapsed.

On 4/19/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> Will support for this be added someday? I really would prefer not to do
> this
> manually as I am trying to do it from a server plugin.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern"
> McKern
> Sent: Thursday, April 19, 2007 4:51 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Looping MP3
>
> As far as i understand, the copy of miles that source
> runs has no support for looping mp3s.
>
> Adam
>
>
> --- Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> > This is a multipart message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > As many of you probably know, you can have the
> > engine automatically loop a
> > wav file by inserting a cue point into the wav at
> > the place where you want
> > the loop to start. Is there a similar way to do this
> > with an MP3 or is it
> > WAV only.
> >
> > --
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
> > the list archives, please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> 
> Nigredo Studios http://www.nigredostudios.com
>
> __
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RE: [hlcoders] Sound Downloading Bug

2007-04-19 Thread Tony Paloma
So deleting the maps\soundcache folder fixed that weird issue, but I wasn't
able to reproduce the bug I was originally having. I tried connecting
somewhere else then connecting to the server with the download but the sound
was playable. Oh well, I guess that's good news.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yahn Bernier
Sent: Thursday, April 19, 2007 5:34 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Sound Downloading Bug

There is probably an entry in the map's sound ".cache" file

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Thursday, April 19, 2007 5:09 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Sound Downloading Bug

Perhaps I had the bug occur that first time because I had already
connected somewhere else prior to connecting to the server that had the
downloads. I'm not sure, it's just something to consider. However, when
I was trying to test this theory, I ran into something interesting.

After downloading the sounds, I closed HL2 and deleted them to try the
bug out again. With the files deleted, I started HL2. To make sure they
were gone, I started a listen server and typed this in the console:

] play sourceop/radio/whatislov
Failed to load sound "sourceop\radio\whatislov.wav", file probably
missing from disk/repository ] play sourceop/radio/whatislove

The file whatislove.wav is deleted, and no sound was played, but there
was no error complaining about it like there was when I misspelled the
file name. This seemed strange to me for two reasons. One, the file was
deleted before HL2 was started. Two, this suggests that the game still
thinks it exists somehow.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yahn Bernier
Sent: Thursday, April 19, 2007 4:52 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Sound Downloading Bug

Certainly there could still be issues, but I reworked the startup order
of the engine to not try and load the sounds until after any "downloads"
had finished.

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Thursday, April 19, 2007 4:48 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Sound Downloading Bug

Thanks Yahn. After deleting the sounds and trying it again, it seems to
work fine now. The first time I tried it, it downloaded the sounds but
then the client console said that the file wasn't found when played. I
verified that the sounds were indeed in the steam folder. Weird that it
would occur just once. Anyways, sorry to bother.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yahn Bernier
Sent: Thursday, April 19, 2007 4:35 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Sound Downloading Bug

Should work for all MODs

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Thursday, April 19, 2007 4:28 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Sound Downloading Bug

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ] A while back there was
a bug where when a player downloads a sound, it can't be used until the
player restarts his or her game. This was supposedly fix, but I only see
the fix working for CSS. The bug still seems to exist in HL2:DM. Was
this a CSS only fix or was it supposed to be for both? If the fix wasn't
applied to both, will Valve please apply the fix to HL2:DM?

--


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RE: [hlcoders] Sound Downloading Bug

2007-04-19 Thread Tony Paloma
Same thing happens. No error, but no sound plays either. I checked, double
checked, and triple checked. The file does not exist so it's weird that
there is no error. The file still re-downloads when I connect to the server,
but it's keeping me from trying to reproduce the sound download bug I was
originally talking about.


] play sourceop/radio/whatislove
] play sourceop/radio/whatislov
Failed to load sound "sourceop\radio\whatislov.wav", file probably missing
from disk/repository


I think the original bug that I was talking about has something to do with
connecting somewhere else first then connecting to the server that has the
sound downloads.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern"
McKern
Sent: Thursday, April 19, 2007 5:13 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Sound Downloading Bug

Did you remove the modname/cache folder as well?

I know that in goldsrc that this can cause download
bugs

Adam

--- Tony Paloma <[EMAIL PROTECTED]> wrote:

> Perhaps I had the bug occur that first time because
> I had already connected
> somewhere else prior to connecting to the server
> that had the downloads. I'm
> not sure, it's just something to consider. However,
> when I was trying to
> test this theory, I ran into something interesting.
>
> After downloading the sounds, I closed HL2 and
> deleted them to try the bug
> out again. With the files deleted, I started HL2. To
> make sure they were
> gone, I started a listen server and typed this in
> the console:
>
> ] play sourceop/radio/whatislov
> Failed to load sound "sourceop\radio\whatislov.wav",
> file probably missing
> from disk/repository
> ] play sourceop/radio/whatislove
>
> The file whatislove.wav is deleted, and no sound was
> played, but there was
> no error complaining about it like there was when I
> misspelled the file
> name. This seemed strange to me for two reasons.
> One, the file was deleted
> before HL2 was started. Two, this suggests that the
> game still thinks it
> exists somehow.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On
> Behalf Of Yahn Bernier
> Sent: Thursday, April 19, 2007 4:52 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Sound Downloading Bug
>
> Certainly there could still be issues, but I
> reworked the startup order
> of the engine to not try and load the sounds until
> after any "downloads"
> had finished.
>
> Yahn
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On
> Behalf Of Tony Paloma
> Sent: Thursday, April 19, 2007 4:48 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Sound Downloading Bug
>
> Thanks Yahn. After deleting the sounds and trying it
> again, it seems to
> work fine now. The first time I tried it, it
> downloaded the sounds but
> then the client console said that the file wasn't
> found when played. I
> verified that the sounds were indeed in the steam
> folder. Weird that it
> would occur just once. Anyways, sorry to bother.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On
> Behalf Of Yahn Bernier
> Sent: Thursday, April 19, 2007 4:35 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Sound Downloading Bug
>
> Should work for all MODs
>
> Yahn
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On
> Behalf Of Tony Paloma
> Sent: Thursday, April 19, 2007 4:28 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Sound Downloading Bug
>
> This is a multipart message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ] A
> while back there was
> a bug where when a player downloads a sound, it
> can't be used until the
> player restarts his or her game. This was supposedly
> fix, but I only see
> the fix working for CSS. The bug still seems to
> exist in HL2:DM. Was
> this a CSS only fix or was it supposed to be for
> both? If the fix wasn't
> applied to both, will Valve please apply the fix to
> HL2:DM?
>
> --
>
>
> ___
> To unsubscribe, edit your list preferences, or view
> the list archives,
> please visit:
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> ___
> To unsubscribe, edit your list preferences, or view
> the list archives,
> please visit:
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
> _

RE: [hlcoders] Looping MP3

2007-04-19 Thread Tony Paloma
Will support for this be added someday? I really would prefer not to do this
manually as I am trying to do it from a server plugin.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern"
McKern
Sent: Thursday, April 19, 2007 4:51 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Looping MP3

As far as i understand, the copy of miles that source
runs has no support for looping mp3s.

Adam


--- Tony Paloma <[EMAIL PROTECTED]> wrote:

> This is a multipart message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> As many of you probably know, you can have the
> engine automatically loop a
> wav file by inserting a cue point into the wav at
> the place where you want
> the loop to start. Is there a similar way to do this
> with an MP3 or is it
> WAV only.
>
> --
>
>
> ___
> To unsubscribe, edit your list preferences, or view
> the list archives, please visit:
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>



Nigredo Studios http://www.nigredostudios.com

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RE: [hlcoders] Sound Downloading Bug

2007-04-19 Thread Tony Paloma
Perhaps I had the bug occur that first time because I had already connected
somewhere else prior to connecting to the server that had the downloads. I'm
not sure, it's just something to consider. However, when I was trying to
test this theory, I ran into something interesting.

After downloading the sounds, I closed HL2 and deleted them to try the bug
out again. With the files deleted, I started HL2. To make sure they were
gone, I started a listen server and typed this in the console:

] play sourceop/radio/whatislov
Failed to load sound "sourceop\radio\whatislov.wav", file probably missing
from disk/repository
] play sourceop/radio/whatislove

The file whatislove.wav is deleted, and no sound was played, but there was
no error complaining about it like there was when I misspelled the file
name. This seemed strange to me for two reasons. One, the file was deleted
before HL2 was started. Two, this suggests that the game still thinks it
exists somehow.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yahn Bernier
Sent: Thursday, April 19, 2007 4:52 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Sound Downloading Bug

Certainly there could still be issues, but I reworked the startup order
of the engine to not try and load the sounds until after any "downloads"
had finished.

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Thursday, April 19, 2007 4:48 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Sound Downloading Bug

Thanks Yahn. After deleting the sounds and trying it again, it seems to
work fine now. The first time I tried it, it downloaded the sounds but
then the client console said that the file wasn't found when played. I
verified that the sounds were indeed in the steam folder. Weird that it
would occur just once. Anyways, sorry to bother.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yahn Bernier
Sent: Thursday, April 19, 2007 4:35 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Sound Downloading Bug

Should work for all MODs

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Thursday, April 19, 2007 4:28 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Sound Downloading Bug

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ] A while back there was
a bug where when a player downloads a sound, it can't be used until the
player restarts his or her game. This was supposedly fix, but I only see
the fix working for CSS. The bug still seems to exist in HL2:DM. Was
this a CSS only fix or was it supposed to be for both? If the fix wasn't
applied to both, will Valve please apply the fix to HL2:DM?

--


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RE: [hlcoders] Sound Downloading Bug

2007-04-19 Thread Tony Paloma
Thanks Yahn. After deleting the sounds and trying it again, it seems to work
fine now. The first time I tried it, it downloaded the sounds but then the
client console said that the file wasn't found when played. I verified that
the sounds were indeed in the steam folder. Weird that it would occur just
once. Anyways, sorry to bother.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yahn Bernier
Sent: Thursday, April 19, 2007 4:35 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Sound Downloading Bug

Should work for all MODs

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Thursday, April 19, 2007 4:28 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Sound Downloading Bug

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ] A while back there was
a bug where when a player downloads a sound, it can't be used until the
player restarts his or her game. This was supposedly fix, but I only see
the fix working for CSS. The bug still seems to exist in HL2:DM. Was
this a CSS only fix or was it supposed to be for both? If the fix wasn't
applied to both, will Valve please apply the fix to HL2:DM?

--


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[hlcoders] Looping MP3

2007-04-19 Thread Tony Paloma
This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
As many of you probably know, you can have the engine automatically loop a
wav file by inserting a cue point into the wav at the place where you want
the loop to start. Is there a similar way to do this with an MP3 or is it
WAV only.

--


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[hlcoders] Sound Downloading Bug

2007-04-19 Thread Tony Paloma
This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
A while back there was a bug where when a player downloads a sound, it can't
be used until the player restarts his or her game. This was supposedly fix,
but I only see the fix working for CSS. The bug still seems to exist in
HL2:DM. Was this a CSS only fix or was it supposed to be for both? If the
fix wasn't applied to both, will Valve please apply the fix to HL2:DM?

--


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RE: [hlcoders] Rotating something about it's own axis

2007-04-13 Thread Tony Paloma
Thanks! I got it working. I took example 1 and just set rotationAxisLs to
0,0,1 and the rotationAngle to 90.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly
Sent: Thursday, April 12, 2007 11:03 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Rotating something about it's own axis

Maybe this will help - I wrote it to answer a similar question:
http://developer.valvesoftware.com/wiki/Rotation_Tutorial

Jay


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Tony Paloma
> Sent: Thursday, April 12, 2007 10:42 PM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] Rotating something about it's own axis
>
> This is a multipart message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ] I need help
> rotating an entity about its own axis. Basically, what I want
> to be able to do is add 90 degrees to the entity's y-axis
> rotation. This works fine by simply doing a angles.x+=90 when
> the entity's orientation matches that of the world's.
> However, if the entity is tilted or aligned differently, this
> doesn't give the desired result since it will rotate it 90
> degrees to the world's perspective. I have tried using
> cross-products and vector multiplication, but everything I am
> doing is wrong and not giving the right result.
>
>
>
> All I want to do is make a wheel aligned with a plane. If I
> do VectorAngles(tr.plane.normal, angles) then apply the
> angles, the wheel sticks out perpendicular to the plane
> instead of running tangent to it.
> Rotating by 90 degrees along the y-axis will fix this, but
> only if the plane's "up" is the same as the world's "up".
> There is some kind of vector math trick to get this to work
> that I don't know.
>
>
>
> If any of you know how to solve this, please let me know.
> Thanks a lot!
>
> --
>
>
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