Re: [hlcoders] Client Side Plugin DLL callbacks

2010-05-06 Thread Andrew Armstrong
You may want to consider just writing a website instead and access it via the Steam overlay. The connect:// links should work in-game (they do for both L4D1 and 2 at least) which is cool. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com

[hlcoders] Left 4 Dead 2 Plugin SDK

2009-11-29 Thread Andrew Armstrong
...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Friday, 13 February 2009 11:47 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Left4Dead Plugin? Thanks for that, Ive got the sample plugin compling and loading now in L4D

Re: [hlcoders] Left 4 Dead 2 Plugin SDK

2009-11-29 Thread Andrew Armstrong
Just found this, Ill check it out :) http://hg.alliedmods.net/hl2sdks/hl2sdk-l4d2/ -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Sunday, 29 November 2009 10:12 PM To: 'Discussion

Re: [hlcoders] CModelPanel Grief

2009-10-24 Thread Andrew Armstrong
The first thing I would do is put the result of m_hModel.Get() into its own variable (is it returning NULL?) Can you cast pModel to CModelPanelModel? Is 'pModel' becoming NULL? - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com

Re: [hlcoders] Optimising projectile bandwidth

2009-09-17 Thread Andrew Armstrong
Owner Nigredo Studios http://www.nigredostudios.com --- On Wed, 16/9/09, Andrew Armstrong and...@mammoth.com.au wrote: From: Andrew Armstrong and...@mammoth.com.au Subject: Re: [hlcoders] Optimising projectile bandwidth To: 'Discussion of Half-Life Programming' hlcoders

Re: [hlcoders] Optimising projectile bandwidth

2009-09-15 Thread Andrew Armstrong
I have not played with the game SDK before (just for server plugins), but surely client side prediction can step in here and you can relax how often you send updates? If the client received the origin, direction and velocity of the rocket, client side prediction would take care of movnig the

Re: [hlcoders] Optimising projectile bandwidth

2009-09-15 Thread Andrew Armstrong
projectile bandwidth Prediction doesn't stop the server from sending you updates, because if your clientside values go out of range you have set, it snaps to the server's values. On Tue, Sep 15, 2009 at 8:02 AM, Andrew Armstrong and...@mammoth.com.auwrote: I have not played with the game SDK

Re: [hlcoders] Source control solution?

2009-08-25 Thread Andrew Armstrong
File locking sucks, learn to use merge. Heck, SVN takes care of it for you the majority of the time! - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of DAV Sent: Tuesday, 25 August 2009 6:11 PM To:

Re: [hlcoders] Weird STV crash on windows servers

2009-05-03 Thread Andrew Armstrong
You may need to double check that any plugins you have running are still being loaded with -allowdebug turned on (I think it forces the server to only load debug builds of plugins, not release builds). Your error may still be occurring but less obvious because of the debug build of your plugin/s.

Re: [hlcoders] Server CVars

2009-03-11 Thread Andrew Armstrong
Yep, at least from a VSP environment, simply call: ConVar* hostName = cvar-FindVar(hostname); if (hostName) { // Do stuff with this variable std::string currentHostName = std::string(hostName-GetString()); } You can also call GetInt() and a few others on the convar to interpret

Re: [hlcoders] Server CVars

2009-03-11 Thread Andrew Armstrong
...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Wednesday, 11 March 2009 5:00 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Server CVars Yep, at least from a VSP environment, simply call: ConVar* hostName = cvar

Re: [hlcoders] Tf2 scout update now breaks plugin / SDK update needed?

2009-03-03 Thread Andrew Armstrong
can only guess an interface change has caused it, but it could be another change, I really need anyone within valve to confirm changes. -cheeseh On Sun, Mar 1, 2009 at 10:44 PM, Andrew Armstrong and...@mammoth.com.auwrote: Run the plugin and game server itself under a debugger in order to catch

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

2009-03-01 Thread Andrew Armstrong
Remember, you can make it save for each loop iteration by simply declaring the variable outside of the loop. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yorg Kuijs Sent: Monday, 2 March 2009 7:41

Re: [hlcoders] Tf2 scout update now breaks plugin / SDK update needed?

2009-03-01 Thread Andrew Armstrong
Run the plugin and game server itself under a debugger in order to catch the problem. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of cheeseh-bu Sent: Monday, 2 March 2009 9:30 AM To: Discussion of Half-Life

Re: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?

2009-02-24 Thread Andrew Armstrong
at 13:12 +1100, Andrew Armstrong wrote: Hi, Wonder if anyone at Valve may have noticed this? But it appears the plugin GameFrame() method is not called very often (several minutes before any activity) while the server is running in Co-Op mode. If the server is in Versus mode, its

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

2009-02-19 Thread 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

[hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?

2009-02-17 Thread Andrew Armstrong
Hi, Wonder if anyone at Valve may have noticed this? But it appears the plugin GameFrame() method is not called very often (several minutes before any activity) while the server is running in Co-Op mode. If the server is in Versus mode, its called very often. Cheers, Andrew

Re: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?

2009-02-17 Thread Andrew Armstrong
: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Wednesday, 18 February 2009 1:12 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode? Hi, Wonder

[hlcoders] Misc questions about how to retrieve certain server state info

2009-02-13 Thread Andrew Armstrong
Hi, I am wondering how to retrieve the following information about the servers game state: 1) How do I determine the total number of human players in the server per team, including those players who are currently connecting to the server? At the moment I have: for (int i = 1; i

Re: [hlcoders] Misc questions about how to retrieve certain server state info

2009-02-13 Thread Andrew Armstrong
...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Friday, February 13, 2009 9:15 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] Misc questions about how to retrieve certain server state info Hi, I am wondering how to retrieve

Re: [hlcoders] Left4Dead Plugin?

2009-02-12 Thread Andrew Armstrong
6:34 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left4Dead Plugin? Add in some debug print to see where in the plugin it's failing. Andrew Armstrong wrote: Unfortunately I now just get the 'Failed to load' and then 'Unable to load' (I made sure -allowdebug is off

Re: [hlcoders] Left4Dead Plugin?

2009-02-11 Thread Andrew Armstrong
] On Behalf Of Andrew Armstrong Sent: Wednesday, 11 February 2009 8:46 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Left4Dead Plugin? Awesome, thank you. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com

Re: [hlcoders] Left4Dead Plugin?

2009-02-11 Thread Andrew Armstrong
...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: Wednesday, 11 February 2009 8:26 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left4Dead Plugin? Yeah just change it in eiface.h. Ask if you need any more help. Sent from my iPhone On 11 Feb 2009, at 08:17, Andrew Armstrong

[hlcoders] Left4Dead Plugin?

2009-02-10 Thread Andrew Armstrong
Hi guys, Is it possible yet to create a simple server plugin for Left4Dead? I've compiled the serverplugin_empty file, installed it as per the wiki etc, but when trying to load the plugin from the console I receive: Failed to load plugin serverplugin_empty Unable to load plugin

Re: [hlcoders] Left4Dead Plugin?

2009-02-10 Thread Andrew Armstrong
? Here is the actual link: http://wiki.alliedmods.net/Porting_to_Left_4_Dead 2009/2/10 Saul Rennison saul.renni...@gmail.com Check alliedmods.net wiki under Left4Dead interface changes. Sent from my iPhone On 10 Feb 2009, at 11:00, Andrew Armstrong and...@mammoth.com.au wrote: Hi guys

[hlcoders] TeamFortress 2 Plugin? SDK says its not compatible

2007-12-06 Thread Andrew Armstrong
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, Is it correct that you cannot yet make a plugin for TeamFortress 2? I try and launch the Source SDK 'Create a Mod' item so I can grab the example plugin files, but am told that 'The source

RE: [hlcoders] TeamFortress 2 Plugin? SDK says its not compatible

2007-12-06 Thread Andrew Armstrong
(CTakeDamageInfo const , Vector const , CGameTrace *) to change the amount of damage done when a player is shot (double, half, zero, etc.) This is more difficult with a plugin using the standard Valve Server Plugin interface. On Dec 6, 2007 1:31 AM, Andrew Armstrong [EMAIL PROTECTED] wrote

[hlcoders] Simple Menu API example

2005-05-22 Thread Andrew Armstrong
Hey, Does anyone have some resources (besides the Source SDK Website at http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html) to create a server plugin menu? Also, is .Net required or can I use VC++? It appears from the utils folder its a .Net project. Im new to C++, but have experience in

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Andrew Armstrong
? Andrew Armstrong wrote: Im curious, is it possible for hlcoders via a plugin or whatnot to track player positions? What about through console messages with a cvar turned on? I think the biggest problem with doing this is the accuracy of the detection. The internet latency between the client

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Andrew Armstrong
What I find puzzling is why the hl/src server is not authorative over the players movement? How come it doesnt internally say, hey, you cant move that fast, im sorry, back you go to where you should be. Surely going on what the client says they should be in the map is rediculous. - Plasma