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
...@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
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
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
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
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
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
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:
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.
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
...@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
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
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
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
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
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
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
: 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
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
...@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
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
] 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
...@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
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
?
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
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
(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
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
?
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
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
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