[hlcoders] Client side players's positions

2007-11-14 Thread Janek Le_Vert
-- [ Picked text/plain from multipart/alternative ] Hi, I would like to know how to get where players are located client side -- I mean from a player point of view. Using pPlayer-GetLocalOrigin() for non-local players will return the last position sent by server. As there is interpolation

RE: [hlcoders] Server address

2007-10-31 Thread Janek Le_Vert
guess the cvars hostip and hostport are containing the data you are searching. const ConVar *hostip= cvar-FindVar( hostip ); const ConVar *hostport = cvar-FindVar( hostport ); -archy Janek Le_Vert wrote: -- [ Picked text/plain from multipart/alternative ] I wanted to say an SDK function

FW: [hlcoders] Your version does not match the Servers.

2007-10-30 Thread Janek Le_Vert
-- [ Picked text/plain from multipart/alternative ] It is weird to see that you still encountered this problem coz it has normally been fixed in an engine update done few months ago. I don't have to use this tip now. You don't need anymore steam.inf server side neither client side. But seeing

[hlcoders] Server address

2007-10-30 Thread Janek Le_Vert
-- [ Picked text/plain from multipart/alternative ] Hi all, Does any of you knows how to get IP address and port of the server on which a player is client side ? Does any of you knows how to get IP address and port of the server server side ? Is there functions for that ? NB : I'm sorry for

FW: [hlcoders] Server address

2007-10-30 Thread Janek Le_Vert
-- [ Picked text/plain from multipart/alternative ] Type status in the console. On 10/30/07, Janek Le_Vert [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi all, Does any of you knows how to get IP address and port of the server on which a player is client

FW: [hlcoders] Modifying a Client ConVar not declared in client.dll

2007-10-27 Thread Janek Le_Vert
-- [ Picked text/plain from multipart/alternative ] Thank you very mutch Stephen. Sounds really good. I'll try that asap. From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Modifying a Client ConVar not declared in client.dll Date: Fri, 26 Oct 2007 19:56:50

[hlcoders] Modifying a Client ConVar not declared in client.dll

2007-10-26 Thread Janek Le_Vert
-- [ Picked text/plain from multipart/alternative ] Hi, I would like to modify cl_updaterate. I assume I'm client side and want to get value of cl_updaterate then modify it after. I imagine it is something like : int value = engine-GetClientConVarValue( localplayerindex, cl_updaterate ); value

[hlcoders] HL2_EPISODIC in preprocessor of HL2MP SDK

2007-10-23 Thread Janek Le_Vert
-- [ Picked text/plain from multipart/alternative ] Hi all, I was very surprised this morning discovering that HL2_EPISODIC is declared in the preprocessor parameter. I was thinking that it was only for Episode1 and not for HL2MP. Does anybody (probably from Valve) can confirm me that this

[hlcoders] HL2MP, DODS, CSS engine

2007-10-10 Thread Janek Le_Vert
-- [ Picked text/plain from multipart/alternative ] Hi, It seems that Orange Box does not modify the way HL2MP, CSS and DODS are working like they are still using old engine. Is an update plan for them ? _ Retrouvez Windows Live

[hlcoders] Current engine and orange box engine

2007-10-04 Thread Janek Le_Vert
-- [ Picked text/plain from multipart/alternative ] Hi, My mod is based on hl2mp. appID is set to 320. I would like to know if HL2MP will be affected by the new engine with orange box or if current HL2MP will continue to work as of today. In case there is a new hl2mp with orange box, will

RE: [hlcoders] Current engine and orange box engine

2007-10-04 Thread Janek Le_Vert
Once the new SDK is out you may want to update your mod to take advantage of the newer engine, but until then you should make an update to the old one. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert Sent: Thursday, October 04

RE: [hlcoders] Current engine and orange box engine

2007-10-04 Thread Janek Le_Vert
#Mount_Steam_Application_Content Once the new SDK is out you may want to update your mod to take advantage of the newer engine, but until then you should make an update to the old one. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert Sent: Thursday

[hlcoders] FW: gpGlobals-curtime frozen

2007-09-28 Thread Janek Le_Vert
-- [ Picked text/plain from multipart/alternative ] Hi all, I have a strange trouble.My mod is based on HL2DM SDK.When I start my mod, gpGlobals-curtime (server side) never changed : it stays to 1. all the time. When a first player joins, it starts counting seconds.I don't understand

RE: [hlcoders] FW: gpGlobals-curtime frozen

2007-09-28 Thread Janek Le_Vert
] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FW: gpGlobals-curtime frozen Date: Fri, 28 Sep 2007 16:37:49 +0100 If you're in singleplayer the game pauses when you have the console up.. could that be the problem? garry On 9/28/07, Janek Le_Vert wrote: -- [ Picked text/plain from multipart

RE: [hlcoders] FW: gpGlobals-curtime frozen

2007-09-28 Thread Janek Le_Vert
could try comparing against gpGlobals-realtime in the mapcycle code, which will advance whether or not players are on the server or the game is paused or not. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert Sent: Friday, September 28, 2007

RE: [hlcoders] FW: gpGlobals-curtime frozen

2007-09-28 Thread Janek Le_Vert
PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert Sent: Friday, September 28, 2007 8:41 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] FW: gpGlobals-curtime frozen -- [ Picked text/plain from multipart/alternative ] I'm not in singleplayer. I 'm using HL2DM base SDK (appid

[hlcoders] sv_voiceenable

2007-08-13 Thread Janek Le_Vert
Hi all, I would like to know (server side and client side) value of sv_voiceenable. My first try was to decalre a extern ConVar sv_voiceenable and send its value in a message to clients but compiler was not able to link sv_voiceenable as sv_voiceenable is not part of the dll. Second try was to

Re: [hlcoders] sv_voiceenable

2007-08-13 Thread Janek Le_Vert
though and it would also just give you access to the server-side value if I'm not mistaken. But then again isn't sv_voiceenable just a server-side-only cvar anyway? :P - Ben K. Janek Le_Vert wrote: Hi all, I would like to know (server side and client side) value of sv_voiceenable. My first try

Re: [hlcoders] sv_voiceenable

2007-08-13 Thread Janek Le_Vert
the keyvalue properly to return the good image index to display. I don't understand why it doesn't show the image properly. Any idea ? From: Janek Le_Vert [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] sv_voiceenable Date: Mon, 13 Aug

RE: [hlcoders] Beta Testers Having Issues Running Modification

2007-08-12 Thread Janek Le_Vert
Ben, You can have this problem if you can't use DirectX 9c or later. I suggest you to ask your beta testers who have this problem to create a shortcut and add -dxlevel 70 at the end of the command line in the target field. It will force to use DirectX 7. Let us know if it fixes the problem.

RE: [hlcoders] VGUI : event when mouse pointer enters/exists a panel

2007-08-03 Thread Janek Le_Vert
Oh I forgot. Of course, the thing I expect is receiving events in my main panel (the one wihch is containing buttons). The best event are : - OnCursorEntered with a pointer to the child which sent it - OnCursorExited with a pointer to the child which sent it [EMAIL PROTECTED] From: Janek

RE: [hlcoders] VGUI : event when mouse pointer enters/exists a panel

2007-08-03 Thread Janek Le_Vert
, 3 Aug 2007 10:17:11 -0700 You need to subclass Button and implement OnCursorEntered etc. there, not in the parent Panel. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert Sent: Friday, August 03, 2007 10:12 AM To: hlcoders

RE: [hlcoders] VGUI : event when mouse pointer enters/exists a panel

2007-08-03 Thread Janek Le_Vert
Wanted to say PostActionSignal. sorry. From: Janek Le_Vert [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] VGUI : event when mouse pointer enters/exists a panel Date: Fri, 03 Aug 2007 19:21:11 +0200 I thought there had

[hlcoders] VGUI : event when mouse pointer enters/exists a panel

2007-08-03 Thread Janek Le_Vert
Hi all, I spent hours trying to understand how I can catch a speciall event. I hope you'll be able to help me. I have a Panel which is including buttons (which are panels too). I want to execute a specific function when my mouse pointer is on a button (it is entering in the GetBounds area of

RE: [hlcoders] VGUI : event when mouse pointer enters/exists a panel

2007-08-03 Thread Janek Le_Vert
No, but you're new Button class could post one via the PostActionSignal route -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert Sent: Friday, August 03, 2007 10:21 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] VGUI : event when

Re: [hlcoders] Muzzle Origin in Third Person vs ViewModel

2007-07-26 Thread Janek Le_Vert
Normally the bullet start at pPlayer-Weapon_ShootPosition() with pOwner-GetAutoaimVector angles. Tracer effect are using this inputs. It is what I understood. From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re:

RE: [hlcoders] Re: GameInfo.txt

2007-03-30 Thread Janek Le_Vert
Put your icon_mourning.tga file in your root folder (where gameinfo.txt is). Then icon icon_mourning int your gameinfo.txt Should be ok. [EMAIL PROTECTED] From: Rob Crowther [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To:

RE: [hlcoders] Disconnect: This Steam account does not own this game. message

2007-03-30 Thread Janek Le_Vert
into this but didn't want to respond until I had something useful to report. I'll let you know. -Mike Durand Valve -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert Sent: Wednesday, March 21, 2007 1:07 AM To: hlcoders@list.valvesoftware.com Subject: Re

Re: [hlcoders] Disconnect: This Steam account does not own this game. message

2007-03-21 Thread Janek Le_Vert
I was expecting an answer from a Valve's guy like Yahn or Alfred. But nothing ? Is my problem odd ? Or is it so trivial that you don't want to answer ? Your help will be more than appreciated ;-( From: Janek Le_Vert [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders

RE: [hlcoders] Disconnect: This Steam account does not own this game. message

2007-03-21 Thread Janek Le_Vert
don't want to answer ? Your help will be more than appreciated ;-( From: Janek Le_Vert [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Disconnect: This Steam account does not own this game. message Date: Tue, 20 Mar 2007 17

[hlcoders] Disconnect: This Steam account does not own this game. message

2007-03-20 Thread Janek Le_Vert
My mod is based on hl2mp. As HL2 is not required to play HL2MP, normally it is not required to play my mod. The problem is that guys who have HL (solo) can play my mod but guys who only have the multiplayer pack (not the HL2 solo) have a message saying Disconnect: This Steam account does not own

Re: [hlcoders] Disconnect: This Steam account does not own this game. message

2007-03-20 Thread Janek Le_Vert
not own this game. message Date: Tue, 20 Mar 2007 05:10:29 -0700 (PDT) Janek, Check that 315 is the only appid in the gameinfo.txt if there is a line that says 220, then you may need to remove it. Adam --- Janek Le_Vert [EMAIL PROTECTED] wrote: My mod is based on hl2mp. As HL2 is not required

Re: [hlcoders] Disconnect: This Steam account does not own this game. message

2007-03-20 Thread Janek Le_Vert
: This Steam account does not own this game. message Date: Tue, 20 Mar 2007 05:10:29 -0700 (PDT) Janek, Check that 315 is the only appid in the gameinfo.txt if there is a line that says 220, then you may need to remove it. Adam --- Janek Le_Vert [EMAIL PROTECTED] wrote: My mod

Re: [hlcoders] Disconnect: This Steam account does not own this game. message

2007-03-20 Thread Janek Le_Vert
this game. message Date: Tue, 20 Mar 2007 14:11:37 +0100 -- [ Picked text/plain from multipart/alternative ] Make sure you've installed Source SDK Base, which can be found under the Tools tab in Steam. /ProZak On 20/03/07, Janek Le_Vert [EMAIL PROTECTED] wrote: My gameinfo.txt contains a 215