Re: [hlcoders] Increasing limits on Source Engine

2011-05-19 Thread LDuke
Regarding the centerprint text: http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19170.html On Thu, May 19, 2011 at 2:04 PM, - Hannibal - rafu...@hotmail.com wrote: First of all, thanks for your efforts on improving the Source engine; the current updates are great, and the 2009

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

2009-03-03 Thread LDuke
The SDK hasn't matched for a while now. For example, the takedamageinfo structure has been different for a long time. I assume something like that must have changed. Unless you're only using the provided interfaces then it's likely that TF2 will never match the SDK. Also, only a few of the

Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread LDuke
A listenserver still uses the server.dll to provide the server portion of the game. It's hard to imagine how VAC could pick it up unless you were also doing something with the client.dll. On Wed, Nov 5, 2008 at 8:39 AM, Saul Rennison [EMAIL PROTECTED]wrote: GunGame Utils using sigscanning.

Re: [hlcoders] Client File Download

2008-09-10 Thread LDuke
You need to add the file name to the downloadables string table. As others have said, you'll probably have to use an extension other than .lua as that appears to be blocked. Here is an example from a MMS plugin, (so things like m_Engine would be engine on a mod or VSP plugin): // add file to the

Re: [hlcoders] Client File Download

2008-09-09 Thread LDuke
I believe the lua extension is blocked from being downloaded due to issues of abuse by server admins forcing bad scripts on the clients. On Tue, Sep 9, 2008 at 4:29 AM, Haza [EMAIL PROTECTED] wrote: Is there a way I can make the client download certain custom files(like lua scripts) from the

Re: [hlcoders] GameEventManager Help

2008-06-08 Thread LDuke
You should check to make sure event isn't a NULL pointer before continuing. On Fri, Jun 6, 2008 at 11:28 AM, Adam Buckland [EMAIL PROTECTED] wrote: Hey Guys I'm currently creating a power system for a mod, and when the power reaches zero, I want to fire a game event to deactivate the

Re: [hlcoders] Emitting a non-spatialised sound on the server

2008-05-17 Thread LDuke
I do it in plugins using no attenuation. Something like engine-EmitSound(recipients, 0, CHAN_AUTO, soundname, volume, ATTN_NONE); On Sat, May 17, 2008 at 8:14 AM, Tom Edwards [EMAIL PROTECTED] wrote: The only function I have found that emits a sound without a source location (i.e. at full

Re: [hlcoders] Steam login ingame

2008-05-08 Thread LDuke
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

Re: [hlcoders] Steam login ingame

2008-05-08 Thread LDuke
I forgot the link: http://forums.alliedmods.net/showthread.php?t=60899 On Thu, May 8, 2008 at 11:31 AM, LDuke [EMAIL PROTECTED] wrote: 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

Re: [hlcoders] Plugin Crashing when getting player edict index

2008-04-27 Thread LDuke
A quick search for GetPlayerForUserID shows that it is in the client code and part of the IVEngineClient class. You can't use client-side code on the server. I use something like this: // return player edict for a userid edict_t *DBUtils::EdictOfUserId( int UserId ) { int i; edict_t

Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-03-01 Thread LDuke
and bounds ahead of other companies when it comes to customization. I'll give them credit where it's due. - voogru. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Friday, February 29, 2008 4:50 PM To: hlcoders

Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-29 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] That's what I've done...sig scan for the event queue and some of the overloads of AddEvent. With CreateNamedEntity, KeyValues, and AddEvent, you can do some cool stuff. For example, I have a trip mine setup that works completely based on those

Re: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-29 Thread LDuke
card flag. On Fri, Feb 29, 2008 at 1:12 PM, Saul Rennison [EMAIL PROTECTED] wrote: The problem is, LDuke, Mattie doesn't want to add hacks and signature scans to EventScripts (or whatever he wants it for), as it can break pretty easily with an update or maybe throughout mods. Especially

Re: [hlcoders] removing fake player entities from server

2008-02-05 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Use the engine-ServerCommand to send a kick or kickid command. Q_snprintf( svrcmd, sizeof(svrcmd), kick %s\n, name ); m_Engine-ServerCommand(svrcmd); Note that kickid would use the userid of the bot (not

[hlcoders] TF2 Server Query Changes (A2S_INFO)

2008-01-29 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] The A2S_INFO server query on TF2 seems to have added 3 extra bytes at the end. I'm currently ignoring them and everything else seems to be the same. Can we get some info on what extra data is being returned? Here's an example of a server

Re: [hlcoders] TF2 Server Query Changes (A2S_INFO)

2008-01-29 Thread LDuke
] On Behalf Of LDuke Sent: Tuesday, January 29, 2008 8:30 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] TF2 Server Query Changes (A2S_INFO) -- [ Picked text/plain from multipart/alternative ] The A2S_INFO server query on TF2 seems to have added 3 extra bytes at the end. I'm

Re: [hlcoders] Plugins for server

2007-12-17 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] The obvious question (which you've probably looked at): Are you using a valid engine pointer? Maybe you're adding the fakeclient to early? Try adding it using a test concommand or client command. I've never added them in LevelInit, but I had no

Re: [hlcoders] Plugins for server

2007-12-12 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Depends on what control a bot with spray capabilities means. Do you mean make a bot put a spray on the wall like a player? This is probably do-able. Do you mean take control of the bot as if you were playing yourself and also be able to put a

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

2007-12-06 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] It looks like some of the other replies have the info you need for the orangebox. I would recommend using Metamod:Source if you're going to do anything beyond stats from gameevents. It allows you to easily hook functions to record data, change

Re: [hlcoders] Server address

2007-10-30 Thread LDuke
-- [ 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

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-12 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] The VSP interface doesn't give any error messages when loading fails. MMS gives a nice little message. :) Start srcds in gdb and break it. Then use dlopen: call dlopen(path,2) You'll get something like $1=0 if it fails. Then do: call dlerror()

Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-09-28 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Lot's of us will appreciate it. Thank you Mike! L. Duke On 9/28/07, Mike Durand [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Yes, I'll make all of the updated

Re: [hlcoders] serverside plugin visible tracelines?

2007-08-30 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] There is also a beam in the IEffects interface (IEFFECTS_INTERFACE_VERSION) that might work for you given the right material. If that would work, it's much easier than scanning memory for a function that calls the ITempEntsSystem and trying to

Re: [hlcoders] Server Plugin vs. Interface

2007-08-16 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Server plugins run on the server only. You can't create client-side plugins. You will have to write your own mod to do anything on the client. On 8/16/07, Meow Mew [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative

Re: [hlcoders] Filesystem seems to not be working in any mods of mine

2007-08-14 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Have you tried LoadFromFile without setting a pPathID parameter? On 8/14/07, Christopher Harris [EMAIL PROTECTED] wrote: It just as if it could not find the file. Those comment lines were just for comment in code so I remember how the file

[hlcoders] Large player models

2007-07-06 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I have a player model that is bigger than the regular human player models. Something like the Onos in Natural Selection. The problem is that the game movement code is treating them like a regular size player model. I've changed the surround

Re: [hlcoders] Large player models

2007-07-06 Thread LDuke
the viewvectors class, and add new hulls for your player. then modify the gamemovement, and when when someone uses that class (you are using classes or something right?) then you can switch to those bounding boxes, for the traces. On 7/6/07, LDuke [EMAIL PROTECTED] wrote: -- [ Picked text

Re: [hlcoders] KeyValues::SaveToFile(...)

2007-06-12 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] You could try rolling your own. Mani was discussing KeyValues on IRC a while back. He said once you got above a couple thousand keys they were very inefficient. If I remember the numbers right, his custom code was taking something like 3 seconds

Re: [hlcoders] KeyValues::SaveToFile(...)

2007-06-12 Thread LDuke
, 105 seconds. As you can see that is quite a jump in the amount of time taken and is certainly not the case of 'twice as many records = twice the amount of time' Mani [/QUOTE] On 6/12/07, LDuke [EMAIL PROTECTED] wrote: You could try rolling your own. Mani was discussing KeyValues on IRC

Re: [hlcoders] InconsistentFile Function in Source

2007-04-01 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I think this is what ForceExactFile() does? On 3/30/07, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: There is a little pet peeve I have with source. There seems to be no InconsistentFile function, like in HL1 where a GameDLL could

Re: [hlcoders] Compiling linux server code (Battlegrounds 2)

2007-03-20 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I use 3.4.1 since that's what was recommended. Since I'm only doing plugins, I compiled GCC to cross compile from cygwin so I don't have to mess with rebooting in Linux all the time. On 3/20/07, Ondřej Hošek [EMAIL PROTECTED] wrote: Are you

Re: [hlcoders] Downloadables Bug? VALVE?

2007-03-19 Thread LDuke
there are other ways for plugins to present info to clients that aren't as intrusive. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Tuesday, March 13, 2007 12:40 PM To: hlcoders@list.valvesoftware.com Subject: Re

Re: [hlcoders] RE: hlcoders digest, Vol 1 #2991 - 6 msgs

2007-03-16 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Someone pointed me to this link recently. It should help clarify the timeline you can expect: http://developer.valvesoftware.com/wiki/Valve_Time :) :) :) On 3/15/07, Jeremy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from

Re: [hlcoders] Where'd Mike Durand go?

2007-03-15 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Like telling us that we'll turn into cows if we eat too much grass? http://forums.alliedmods.net/showthread.php?t=17822 :) :) :) On 3/15/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I think Gabe

Re: [hlcoders] Downloadables Bug? VALVE?

2007-03-13 Thread LDuke
it in, or is there some other reason that it won't be added? Grant (L. Duke) On 2/24/07, Yahn Bernier [EMAIL PROTECTED] wrote: Sure -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Saturday, February 24, 2007 6:04 PM To: hlcoders

Re: [hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes

2007-03-03 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] What kind of user message is this? The MOTD messages are limited to 255 bytes for TYPE_TEXT. To use more than that, you have to add the text to be displayed to the string tables and use TYPE_INDEX (this method has a limit of around 4kb). On

Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-24 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Another bug that's been around for a while: The CenterPrintText font definition is missing from ClientScheme.res so that a HudMsg doesn't get displayed. One of the guys at Turtlerock said he'd add it to the to-do list months ago. Would it be

Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-24 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Thank you On 2/24/07, Yahn Bernier [EMAIL PROTECTED] wrote: Sure -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-23 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I've heard from others that there is an issue with some types of materials (decals?). On 2/23/07, Yahn Bernier [EMAIL PROTECTED] wrote: Okay. I was able to repro this with the stringtable version and fix it. The fix will go out some time in

Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-23 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Thank you! I know there are a lot of people out there who are glad this is being fixed. Grant (L. Duke) On 2/23/07, Yahn Bernier [EMAIL PROTECTED] wrote: Yeah, I can see the general issue and it's a bit sticky. It's definitely fixable,

Re: [hlcoders] Downloadables Bug? VALVE?

2007-02-22 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I used to use stopsound all the time, especially on maps like cs_rio with the loud radio music. It's been a cheat in CSS since the beta was released. On 2/22/07, Jay Croghan [EMAIL PROTECTED] wrote: That isn't a bug for gods sake. Since

Re: [hlcoders] CSS plugin - weapon_hegrenade trail

2007-02-18 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] When you throw a grenade, the weapon is removed and a new entity is created. Something like CBaseCSGrenadeProjectile. I don't think this entity shows up in the edict list, so finding it might a little difficult from a plugin. Grant (L. Duke) On

Re: [hlcoders] How to send text files, mdl files, etc to a clients computer?

2007-02-16 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] http://forums.alliedmods.net/showpost.php?p=326764postcount=7 It will only download the file if a file by that name doesn't already exist on the client's machine, so you can't use this method to update existing files. On 2/15/07, Ryan Sheffer

Re: [hlcoders] removing decals at round start?

2007-01-25 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] This won't work if the client has cl_restrict_client_commands on. I believe the default setting is to restrict commands only on Valve games, but clients can change it, and will very likely do so, especially on servers where admins are abusing

Re: [hlcoders] removing decals at round start?

2007-01-25 Thread LDuke
always work. Hopefully, someone else on the list knows what client-side code you could use. On 1/25/07, Minh [EMAIL PROTECTED] wrote: so what would you use ? - Original Message - From: LDuke [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 25, 2007 6:17

Re: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Which material might that be? Since this doesn't work on CSS which uses both CSS and HL2 gcf files, I'm pretty sure there is no material that you're going to find in the gcf files. On 1/17/07, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [

Re: [hlcoders] Linux DS Build problem

2007-01-07 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I downloaded one of the fedora images from http://www.thoughtpolice.co.uk/vmware/ and used yum to install a couple other items I needed. Was really quick and painless. On 1/7/07, Sylvain Rochette [EMAIL PROTECTED] wrote: This is a

Re: [hlcoders] New VDC Page - Querying ConVars from Server Plugins

2006-12-21 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I've heard that it works well on CSS, but in DODS it seems to only work on Linux servers. I deleted my engine.dll and updated with -verify_all just to be sure. Is it possible that the Source Dedicated Server files for windows didn't get updated?

[hlcoders] IVEngineServer::FadeClientVolume not working since cl_restrict_server_commands added

2006-12-18 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Executing IVEngineServer::FadeClientVolume gives the following error on the client: cl_restrict_server_commands prevented server running command: soundfade The simplest solution would probably be marking 'soundfade' as FCVAR_SERVER_CAN_EXECUTE.

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-18 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I believe that is the exact command that is blocked by this cvar ( engine-ClientCommand( blahblah ) ). On 11/18/06, Nick [EMAIL PROTECTED] wrote: Can you list which exploits which need to be fixed? This question was asked earlier and I

Re: [hlcoders] Threading

2006-11-15 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] What software are you using there? On 11/14/06, Jorge Rodriguez [EMAIL PROTECTED] wrote: I hate to be a stickler, but does anybody else notice this? http://vinoisnotouzo.com/images/threading.png This happens when people start a new topic

Re: [hlcoders] Linux server plugin

2006-11-13 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I'm more familiar with metamod:souce plugins, but your paths look wrong. You have two links to tier0 in there and this one, /lib/tier0_i486.so, is definitely wrong. With my plugins, I have a symlink to tier0, vstdlib, tier1, etc. so that they

Re: [hlcoders] Compiling under Linux with the new SDK

2006-10-01 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Go through each error one by one. Fix it if it's the problem is obvious. If it's not obvious, Google the text of the error and attempt to track it down. HTH On 10/1/06, Matt Judge [EMAIL PROTECTED] wrote: Hello people, I have been away

Re: [hlcoders] Half-Life: Source source code

2006-09-08 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Why would they? They haven't released the source code for any other mods (DOD:S, CS:S, etc.) On 9/8/06, Vyacheslav Dzhura [EMAIL PROTECTED] wrote: Hello everybody! :) Is there any source code released for Half-Life 1: Source? I just

Re: [hlcoders] HLMV

2006-09-03 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Crafty is a 3D object, material, model and file browsing utility targeted towards Half-Life modders or enthusiasts looking for a Steam Independent application for quick previews. It currently supports Half-Life 2 .bsp, .mdl, .vmf and .gl formats

[hlcoders] Re: bspzip

2006-08-23 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I tried a compile with no vis or rad and it still happens, so it's not linked to the HDR. On 8/23/06, LDuke [EMAIL PROTECTED] wrote: I've used Pakrat, Map Analyst, and my own list of files with bspzip. Most of the materials (both on models

Re: [hlcoders] gravity gun sprites with the SDK update

2006-08-08 Thread LDuke
, Steve Rabouin [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Are you using the appid 215? If so, you will have to mount the hl2mp content for it to work. The AppID 215 doesn't include HL2MP content, only HL2. On 8/7/06, LDuke [EMAIL PROTECTED] wrote

Re: [hlcoders] gravity gun sprites with the SDK update

2006-08-08 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Yes. On 8/8/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] No, it isn't. Did you restart Steam after changing SteamAppId? -- ___ To

[hlcoders] gravity gun sprites with the SDK update

2006-08-07 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] The alpha doesn't work on the sprites on the gravity gun since updating to the latest SDK release. I've tried both debug and release compiles of the stock HL2MP sdk with no changes to the code: http://x5.freeshare.us/117fs341820.jpg Grant (L.

Re: [hlcoders] Valve foggot put Zombine Code?

2006-08-05 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I don't think epsisode 1 content is part of the SDK? On 8/5/06, Витас Протасов [EMAIL PROTECTED] wrote: Where is this damn npc_zombine ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Distance Variant Sounds

2006-08-02 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] There is no sound in space. :) On 8/2/06, Daniel Menard [EMAIL PROTECTED] wrote: Ok Jay, I got my attenuation problem fixed (attenuation was set way too low, 140dB is darn loud). Now I have another question. We've been having sound

Re: [hlcoders] func_physbox assert in HL2DM SDK with no changes

2006-07-26 Thread LDuke
of yourself explaining the jpg. That was a joke. Paste a stack trace. At 2006/07/25 04:28 PM, LDuke wrote: -- [ Picked text/plain from multipart/alternative ] I compiled the HL2DM SDK codebase with no changes. When I shoot a func_physbox with the gravity gun I get this error: http

[hlcoders] Re: CSS/DODS SDK (was Upcoming SDK Release)

2006-07-26 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I'm with you on the DOD:S and CSS SDK. Even just releasing the updated header files would be a huge help. Valve does a great job of helping the mod community, but CSS plugins run on more servers (and affect more players) than just about any mod.

[hlcoders] func_physbox assert in HL2DM SDK with no changes

2006-07-25 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I compiled the HL2DM SDK codebase with no changes. When I shoot a func_physbox with the gravity gun I get this error: http://img386.imageshack.us/img386/5002/assertcb2.jpg The map is one room, with 6 func_physboxes, 4 player spawns, and a

Re: [hlcoders] Keep first-person-view when killed

2006-07-24 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] You can't do much server-side with a ragdoll besides remove it. Things like -Teleport() won't work because the coordinates are not updated to the client since each client simulates the ragdoll separately and it's probably not in the same place on

Re: [hlcoders] Keep first-person-view when killed

2006-07-24 Thread LDuke
at the ragdoll's eyes rather than doing what it does for the 3rd person view (tracing a line from the center of it and placing the camera at the hitpos). I wouldn't recommend making your ragdolls serverside.. see netgraph for details. On 7/24/06, LDuke [EMAIL PROTECTED] wrote: -- [ Picked text/plain

Re: [hlcoders] Vac

2006-07-18 Thread LDuke
] www.prodod.net First and only mod released not requireing half life 2 On 7/17/06, LDuke [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What's a dods source mod? Do you just mean you tested it using Day of Defeat: Source? Isn't it already VAC secure

Re: [hlcoders] Vac

2006-07-17 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] What's a dods source mod? Do you just mean you tested it using Day of Defeat: Source? Isn't it already VAC secure? On 7/17/06, Charles Solar [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Just created it :)

Re: [hlcoders] GetNetworkIDString on fakeclient crashes since last update

2006-07-02 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] From the SourceMod forums (this thread http://forums.alliedmods.net/showthread.php?t=37149): [quote] The client callbacks are quiet useless, you have, in the order they're called: ClientConnect :: almost no useful info ClientChanged

Re: [hlcoders] GetNetworkIDString on fakeclient crashes since last update

2006-07-01 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I don't use the player info manager interface for anything in my pluigns. Things like IsDead() take so long to update that they are useless most of the time. Try using engine-GetPlayerNetworkIDString(pEntity); instead. Also, IsFakeClient() has

Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-28 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] The NeoTokyo mod seems to have some nice HDR-like lighting. On 6/28/06, Teddy [EMAIL PROTECTED] wrote: That's not a solution, which means you're part of the problem :-P Come on, this codebase is only 13 months old! Sure, there's alot of

Re: [hlcoders] TraceRay not hitting player's head

2006-06-17 Thread LDuke
/alternative ] Are you using CS:S? coz CS:S models are weird... On 3/24/06, LDuke [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] For debugging purposes, in a MP game, I'm drawing a line to the endpoint of the trace. If I aim at a foot, body, hand, etc

Re: [hlcoders] Listen Server debugging.

2006-06-12 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I use it more often than I use the srcds for debugging. My command arguments: -window -allowdebug -insecure -console -game cstrike +sv_lan 1 +maxplayers 16 +map as_test Grant (L. Duke) On 6/12/06, Jay C. [EMAIL PROTECTED] wrote: Hey all, I'm

Re: [hlcoders] FireEvent help?

2006-04-07 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Events report that something has happened. They don't cause it to happen. You can't kill someone by firing a player_death event, or caue chat to happen by firing a player_chat event. You're in luck. If you want to send player chat, you'll have

Re: [hlcoders] FireEvent help?

2006-04-07 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Looks like you're sending chat from the console say. You can do that even easier. Just run a server command: engine-ServerCommand(say hello from the server!\n); On 4/7/06, LDuke [EMAIL PROTECTED] wrote: Events report that something has

Re: [hlcoders] Remove event player_say (Source Server Plugin)

2006-04-02 Thread LDuke
is encountered. LDuke wrote: -- [ Picked text/plain from multipart/alternative ] Write your plugin as a metamod:source plugin (www.sourcemm.net) and hook the say and team_say commands. You'll need to hook any function that you're trying to block if you handle it instead

Re: [hlcoders] Remove event player_say (Source Server Plugin)

2006-04-01 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Write your plugin as a metamod:source plugin (www.sourcemm.net) and hook the say and team_say commands. You'll need to hook any function that you're trying to block if you handle it instead of the engine. SourceMM makes it easy, since it handles

Re: [hlcoders] TraceRay not hitting player's head

2006-03-25 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Good call. Yes, it's for CS:S. On 3/25/06, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Are you using CS:S? coz CS:S models are weird... On 3/24/06, LDuke [EMAIL PROTECTED] wrote

[hlcoders] TraceRay not hitting player's head

2006-03-24 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] For debugging purposes, in a MP game, I'm drawing a line to the endpoint of the trace. If I aim at a foot, body, hand, etc. the player entity is returned and the line gets drawn to that point. But if I aim at the head, the trace doesn't see the

Re: [hlcoders] how do you set cvars for bots?

2006-03-22 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Nasty hack? That looks like a simple work around to the IsFakeClient() bug. You should try programming plugins if you want to see what a nasty hack really is. :) On 3/21/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Ah thanks. It's worth

Re: [hlcoders] Why VectorNormalize?

2006-03-21 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Isn't that exactly what you wanted? Valve, why did you do VectorNormalize() instead of Vector::Normalize() ? On 3/20/06, Jorge Rodriguez [EMAIL PROTECTED] wrote: [EMAIL PROTECTED] wrote: By the way, there already is a member function for

Re: [OT] [hlcoders] Overlay Text

2006-03-02 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I do sympathize with the aversion to the warcraft3/superhero plugins. Last time I tried to join a CS1.6 server, I had to join about 8 servers before I found a server without one of those two mods. It was very annoying, but you have to ask

Re: [hlcoders] Overlay Text

2006-03-02 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Thank you Jay. That answers my original question of whether it's possible, which is what I came here to find out. Grant (L. Duke) On 3/2/06, Jay Stelly [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm

Re: [hlcoders] Overlay Text

2006-03-02 Thread LDuke
multipart/alternative ] Well keep bitching and nothing will get done. Or create plugins for other games, vote with your feet which is much more effective than im gonna complain whenever a plugin topic comes up on the mailing list On 3/3/06, LDuke [EMAIL PROTECTED] wrote: -- [ Picked text

Re: [hlcoders] Overlay Text

2006-03-01 Thread LDuke
, 2006-02-28 at 16:50 -0700, LDuke wrote: I'd like to use IVDebugOverlay::AddEntityTextOverlay to show some information on various entities to players. It seems to only work for the listen server host, and then only in developer mode. AFAIK, this is another one of those feature

Re: [hlcoders] Voice qualuty in source

2006-02-28 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Wrong list. What needs to be fixed? I haven't heard of any problems. On 2/28/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Any news when this is going to be fixed? Cheers, Matt. ___ To

[hlcoders] Overlay Text

2006-02-28 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I'd like to use IVDebugOverlay::AddEntityTextOverlay to show some information on various entities to players. It seems to only work for the listen server host, and then only in developer mode. How could I make this text visible to all players?

Re: [hlcoders] Setting Player Info in Server Plug-in.

2006-01-24 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] None of that is possible with just the server plugin interface provided by the SDK. There is a thread on the hl2coding.com forums about using offsets to access/change the armour, health, etc. In the past, a number of people have included cbase.h

[hlcoders] SDK License

2006-01-11 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I've seen several discussions on this list that referenced the SDK license. I've searched the wiki as well as all the menus and folders for the SDK and Steam and can't seem to find it. Can someone tell me where I can find the SDK license? Thank

Re: [hlcoders] engine-ForceExactFile

2006-01-10 Thread LDuke
. If anyone knows how to get it working please tell. We precache the file in level init with either precachegeneric or filesystem-precache and run forceexactfile in serveractivate. Please help :( On 12/19/05, LDuke [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative

[hlcoders] engine-ForceExactFile

2005-12-19 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] engine-ForceExactFile( scripts/scriptname.txt ); should cause clients with a non-identical file to be disconnected. I'm told this doesn't work on Linux servers, even if the client downloads the exact file in game or via FTP. Has anyone else run

[hlcoders] Can't connect to Linux LAN server

2005-12-04 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Since the update, I've been unable to connect via the LAN to my Linux test box running a CSS server. Someone said to try -linux beta on the update tool which I did, but it still doesn't work. Anyone else have this problem? Grant (L. Duke) --

Re: [hlcoders] ServerPlugin crashing since last update - Help!

2005-12-02 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] New functions were added to CBaseEntity, CBaseCombatCharacter, etc. You can no longer simply include the right headers and link to them. Most of the virtual functions no longer work. CBCC::Weapon_GetSlot, CBE::Teleport, etc. That's the risk

[hlcoders] LINK_ENTITY_TO_CLASS

2005-11-29 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] If an entity and class are linked using LINK_ENTITY_TO_CLASS(EntityName, ClassName ), how can I later get the class pointer for an entity? For example, if I have LINK_ENTITY_TO_CLASS(my_gamerules, CGameRules), I want to find the CGameRules* for

Re: [hlcoders] LINK_ENTITY_TO_CLASS

2005-11-29 Thread LDuke
). Anyway, you can always use the entity list find functions in entitylist.h (FindEntityByClassname or NextEntByClass are the two most likely functions for you to use). Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Tuesday, November

Re: [hlcoders] LINK_ENTITY_TO_CLASS

2005-11-29 Thread LDuke
- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Tuesday, November 29, 2005 2:01 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] LINK_ENTITY_TO_CLASS -- [ Picked text/plain from multipart/alternative ] I already have the edict_t* for the instance

Re: [hlcoders] Trapping Sprays

2005-11-14 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] Yes, this would be great. NemoD had a hack to show who sprayed the sprays you were standing near, and Mattie has it in his version of NemoD. It would be nice to be able to determine who a spray belonged to without installing that plugin though.

Re: [hlcoders] Trapping Sprays

2005-11-14 Thread LDuke
defined radius, and reports the info on each. Ez as 1,2,3 =) Would anyone like a stand alone stable version ? I started it now, should be ready by tomorrow =) - Original Message - From: LDuke [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, November 14, 2005 3:49

Re: [hlcoders] Attn Valve, Minor Lost Coast Bug.

2005-10-30 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] That's ridiculous. Valve has an excellent in-game method for reporting bugs that includes the ability to attach screenshots and saved games just by clicking a button. I think in CSS it's bound to F4, not sure if it's bound to a key in Lost Coast

Re: [hlcoders] Player Steam IDs from Source Server Query?

2005-10-30 Thread LDuke
/30/05, LDuke [EMAIL PROTECTED] wrote: If you have rcon to the server you can do a status command and get steam ID's. Check out the hlds_apps mailing list. There is probably some good info there. http://www.opensubscriber.com/messages/hlds_apps@list.valvesoftware.com/topic.html L. Duke

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