RE: [hlcoders] Getting where a trace hit on the world

2005-01-29 Thread S. Hendriks
The 'world' is an entity as well. Named worldspawn === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com http://www.bots-united.com === -Oorspronkelijk

RE: [hlcoders] Getting where a trace hit on the world

2005-01-29 Thread S. Hendriks
After a little research, to answer your 'where' question. From the trace_t result, trace.endpos is what you are looking for. === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com http://www.bots-united.com

RE: [hlcoders] Steam: Technology failure

2005-01-26 Thread S. Hendriks
Funny how much attention HL2 itself got, or better said, the Source engine got, for being able to run on low-end machines. While the STEAM launcher itself is a cpu hug itself as well. I don't know why and how, but i would not mind a 'huge' STEAM update in its core if it would be way better.

RE: Re[2]: [hlcoders] Steam: Technology failure

2005-01-26 Thread S. Hendriks
As for offline mode, if you have been online before with it. You should be able to go offline. In fact, all you need to do is have NO internet connection. === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com

RE: [hlcoders] Steam: Technology failure

2005-01-26 Thread S. Hendriks
Perhaps this is just a stupid comment (so if so, don't say it is, makes me feel dumb! :P) but i saw in several programs you can slice the cpu usage. So perhaps STEAM does not slice it, and simply forces your CPU to give it all its power (though i have no CLUE WHATFOR).

RE: [hlcoders] Steam: Technology failure

2005-01-26 Thread S. Hendriks
: [hlcoders] Steam: Technology failure Fixed 100% CPU use on startup From steams changelog, so that's probably from before that they noticed that bug. On Wed, 26 Jan 2005 16:14:39 +0100, S. Hendriks [EMAIL PROTECTED] wrote: Perhaps this is just a stupid comment (so if so, don't say it is, makes

RE: Re[4]: [hlcoders] Steam: Technology failure

2005-01-26 Thread S. Hendriks
Little children could we stay on topic like grown ups? The subject is STEAM, we shared our points. If nobody has something to say that could make this 'discussion' fruitable, i'd say, we stop this discussion right now. === Stefan Hendriks FunDynamic

RE: [hlcoders] Documentation

2005-01-26 Thread S. Hendriks
Aren't there any 'code analyzers'? I once had a shareware program that could read my code, and make a sort of flowchart of it. I bet there are way more advanced stuff out there that can easily dump out a visualized class hierarchial structure. Or else, you could try to write your own code

RE: [hlcoders] Documentation

2005-01-26 Thread S. Hendriks
Actually you pay for HL2 itself and get the SDK as a free optional tool. So everything that Valve provides is in courtisy and cannot be held as a product you payed for and can force 'support' from ;) In that sense, Valve is doing a very good job! Replying to mails, contributing to this list.

RE: [hlcoders] Documentation

2005-01-26 Thread S. Hendriks
@list.valvesoftware.com Onderwerp: Re: [hlcoders] Documentation S. Hendriks wrote: Actually you pay for HL2 itself and get the SDK as a free optional tool. So everything that Valve provides is in courtisy and cannot be held as a product you payed for and can force 'support' from ;) In that sense

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread S. Hendriks
Thats very good news, i can't wait to extend those. I lack time to investigate stuff, but i am sure when the new SDK release is there, it will give us a lot more control over things (well as far as its needed of course). I heard, but did not test this yet, that the current 'bot plugins' do not

RE: [hlcoders] bug on laptops

2005-01-18 Thread S. Hendriks
Sounds to me like the FN got enabled. Or somehow the NUM LOCK got enabled. === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com http://www.bots-united.com ===

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread S. Hendriks
PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Tuesday, January 18, 2005 11:48 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HL2DM SDK in January or February? S. Hendriks wrote: I heard, but did not test this yet, that the current 'bot plugins

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread S. Hendriks
I can imagine, Though the cBaseEntity access gained on the more 'clean' is not that bad!? === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com http://www.bots-united.com

RE: [hlcoders] Split Gravity on a Single Map?

2005-01-12 Thread S. Hendriks
If possible i'd say use some sort of entity to define an area where gravity changed. Ie, like in CS you have a func_buyzone, you can have some sort of area like that as well. === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl

RE: [hlcoders] This should not be possible, yet it works!?

2005-01-12 Thread S. Hendriks
I am reading that post and almost faints of the type of code, i feel such a newbie. === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com http://www.bots-united.com

RE: [hlcoders] This should not be possible, yet it works!?

2005-01-11 Thread S. Hendriks
] Namens Maarten van der Zwaart Verzonden: dinsdag 11 januari 2005 9:15 Aan: hlcoders@list.valvesoftware.com Onderwerp: Re: [hlcoders] This should not be possible, yet it works!? On Mon, Jan 10, 2005 at 01:12:40PM +0100, S. Hendriks wrote: Rofl, i think its a bi-directional thing here ;) You

RE: [hlcoders] This should not be possible, yet it works!?

2005-01-11 Thread S. Hendriks
It works, you should be more specific on your compiler errors. For instance, are you sure you extracted the bot/plugin into the utils/ directory? === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com

[hlcoders] PlayerInfoManager Interface?

2005-01-11 Thread S. Hendriks
The playerinfomanager does not always seem to be working for me: I have a line where it keeps updating my bot team index, in case the bot switched teams. This seems to work: // When we already joined the game for one second, only then do this if ((pBot-fJoinTime 0.0f) (pBot-fJoinTime +

RE: [hlcoders] PlayerInfoManager Interface?

2005-01-11 Thread S. Hendriks
=== -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens S. Hendriks Verzonden: dinsdag 11 januari 2005 15:21 Aan: HL Coders List Onderwerp: [hlcoders] PlayerInfoManager Interface? The playerinfomanager does not always seem to be working for me: I

RE: [hlcoders] PlayerInfoManager Interface?

2005-01-11 Thread S. Hendriks
DOH *SLAPS WITH HAND AGAINST HEAD, VERY HARD* I'll never try to code till late again :S === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com http://www.bots-united.com

RE: [hlcoders] PlayerInfoManager Interface?

2005-01-11 Thread S. Hendriks
I was running an 8 player server. The following code fixed my problem: pEnemyBaseEntity = CBaseEntity::Instance(pPlayerEdict);// get the player entity // Check if its a player. (thx botman for pointing me out on this shame) if (!pEnemyBaseEntity-IsPlayer())

[hlcoders] 'Fake' client command possible? - info?

2005-01-11 Thread S. Hendriks
Probably something very tricky, but here goes: I know that sending of a clientcommand with engine-ClientCommand() does not work. In HL1 there was a possibility to hook up: Cmd_Args (void); Cmd_Argv (int argc); Cmd_Argc (void); For the moment i only found that i could retrieve the info from the

RE: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread S. Hendriks
: hlcoders@list.valvesoftware.com Onderwerp: Re: [hlcoders] This should not be possible, yet it works!? mod authors should *not* be limited or restricted by plug-in authors. plug-in authors *should* be limited and restricted by mod authors :) On Mon, 10 Jan 2005 11:38:00 +0100, S. Hendriks [EMAIL

RE: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread S. Hendriks
I still see the reason. You could derive your entities from the baseclass and put a reset in that entity. When you want to reset stuff, you could put that in an own baseclass even so you derive from 2 classes.. Imo, there is no excuse to alter the baseentity or baseplayer class.

RE: [hlcoders] This should not be possible, yet it works!?

2005-01-10 Thread S. Hendriks
That would be a most ideal situation. I just hope it will also compile fine when you give me your class ,w ithout the contents of possible functions... === Stefan Hendriks FunDynamic RealBot http://www.fundynamic.nl http://realbot.bots-united.com

[hlcoders] This should not be possible, yet it works!?

2005-01-09 Thread S. Hendriks
This question is for Valve guys actually; There is a problem with accessing cBaseEntity and cBasePlayer from a plugin. This is know, and there is no 'clean' way of doing this right? Some guy, figured out , by luck/chance/knowledge?, to get a plugin compiling and working with cBaseEntity and

[hlcoders] Server plugin - aiming with fake clients

2005-01-06 Thread S. Hendriks
Hello all, Let me get straight down to the point; i'm trying to let my bots (created in a server plugin, using CreateFakeClient in CS: SOURCE) aim at a specific vector. I have tried first to find a function that could even make change their aiming. So i dug into the SDK and found several

RE: [hlcoders] CS Cheats - Aimbot in 1.6.

2004-02-23 Thread S. Hendriks
Something i like is what ID does with Quake 3 and such. This 'pure server' thing. Where the clients are forced to load DLL's that are 100% identical to the server ones. With STEAM this should not be a problem i guess. When detecting a mismatch between client and server you could force the client

RE: [hlcoders] CS Cheats - Aimbot in 1.6.

2004-02-23 Thread S. Hendriks
and destroy their HD... I bet they won't try it again ;) -Stefan -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Jeffrey botman Broome Verzonden: maandag 23 februari 2004 19:03 Aan: [EMAIL PROTECTED] Onderwerp: Re: [hlcoders] CS Cheats - Aimbot in 1.6. S

[hlcoders] STEAM Update and messing up bots (Again)

2004-02-13 Thread S. Hendriks
Although with good intentions to fix stuff for bots, Valve did it again and broke bot support. I see the bit flags are now working again, thats very nice. Although it does not matter anymore for any bot author on CS as we adapted our own fix a lng time ago. Nevertheless we switch back to

RE: [hlcoders] cstrike, Team, Model and Game Modes...

2004-01-26 Thread S. Hendriks
, if you find a grenade entity with the models/w_c4.mdl model, then you can be pretty sure it is the planted bomb. Hope this helps ya a bit. S. Hendriks RealBot (http://realbot.bots-united.com) -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Brian A. Stumm

RE: [hlcoders] Req: liblist.gam fix mp.dll

2003-12-02 Thread S. Hendriks
a server , not when joining one. -Stefan -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens tei Verzonden: dinsdag 2 december 2003 0:45 Aan: [EMAIL PROTECTED] Onderwerp: Re: [hlcoders] Req: liblist.gam fix mp.dll Florian Zschocke wrote: S. Hendriks wrote

RE: [hlcoders] Req: liblist.gam fix mp.dll

2003-12-02 Thread S. Hendriks
:50 Aan: [EMAIL PROTECTED] Onderwerp: Re: [hlcoders] Req: liblist.gam fix mp.dll S. Hendriks wrote: That would be doing the same work twice imo. Anyhow,as botman suggested loading a dll from the command line is also a fine method. I do want to point out that most players/users who want

[hlcoders] Req: liblist.gam fix mp.dll

2003-12-01 Thread S. Hendriks
to ensure other dll's will work at once and users don't have to think about 'fixing' something first before able to play 'offline'. Thanks in advance for any reply, S. Hendriks http://bot.counter-strike.net/realbot ___ To unsubscribe, edit your list

RE: [hlcoders] Req: liblist.gam fix mp.dll

2003-12-01 Thread S. Hendriks
mp.dll S. Hendriks wrote: Therefor a little request, could steam just only do this ONCE? Its okay when steam updates and such and then overwrites my original file but it would be just ok if it did this once, so i don't have to 'mess around'. How about if Steam had a CVS like intelligence