Re: [hlcoders] CUtlVector crash ( screenshake )

2011-03-31 Thread Tony Paloma
Your point about #3 does indeed look fishy. I'm not sure why they're calling the destructor on their own anyways. Try this: // Retire this shake. void *shake = m_ShakeList.Element( nShake ); m_ShakeList.FastRemove( nShake ); delete shake; continue; -Original Message- From:

Re: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......

2010-10-11 Thread Tony Paloma
VPhysicsInitNormal is not guaranteed to return non-null. It can fail for a variety of reasons. Take a look at CBaseEntity::VPhysicsInitNormal in baseentity_shared.cpp to see. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com]

Re: [hlcoders] ConVar assignment breaks game

2010-05-19 Thread Tony Paloma
Except he said that cvar-FindVar(r_decals)-GetString() is working. Perhaps you're changing the value too early and then what you have in config.cfg overrides it? After setting it, check that it has been set by printing the value and then maybe place a data breakpoint to see when the value changes

Re: [hlcoders] Debug problem [Failed to load the launcher DLL]

2010-03-05 Thread Tony Paloma
You just need to hit reply and write your reply like any other mail. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Albert Aurbakken Sent: Friday, March 05, 2010 9:15 AM To: hlcoders@list.valvesoftware.com

Re: [hlcoders] Vector Datatype for KeyValues Class

2010-01-21 Thread Tony Paloma
You can write out a string with three float values separated by spaces and then use UTIL_StringToVector to parse it back into a Vector. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Oorin Sent: Thursday,

Re: [hlcoders] How to find SteamID

2010-01-18 Thread Tony Paloma
I'd prefer: uint32 accountId = sid.GetAccountID(); char text[255]; Q_snprintf(text, 255, STEAM_0:%d:%d\n, accountId 0x01, accountId 1); // Alternatively: // Q_snprintf(text, 255, STEAM_0:%d:%d\n, accountId % 2, accountId / 2); I think I mentioned this earlier in the thread. -Original

Re: [hlcoders] How to find SteamID

2010-01-05 Thread Tony Paloma
STEAM_0:x:y Where X is AccountID mod 2 Where Y is AccountID / 2 You're using VB6, right? So you want the modulus operator as written above. Basically, if AccountID is odd, X should be 1 otherwise 0. -Original Message- From: hlcoders-boun...@list.valvesoftware.com

Re: [hlcoders] How to find SteamID

2010-01-05 Thread Tony Paloma
It can, but it means the same thing. Ex: STEAM_1 is used in L4D(2) and STEAM_0 in every other game afaik. What do you mean if AccountID is an uneven number? Do you mean odd number or fractional number? AccountID should always be a whole number and taking mod 2 of that should only yield 0 or 1. 0

Re: [hlcoders] client side grame frame

2010-01-04 Thread Tony Paloma
It's not that easy. You have to do more than define a function. You'll need to get a reference to the thing that implements IBaseClientDLL (find gHLClient or ask the client dll for CLIENT_DLL_INTERFACE_VERSION) and use something like Sourcehook to hook the vtable function. -Original

Re: [hlcoders] How to find SteamID

2010-01-04 Thread Tony Paloma
Well as long as we're coming up with alternatives: - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a matching friends\PersonaName value - The keys under Users are account IDs. You can use them to get a SteamID.

Re: [hlcoders] How to find SteamID

2010-01-04 Thread Tony Paloma
; } if ( !m_SavedPlayerInfo.friendsID ) return NULL; Q_snprintf( m_SavedPlayerInfo.guid, sizeof( m_SavedPlayerInfo.guid ) - 1, STEAM_0:%u:%u, (unsigned int)(m_SavedPlayerInfo.friendsID % 2), (unsigned int)(m_SavedPlayerInfo.friendsID / 2)); return m_SavedPlayerInfo.guid; } garry On Mon, Jan 4, 2010 at 9:31 PM, Tony

Re: [hlcoders] How to find SteamID

2010-01-04 Thread Tony Paloma
No examples for VB6, but if I were doing it, I'd make a separate C++ DLL with an exported function that gives me what I want and use VB6 to call that. Steamclient.dll does export some functions, but nothing with what you want. Everything else is in an interface and working with that in VB6 will

Re: [hlcoders] How to find SteamID

2010-01-04 Thread Tony Paloma
STEAM_0:AccountID 0x01:AccountID 1 Or Mod 2 and / 2 respectively. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang Sent: Monday, January 04, 2010 3:13 PM To: hlcoders@list.valvesoftware.com

Re: [hlcoders] SVN GPL Question

2009-11-20 Thread Tony Paloma
You're right. You should just accidentally all of valve's engine codes to the webs. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Garry Newman Sent: Friday, November 20, 2009 1:57 PM To: Discussion of

Re: [hlcoders] Change default demo directory and move demos after creation

2009-11-18 Thread Tony Paloma
cause it takes some time until the demo is created, hence the file is in use and rename() will fail. 2009/11/18 Tony Paloma drunkenf...@hotmail.com Uh, wait. If you're just moving a file, why would you use system and not the rename function from stdio.h. Also, I'm pretty sure valve's filesystem

Re: [hlcoders] Arbitrary Gravity Direction

2009-10-14 Thread Tony Paloma
IPhysicsEnvironment has a function called SetGravity that takes a Vector. You can use it to set an arbitrary direction for gravity, but it will work for VPhysics objects only. I didn't check if this information was in that thread you posted. Sorry if it was. If you have an instance of

Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Tony Paloma
You guys remember when they broke say in hl2mp? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Croghan Sent: Tuesday, September 15, 2009 12:42 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders]

Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Tony Paloma
Subject: Re: [hlcoders] CSS FOV since last update? Remember when valve gave modders good tools and fixed bugs? no, neither do i.. On Tue, Sep 15, 2009 at 5:32 PM, Tony Paloma drunkenf...@hotmail.com wrote: You guys remember when they broke say in hl2mp? -Original Message- From

Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Tony Paloma
Jay, Have you tried fov_desired (or was it desired_fov?). When you type fov some number in the console, do you actually see the new value when you type just fov afterwards? Also, I do agree with the suggestions that since you're using a server plugin, you should be changing the vars, not sending

Re: [hlcoders] Awkward crash dumps

2009-08-07 Thread Tony Paloma
If the stack is random memory addresses that don't map to any module in memory, you probably have some code that is overwriting the stack. Look for potential buffer overruns. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com]

Re: [hlcoders] whats happening with this engine

2009-08-06 Thread Tony Paloma
I think you missed the sarcasm. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery Sent: Thursday, August 06, 2009 2:53 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] whats

Re: [hlcoders] Failure to Debug when VS launched from Steam

2009-07-12 Thread Tony Paloma
Maybe it's stuck trying to load symbols. Check the status bar of the main VS window. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Brent Lewis Sent: Saturday, July 11, 2009 3:04 PM To:

Re: [hlcoders] posting

2009-04-27 Thread Tony Paloma
While the original post and my post are, yes, slightly ironic, the original post is very true. Shut up, please. OMG?! 100 POST THREAD?! No. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Ritchie Sent:

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-26 Thread Tony Paloma
Everyone does it. Sent via BlackBerry by ATT Do you Yahoo? Rediscover Hotmail -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh Sent: Sunday, April 26, 2009 6:23 PM To: Discussion of Half-Life Programming

Re: [hlcoders] Getting access to change m_flStepSoundTime

2009-04-01 Thread Tony Paloma
m_flStepSoundTime is in the DataDescMap. Use GetDataDescMap on the player entity to get the datamap and then recurse through it until you find a type description with the fieldname of m_flStepSoundTime. Once you have the type description, the offset is just type-fieldOffset[TD_OFFSET_NORMAL].

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

2009-03-01 Thread Tony Paloma
The second loop is unnecessary. You can keep track of the winner player in the first loop and then just print the message after. Also, pull out iHighestScore from the loop and don't make it static. Making it static saves the value across function calls which isn't what you want. void

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

2009-02-20 Thread Tony Paloma
Expcept, everyone else's plugins are working fine. The only thing I can think of that is wrong is that he's using the wrong version. I would suggest trying ServerGameDLL006 as that's what I see I'm using as the first attempt in my own code. -Original Message- From:

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

2009-02-20 Thread Tony Paloma
functions of use? 2009/2/20 Paul chew...@gmail.com I just found out about version 6 and apparantly it works . ( I also tried downloading the latest source code but no new headers ) On 20 Feb 2009, at 10:30, Tony Paloma drunkenf...@hotmail.com wrote: Expcept, everyone else's plugins

Re: [hlcoders] Linux server disconnects

2009-01-24 Thread Tony Paloma
But the server could still perform a checksum or something on it. Have you tried changing the DLL on the Linux server and seeing if clients can still connect? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of

Re: [hlcoders] SDK +voicerecord not working

2009-01-19 Thread Tony Paloma
I don't know about your problems with voice not working, but once you fix it, look into CVoiceGameMgr::UpdateMasks() to change who can hear who. Where it calls g_pVoiceServer-SetClientListening is what counts. Also, you might be interested in CBasePlayer::CanHearAndReadChatFrom() for team chat.

Re: [hlcoders] TF2 fakeclient joining

2008-12-20 Thread Tony Paloma
Try joinclass without the underscore. As for the HandleCommand_JoinClass spam, I don't know. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of cheeseh-bu Sent: Saturday, December 20, 2008 9:26 AM To: Discussion

Re: [hlcoders] Barnacle/Player physics

2008-11-11 Thread Tony Paloma
I didn't know you could attach constraints to players. I've tried it before and it didn't work. Are you sure this is how the barnacle works in HL:Source? I know the player's physics object is special and only responds when interacting with other physics objects or something like that. I've seen

Re: [hlcoders] Get/dump console output to file

2008-08-14 Thread Tony Paloma
Do what Jay said. Make your own spew function and use SpewOutputFunc to set the current spew function to yours. You can use GetSpewOutputFunc to get the current one, then set yours, then do whatever you need to get, then set it back to the function that GetSpewOutputFunc returned you. I do it for

Re: [hlcoders] Get/dump console output to file

2008-08-14 Thread Tony Paloma
You can make your new spew function also call the old one. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tiago Conceição Sent: Thursday, August 14, 2008 9:26 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Get/dump console output to

Re: [hlcoders] AutoAssign to a team

2008-08-04 Thread Tony Paloma
I see at least one problem here. Let's say I do jointeam 0. It's going to go thru the code and randomly assign me to a team as you want, but then it's going to fall through to this code here: ChangeTeam( team ); return true; } //end jointeam And put me back on

Re: [hlcoders] Setting restriction for CVARS

2008-07-16 Thread Tony Paloma
When you define the CVAR, there is an overload that takes minimum and maximum values. For example: ConVar example(example, 0, 0, Example CVAR., true, 0, true 10); The example CVAR will be limited to 0-10. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of

Re: [hlcoders] gravity gun help

2008-06-08 Thread Tony Paloma
Did you try that suggestion I gave earlier (reposted below for convenience). - The physcannon will drop anything that gets too far away. When you're in noclip, you move faster than the object attached to the physcannon moves (turning off prediction will show this).

Re: [hlcoders] gravity gun help

2008-06-06 Thread Tony Paloma
The physcannon will drop anything that gets too far away. When you're in noclip, you move faster than the object attached to the physcannon moves (turning off prediction will show this). Changing the error will change how far away you can get, but won't fix the problem. What if you change the

Re: [hlcoders] XSI Mod Tool 6 and SMD Importer

2008-05-10 Thread Tony Paloma
I agree with Tom on this. People that put their reply at the bottom of tons of text annoy me. Either trim the text or put the reply at the top. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: Friday, May 09, 2008 3:42 PM To: Discussion

Re: [hlcoders] Steam login ingame

2008-05-08 Thread Tony Paloma
And, as far as I know, neither contains the steam username used to login. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Thursday, May 08, 2008 10:32 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Steam login ingame You

Re: [hlcoders] Steam login ingame

2008-05-08 Thread Tony Paloma
] Steam login ingame And for a very good reason. Tony Paloma wrote: And, as far as I know, neither contains the steam username used to login. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Thursday, May 08, 2008 10:32 AM To: Discussion

Re: [hlcoders] Weapons stuck firing when mouse input captured by VGUI

2008-04-14 Thread Tony Paloma
I think I've seen something in gamerules or the like that removes IN_ATTACK when the game is in intermission. Perhaps something like that would work for you. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Monday, April 14, 2008 5:05 PM To:

Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-07 Thread Tony Paloma
Whoa -- attachments work now? Is it limited to .txt files? Am I crazy and it has always been like that? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer Sent: Monday, April 07, 2008 7:35 AM To: Discussion of Half-Life Programming Subject:

Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-01 Thread Tony Paloma
Are you setting the copy's model? Get the model of the thing you are copying and set it as the model of the copy. Brush entities should have a model like *23 or any other number. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam Sent: Tuesday,

Re: [hlcoders] Do a barrel roll!

2008-03-25 Thread Tony Paloma
Press Z or R twice. Somebody had to say it -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Timothy Chilvers Sent: Tuesday, March 25, 2008 11:19 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Do a barrel roll! Hey all, I want to adjust

[hlcoders] FW: Bug in client.cpp

2008-03-20 Thread Tony Paloma
Line 224: if ( teamonly g_pGameRules-PlayerCanHearChat( client, pPlayer ) != GR_TEAMMATE ) continue; PlayerCanHearChat returns a boolean (not a GR_ enumerated type). I believe whoever implemented this confused PlayerCanHearChat and PlayerRelationship. The

Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Tony Paloma
Dundoit :( My mail client works fine. It's just hotmail's web client that blows. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Friday, March 14, 2008 6:52 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] extract detail model

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

2008-02-28 Thread Tony Paloma
I agree that Valve does need to offer more interfaces to plugins for things like this. Doing anything with entities is incredibly limited given the provided resources. However, I think each one of these things is a simple vfunc call away to the desired result. ent_fire and ent_name can be

RE: [hlcoders] Compiling serverplugin_empty under the TF2 SDK

2008-02-25 Thread Tony Paloma
Add tier0.lib, tier1.lib, vstdlib.lib, and mathlib.lib to the list of dependencies for the project. If there are still more errors after adding those, try tier2 and tier3. The errors about the bot functions are probably because you did not include serverplugin_bot.cpp into your project. Either

RE: [hlcoders] Overriding engine interfaces

2008-02-01 Thread Tony Paloma
You can use SourceHook to hook any virtual class functions you want. You can use it to overwrite parameters like you want to before calling the original function. However, I don't think you can use it to hook a function, do some stuff, and then skip that function and call the baseclass's

RE: [hlcoders] Different Color Text In Console.

2008-01-24 Thread Tony Paloma
DBG_INTERFACE void ConColorMsg( int level, const Color clr, const tchar* pMsg, ... ) I haven't tried it, but it should work. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Harry Pidcock Sent: Thursday, January 24, 2008 4:05 PM To:

[hlcoders] Linux TF2 Plugin Issues

2008-01-20 Thread Tony Paloma
This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm having trouble getting a Linux TF2 plugin to work. Everything compiles fine, but when the server starts, I get something like this: http://www.sourceop.com/randomimages/linuxcrash.jpg It does it

RE: [hlcoders] TF2 Entity attachments

2008-01-20 Thread Tony Paloma
You could probably do this by hooking ShouldTransmit. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Woodrow Sent: Saturday, January 19, 2008 5:54 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] TF2 Entity attachments Hi This is more of

RE: [hlcoders] Linux TF2 Plugin Issues

2008-01-20 Thread Tony Paloma
] Linux TF2 Plugin Issues Might be the legendary Absolute Linking Path Crash. ldd plugin_i486.so, please. ~~ Ondra On 20.01.08 9:04 Uhr, Tony Paloma wrote: This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm having trouble getting a Linux TF2

RE: [hlcoders] Linux TF2 Plugin Issues

2008-01-20 Thread Tony Paloma
Also, let me mention that it gets pretty far in the server start process. It's crashing just before ServerActivate I think. It's after the server_spawn event for sure. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma Sent: Sunday, January 20

RE: [hlcoders] Steam account phishing

2008-01-18 Thread Tony Paloma
I must say, the ads and lycos banners help make it look legit. :/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Grzegorz SieQ Labuzek Sent: Friday, January 18, 2008 7:04 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam account

RE: [hlcoders] [EMAIL PROTECTED]

2008-01-05 Thread Tony Paloma
Perhaps this will help: Zum unsubscribe redigieren Sie Ihre Liste Präferenzen, oder sehen Sie die Liste Archive, besuchen bitte an: http://list.valvesoftware.com/mailman/listinfo/hlcoders -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Vogel Sent:

RE: [hlcoders] Maximize view key needed for hammer.

2007-11-14 Thread Tony Paloma
Valve hired Yahn because they thought he would fit in well. Master to do list as of 12/12/96 (I will update this soon) As you can see, they were right. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Monday, November 12, 2007

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-09 Thread Tony Paloma
Mike, Another request. vphysics_interface.h. Sorry for all of the requests, I'm just trying to get my plugin to 100% (or close). Thanks, Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Monday, October 08, 2007 3:52 PM To:

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-08 Thread Tony Paloma
Mike, I still need utllinkedlist.h. networkstringtabledefs.h would also help. Thanks, Tony Paloma -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Monday, October 08, 2007 3:52 PM To: hlcoders@list.valvesoftware.com Subject: Re

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-08 Thread Tony Paloma
, or the trace filters have changed. I already have the new IEngineTrace.h, so this isn't the issue. Thanks, Tony Paloma -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Monday, October 08, 2007 3:52 PM To: hlcoders@list.valvesoftware.com Subject

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-06 Thread Tony Paloma
Mike, I played with it and got it to build but I need a new utllinkedlist.h since the old one causes runtime assert failures with the new utlmemory.h. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Thursday, October 04, 2007 11:31 AM

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-06 Thread Tony Paloma
Also, I get errors if I use the old IEngineSound. The version hasn't changed, but something within it has. Same thing with INetworkStringTable. Can I get a new ienginesound.h and new networkstringtabledefs.h? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf

RE: [hlcoders] Vehicles when teleported lose all speed builtup.

2007-10-02 Thread Tony Paloma
If you are using CBaseEntity::Teleport() do you get the same issue when you try SetAbsOrigin? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Christopher Harris Sent: Monday, October 01, 2007 9:05 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders]

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-02 Thread Tony Paloma
Has anybody thought about creating some sort of abstraction to allow us to use the same DLL/so for both the older engine and the newer one? I was thinking of thinking of taking the adapter approach and creating my own classes that would know which version of the interface to use. I'm interested in

RE: [hlcoders] TF2 Plugin Interface Change

2007-10-01 Thread Tony Paloma
You're welcome. I looked into it more and it seems to take a CCommand by reference. 0xb66754f0 CServerPlugin::ClientCommand(edict_t*, CCommand const) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ray Sent: Sunday, September 30, 2007 9:32 AM To:

[hlcoders] TF2 Plugin Interface Change

2007-09-30 Thread Tony Paloma
This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] When working on my player limit remover plugin, I found that there was a change in the IServerPluginCallbacks interface. By making this change, the plugin will load and will not cause a server crash

RE: [hlcoders] Engine Plugin Interface Problems

2007-09-24 Thread Tony Paloma
Mike Durand has told me at least twice that he would look into this. At one point, I believe somebody at Valve said they may have found the issue. I have not heard anything about it since. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]

RE: [hlcoders] I want to play TF2 already

2007-09-18 Thread Tony Paloma
Please take yourself to the steam forums. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joel R. Sent: Monday, September 17, 2007 11:14 PM To: hlcoders Subject: [hlcoders] I want to play TF2 already -- [ Picked text/plain from multipart/alternative ]

RE: [hlcoders] Is there a problem with the HLDS list?

2007-09-06 Thread Tony Paloma
I haven't received anything either. I just assumed that nothing was going on. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Keeper Sent: Thursday, September 06, 2007 6:52 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Is there a problem

RE: [hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin)

2007-09-06 Thread Tony Paloma
GetPlayerInfo returning blanks (plugin) Ahhh, sorry. My plugin for HL2MP. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma Sent: Wednesday, September 05, 2007 6:51 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] IVEngine Client

RE: [hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin)

2007-09-05 Thread Tony Paloma
What mod are you trying this on? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Keeper Sent: Wednesday, September 05, 2007 11:25 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin)

RE: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-04 Thread Tony Paloma
Keep in mind, the Valve plugin interface is what makes the other plugin interfaces work. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' MacDonald Sent: Monday, September 03, 2007 7:30 PM To: hlcoders@list.valvesoftware.com Subject: RE:

RE: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-04 Thread Tony Paloma
You can do filesystem-UnloadModule (I think that's the one). If you do that, it's going to crash because it will try to execute the next line of your plugin, but it will have been unloaded so therefore the memory will not be executable. So, in regards to what you are looking for, no, there is no

RE: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-04 Thread Tony Paloma
, i need to unload the plugin becouse i have written an updater tool for my plugin. It works fine but i have to unload the plugin so that i dont add my plugin 2 times in the interface system. With friendly Reguard Ratman2000 - Original Message - From: Tony Paloma [EMAIL PROTECTED

RE: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-02 Thread Tony Paloma
Ya, Mike promised me he would look into it. When you unload a plugin, it never really gets unloaded. UnloadModule never seems to get called on the DLL, so it is still loaded in RAM and therefore the DLL cannot be deleted or replaced since it is in use. I wanted to be able to use plugin_unload to

RE: [hlcoders] Redirect server command output

2007-06-30 Thread Tony Paloma
, 2007 8:23 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Redirect server command output -- [ Picked text/plain from multipart/alternative ] Did you try stepping through it in debug mode to make sure it's passing all the checks correctly? On 6/29/07, Tony Paloma [EMAIL PROTECTED

RE: [hlcoders] Redirect server command output

2007-06-30 Thread Tony Paloma
/30/07, Tony Paloma [EMAIL PROTECTED] wrote: Ya, it does. I'm thinking that somehow Msg() is bypassing write() or the stdout file descriptor or something. Is there a different trick that rcon uses to redirect output? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

[hlcoders] Redirect server command output

2007-06-28 Thread Tony Paloma
This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm trying to redirect the output of a server command to a file, but I'm having problems. I've come up with the following code (this code is within a ConCommand that I have written):

RE: [hlcoders] View Snapping when other players enter vehicle

2007-06-06 Thread Tony Paloma
It happens in HL2MP whenever I spawn a boat. It's either when they get in or get out, not both. I think it happens when they get out of the vehicle but it's possible I have it mixed up. So, no, it's not just your code. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]

RE: [hlcoders] plugin_unload woes ATTN: Mike Durand

2007-06-06 Thread Tony Paloma
: RE: [hlcoders] plugin_unload woes I'll look into this question for you, Tony. -Mike Durand Valve -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma Sent: Saturday, April 28, 2007 12:43 PM To: hlcoders@list.valvesoftware.com Subject: RE

RE: [hlcoders] Client Console Crash

2007-06-03 Thread Tony Paloma
I can confirm this bug, and it annoys the heck out of me when debugging because I will disconnect and connect quite frequently, and then hit the console key by mistake and everything disappears and crashes. I don't have an exact list of steps to reproduce this bug, but if it helps get it fixed

RE: [hlcoders] DOD:S and server plugins

2007-05-08 Thread Tony Paloma
Put the map change on a timer and then exec +showscores on players... Oh.wait.. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Tuesday, May 08, 2007 3:18 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] DOD:S

RE: [hlcoders] npc_turret_floor Spwaning Problems

2007-05-01 Thread Tony Paloma
Yes, that's what botman said. It crashes because he uses pEntity when it is NULL. He doesn't check for this in his original code. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Richard Sent: Tuesday, May 01, 2007 3:36 AM To:

RE: [hlcoders] plugin_unload woes

2007-04-29 Thread Tony Paloma
for you, Tony. -Mike Durand Valve -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma Sent: Saturday, April 28, 2007 12:43 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] plugin_unload woes It's not that difficult. I just want

RE: [hlcoders] plugin_unload woes

2007-04-28 Thread Tony Paloma
woes It's a hard question. Every time I ask a hard question the list goes quiet. :( - voogru. -Original Message- From: Tony Paloma [mailto:[EMAIL PROTECTED] Sent: Friday, April 27, 2007 5:27 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] plugin_unload woes

RE: [hlcoders] plugin_unload woes

2007-04-27 Thread Tony Paloma
Is there anyone at Valve on this list that knows more about plugin unloading? I'd like to know if there is a reason that the module is not unloaded from memory when plugin_unload unloads a plugin. Thanks, Tony Paloma -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED

RE: [hlcoders] Looping MP3

2007-04-21 Thread Tony Paloma
a new one once that time has elapsed. On 4/19/07, Tony Paloma [EMAIL PROTECTED] wrote: Will support for this be added someday? I really would prefer not to do this manually as I am trying to do it from a server plugin. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

[hlcoders] plugin_unload woes

2007-04-21 Thread Tony Paloma
This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] This has been brought up before, even as early as 2005, but no discussion really ever took place about it. When a plugin is unloaded with plugin_unload, it's destructor is never called and it is never

[hlcoders] Sound Downloading Bug

2007-04-19 Thread Tony Paloma
This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] A while back there was a bug where when a player downloads a sound, it can't be used until the player restarts his or her game. This was supposedly fix, but I only see the fix working for CSS. The bug

[hlcoders] Looping MP3

2007-04-19 Thread Tony Paloma
This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] As many of you probably know, you can have the engine automatically loop a wav file by inserting a cue point into the wav at the place where you want the loop to start. Is there a similar way to do this

RE: [hlcoders] Sound Downloading Bug

2007-04-19 Thread Tony Paloma
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma Sent: Thursday, April 19, 2007 4:28 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Sound Downloading Bug This is a multipart message in MIME format. -- [ Picked text/plain from multipart

RE: [hlcoders] Looping MP3

2007-04-19 Thread Tony Paloma
@list.valvesoftware.com Subject: Re: [hlcoders] Looping MP3 As far as i understand, the copy of miles that source runs has no support for looping mp3s. Adam --- Tony Paloma [EMAIL PROTECTED] wrote: This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative

RE: [hlcoders] Sound Downloading Bug

2007-04-19 Thread Tony Paloma
remove the modname/cache folder as well? I know that in goldsrc that this can cause download bugs Adam --- Tony Paloma [EMAIL PROTECTED] wrote: Perhaps I had the bug occur that first time because I had already connected somewhere else prior to connecting to the server that had the downloads

RE: [hlcoders] Sound Downloading Bug

2007-04-19 Thread Tony Paloma
PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma Sent: Thursday, April 19, 2007 5:09 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Sound Downloading Bug Perhaps I had the bug occur that first time because I had already connected somewhere else prior to connecting

RE: [hlcoders] Rotating something about it's own axis

2007-04-13 Thread Tony Paloma
] Rotating something about it's own axis Maybe this will help - I wrote it to answer a similar question: http://developer.valvesoftware.com/wiki/Rotation_Tutorial Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma Sent: Thursday, April 12

[hlcoders] Rotating something about it's own axis

2007-04-12 Thread Tony Paloma
This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] I need help rotating an entity about its own axis. Basically, what I want to be able to do is add 90 degrees to the entity's y-axis rotation. This works fine by simply doing a angles.x+=90 when the

RE: [hlcoders] (No subject)

2005-09-27 Thread Tony Paloma
Actually I think he just hit send with no text on accident and that's why his keybd_event email follows right after. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan Stevens (IAmAI) Sent: Tuesday, September 27, 2005 11:34 AM To:

RE: [hlcoders] Third Person Camera Tutorial

2005-07-09 Thread Tony Paloma
Actually, just as a little side note, it seems as long as there is no function in the expression, no machine code gets added to the program when an if's statement has no code. So if ( gpGlobals-maxClients 1 ) { //return; } ..adds no real code and no cycles get added. I checked this

RE: [hlcoders] Loopable MP3

2005-06-20 Thread Tony Paloma
Ya, I use Goldwave. You can do what you need to do using the demo version. Just set a cue point at the point you want it to start looping, usually the beginning. But does anybody have any ideas on how to solve my problem? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

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