Re: [hlcoders] Vampire Bloodlines and HL2

2004-12-09 Thread Draco
i tried to get a map to load, but it wouldn't. I can't be bothered copying the textures and models over to get it to run. bloodlines probalby has some sort of engine modifications as well, but the resources should still work. -Draco - Original Message - From: Dave R. Meyers [EMAIL

Re: [hlcoders] Vampire Bloodlines and HL2

2004-12-09 Thread Adam \amckern\ Mckern
Yeah bloddlines has some new rad math, i'm trying to contact Tokirea (SP) so i can get CST to work with all source games, and not just HL2 - Its so darn hard to start a new set of complie tools, when there are so many changes posible --- Draco [EMAIL PROTECTED] wrote: i tried to get a map to

[hlcoders] Loading Linux Plugins

2004-12-09 Thread Neal Tibrewala
I've compiled the serverplugin_empty file under linux (finally). I called the binary 'plugin_i486.so' and placed it into the bin/ directory I created a file in cstrike/addons/plugin.vdf that contains: Plugin { file plugin } When I load the dedicated server all I get is a message:

Re: [hlcoders] Loading Linux Plugins

2004-12-09 Thread Ronny Schedel
Try this in your vdf: Plugin { file plugin_i486.so } Copy the plugin_i486.so in your gamedir/bin where you can find tier0.so Greets Ronny I've compiled the serverplugin_empty file under linux (finally). I called the binary 'plugin_i486.so' and placed it into the bin/ directory I created a

Re: [hlcoders] Loading Linux Plugins

2004-12-09 Thread covert
From what I was reading in the docs the .dll is added to the plugin name when it trys to find the dll to load. so for.. Plugin { file myplugin } I will look to load myplugin.dll On Thu, 9 Dec 2004 04:57:52 -0500 (EST), Neal Tibrewala wrote: I've compiled the serverplugin_empty file under

Re: [hlcoders] Resquest for Source

2004-12-09 Thread tei
Alfred Reynolds wrote: I will look at adding condump. - Alfred Thanks Alfred. I expect this will help a lot because you have lots of warnings and info on console, very valuable data can be interesting to have onto a condump0003.txt file to review/debug/parse. A legion of log-analizers await out

Re: [hlcoders] Resquest for Source

2004-12-09 Thread tei
Hasan Aljudy wrote: MSVC's edit and continue can do that .. Debug-Apply Changes to Code [...] - flush_serverdll, a command to force windows to unload the server.dll file, so we can overwrite this with a new version and reconnect to see changes (not need to restart the whole engine, dawn!) Thanks.

[hlcoders] Server Plugin Tutorial?

2004-12-09 Thread Legshot
Hi list! Does anyone know of a small server plugin tutorial for hl2 (maybe even for css) or any resources that make the start with the hl2 code more easy? Thanks, Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Loading Linux Plugins

2004-12-09 Thread Shaun Meckler
Neal Tibrewala wrote: Unable to load plugin plugin Is there any way to find out why it's having trouble, or geta more useful error message (-debug doesn't help and it doesn't produce a debug.log file)? is it finding the binary? Is there a problem with how it was compiled? using strace will tell

Re: [hlcoders] Changing Player Model

2004-12-09 Thread Teddy
Use the SetModel() in player.cpp or a child class thereof. Don't forget to precache your model! Teddy On Thu, 9 Dec 2004 02:28:57 -0500, David Nelson [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Well since there isn't a player model in the game, how can one be

Re: [hlcoders] Default mod Start New Game does nothing

2004-12-09 Thread Teddy
Try bringing up the console, and typing: map sdk_vehicles (or something like that) On Wed, 8 Dec 2004 13:22:24 -0800, Kyle Keating [EMAIL PROTECTED] wrote: I'm not sure how that vgui works, Find the vgui menu for the load game and you can probably figure it out form there. What you can do in

RE: [hlcoders] Default mod Start New Game does nothing

2004-12-09 Thread Don Alvarez
Is it possible to load HL2 maps (not SDK maps) into a mod? -Don -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Thursday, December 09, 2004 7:32 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Default mod Start New Game does nothing Try

[hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Josh
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone been able to do this? Is this even possible? There are a LOT of functions that I would like to have access to, and it was possible to use similar functions in HL1. Thanks, Josh --

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \botman\ Broome
Josh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone been able to do this? Is this even possible? There are a LOT of functions that I would like to have access to, and it was possible to use similar functions in HL1. If I am not

Re: [hlcoders] Default mod Start New Game does nothing

2004-12-09 Thread Hasan Aljudy
Yes it is. If my info is correct, whenever your mod tries to load any resource (map/model/texture/anything) it looks first in the mod folders, if it doesn't find it it looks for it in the hl2 gcf files, if it doesn't it looks in the hl2 folders. I'm not sure if you can make your mod use its own

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Steven Guy
c_baseplayer is the client version of cbaseplayer, there's no reason that you would want to have it's functions run on the server. From: Josh [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: [hlcoders] Using c_baseplayer in a server plugin Date: Thu, 9 Dec 2004 11:16:58

Re: [hlcoders] Default mod Start New Game does nothing

2004-12-09 Thread tei
I have notice that path command work, and generate valuable data about loading path. Anyway, failed to load resources generate warnings. Hasan Aljudy wrote: Yes it is. If my info is correct, whenever your mod tries to load any resource (map/model/texture/anything) it looks first in the mod

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
CBaseEntity too? That wouldnt be nice, because some functions are only accessible through this class. To valve: will we get updated headers, when CBaseEntity will be changed in the future? Greets Ronny But you shouldn't actually be accessing these at all since MOD authors can change the

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Alfred Reynolds
Yes, we can (and probably will) update it class definition. We may even have different versions between our own internally released games. Assuming its definition matches the SDK is dangerous. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny

RE: [hlcoders] Default mod Start New Game does nothing

2004-12-09 Thread Don Alvarez
Doh! The SteamApps HL2 maps directory was empty so I thought they were hidden somehow. Now I see that the dev console map command has a built-in map browser (sweet!) and all the maps are accessible Launching the mod with +map d1_eli_01 in the command-line works like a charm. thanks! -Don

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \botman\ Broome
Ronny Schedel wrote: These are bad news :\ So, how can I change the velocity of a player without class access? You can't. This isn't the Half-Life engine! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Skyler York
Actually, this might be possible. The example plug-in simply doesn't get the interface you want by default. Take a look at eiface.h for IServerGameEnts. It contains an EdictToBaseEntity function you might be able to use. An additional call to interfaceFactory with that interface version could

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jay Stelly
However this goes back to the point made before where the implementation might change and you can't rely on it. However there is no useful interface equivalent for entities, so worse come to worst you simply rebuild the plug-in come an update to the base entity. No. CBaseEntity can be

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
The new interface system is an easy way in handling, but it seems, there are much lesser functions that we can use than in HL1. All what I can do is the usual boring stuff: show some text messages and emit sounds (must be luck that this wasnt ripped out too...). All the cool stuff like create new

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Marcelo Bezerra
It will not work. You will get into a linker hell if you try. :( Skyler York wrote: Actually, this might be possible. The example plug-in simply doesn't get the interface you want by default. Take a look at eiface.h for IServerGameEnts. It contains an EdictToBaseEntity function you might be

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
I got it working, but it would be a pain, if they change the class in the future. Better forget to try it... Greets Ronny It will not work. You will get into a linker hell if you try. :( Skyler York wrote: Actually, this might be possible. The example plug-in simply doesn't get the interface you

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \botman\ Broome
Jay Stelly wrote: You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM CS:S. That's easy. EVERYTHING! Every member variable of every class should have an interface function to Get and Set it! :) -- Jeffrey botman

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
I need :) - Set/Get players origin - Set/Get players velocity - create, spawn + alter entities (models, sizes, etc) - if user messages could change: add functions to get rid of UserMessageBegin etc - TakeDamage (+/-) - weapon access It would be nice if we had a place to add our wishes. Greets

[hlcoders] Weapon functionnality

2004-12-09 Thread Xas
Hi. I'm coding a weapon in a single mod (not multi). It's all ok, but I'm not sure to fully understand how bullets works. It's a single shot weapon. All seems working fine, except for one thing : pOwner-GetAmmoCount( m_iPrimaryAmmoType ) returns always 0 and pOwner-m_iPrimaryAmmoType equals 22

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Don Alvarez
Ronny's list looks like a good start to me, too. -Don -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Thursday, December 09, 2004 2:28 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Using c_baseplayer in a server plugin I need :)

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Ronny Schedel
The whole metamod functionality would be a good beginning. Greets Ronny Jay Stelly wrote: You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM CS:S. That's easy. EVERYTHING! Every member variable of every class

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Skyler York
Well heh, not necessarily everything, but a nice start would be a basic interface for the common objects a plug-in would need access to - entities, players, weapons, etc. Obviously what we consider common is subjective but I think we can all agree on entities and players for starters. Things

Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jeffrey \botman\ Broome
Jeffrey botman Broome wrote: Jay Stelly wrote: You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM CS:S. That's easy. EVERYTHING! Every member variable of every class should have an interface function to Get and

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Josh
Everything that botman just said is needed A LOT Also, being able to send messages to clients that create effects, such as messages that were in the const.h in HL1. I see these exist in the te_*.cpp files, but it's not possible for us to use. It just seems like our capabilities are SEVERLY

RE: [hlcoders] Default mod Start New Game does nothing

2004-12-09 Thread Tony \omega\ Sergi
My $.2 , did you unpack the single player menu .res files from the half-life engine/hl2 folder and put them with your mod? :o that could be it. -Original Message- From: Don Alvarez [mailto:[EMAIL PROTECTED] Sent: December 9, 2004 3:35 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders]

RE: [hlcoders] Default mod Start New Game does nothing

2004-12-09 Thread Don Alvarez
Sounds like a good suggestion. Any hints on how to do that? Thanks, -Don -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Thursday, December 09, 2004 5:23 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Default mod Start New Game

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Napier, Kevin
Josh, Give it time, seems like the current release(s) are still quite a work in progress. Remember the hl1 sdk didn't exactly appear in it's near final form for quite some time after the game was released. We all had dreams..and expectations of getting a really good sdk release prior to launch

Re: [hlcoders] localization() question

2004-12-09 Thread Hasan Aljudy
This was posted by Alfred from valve in another thread .. -- Alfred Reynolds [EMAIL PROTECTED] to hlcoders Dec 7 (...) Note that hl2_english.txt will NOT be loaded by your mod by default (we may change this behavior). If you need it to be loaded you can simply add this to your client.dll:

Re: [hlcoders] Default mod Start New Game does nothing

2004-12-09 Thread Hasan Aljudy
I tried taht .. but they were already there .. :/ On Thu, 9 Dec 2004 21:03:19 -0500, Tony omega Sergi [EMAIL PROTECTED] wrote: Get GCFScape -Original Message- From: Don Alvarez [mailto:[EMAIL PROTECTED] Sent: December 9, 2004 8:53 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders]

[hlcoders] Understanding the SDK's Format

2004-12-09 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] Ok, as many have said before, the organization of the SDK is pretty hard to get used to. I've just got a couple questions about how you go about editing the SDK. 1) So almost of the changes you make are done in the SDK directories in the

Re: [hlcoders] HelloWorld mod tutorial needs beta testers

2004-12-09 Thread ChessMess
Ha! ... and they said it couldn't be done... :) I'm booked but when I get a chance... Also in terms of the wiki... c its getting updated On Wed, 8 Dec 2004 23:06:33 -0800, Don Alvarez [EMAIL PROTECTED] wrote: Hi all, I just posted the first draft of a tutorial on building (and

[hlcoders] Off topic a little

2004-12-09 Thread r00t 3:16
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I know this is a little bit off the topic but I figured someone here would know.. In visual studio .NET 2003 the editor doesn't show line numbers. Is this possible to turn on? For example 1 //

RE: [hlcoders] Off topic a little

2004-12-09 Thread Tony \omega\ Sergi
Tools - options - text editor - c/c++ - line numbers. -Original Message- From: r00t 3:16 [mailto:[EMAIL PROTECTED] Sent: December 9, 2004 11:35 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Off topic a little This is a multi-part message in MIME format. -- [ Picked text/plain from

Re: [hlcoders] Off topic a little

2004-12-09 Thread Christopher McArthur
tools-options-text editor-C/C++-line numbers - Original Message - From: r00t 3:16 [EMAIL PROTECTED] In visual studio .NET 2003 the editor doesn't show line numbers. Is this possible to turn on? ___ To unsubscribe, edit your list preferences, or

RE: [hlcoders] Off topic a little

2004-12-09 Thread Napier, Kevin
Tools\Options text editor Select C/C++ (or others) right hand click check box line numbers -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of r00t 3:16 Sent: Thursday, December 09, 2004 11:35 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Off topic a little

[hlcoders] SDK Format Issues 2.

2004-12-09 Thread David Nelson
-- [ Picked text/plain from multipart/alternative ] Sorry, I meant to put this in with the first email and almost forgot. When developing for single player do you only use the SDK folders or does the HL DLL folder come into play or is that folder just an example? Thanks again! David --

RE: [hlcoders] SDK Format Issues 2.

2004-12-09 Thread Tony \omega\ Sergi
Sdk folder is for multiplayer source. ALSO:! -- everyone, if you use outlook can you set the send type to plain text please? Seeing all the mime and picked messages is annoying :X -Original Message- From: David Nelson [mailto:[EMAIL PROTECTED] Sent: December 9, 2004 11:36 PM To: [EMAIL

Re: [hlcoders] SDK Format Issues 2.

2004-12-09 Thread Manip
Wouldn't it just be easier for the mailing list admin to turn off the highly annoying and essentially useless: [ Picked text/plain from multipart/alternative ] What does sticking that at the top of the message _really_ add? Why at the top? - Original Message - From: Tony omega Sergi [EMAIL

Re: [hlcoders] Off topic a little

2004-12-09 Thread r00t 3:16
Thank you.. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Christopher McArthur [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, December 09, 2004 11:41 PM Subject: Re: [hlcoders] Off topic a little tools-options-text editor-C/C++-line numbers -

Re: [hlcoders] Understanding the SDK's Format

2004-12-09 Thread Skyler York
1) The SDK files are excluded from the single-player solution, so you pretty much just deal with files in HL2 DLL and the rest of the project. However it's possible for you to strip all those files and start from scratch, which is what you'd probably do if you're making a full modification. The

Re: [hlcoders] Off topic a little

2004-12-09 Thread Skyler York
You have no idea how tempting it is to say: tools-options-text editor-C/C++-line numbers Right now... On Fri, 10 Dec 2004 00:16:11 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Thank you.. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Christopher McArthur

Re: [hlcoders] Off topic a little

2004-12-09 Thread Hasan Aljudy
these people don't have gmail so they probably didn't see each other's posts in the same place ... On Fri, 10 Dec 2004 00:25:27 -0500, Skyler York [EMAIL PROTECTED] wrote: You have no idea how tempting it is to say: tools-options-text editor-C/C++-line numbers Right now... On Fri, 10

Re: [hlcoders] Understanding the SDK's Format

2004-12-09 Thread Hasan Aljudy
somebody already did it .. http://www.hl2coding.com/forums/viewtopic.php?t=15 On Fri, 10 Dec 2004 00:23:06 -0500, Skyler York [EMAIL PROTECTED] wrote: 1) The SDK files are excluded from the single-player solution, so you pretty much just deal with files in HL2 DLL and the rest of the

Re: [hlcoders] Off topic a little

2004-12-09 Thread r00t 3:16
How tempting it is to say what? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Skyler York [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, December 10, 2004 12:25 AM Subject: Re: [hlcoders] Off topic a little You have no idea how tempting it is to say:

[hlcoders] HUD Disappearing????

2004-12-09 Thread David Nelson
ok, when I just run my empty mod without any mods from the game.. things start to disappear as soon as I shoot. The HUD's numbers (health, ammo) go blank and I can't see my health etc. Why is this? Do I need to put the hud files in my mod directory or something? Also when I hit esc I don't see