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
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
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:
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
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
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
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.
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
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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
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:
--
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Well since there isn't a player model in the game, how can one be
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
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
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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
--
Josh wrote:
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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
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
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
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
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
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
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
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
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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
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
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
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
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
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
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
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
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 :)
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
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
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
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
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]
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
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
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:
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]
--
[ 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
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
This is a multi-part message in MIME format.
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[ 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 //
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
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?
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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
--
[ 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
--
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
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
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
-
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
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
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
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
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:
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
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