Re: [hlcoders] MS VS C++ 6.0 source compile info

2005-01-27 Thread British_Bomber
I get the c_te_firebullets.cpp error, spent the last week trying to find alternative ways of compiling but to no avail. How is it possible for so many people to follow the same compiling instructions, and yet the dll's just seem to compile randomly for everyone. Also, dunno if this will get

Re: [hlcoders] Commercially released mods??

2005-01-27 Thread British_Bomber
I'd love to see mods being distributed via Steam. Paying for mods doesnt make sence to me, yes as a developer I would love nothing more than to get money for the work I do, but honestly I am going to do it whether or not I am getting payed. Paying for a mod defeats every principle that the mod

Re: [hlcoders] moveable Spawnpoints

2005-01-27 Thread British_Bomber
Couldnt you acctually make an entity in and of itself that is a spawn point, but instead of attaching it to another entity, you used something similar to parent but it's based on loacational objects. Rofl sorry perhaps an example would be a little clearer, If you have a game play that is based

Re: [hlcoders] moveable Spawnpoints

2005-01-27 Thread Andrew Foss
The issue I see here is that if it were attached to the sides of an APC, a malicious player could park the APC up against a wall and have players spawn into the void or into a solid wall, or into places in the map that they shouldn't be in (spawn on the other side of a wall where an objective is?

Re: [hlcoders] moveable Spawnpoints

2005-01-27 Thread Chris Ashworth
If you could place the spawn inside the open rear ramp of the APC you should be able to avoid this? On Thu, 27 Jan 2005 03:30:02 -0800, Andrew Foss [EMAIL PROTECTED] wrote: The issue I see here is that if it were attached to the sides of an APC, a malicious player could park the APC up against

Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-27 Thread David Anderson
I don't like bumping threads but this issue is rather important, as if Valve isn't even going to comply with their own API then server-plugins are essentially doomed. Hopefully someone can make a comment before this gets overrun with another 40 irrelevant posts of Steam: Technology Failure.

Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-27 Thread jeff broome
On Thu, 27 Jan 2005 11:42:22 -0500, David Anderson [EMAIL PROTECTED] wrote: I don't like bumping threads but this issue is rather important, as if Valve isn't even going to comply with their own API then server-plugins are essentially doomed. I'm not sure I fully understand the problem. Are

Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-27 Thread David Anderson
Yes, I understand this - but it was relatively easy in HL1. Part of the problem is that the interface name and version are concatenated as one string, which makes it more difficult to request older versions iteratively. It's not really a problem requesting things from the engine, since that is

RE: [hlcoders] Forcing things such as kill, name on a serverplugin

2005-01-27 Thread Josh
Couldn't u just re-create an alias? Would suck though, just create the alias kill that executes kill, or just create a new random alias and execute it each time. Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Tuesday,

Re: [hlcoders] Forcing things such as kill, name on a serverplugin

2005-01-27 Thread [EMAIL PROTECTED]
Josh wrote: Couldn't u just re-create an alias? Would suck though, just create the alias kill that executes kill, or just create a new random alias and execute it each time. :) It would point to the alias, not the command. If I did alias name whatever, and then alias RANDOMTHINGIE name, it would

[hlcoders] moveable Spawnpoints

2005-01-27 Thread Matthew Lewis
This is easy. All you need to do is modify the EntSelectSpawnPoint() function in player.cpp to include your tank entity as a valid spawnpoint. The trick is adjusting the player position relative to the tank so that he doesn't spawn inside a solid. But that shouldn't be too hard to do. The easy way

[hlcoders] Underwater sound continues to loop after water death

2005-01-27 Thread Matthew Lewis
There seems to be a bug with the player.swim sound continuing to loop after respawn if the player dies underwater. Is there a way to fix this? I can't seem to find anything to force this sound to stop playing except for using the stopsound command in the console. -- No virus found in this

Re: [hlcoders] moveable Spawnpoints

2005-01-27 Thread British_Bomber
what if you park the tank under a low bridge? or flip it over? uh oh!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Commercially released mods??

2005-01-27 Thread Luke Graham
Ive worked on products with dual licencing before. Valve needs to make it very clear that any mods made with the free version of the engine are free, and that commercial development only happens when you pay them money. There are always some *cough*Russians, Chinese*cough* who will try, but those

Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-27 Thread Luke Graham
strcat() strcmp() atoi() char * restoffoo = foo[sizeofstuffidontwant] Strings arent that hard... and they certainly arent ugly hacks. Kids these days.. if every scrap of data doesnt have its own class, factory and RPC interface, they call it a hack. ;) On Thu, 27 Jan 2005 12:43:10 -0500, David

Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-27 Thread Pierre-Marie Baty
On Thu, 27 Jan 2005 12:43:10 -0500, David Anderson [EMAIL PROTECTED] wrote: Yes, I understand this - but it was relatively easy in HL1. Part of the problem is that the interface name and version are concatenated as one string, which makes it more difficult to request older versions iteratively.

RE: [hlcoders] Forcing things such as kill, name on a serverplugin

2005-01-27 Thread Adam Curtis
-- [ Picked text/plain from multipart/alternative ] So create something that first makes alias a variable or a console command? lemme see the code Muhahaha! - Do you Yahoo!? Yahoo! Search presents - Jib Jab's 'Second Term' --

Re: [hlcoders] Documentation

2005-01-27 Thread Markus Martin
Hello, I think the most important point in this discussion was completely ignored.. 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

Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-27 Thread David Anderson
Kids these days.. if every scrap of data doesnt have its own class, factory and RPC interface, they call it a hack. ;) Listen here whipper-snapper, you're talking to someone who hand coded portions of his mod in assembly ;] There are some things that are considered good design and other things