Re: [hlcoders] HL 1.1.0.9 Update
heard that you can already get wallhacks - Original Message - From: leming [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 20, 2002 10:04 PM Subject: Re: [hlcoders] HL 1.1.0.9 Update Will the anti-cheat protection REALLY work on 1109? Or will it be a case more of lasting for a couple weeks before some kid rips out the latest way to ruin the game? On a second note, does anyone have any pros or cons on csguard to stop cheating? -- leming ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 1109 to contain any code we should know about?
Just wondeirng, if mods are able to use Steam, where will we find the bandwidth for this continous stream of people downloading?! Im sure fileplanet would be out of the question! - Original Message - From: Eric Smith [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 12:15 AM Subject: RE: [hlcoders] 1109 to contain any code we should know about? We don't have all the details worked out yet. We'll be communicating this type of information to the list as soon as we have it. As always, we're going to do our best to continue supporting the Mod community. -Eric -Original Message- From: botman [mailto:[EMAIL PROTECTED]] Sent: Saturday, April 20, 2002 4:11 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] 1109 to contain any code we should know about? Not all mods will need to support this right away because not all mods will have Steam players. For example: FireArms, Front Line Force, and The Opera aren't on Steam yet so they won't have Steam players and don't need to worry about supporting SteamIDs. Which brings up another question. HOW does a MOD become a Steam supported MOD? Does this require the as yet unreleased Steam SDK? I would assume so. Will it be possible for MODs to become Steam supported MODs without having to go through Valve or is Steam reserved for MODs produced by Valve (or companies that have licensed Steam from Valve) and thus unavailable to community created MODs? Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HL 1.1.0.9 Update
Isn't that for the CS1.4 BETA (note - BETA), which doesn't have the 1109 patch on it yet? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Tom Sent: Sunday, April 21, 2002 8:30 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] HL 1.1.0.9 Update heard that you can already get wallhacks - Original Message - From: leming [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, April 20, 2002 10:04 PM Subject: Re: [hlcoders] HL 1.1.0.9 Update Will the anti-cheat protection REALLY work on 1109? Or will it be a case more of lasting for a couple weeks before some kid rips out the latest way to ruin the game? On a second note, does anyone have any pros or cons on csguard to stop cheating? -- leming ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 1109 to contain any code we should know about?
Just out of intrest, is there any plans to make a Linux Steam client? Granted the games dont exist yet, but are their any plans to head in that direction? There's no plans to make any Linux client for Half-Life. See Leon's post in the Steam Forum about the Linux Steam server... http://www.chatbear.com/cgi-bin/board.pl?action=viewthreadthreadid=662,1019 314557,21782id=201582boardid=1479view=flatold Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Need new content...
I don't know. I've just been trying to put together some of the stuff that I've been reading about Steam. Like I said...thinking out loud. Wasting people's times, because of my stupidity...I think. - Original Message - From: Tom [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 8:40 AM Subject: Re: [hlcoders] Need new content... we have to pay to play mods? - Original Message - From: Jonathan Day [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 2:05 PM Subject: [hlcoders] Need new content... I'm just wondering if you, Valve, are planning on updating the content all the time. I mean, if I'm going to start paying to play, I'd want some new content to play on. New Maps each month or week or something. If someone told me that's how it will be, then I'd sign up and start paying right now. Take GTA3, for instance. I was lost when I first got the game, because I had to learn all about the gameplay and stuff...and learn my way around the city. Then, when I figured it out, I made it to the second island and had to learn all over again...making it feel like a brand new game. Then the same for the third island. But, it stopped after the third island, and now it's just never getting that new feeling. I still play GTA3 and TFC all day, but I'd like a new city to play around in, ya know? If they just made it possible to frequently download and play new cities, the game would last forever, and always keep that new feeling. Of course, they're probably going to be doing that with the PC version...or at least I hope they are. Anyway, I'm trying to sayif I'm going to pay a monthly fee to play Half-Life and some of its mods, I'm going to want some new content each month. Not just bug fixes and stuff like that. I mean new maps, models, game modes, and stuff like that. TFC could use some new maps and such. I keep mentioning maps, because that's what I think would need to be updated more frequently. New maps make the game have that new, complicated, confusing, new feeling. (What?) New models add a little, but nothing compares to a new map that you have to learn and get the hang of. I had that feeling with dustbowl, casbah, avanti, and warpath...I think those are the most recent ones. Anyway, now I've gotten use to those new maps, and want newer maps. Don't get me wrong, I still want to play all the classing TFC maps, I just want some new stuff. I'm just sayin...new content: it would make me pay money to play. But, I'm on 56K, so I guess it doesn't really matter what I think. I'll get broadband somtime, though. If you asked me what I just talked about, I wouldn't know. I'm about to go to sleep at 8 in the morning. I just started reading my new e-mails, and started to think outloud in this message. Sorry if you feel like I wasted your time. Jonathan Day Trepidaiton Software www.trepidation-software.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Need new content...
I think (I say that because Valve really needs to clarify all of these things about steam) that the monthly fee is only if you want to try it out for a bit (um, what about a demo?) and you can still pay the full price to get full access to the game. Personally, steam doesn't appeal to me that much (from what I've been told) because it means that you don't get a CD and you are reliant on your username and password to get you access to the content and allow you to play online (if something goes wrong/someone steals your info, you're screwed). I prefer the CD way and the CD-Key on the back that was secure so that if you're computer or something happened, you could just put the CD in and in less that 5 minutes you were playing the game online again. With Steam, even with broadband (and with game sizes getting larger and larger) it would take a while to download the content (downloading as you go can cause freezeups and other problems) and then the issue of your SteamID or whatever the heck it is that allows you to use the system (u/p I'll say), if something at wherever they store it goes wrong (If it can go wrong, it will) or someone gets a hold of your u/p then they could have access to your subscriptions and content that you paid for. A CD-Key is a bit more secure because it is long, you can't play online without it and as far as I know there isn't a way to generate them (well, I haven't seen/heard of anyone using one yet). Steam as a way to beta test the Mods/games was/is an excellent idea as it continually updates the software and even if you have Steam, getting into the beta would still be quite hard (I didn't see any leaks around the place), but moving it to become a replacement to the CD just seems ridiculous and seems to have caused many misconceptions about it. But as long as they still publish CD's and downloadable files and the WONID system then I'll be fine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Jonathan Day Sent: Monday, April 22, 2002 1:05 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Need new content... I'm just wondering if you, Valve, are planning on updating the content all the time. I mean, if I'm going to start paying to play, I'd want some new content to play on. New Maps each month or week or something. If someone told me that's how it will be, then I'd sign up and start paying right now. Take GTA3, for instance. I was lost when I first got the game, because I had to learn all about the gameplay and stuff...and learn my way around the city. Then, when I figured it out, I made it to the second island and had to learn all over again...making it feel like a brand new game. Then the same for the third island. But, it stopped after the third island, and now it's just never getting that new feeling. I still play GTA3 and TFC all day, but I'd like a new city to play around in, ya know? If they just made it possible to frequently download and play new cities, the game would last forever, and always keep that new feeling. Of course, they're probably going to be doing that with the PC version...or at least I hope they are. Anyway, I'm trying to sayif I'm going to pay a monthly fee to play Half-Life and some of its mods, I'm going to want some new content each month. Not just bug fixes and stuff like that. I mean new maps, models, game modes, and stuff like that. TFC could use some new maps and such. I keep mentioning maps, because that's what I think would need to be updated more frequently. New maps make the game have that new, complicated, confusing, new feeling. (What?) New models add a little, but nothing compares to a new map that you have to learn and get the hang of. I had that feeling with dustbowl, casbah, avanti, and warpath...I think those are the most recent ones. Anyway, now I've gotten use to those new maps, and want newer maps. Don't get me wrong, I still want to play all the classing TFC maps, I just want some new stuff. I'm just sayin...new content: it would make me pay money to play. But, I'm on 56K, so I guess it doesn't really matter what I think. I'll get broadband somtime, though. If you asked me what I just talked about, I wouldn't know. I'm about to go to sleep at 8 in the morning. I just started reading my new e-mails, and started to think outloud in this message. Sorry if you feel like I wasted your time. Jonathan Day Trepidaiton Software www.trepidation-software.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Need new content...
You say about CD keys being secure, however thats not true, I know someone personaly who has acopy of HL but yet some of the time cant play online because someone happens to have the same CD key as 'im, probably via a keygen, heck this person has even been ban'd from the BY servers using this CD key. Steam imho is the future of software distro simply because it will drop the prices for the ppl making the software, and given time this price drop might well be passed onto the end user. CS:CZ is apprently going to be released via Steam and via CD at the same time, so ppl will still have the choice, but with ppl like NTL and BY in the UK soon to be offering 1MBit/sec CMs the issue about download speeds is slowly becominging a mute one, 8meg/min @ peak download speed is realistic (I've a 512Kbit CM atm and see the 4Meg/min download speed often from NTL). Also, this system could well open the door for indy. dev. companies, who have a product but dont want to get tied down to a contract with a large publisher. I dare say in the near future other systems such as this start to appear, because it is a good system, and with the client side stuff not being present on the clients computer (game wise) it should make things like the OGCHook less likely to appear. - Original Message - From: Philip (Fiber) [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 2:50 PM Subject: RE: [hlcoders] Need new content... I think (I say that because Valve really needs to clarify all of these things about steam) that the monthly fee is only if you want to try it out for a bit (um, what about a demo?) and you can still pay the full price to get full access to the game. Personally, steam doesn't appeal to me that much (from what I've been told) because it means that you don't get a CD and you are reliant on your username and password to get you access to the content and allow you to play online (if something goes wrong/someone steals your info, you're screwed). I prefer the CD way and the CD-Key on the back that was secure so that if you're computer or something happened, you could just put the CD in and in less that 5 minutes you were playing the game online again. With Steam, even with broadband (and with game sizes getting larger and larger) it would take a while to download the content (downloading as you go can cause freezeups and other problems) and then the issue of your SteamID or whatever the heck it is that allows you to use the system (u/p I'll say), if something at wherever they store it goes wrong (If it can go wrong, it will) or someone gets a hold of your u/p then they could have access to your subscriptions and content that you paid for. A CD-Key is a bit more secure because it is long, you can't play online without it and as far as I know there isn't a way to generate them (well, I haven't seen/heard of anyone using one yet). Steam as a way to beta test the Mods/games was/is an excellent idea as it continually updates the software and even if you have Steam, getting into the beta would still be quite hard (I didn't see any leaks around the place), but moving it to become a replacement to the CD just seems ridiculous and seems to have caused many misconceptions about it. But as long as they still publish CD's and downloadable files and the WONID system then I'll be fine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Jonathan Day Sent: Monday, April 22, 2002 1:05 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Need new content... I'm just wondering if you, Valve, are planning on updating the content all the time. I mean, if I'm going to start paying to play, I'd want some new content to play on. New Maps each month or week or something. If someone told me that's how it will be, then I'd sign up and start paying right now. Take GTA3, for instance. I was lost when I first got the game, because I had to learn all about the gameplay and stuff...and learn my way around the city. Then, when I figured it out, I made it to the second island and had to learn all over again...making it feel like a brand new game. Then the same for the third island. But, it stopped after the third island, and now it's just never getting that new feeling. I still play GTA3 and TFC all day, but I'd like a new city to play around in, ya know? If they just made it possible to frequently download and play new cities, the game would last forever, and always keep that new feeling. Of course, they're probably going to be doing that with the PC version...or at least I hope they are. Anyway, I'm trying to sayif I'm going to pay a monthly fee to play Half-Life and some of its mods, I'm going to want some new content each month. Not just bug fixes and stuff like that. I mean new maps, models, game modes, and stuff like that. TFC could use some new maps and such. I keep mentioning maps, because that's what I think
Re: [hlcoders] [OT] Need new content...
Jonathan Day wrote: I'm just wondering if you, Valve, are planning on updating the content all the time. I mean, if I'm going to start paying to play, I'd want some new content to play on. New Maps each month or week or something. If someone told me that's how it will be, then I'd sign up and start paying right now. Oh no, PLEASE. Let's not start the pay per play discussion in this list, too. It's bad enough already with all the misconceptions and rumors flying. Nobody is going to ask you to pay when you want to play if you bought the game. Please, this list is about HL *coding*. If you feel the need to add to the Steam confusion, do it on the hlds list, please. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Need new content...
Alright...let me not do that real quick. - Original Message - From: Florian Zschocke [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 10:41 AM Subject: Re: [hlcoders] [OT] Need new content... Jonathan Day wrote: I'm just wondering if you, Valve, are planning on updating the content all the time. I mean, if I'm going to start paying to play, I'd want some new content to play on. New Maps each month or week or something. If someone told me that's how it will be, then I'd sign up and start paying right now. Oh no, PLEASE. Let's not start the pay per play discussion in this list, too. It's bad enough already with all the misconceptions and rumors flying. Nobody is going to ask you to pay when you want to play if you bought the game. Please, this list is about HL *coding*. If you feel the need to add to the Steam confusion, do it on the hlds list, please. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Need new content...
Please, this list is about HL *coding*. If you feel the need to add to the Steam confusion, do it on the hlds list, please. Or, even better, do it in the Steam forum with the rest of the whiners, bitchers and moaners. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Need new content...
I'm not whining, bitching, or moaning. As a coder, mapper...and just a developer, I think this Steam will affect me and my mods in some way or another. But, I don't know how it will affect me, cause I don't know everything about it. - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 10:51 AM Subject: Re: [hlcoders] [OT] Need new content... Please, this list is about HL *coding*. If you feel the need to add to the Steam confusion, do it on the hlds list, please. Or, even better, do it in the Steam forum with the rest of the whiners, bitchers and moaners. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Need new content...
I'm not whining, bitching, or moaning. As a coder, mapper...and just a developer, I think this Steam will affect me and my mods in some way or another. But, I don't know how it will affect me, cause I don't know everything about it. ...and neither do the rest of us. Valve hasn't released a lot of the detail about how Steam will work with pay-once, pay-per-month, pay-per-play, how Steam will effect non-Steam MODs (if at all), and how MODs can become integrated in with Steam in the future. When Valve is ready to present more information they will. Until then it is pointless to discuss what everybody thinks about how Steam will effect them (since it's all speculation). If you have a specific problem with Steam once it has been officially released to the public (which it won't be for another few months), then you can post the problems you are having and try to get Valve to help resolve them. This isn't directed toward you Jonathan, but I don't see how it does anybody any good to post speculation on how Steam will cause the downfall of humanity and gaming as we know it. Wait until more details are available before condemning it. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Need new content...
Good points. I'll just see what it's like when it's released, since it's not too far away. All my questions will be answered. And, as I said before, sorry if I wasted your time. - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 11:15 AM Subject: Re: [hlcoders] [OT] Need new content... I'm not whining, bitching, or moaning. As a coder, mapper...and just a developer, I think this Steam will affect me and my mods in some way or another. But, I don't know how it will affect me, cause I don't know everything about it. ...and neither do the rest of us. Valve hasn't released a lot of the detail about how Steam will work with pay-once, pay-per-month, pay-per-play, how Steam will effect non-Steam MODs (if at all), and how MODs can become integrated in with Steam in the future. When Valve is ready to present more information they will. Until then it is pointless to discuss what everybody thinks about how Steam will effect them (since it's all speculation). If you have a specific problem with Steam once it has been officially released to the public (which it won't be for another few months), then you can post the problems you are having and try to get Valve to help resolve them. This isn't directed toward you Jonathan, but I don't see how it does anybody any good to post speculation on how Steam will cause the downfall of humanity and gaming as we know it. Wait until more details are available before condemning it. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Need new content...
i still cant understand why i should pay my £30 and have to wait 3 hours for the game to download when i can go to my local computer shop and buy it for £30 without waiting for 3 hours. Surly they should knock down the prices so i dont take the 5 min trip to the local computer game store! - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 5:15 PM Subject: Re: [hlcoders] [OT] Need new content... I'm not whining, bitching, or moaning. As a coder, mapper...and just a developer, I think this Steam will affect me and my mods in some way or another. But, I don't know how it will affect me, cause I don't know everything about it. ...and neither do the rest of us. Valve hasn't released a lot of the detail about how Steam will work with pay-once, pay-per-month, pay-per-play, how Steam will effect non-Steam MODs (if at all), and how MODs can become integrated in with Steam in the future. When Valve is ready to present more information they will. Until then it is pointless to discuss what everybody thinks about how Steam will effect them (since it's all speculation). If you have a specific problem with Steam once it has been officially released to the public (which it won't be for another few months), then you can post the problems you are having and try to get Valve to help resolve them. This isn't directed toward you Jonathan, but I don't see how it does anybody any good to post speculation on how Steam will cause the downfall of humanity and gaming as we know it. Wait until more details are available before condemning it. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Need new content...
www.steampowered.com contains lots of answers to your questions i might be wrong dpac. - Original Message - From: Jonathan Day [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 4:50 PM Subject: Re: [hlcoders] [OT] Need new content... I'm not whining, bitching, or moaning. As a coder, mapper...and just a developer, I think this Steam will affect me and my mods in some way or another. But, I don't know how it will affect me, cause I don't know everything about it. - Original Message - From: botman [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 10:51 AM Subject: Re: [hlcoders] [OT] Need new content... Please, this list is about HL *coding*. If you feel the need to add to the Steam confusion, do it on the hlds list, please. Or, even better, do it in the Steam forum with the rest of the whiners, bitchers and moaners. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] STEAM, the scourge of unknown proportions!!!
Steam raped my girlfriend and kidnapped my dog, i'll NEVER forgive it! We must unite against the unknown terror that is STEAM and oppose it at every opportunity! Ad Rock ;) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Network metering source code
Hey Charlie, Are your players overflowing all the time? at random times or at one specific point in the game? Unless youre doing some really bad loops with messages being sent inside them, or youre sending big hunks of data, you shouldnt have to change the networking.. Especially with all the client stuff I know you're doing. Make sure you've fixed the bug with the voice manager that causes overflows. You should comment out the calls to UpdateMasks() in CVoiceGameMgr::ClientCommand. Also, I made a metamod dll that counts user messages. Its very basic, but if you want it gimme a shout. Mugsy From: Charlie Cleveland [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: [hlcoders] Network metering source code Date: Fri, 19 Apr 2002 10:54:38 -0400 Hello everyone, In working on Natural Selection, I've encountered problems with players overflowing. Yahn tells me that this is because NS is sending too much reliable data to a player at once, causing the player to be disconnected. He also mentions that due to the vagaries of different mods and network data usage, the best solution is probably meter the network data, ie, network messages should be queued up, and only sent out a fixed rate, to prevent overflowage. I wrote a general purpose solution and it occurs to me that that other mods could benefit from it. http://www.natural-selection.org/iB_html/uploads/cgc-NetworkMeter.zip The main code is NetworkMeter.* and the hooks to the HL source are explained in NetworkMeterMisc.cpp. I'm still experimenting with values, but right now I have the data rate set to 1000 bytes per second, and we're seeing way less overflows, though we may still be seeing some. If this value is set very low, you'll see delays when joining teams, receiving your weapons list, etc. (but everything should still work). Feel free to use this code however you like. May your players never overflow again! -Charlie Charlie Cleveland Game programmer and designer http://www.natural-selection.org [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] STEAM, the scourge of unknown proportions!!!
and united with my dog while raping Steam? oror wait did that just confuse it more? and where does Terror fit into this crazy threesome? See, none of this ever would have happened if Valve hadn't tried to revolution software distribution geoff c wrote: Well that was actually me, and you mixed it up: I kidnapped your girlfriend and... -geoff At 02:54 AM 4/22/02 -0400, you wrote: Steam raped my girlfriend and kidnapped my dog, i'll NEVER forgive it! We must unite against the unknown terror that is STEAM and oppose it at every opportunity! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Updated SDK for 1109?
This is a multi-part message in MIME format. -- There won't be an updated SDK for 1109. There will definitely be one for the release after. There will probably be beta SDK releases between 1109 and the next release. I think that about covers it the won't/will/might be's. :) As for compilers, I'm already making the changes so both GCC 2.91.66 and GCC 2.95.2 will build the SDK. So, you can look forward to that. As for other compilers (MingW and Borland would be the only other likely candidates), that may or may not happen. It depends on how much time, probably mine :), is available. I'm not sure if this has already been covered, but the interface change for 1109 is a new func in enginefuncs_t, GetPlayerAuthID(). The only mods that need to worry about this are obviously the ones that want to do anything with user IDs (won/steam), and mods that act as a proxy or passthrough for the server DLL (like metamod, most bots, etc). The end of the enginefuncs_t struct will now need to look like this if your mod falls into the above categories: // Forces the client and server to be running with the same version of the specified file // ( e.g., a player model ). // Calling this has no effect in single player void(*pfnForceUnmodified) ( FORCE_TYPE type, float *mins, float *maxs, const char *filename ); void(*pfnGetPlayerStats)( const edict_t *pClient, int *ping, int *packet_loss ); void(*pfnAddServerCommand) ( char *cmd_name, void (*function) (void) ); // For voice communications, set which clients hear eachother. // NOTE: these functions take player entity indices (starting at 1). qboolean(*pfnVoice_GetClientListening)(int iReceiver, int iSender); qboolean(*pfnVoice_SetClientListening)(int iReceiver, int iSender, qboolean bListen); const char *(*pfnGetPlayerAuthId) ( edict_t *e ); } enginefuncs_t; -Original Message- From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Sunday, April 21, 2002 12:40 PM To: HL coders Subject: [hlcoders] Updated SDK for 1109? Since there were changes to the interface my guess is that there will be an update to the SDK when 1109 got released. I would like to suggest to base future updates of the SDK on the conversions of botman and Will Day which fixed some bugs and brought the SDK up to par. That would make life way easier for those of us who do not use MSVC for their development. So, Valve, any chance to see a SDK which actually compiles on gcc or MingW? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Updated SDK for 1109?
This is a multi-part message in MIME format. -- Oh also, if you know of bugs in the SDK (you mentioned bugs in your message below) source, the place to report them is [EMAIL PROTECTED] -Original Message- From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Sunday, April 21, 2002 12:40 PM To: HL coders Subject: [hlcoders] Updated SDK for 1109? Since there were changes to the interface my guess is that there will be an update to the SDK when 1109 got released. I would like to suggest to base future updates of the SDK on the conversions of botman and Will Day which fixed some bugs and brought the SDK up to par. That would make life way easier for those of us who do not use MSVC for their development. So, Valve, any chance to see a SDK which actually compiles on gcc or MingW? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Updated SDK for 1109?
Leon Hartwig wrote: As for compilers, I'm already making the changes so both GCC 2.91.66 and GCC 2.95.2 will build the SDK. So, you can look forward to that. I certainly am. Anxiously. :) As for other compilers (MingW and Borland would be the only other likely candidates), that may or may not happen. It depends on how much time, probably mine :), is available. You could base it on botman's version, he already did most of the work. ;) Thanks, Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] player Transparency
hey, i'm working on a mod that makes the player transparent for bursts of time, and for now, i've put in a couple lines of code under items.cpp in class CItemSuit i've used m_pPlayer-pev-rendermode = kRenderTransAlpha; m_pPlayer-pev-renderamt = hide; where hide = 18 for now... anyway, i know it would work as a weapon, but the commands aren't working as part of an item, not accepting the use of m_pPlayer: E:\phaseSource\dlls\items.cpp(184) : error C2065: 'm_pPlayer' : undeclared identifier sorry, i'm a new/inexperienced coder, please, help me out about how to fix this/get it to work (should i put it somewhere else?), thx [shArd] nonereally http://www.shardsoftware.cjb.net _ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] player Transparency
i'm working on a mod that makes the player transparent for bursts of time, and for now, i've put in a couple lines of code under items.cpp in class CItemSuit U, didn't you post this message a few days ago? Posting the same message again won't get you any more replies. You might want to post your question in the coding forums at www.planethalflife.com/wavelength The folks there are a little more likely to reply to newbie coding problems (but the replies you get are usually not as technically accurate as you'd get in this list). Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Updated SDK for 1109?
Out of curiosity, how much work are we looking at to get mods moved over to the new SDK. I realise it's a ways off but I presume you can gauge it in some vague sense. eg. next to none, a whole lot, etc. Just the idea of a new SDK (and one that's been altered to support different compilers, etc) fills me with an 'oh great, another way to fall behind the curve' type feeling ;) - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 8:48 PM Subject: RE: [hlcoders] Updated SDK for 1109? This is a multi-part message in MIME format. -- There won't be an updated SDK for 1109. There will definitely be one for the release after. There will probably be beta SDK releases between 1109 and the next release. I think that about covers it the won't/will/might be's. :) As for compilers, I'm already making the changes so both GCC 2.91.66 and GCC 2.95.2 will build the SDK. So, you can look forward to that. As for other compilers (MingW and Borland would be the only other likely candidates), that may or may not happen. It depends on how much time, probably mine :), is available. I'm not sure if this has already been covered, but the interface change for 1109 is a new func in enginefuncs_t, GetPlayerAuthID(). The only mods that need to worry about this are obviously the ones that want to do anything with user IDs (won/steam), and mods that act as a proxy or passthrough for the server DLL (like metamod, most bots, etc). The end of the enginefuncs_t struct will now need to look like this if your mod falls into the above categories: // Forces the client and server to be running with the same version of the specified file // ( e.g., a player model ). // Calling this has no effect in single player void (*pfnForceUnmodified) ( FORCE_TYPE type, float *mins, float *maxs, const char *filename ); void (*pfnGetPlayerStats) ( const edict_t *pClient, int *ping, int *packet_loss ); void (*pfnAddServerCommand) ( char *cmd_name, void (*function) (void) ); // For voice communications, set which clients hear eachother. // NOTE: these functions take player entity indices (starting at 1). qboolean (*pfnVoice_GetClientListening)(int iReceiver, int iSender); qboolean (*pfnVoice_SetClientListening)(int iReceiver, int iSender, qboolean bListen); const char *(*pfnGetPlayerAuthId) ( edict_t *e ); } enginefuncs_t; -Original Message- From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Sunday, April 21, 2002 12:40 PM To: HL coders Subject: [hlcoders] Updated SDK for 1109? Since there were changes to the interface my guess is that there will be an update to the SDK when 1109 got released. I would like to suggest to base future updates of the SDK on the conversions of botman and Will Day which fixed some bugs and brought the SDK up to par. That would make life way easier for those of us who do not use MSVC for their development. So, Valve, any chance to see a SDK which actually compiles on gcc or MingW? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Updated SDK for 1109?
You still have till 1.1.1.0 for that. Woah I like the sound of that ;) - Lakario This has been another thrillingly useless mail from the mind of Nathan, cheers. - Original Message - From: Paul Samways [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 5:44 PM Subject: Re: [hlcoders] Updated SDK for 1109? Out of curiosity, how much work are we looking at to get mods moved over to the new SDK. I realise it's a ways off but I presume you can gauge it in some vague sense. eg. next to none, a whole lot, etc. Just the idea of a new SDK (and one that's been altered to support different compilers, etc) fills me with an 'oh great, another way to fall behind the curve' type feeling ;) - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 8:48 PM Subject: RE: [hlcoders] Updated SDK for 1109? This is a multi-part message in MIME format. -- There won't be an updated SDK for 1109. There will definitely be one for the release after. There will probably be beta SDK releases between 1109 and the next release. I think that about covers it the won't/will/might be's. :) As for compilers, I'm already making the changes so both GCC 2.91.66 and GCC 2.95.2 will build the SDK. So, you can look forward to that. As for other compilers (MingW and Borland would be the only other likely candidates), that may or may not happen. It depends on how much time, probably mine :), is available. I'm not sure if this has already been covered, but the interface change for 1109 is a new func in enginefuncs_t, GetPlayerAuthID(). The only mods that need to worry about this are obviously the ones that want to do anything with user IDs (won/steam), and mods that act as a proxy or passthrough for the server DLL (like metamod, most bots, etc). The end of the enginefuncs_t struct will now need to look like this if your mod falls into the above categories: // Forces the client and server to be running with the same version of the specified file // ( e.g., a player model ). // Calling this has no effect in single player void (*pfnForceUnmodified) ( FORCE_TYPE type, float *mins, float *maxs, const char *filename ); void (*pfnGetPlayerStats) ( const edict_t *pClient, int *ping, int *packet_loss ); void (*pfnAddServerCommand) ( char *cmd_name, void (*function) (void) ); // For voice communications, set which clients hear eachother. // NOTE: these functions take player entity indices (starting at 1). qboolean (*pfnVoice_GetClientListening)(int iReceiver, int iSender); qboolean (*pfnVoice_SetClientListening)(int iReceiver, int iSender, qboolean bListen); const char *(*pfnGetPlayerAuthId) ( edict_t *e ); } enginefuncs_t; -Original Message- From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Sunday, April 21, 2002 12:40 PM To: HL coders Subject: [hlcoders] Updated SDK for 1109? Since there were changes to the interface my guess is that there will be an update to the SDK when 1109 got released. I would like to suggest to base future updates of the SDK on the conversions of botman and Will Day which fixed some bugs and brought the SDK up to par. That would make life way easier for those of us who do not use MSVC for their development. So, Valve, any chance to see a SDK which actually compiles on gcc or MingW? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Updated SDK for 1109?
I know, but I felt like asking now while the panic is still fresh ;) - Original Message - From: Nathan Taylor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 10:51 PM Subject: Re: [hlcoders] Updated SDK for 1109? You still have till 1.1.1.0 for that. Woah I like the sound of that ;) - Lakario This has been another thrillingly useless mail from the mind of Nathan, cheers. - Original Message - From: Paul Samways [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 5:44 PM Subject: Re: [hlcoders] Updated SDK for 1109? Out of curiosity, how much work are we looking at to get mods moved over to the new SDK. I realise it's a ways off but I presume you can gauge it in some vague sense. eg. next to none, a whole lot, etc. Just the idea of a new SDK (and one that's been altered to support different compilers, etc) fills me with an 'oh great, another way to fall behind the curve' type feeling ;) - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 8:48 PM Subject: RE: [hlcoders] Updated SDK for 1109? This is a multi-part message in MIME format. -- There won't be an updated SDK for 1109. There will definitely be one for the release after. There will probably be beta SDK releases between 1109 and the next release. I think that about covers it the won't/will/might be's. :) As for compilers, I'm already making the changes so both GCC 2.91.66 and GCC 2.95.2 will build the SDK. So, you can look forward to that. As for other compilers (MingW and Borland would be the only other likely candidates), that may or may not happen. It depends on how much time, probably mine :), is available. I'm not sure if this has already been covered, but the interface change for 1109 is a new func in enginefuncs_t, GetPlayerAuthID(). The only mods that need to worry about this are obviously the ones that want to do anything with user IDs (won/steam), and mods that act as a proxy or passthrough for the server DLL (like metamod, most bots, etc). The end of the enginefuncs_t struct will now need to look like this if your mod falls into the above categories: // Forces the client and server to be running with the same version of the specified file // ( e.g., a player model ). // Calling this has no effect in single player void (*pfnForceUnmodified) ( FORCE_TYPE type, float *mins, float *maxs, const char *filename ); void (*pfnGetPlayerStats) ( const edict_t *pClient, int *ping, int *packet_loss ); void (*pfnAddServerCommand) ( char *cmd_name, void (*function) (void) ); // For voice communications, set which clients hear eachother. // NOTE: these functions take player entity indices (starting at 1). qboolean (*pfnVoice_GetClientListening)(int iReceiver, int iSender); qboolean (*pfnVoice_SetClientListening)(int iReceiver, int iSender, qboolean bListen); const char *(*pfnGetPlayerAuthId) ( edict_t *e ); } enginefuncs_t; -Original Message- From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Sunday, April 21, 2002 12:40 PM To: HL coders Subject: [hlcoders] Updated SDK for 1109? Since there were changes to the interface my guess is that there will be an update to the SDK when 1109 got released. I would like to suggest to base future updates of the SDK on the conversions of botman and Will Day which fixed some bugs and brought the SDK up to par. That would make life way easier for those of us who do not use MSVC for their development. So, Valve, any chance to see a SDK which actually compiles on gcc or MingW? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Updated SDK for 1109?
Ohhh fun, scare the little people some more just cuz you can. - Lakario This has been another thrillingly useless mail from the mind of Nathan, cheers. - Original Message - From: Paul Samways [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 6:02 PM Subject: Re: [hlcoders] Updated SDK for 1109? I know, but I felt like asking now while the panic is still fresh ;) - Original Message - From: Nathan Taylor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 10:51 PM Subject: Re: [hlcoders] Updated SDK for 1109? You still have till 1.1.1.0 for that. Woah I like the sound of that ;) - Lakario This has been another thrillingly useless mail from the mind of Nathan, cheers. - Original Message - From: Paul Samways [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 5:44 PM Subject: Re: [hlcoders] Updated SDK for 1109? Out of curiosity, how much work are we looking at to get mods moved over to the new SDK. I realise it's a ways off but I presume you can gauge it in some vague sense. eg. next to none, a whole lot, etc. Just the idea of a new SDK (and one that's been altered to support different compilers, etc) fills me with an 'oh great, another way to fall behind the curve' type feeling ;) - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 8:48 PM Subject: RE: [hlcoders] Updated SDK for 1109? This is a multi-part message in MIME format. -- There won't be an updated SDK for 1109. There will definitely be one for the release after. There will probably be beta SDK releases between 1109 and the next release. I think that about covers it the won't/will/might be's. :) As for compilers, I'm already making the changes so both GCC 2.91.66 and GCC 2.95.2 will build the SDK. So, you can look forward to that. As for other compilers (MingW and Borland would be the only other likely candidates), that may or may not happen. It depends on how much time, probably mine :), is available. I'm not sure if this has already been covered, but the interface change for 1109 is a new func in enginefuncs_t, GetPlayerAuthID(). The only mods that need to worry about this are obviously the ones that want to do anything with user IDs (won/steam), and mods that act as a proxy or passthrough for the server DLL (like metamod, most bots, etc). The end of the enginefuncs_t struct will now need to look like this if your mod falls into the above categories: // Forces the client and server to be running with the same version of the specified file // ( e.g., a player model ). // Calling this has no effect in single player void (*pfnForceUnmodified) ( FORCE_TYPE type, float *mins, float *maxs, const char *filename ); void (*pfnGetPlayerStats) ( const edict_t *pClient, int *ping, int *packet_loss ); void (*pfnAddServerCommand) ( char *cmd_name, void (*function) (void) ); // For voice communications, set which clients hear eachother. // NOTE: these functions take player entity indices (starting at 1). qboolean (*pfnVoice_GetClientListening)(int iReceiver, int iSender); qboolean (*pfnVoice_SetClientListening)(int iReceiver, int iSender, qboolean bListen); const char *(*pfnGetPlayerAuthId) ( edict_t *e ); } enginefuncs_t; -Original Message- From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Sunday, April 21, 2002 12:40 PM To: HL coders Subject: [hlcoders] Updated SDK for 1109? Since there were changes to the interface my guess is that there will be an update to the SDK when 1109 got released. I would like to suggest to base future updates of the SDK on the conversions of botman and Will Day which fixed some bugs and brought the SDK up to par. That would make life way easier for those of us who do not use MSVC for their development. So, Valve, any chance to see a SDK which actually compiles on gcc or MingW? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Visible but no collision breakable
I see two potential problems with the way you're spawning the entity. First, you're using GetClassPtr() to create an instance of the CBreakable class. Most other places in the SDK where an entity is created use the CREATE_NAMED_ENTITY() macro to instantiate the class. This is wrong, there are 8 calls to CREATE_NAMED_ENTITY and 81 calls to GetClassPtr, in my mod anyways :} Second, you should call DispatchSpawn() instead of calling the CBreakable's spawn function yourself. Take a look at CBaseEntity::Create() or CMonsterMaker::MakeMonster() for other examples of how entities can be created by other entities in the SDK. Calling the spawn function is fine, it is done for grenades, spraycans, rpg rockets and many other things. Fundamentally I don't think there is much difference in either of these methods. However as nothing else has worked I tried the following code, with exactly the same results, i.e it spawn and is displayed but does not collide. Vector origint = VecBModelOrigin(pev); // Get origin of model edict_t *pent; CBaseEntity *pEntity; pent = CREATE_NAMED_ENTITY(MAKE_STRING(func_breakable)); if ( !(FNullEnt( pent ) )) { pEntity = Instance( pent ); pEntity-pev-origin = origint; pEntity-pev-model = MAKE_STRING(CSDE_MODEL); DispatchSpawn(pent); } Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Updated SDK for 1109?
Yea, how do change from SDK to SDK because I have a lot of uncommented spagetti code that seems to blend in nicely with the current HalfLife code (there should be a 'highlight changes' button). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Paul Samways Sent: Monday, April 22, 2002 10:02 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Updated SDK for 1109? I know, but I felt like asking now while the panic is still fresh ;) - Original Message - From: Nathan Taylor [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 10:51 PM Subject: Re: [hlcoders] Updated SDK for 1109? You still have till 1.1.1.0 for that. Woah I like the sound of that ;) - Lakario This has been another thrillingly useless mail from the mind of Nathan, cheers. - Original Message - From: Paul Samways [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 5:44 PM Subject: Re: [hlcoders] Updated SDK for 1109? Out of curiosity, how much work are we looking at to get mods moved over to the new SDK. I realise it's a ways off but I presume you can gauge it in some vague sense. eg. next to none, a whole lot, etc. Just the idea of a new SDK (and one that's been altered to support different compilers, etc) fills me with an 'oh great, another way to fall behind the curve' type feeling ;) - Original Message - From: Leon Hartwig [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, April 21, 2002 8:48 PM Subject: RE: [hlcoders] Updated SDK for 1109? This is a multi-part message in MIME format. -- There won't be an updated SDK for 1109. There will definitely be one for the release after. There will probably be beta SDK releases between 1109 and the next release. I think that about covers it the won't/will/might be's. :) As for compilers, I'm already making the changes so both GCC 2.91.66 and GCC 2.95.2 will build the SDK. So, you can look forward to that. As for other compilers (MingW and Borland would be the only other likely candidates), that may or may not happen. It depends on how much time, probably mine :), is available. I'm not sure if this has already been covered, but the interface change for 1109 is a new func in enginefuncs_t, GetPlayerAuthID(). The only mods that need to worry about this are obviously the ones that want to do anything with user IDs (won/steam), and mods that act as a proxy or passthrough for the server DLL (like metamod, most bots, etc). The end of the enginefuncs_t struct will now need to look like this if your mod falls into the above categories: // Forces the client and server to be running with the same version of the specified file // ( e.g., a player model ). // Calling this has no effect in single player void (*pfnForceUnmodified) ( FORCE_TYPE type, float *mins, float *maxs, const char *filename ); void (*pfnGetPlayerStats) ( const edict_t *pClient, int *ping, int *packet_loss ); void (*pfnAddServerCommand) ( char *cmd_name, void (*function) (void) ); // For voice communications, set which clients hear eachother. // NOTE: these functions take player entity indices (starting at 1). qboolean (*pfnVoice_GetClientListening)(int iReceiver, int iSender); qboolean (*pfnVoice_SetClientListening)(int iReceiver, int iSender, qboolean bListen); const char *(*pfnGetPlayerAuthId) ( edict_t *e ); } enginefuncs_t; -Original Message- From: Florian Zschocke [mailto:[EMAIL PROTECTED]] Sent: Sunday, April 21, 2002 12:40 PM To: HL coders Subject: [hlcoders] Updated SDK for 1109? Since there were changes to the interface my guess is that there will be an update to the SDK when 1109 got released. I would like to suggest to base future updates of the SDK on the conversions of botman and Will Day which fixed some bugs and brought the SDK up to par. That would make life way easier for those of us who do not use MSVC for their development. So, Valve, any chance to see a SDK which actually compiles on gcc or MingW? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders