Re: [hlcoders] HL 1.1.0.9 Update

2002-04-21 Thread Tom

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

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Re: [hlcoders] 1109 to contain any code we should know about?

2002-04-21 Thread Tom

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
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RE: [hlcoders] HL 1.1.0.9 Update

2002-04-21 Thread Philip (Fiber)

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

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Re: [hlcoders] 1109 to contain any code we should know about?

2002-04-21 Thread botman

 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

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Re: [hlcoders] Need new content...

2002-04-21 Thread Jonathan Day

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
 
 
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RE: [hlcoders] Need new content...

2002-04-21 Thread Philip (Fiber)

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


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Re: [hlcoders] Need new content...

2002-04-21 Thread _Phantom_

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...

2002-04-21 Thread Florian Zschocke

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.
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Re: [hlcoders] [OT] Need new content...

2002-04-21 Thread Jonathan Day

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.
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Re: [hlcoders] [OT] Need new content...

2002-04-21 Thread botman

 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

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Re: [hlcoders] [OT] Need new content...

2002-04-21 Thread Jonathan Day

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

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Re: [hlcoders] [OT] Need new content...

2002-04-21 Thread botman

 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

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Re: [hlcoders] [OT] Need new content...

2002-04-21 Thread Jonathan Day

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

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Re: [hlcoders] [OT] Need new content...

2002-04-21 Thread Tom

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

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Re: [hlcoders] [OT] Need new content...

2002-04-21 Thread Deepak Manglani

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
 
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[hlcoders] STEAM, the scourge of unknown proportions!!!

2002-04-21 Thread Adam Saltsman

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

;)

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Re: [hlcoders] Network metering source code

2002-04-21 Thread Mugsy _


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]

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Re: [hlcoders] STEAM, the scourge of unknown proportions!!!

2002-04-21 Thread Adam Saltsman

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!


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RE: [hlcoders] Updated SDK for 1109?

2002-04-21 Thread Leon Hartwig

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.
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 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

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RE: [hlcoders] Updated SDK for 1109?

2002-04-21 Thread Leon Hartwig

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.
 ___
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 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

--
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Re: [hlcoders] Updated SDK for 1109?

2002-04-21 Thread Florian Zschocke

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.
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[hlcoders] player Transparency

2002-04-21 Thread omar c

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


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Re: [hlcoders] player Transparency

2002-04-21 Thread botman

 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

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Re: [hlcoders] Updated SDK for 1109?

2002-04-21 Thread Paul Samways

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 ]
 --

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Re: [hlcoders] Updated SDK for 1109?

2002-04-21 Thread Nathan Taylor

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 ]
  --
 
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 please visit:
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Re: [hlcoders] Updated SDK for 1109?

2002-04-21 Thread Paul Samways

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 ]
   --
  
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 please visit:
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Re: [hlcoders] Updated SDK for 1109?

2002-04-21 Thread Nathan Taylor

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.
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Re: [hlcoders] Visible but no collision breakable

2002-04-21 Thread Jeff Fearn

 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.



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RE: [hlcoders] Updated SDK for 1109?

2002-04-21 Thread Philip (Fiber)

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. ___
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archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
   
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