[hlcoders] Source SDK Doc

2004-12-04 Thread r00t 3:16
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Not a wiki site but here are the project docs for the entire hl2 source sdk everything project file. (I haven't uploaded all the files which is why there is only 2 links.) http://www.totalretribution

[hlcoders] Finally a coding wiki!

2004-12-04 Thread Hasan Aljudy
http://www.hl2coding.com/wiki/ well, someone finally made it! It's kinda empty now .. so go post stuff there! (btw, plz don't tell me there is already hl2world, as they support the stolen build and I wouldn't consider them a good part of the community, their contribution is negative) __

[hlcoders] setting multiplayer mode

2004-12-04 Thread Hasan Aljudy
I don't know if this is a n00b question or not .. I made my mod with the "modify half-life 2" option, and as I was having a look at some of the VGUI stuff, I found some classes that control text input and chatting .. so I thought cool, I wanna play with it. I tried to put some break points and stuf

RE: [hlcoders] Compiling on Linux

2004-12-04 Thread David Anderson
Ahhh, I see, I need to have the game binaries on hand... missed that. Sigh. Thanks. -David Anderson On Sat, 4 Dec 2004, Alfred Reynolds wrote: This document: http://www.valve-erc.com/srcsdk/linux_compiling.html Describes the environment you need to compile the SDK under linux. Note that y

RE: [hlcoders] Compiling on Linux

2004-12-04 Thread Alfred Reynolds
This document: http://www.valve-erc.com/srcsdk/linux_compiling.html Describes the environment you need to compile the SDK under linux. Note that you also need to setup the base Makefile before being able to compile the SDK. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL

RE: [hlcoders] material missing in hud message

2004-12-04 Thread Alfred Reynolds
That material is hl2\materials\vgui\plugin\message_waiting.[vmt,vtf]. It looks like that file isn't in the materials depot yet (an oversight), we will fix that up. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of john smith Sent: Saturday, December

[hlcoders] material missing in hud message

2004-12-04 Thread john smith
When I send a message to the client in HL2 DM there is always a material missing, it goes away when the message starts to send. Here's an example: http://useast.recongamer.com/images/sendmsg.jpg ___ To unsubscribe, edit your list preferences, or view th

Re: [hlcoders] Compiling on Linux

2004-12-04 Thread john smith
I don't have any files in src\lib that end in .so either On Sun, 5 Dec 2004 00:33:03 -0500 (EST), David Anderson <[EMAIL PROTECTED]> wrote: > Am I the only one whose SDK is simply missing the Linux libraries required > to compile the SDK? > > The makefiles in src\linux_sdk reference versions of

[hlcoders] Compiling on Linux

2004-12-04 Thread David Anderson
Am I the only one whose SDK is simply missing the Linux libraries required to compile the SDK? The makefiles in src\linux_sdk reference versions of src\lib files that end in _i486.so and they aren't there. Thanks, -David Anderson ___ To unsubscri

Re: [hlcoders] HL2DM code?

2004-12-04 Thread r00t 3:16
That is a good point also. I am learning things also, however I have not modding in hl1. I am sure some things are similar and some things aren't, so you get somewhat of a jist of things. For the new people getting into this, there is a larger learning curve. I am learning however, alot of help a

[hlcoders] error message free(): invalid pointer 0x401e2480!

2004-12-04 Thread Chris Moyer
what is this error message and why do I get about 100 of them every time I start the server? I'm running Ubuntoo (debian mod) Linux with a 2.6.8 kernel. Thanks again --Chris Moyer ___ To unsubscribe, edit your list preferences, or view the list archives,

[hlcoders] (no subject)

2004-12-04 Thread r00t 3:16
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone successfully compiled the 3dmax exporter? \src\utils\vtaexp I am getting bunch of errors. \Microsoft Visual Studio\VC98\Include\LIMITS(105): error C2906: 'std::numeric_limits' : explicit

Re: [hlcoders] IRC Channel

2004-12-04 Thread NuclearFriend
/server irc.gamesurge.net /join #wavelength On Sat, 4 Dec 2004 21:26:33 -0600, john smith <[EMAIL PROTECTED]> wrote: > /server irc.gamesurge.net > /join #sourcemod > > /server irc.ircbear.com > /join #valveerc > > /server irc.quakenet.org > /join #hl2coding,#halflife2.coding > > > > > On Sat, 4 De

Re: [hlcoders] IRC Channel

2004-12-04 Thread James Williams
There's also #wavelength on irc.gamesurge.net, although I'm slightly biased in that regard. :) -- -James "Corvidae" Williams ([EMAIL PROTECTED]) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valves

RE: [hlcoders] IRC Channel

2004-12-04 Thread Tony \"omega\" Sergi
/server irc.gamesurge.net /join #wavelength -omega -Original Message- From: john smith [mailto:[EMAIL PROTECTED] Sent: December 4, 2004 10:27 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] IRC Channel /server irc.gamesurge.net /join #sourcemod /server irc.ircbear.com /join #valveerc

Re: [hlcoders] IRC Channel

2004-12-04 Thread john smith
/server irc.gamesurge.net /join #sourcemod /server irc.ircbear.com /join #valveerc /server irc.quakenet.org /join #hl2coding,#halflife2.coding On Sat, 4 Dec 2004 22:16:02 -0500, ChessMess <[EMAIL PROTECTED]> wrote: > Is there a preferred IRC channel/server where HLCoders hang out at? > > -- > C

[hlcoders] IRC Channel

2004-12-04 Thread ChessMess
Is there a preferred IRC channel/server where HLCoders hang out at? -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/

RE: [hlcoders] HL2DM code?

2004-12-04 Thread Tony \"omega\" Sergi
I'm personally glad it's like this. I don't have to rip out as much stuff to do what I want, and I learn more because I have to study more. It feels like I'm actually making a mod, and not just hacking up stuff like starting from scratch in hl1. -omega Oh and I have a thread on wavelength where

Re: [hlcoders] HL2DM code?

2004-12-04 Thread r00t 3:16
I wouldn't say it is pathetic. At least they gave us something.. However structure layout documentation for the project files would of been helpful. I was kind of suprised to only have a barebones multiplayer sdk. The hl2 teammode or dm both should of been included. That would at least give everyo

Re: [hlcoders] HL2DM code?

2004-12-04 Thread Patrick
I wouldn't say it's *pathetic*. The code is quite sloppy though. The Q2, Q3, Doom3 and UT2K4 SDK's are a lot cleaner in terms of code. I'm just hoping Valve releases a 2nd SDK that allows us to mod HL2DM directly. On Sun, 5 Dec 2004 02:02:15 + (GMT), Nicholas Rhead <[EMAIL PROTECTED]> wrot

Re: [hlcoders] Server Plugins still don't work in steam.

2004-12-04 Thread Ray Toye
Mine loads what I did is I put the dll in the addons folder as as the vdf file and made my entry in the vdf file like this: "Plugin" { "file" "../cstrike/addons/serverplugin_empty" } --- Nicholas Rhead <[EMAIL PROTECTED]> wrote: > I can compile the serverplugin_empty project and get >

[hlcoders] Server Plugins still don't work in steam.

2004-12-04 Thread Nicholas Rhead
I can compile the serverplugin_empty project and get the vdf file to be found by steam but I still can't get the plugin to load. I've read up on the latest info regarding the update to steam to fix the serverplugin not loading in steam, but it still doesn't work for me. My serverplugin_empty.vdf:

Re: [hlcoders] HL2DM code?

2004-12-04 Thread Nicholas Rhead
Most of us are modders. Yet you (valve) have given nothing for us to mod! The SDK is pathetic. I may sound harsh, but I'm sure I speak for a lot of ppl. --- "r00t 3:16" <[EMAIL PROTECTED]> wrote: > Yea, > I was kind of hoping the same thing... > Would of been nice to have hl2dm then start modifin

Re: [hlcoders] HL2DM code?

2004-12-04 Thread r00t 3:16
Yea, I was kind of hoping the same thing... Would of been nice to have hl2dm then start modifing from there so you can see how things work and get an idea how the sdk works. Maybe valve will give us some kind of roadmap :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From:

Re: [hlcoders] HL2DM code?

2004-12-04 Thread Patrick
IMO, the code shipped with the SDK is rather messy. It's like some hacked and slapped together version of CS:S code. I'd love to see Valve give us the HL2DM code, as it would probably be a lot cleaner to build off of. On Sat, 04 Dec 2004 16:09:19 +0100, Sylvain Gravejat <[EMAIL PROTECTED]> wrot

[hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin

2004-12-04 Thread Tristan Fairbairn
Hi list, I'm messing about with a plugin and i'm getting a crash when trying to access an edict_t* returned by PEntityOfEntIndex(int iEntIndex) I'm basically trying to find out info about entities based on the client index (eventually i'd like to do it based on name and/or steam id). Code goes a

RE: [hlcoders] Determining when a player is dead or alive (as well as if they're a bot)

2004-12-04 Thread Josh
Have any advice on using c_basplayer.h? I added it to my project and got about 100 errors in different files :( Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Saturday, December 04, 2004 6:33 PM To: [EMAIL PROTECTED] Subject: Re: [hlcod

[hlcoders] NPCs acting differently

2004-12-04 Thread Gerald
Hi I'm trying to get NPCs to work in a multiplayer mod. What I've done use use the single player code and run it with a net_start, sv_lan 1, maxplayers 10 before starting the map. Players join fine, but NPCs just sit there. I worked out that it is the maxplayers variable that changes how NPCs behav

Re: [hlcoders] Client/Server System

2004-12-04 Thread Draco
well, in summary, mat, if you want to change how the HUD is drawn or how the player selects weapons or something similar, the client side is what you want. but if you want a new weapon or model, a new game mode or bots or something, you will need the server side code -Draco __

Re: [hlcoders] Srcds won't load debug builds

2004-12-04 Thread David Anderson
Well, I figured out that I have to attach the debugger _before_ starting srcds. Oops :) -David Anderson On Sat, 4 Dec 2004, David Anderson wrote: Sorry if this has been answered already... When I load a debug build of my server plugin, srcds brings up a window titled "Error" that says: "M

Re: [hlcoders] Determining when a player is dead or alive (as well as if they're a bot)

2004-12-04 Thread Teddy
I believe you're after IsAlive() && IsPlayer(). See also IsPlayerDead() On Sat, 4 Dec 2004 17:58:38 -0500, Josh <[EMAIL PROTECTED]> wrote: > Anyone know this? > > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Josh > Sent: Saturday, December 04,

Re: [hlcoders] can't debug!

2004-12-04 Thread James Hoegl
I know, I was just stating that if you wanted to play a little HL2, you would need to remove the steam.dll and the steamapp.cfg, else you would get kicked out of the game with an error. Alfred Reynolds wrote: You cannot debug app launch basic HL2 (nor do you need to, you need to debug your own mod

[hlcoders] Srcds won't load debug builds

2004-12-04 Thread David Anderson
Sorry if this has been answered already... When I load a debug build of my server plugin, srcds brings up a window titled "Error" that says: "Module bin/ is a debug build". Then it exits. I built the sample serverplugin in debug mode fine, did I leave something out in my new project file? Thanks,

Re: [hlcoders] Log currently not working in serverplugin?

2004-12-04 Thread Ronny Schedel
Sorry, my fault, LogPrint is working now. I thought I used a overwritten Log(), but my program used the non working Log(). Greets Ronny Use engine->LogPrint(), I just confirmed that it works in a server plugin. Log() appears to have a bug, I will look into it. You need to have logging enabled (via

RE: [hlcoders] Determining when a player is dead or alive (as well as if they're a bot)

2004-12-04 Thread Josh
Anyone know this? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Saturday, December 04, 2004 3:47 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Determining when a player is dead or alive (as well as if they're a bot) This is a multi-part messag

RE: [hlcoders] Log currently not working in serverplugin?

2004-12-04 Thread Alfred Reynolds
Use engine->LogPrint(), I just confirmed that it works in a server plugin. Log() appears to have a bug, I will look into it. You need to have logging enabled (via "log on") for LogPrint() to log to log files. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On B

Re: [hlcoders] get what player is looking at in plugin?

2004-12-04 Thread john smith
how do I get a player's rotation from their edict? On Sat, 04 Dec 2004 16:31:35 -0600, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > john smith wrote: > > > > Is there a way to get the vector the player is looking at in a plugin? > > Convert the edict rotation to a vector? > > -- > Jeffrey "

Re: [hlcoders] get what player is looking at in plugin?

2004-12-04 Thread Jeffrey \"botman\" Broome
john smith wrote: Is there a way to get the vector the player is looking at in a plugin? Convert the edict rotation to a vector? -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://li

Re: [hlcoders] Console command for clients?

2004-12-04 Thread Ronny Schedel
Nope, you are wrong, that does not work. Greets Ronny For a plugin you should use FCVAR_PLUGIN. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Saturday, December 04, 2004 12:52 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Co

Re: [hlcoders] MP GameMode

2004-12-04 Thread r00t 3:16
Actually, in for team play I probably do not need to add these to [multiplay_gamerules.cpp] or [multiplay_gamerules.h] I would need to add these to [teamplay_gamerules.cpp] and [gamevars_shared.cpp] This correct? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "r00t

[hlcoders] get what player is looking at in plugin?

2004-12-04 Thread john smith
Is there a way to get the vector the player is looking at in a plugin? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Log currently not working in serverplugin?

2004-12-04 Thread Ronny Schedel
Logging is on, files are created, all usual log goes into it, but nothing from my serverplugin. Its running under cs:s. Greets Ronny Make sure you enabled logging (via "log on") otherwise logging produces no output. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED

Re: [hlcoders] MP GameMode

2004-12-04 Thread r00t 3:16
Actually couple things 1) Is it possible to rotate different game modes? The game modes will be ts_mapname or sc_mapname the ts (team survival) and sc (some other cool mode) Will be determined by the map. In the config I wanted to add something like this (server.cfg) mp_ts_maprounds = 4 mp_ts_map

Re: [hlcoders] Console command for clients?

2004-12-04 Thread Manip
I thought I tried that, clearly I didn't, THANK YOU! :-) Ignore my previous reply I was still downloading mail at the time. - Original Message - From: "Ronny Schedel" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, December 04, 2004 8:52 PM Subject: Re: [hlcoders] Console comman

RE: [hlcoders] Console command for clients?

2004-12-04 Thread Alfred Reynolds
It's a server command, so a client needs to use "rcon" to execute server commands. You should use ClientCommand() for client commands :-) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent: Saturday, December 04, 2004 1:14 PM To: [EMAIL PRO

Re: [hlcoders] Client/Server System

2004-12-04 Thread r00t 3:16
Thanks, I do understand how client / servers work however, You explained some more things I was not so sure about. Thanks again.. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, Dece

Re: [hlcoders] Console command for clients?

2004-12-04 Thread Manip
Fine but then how do I register a command so the clients can call it? And don't tell me it can't be done because I have done it and so have AMX/AM/etc on 1.6. If I use CON_COMMAND in the serverplugin_empty.cpp it does not work on a client. It gives you an unknown commaand error, works on the server

RE: [hlcoders] Console command for clients?

2004-12-04 Thread Alfred Reynolds
For a plugin you should use FCVAR_PLUGIN. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Saturday, December 04, 2004 12:52 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Console command for clients? > CON_COMMAND_F with flag

Re: [hlcoders] Console command for clients?

2004-12-04 Thread Ronny Schedel
CON_COMMAND_F with flags FCVAR_GAMEDLL should fit your needs. Greets Ronny In the default plugin project if I register a console command within 'convar.cpp' the clients can "see" and use the command as well as the server console. If however I register a command within 'serverplugin_empty.cpp' the

RE: [hlcoders] MP GameMode

2004-12-04 Thread Alfred Reynolds
FCVAR_NOTIFY causes a message to be printed in players console when the value is changed. FCVAR_REPLICATED causes the cvar value to be sent (replicated) to all clients (so it is required to make FCVAR_NOTIFY useful). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECT

Re: [hlcoders] Gmail & Mailing Lists

2004-12-04 Thread Hasan Aljudy
Yup, gmail makes it just like a forum .. the only thing is you can't edit your posts :P but it still fails sometimes .. like the SV: some people/clients put in the subject and stuff like that. On Sat, 4 Dec 2004 13:54:07 -0600, john smith <[EMAIL PROTECTED]> wrote: > I agree also. > > > > > On S

[hlcoders] Determining when a player is dead or alive (as well as if they're a bot)

2004-12-04 Thread Josh
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How can I determine if a user is dead or alive? Will I need to catch the game_events and keep track myself? Or can I access something like v.deadflag in HL1. Also, how can I determine if the user is

Re: [hlcoders] unsupported type error

2004-12-04 Thread John Carr
im getting this error when i try to compile in VC++ 6 using the information published on here earlier (http://hl2sdk.wolferix.de/index.php/Compiling). same line. On Thu, 2 Dec 2004 18:45:32 +1000, Draco <[EMAIL PROTECTED]> wrote: > this is the only error i still get when compiling client dll > >

RE: [hlcoders] ClientCommand

2004-12-04 Thread Alfred Reynolds
The CreateMessage() system rate limits the speed at which you can send messages to clients (read the code for details), you are seeing this. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ray Toye Sent: Saturday, December 04, 2004 3:39 AM To: [EMA

RE: [hlcoders] Log currently not working in serverplugin?

2004-12-04 Thread Alfred Reynolds
Make sure you enabled logging (via "log on") otherwise logging produces no output. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Saturday, December 04, 2004 5:54 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Log currently not w

[hlcoders] MP GameMode

2004-12-04 Thread r00t 3:16
I am working on adding some gametype options for the game modes which will be included in a mod.. [multiplay_gamerules.cpp] ConVar mp_timelimit( "mp_timelimit", "0", FCVAR_NOTIFY|FCVAR_REPLICATED, "game time per map in minutes" ); I am not sure what the FCVAR_NOTIFY|FCVAR_REPLICATED is used for o

RE: [hlcoders] VGUI2

2004-12-04 Thread Alfred Reynolds
VGUI2 is a client side system, it has nothing to do with servers (it's a framework to draw complex UI's). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Freecode Sent: Saturday, December 04, 2004 11:12 AM To: [EMAIL PROTECTED] Subject: [hlcoders]

RE: [hlcoders] Creating effects

2004-12-04 Thread Alfred Reynolds
You need to query Ieffects from the gameFactory, not the interfaceFactory (the game provides the effects, not the engine :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent: Saturday, December 04, 2004 9:25 AM To: [EMAIL PROTECTED] Subject

RE: [hlcoders] can't debug!

2004-12-04 Thread Alfred Reynolds
You cannot debug app launch basic HL2 (nor do you need to, you need to debug your own mod :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl Sent: Saturday, December 04, 2004 11:20 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] can't

RE: [hlcoders] Console command for clients?

2004-12-04 Thread Alfred Reynolds
Plugins are server side only, putting them in convar is wrong and won't work. You need to register them in serverplugin_empty.cpp. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent: Saturday, December 04, 2004 12:23 PM To: [EMAIL PROTECTED

RE: [hlcoders] Server plugins

2004-12-04 Thread Alfred Reynolds
Yes, the path can be absolute. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Florian Zschocke Sent: Saturday, December 04, 2004 2:56 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Server plugins > Alfred Reynolds wrote: > > > > All binaries sh

[hlcoders] Console command for clients?

2004-12-04 Thread Manip
In the default plugin project if I register a console command within 'convar.cpp' the clients can "see" and use the command as well as the server console. If however I register a command within 'serverplugin_empty.cpp' the client can not see the console command but the server can. I would just regi

Re: [hlcoders] Client/Server System

2004-12-04 Thread Jeffrey \"botman\" Broome
r00t 3:16 wrote: If I understand "botmans" post correctly. This might not be as technical as botmans explanation The rocket launcher is on the client side, because the client needs to know about it. If there was no code about a rocket launcher on the client side, the client would not be able to

Re: [hlcoders] Gmail & Mailing Lists

2004-12-04 Thread john smith
I agree also. On Sat, 4 Dec 2004 19:39:47 +, John Carr <[EMAIL PROTECTED]> wrote: > i have to agree with you. i have 26 unread "conversations" right now - > so much easier to handle that number of emails than if id still had to > trawl through outlook, mail by mail. > > john > > > > > On Sat,

Re: [hlcoders] Gmail & Mailing Lists

2004-12-04 Thread John Carr
i have to agree with you. i have 26 unread "conversations" right now - so much easier to handle that number of emails than if id still had to trawl through outlook, mail by mail. john On Sat, 4 Dec 2004 14:31:51 -0500, ChessMess <[EMAIL PROTECTED]> wrote: > I have to admit that I've enjoyed the

Re: [hlcoders] HL2DM code?

2004-12-04 Thread ChessMess
I wouldn't mind seeing TFC:Source code released.:) On Sat, 04 Dec 2004 16:09:19 +0100, Sylvain Gravejat <[EMAIL PROTECTED]> wrote: > With the release of HL2 Deathmatch, I was expecting the SDK code base to be > the DM. I'm guessing it would be a much better base for most modders. Any > chan

[hlcoders] Gmail & Mailing Lists

2004-12-04 Thread ChessMess
I have to admit that I've enjoyed the ease and use of gmail and the grouped conversations. But it wasn't until I used it to sign up to a mailing list (this list) that the power and convienence of grouped conversations makes dealing with list emails a million times easier! I have to say if your not

Re: [hlcoders] can't debug!

2004-12-04 Thread James Hoegl
Well, this method worked, but it does not work for the original HL2 game. I tried to play a little HL2 and the game would kick me out with an error of something like failed to connect to server relating to some download. I took out the two files mentioned and it no longer happened. Taylor Sherman w

[hlcoders] VGUI2

2004-12-04 Thread Freecode
Now that Source introduced VGUI2 is it possible to change a clients vgui server-side or is it still done by client-side? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listi

Re: [hlcoders] Client/Server System

2004-12-04 Thread r00t 3:16
If I understand "botmans" post correctly. This might not be as technical as botmans explanation The rocket launcher is on the client side, because the client needs to know about it. If there was no code about a rocket launcher on the client side, the client would not be able to use it. The

[hlcoders] Getting health in plugin for HL2 DM?

2004-12-04 Thread john smith
Mod: Half-Life 2: Deathmatch I can get the armor through IPlayerInfo->GetArmorValue() but I can't figure out how to get the player's health. :( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesof

[hlcoders] Creating effects

2004-12-04 Thread Josh
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] OK so I was trying to do like the muzzle effect today. I declared this at the top by the other interfaces: IEffects *effects = NULL; Then in Load I added effects = (IEffects*)interfaceFactory(IEFFE

RE: [hlcoders] Adding other languages .. (localization)

2004-12-04 Thread Yahn Bernier
I found this to be somewhat useful when researching the issue: http://www.amazon.com/exec/obidos/tg/detail/-/0735615837/qid=1102179643/ sr=8-2/ref=sr_8_xs_ap_i2_xgl14/103-0137991-2115829?v=glance&s=books&n=50 7846 However, the vgui_controls code in the SDK should allow you to do a lot of this (ad

[hlcoders] HL2DM code?

2004-12-04 Thread Sylvain Gravejat
With the release of HL2 Deathmatch, I was expecting the SDK code base to be the DM. I'm guessing it would be a much better base for most modders. Any chance of seeing the HL2DM code released? ___ To unsubscribe, edit your list preferences, or view the

Re: [hlcoders] Client/Server System

2004-12-04 Thread tei
my 0.01 $ the server manage entitys that have full information (origin, model, health.. etc.) when a client its connected, vising its calculated from the map, a subset of everything that exist will be send to client, the entitys withouth model will not bet send (except flames and other visual fx s

Re: [hlcoders] Client/Server System

2004-12-04 Thread Jeffrey \"botman\" Broome
Matthias Buchetics wrote: Hi everybody, I am completely new to Half-Life Modding or Modding in general. I started playing around with the code a little bit but I am still confused about what to change where when it comes to the client/server architecture HL uses even in the singleplayer mode. For e

RE: [hlcoders] Client/Server System

2004-12-04 Thread K. Mike Bradley
Yeah ya know I would love to see someone on this list send a paragraph or two on the basics of how the client and server DLL work with the engine. I still don't understand. I remember trying to understand this way back with quake. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

RE: [hlcoders] Newbish question

2004-12-04 Thread K. Mike Bradley
Yes , open it with hammer and compile to a bsp then you can play it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Friday, December 03, 2004 10:19 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Newbish question This is a multi-part messag

[hlcoders] Client/Server System

2004-12-04 Thread Matthias Buchetics
Hi everybody, I am completely new to Half-Life Modding or Modding in general. I started playing around with the code a little bit but I am still confused about what to change where when it comes to the client/server architecture HL uses even in the singleplayer mode. For example the sample mod tuto

[hlcoders] Log currently not working in serverplugin?

2004-12-04 Thread Ronny Schedel
Hi, I tried to log with Log() and with engine->LogPrint. Both doesnt log into logfile. Can anyone confirm this? cu Ronny ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listin

[hlcoders] ClientCommand

2004-12-04 Thread Ray Toye
Ive got the DLL to load and testing the built in ClientCommand function with the canned "rich","msg", and "menu" commands they only fire maybe 2 out of 3 times. I enter in the console rich and it brings up the dialog...(Nice by the way) and then a while later Ill try it again and it doesnt come up

Re: [hlcoders] Want To add handle_say event

2004-12-04 Thread Manip
You can't sorta --- Though you might need to do some hacking to get it to actually fire the say, this acts as more of a blocking hook. CON_COMMAND( say, "say hook") { char buf[128] = "say "; for(int x=1; xCmd_Argc(); x++) { strncat(buf, engine->Cmd_Argv(x), sizeof(buf)); strn

Re: [hlcoders] Server plugins

2004-12-04 Thread Florian Zschocke
Alfred Reynolds wrote: > > All binaries should be placed in a bin/ directory, I am considering > making a addons/bin/ folder I'm all for that. =) Can the path also be an absolute path? Florian ___ To unsubscribe, edit your list preferences, or view th

Re: [hlcoders] New Physics Feature?

2004-12-04 Thread r00t 3:16
That is very cool actually. However I believe from what the SDK docs state. Picking up objects etc will not be allowed in multiplayer based games. So you really won't be able to stack objects like that in MP based mods. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "C

Re: [hlcoders] Adding other languages .. (localization)

2004-12-04 Thread Hasan Aljudy
Thanks! Does anybody of any resoures on the internet about coding unicode stuff and the like? On Fri, 3 Dec 2004 21:54:32 -0800, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > The Source engine fully supports the unicode character set. We do not > currently support right to left text entry. Mods ca

Re: [hlcoders] I know this is a long shot

2004-12-04 Thread Kyle Keating
Michael, did you play hl1? I played for about 4 years, then moved to mods and maps. I never liked cs. too much of a bandwagon game. I was always partial to the learning curve of hl1 with the longjump and gauss. Yes, newbies get left in the dust, but once you master the weapons, its a whole new game