Re: [hlcoders] This should not be possible, yet it works!?

2005-01-11 Thread Maarten van der Zwaart
On Mon, Jan 10, 2005 at 01:12:40PM +0100, S. Hendriks wrote:
 Rofl, i think its a bi-directional thing here ;) You either change your
 mod code and destroy plugins... Or plugins force you to code how the sdk
 is intended to be used... Ie, derive from classes and not just hack into
 them :P

These classes are internal to the game logic (the mod) and you (should)
have no business using them. It should even be possible to remove all
entity classes in a mod and start from scratch. :-)

Obviously this is not useful for plugin authors, but realise that things
you may want to view/modify in a plugin may not exist in some mods at
all.

Example: Perhaps someone makes an instagib mod and removes the health
and armor from a player. Players are either alive or dead. What should
happen if a plugin tries to modify the health of a player then?

Of course there are ways to handle any example like that, but it would
require the mod author to implement things he never uses.

Perhaps a few interfaces can be defined that a mod author can choose to
implement, if they apply to an entity.

Maarten

--
A: Because it fouls the order in which people normally read text.
Q: Why is top-posting such a bad thing?
A: Top-posting.
Q: What is the most annoying thing on usenet and in e-mail?

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Re: [hlcoders] Log console output

2005-01-11 Thread r00t 3:16
Nevermind it is just log.
I thought it was logconsole ...

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 11, 2005 2:28 AM
Subject: [hlcoders] Log console output

Anyone know the command to turn console output to log to a file?
I had found it before but forget the command...

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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[hlcoders] New Query Protocol?

2005-01-11 Thread Gerald
Hello
On steampowered news (Jan 6) there was mention of a new query protocol:
Enabled support for new query protocol (fixes HLTV server not appearing
in the server browser)
I can't find any details about that.. Is there any information on this?
Is it only a protocol for HLTV? Does it do new things like poll a server
and collect more player information apart from points and server time?
Thanks
Gerald
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Re: [hlcoders] This should not be possible, yet it works!?

2005-01-11 Thread Lance Vorgin
A plugin should have all of the capabilities of the server module. It
makes the game more fun, more diverse, and all around stronger. I just
can't imagine any reason to close off things from plugin authors
besides jealously guarding your code (or hiding your crappy code :P).
Any mod that disables useful plugins from interacting with it frankly
deserves to die at the hands of its incredibly short-sighted
developers.

Regarding your example: plugin authors wouldn't modify player
health... That's a really, really bad example, but then again, it's a
really bad point as well. Mod-specific plugin and libraries for
plugins have always worked, and always will as well.

And why would it require the mod author to impliment things he never
uses? Well gee, I don't recall plugins shipping with HL2. Why did they
impliment the plugin interface if they never use it? Hell, they should
have just built the client, server, engine, and all supporting
libraries into one monolithic binary! I mean they have everything
available to them, why should they give other people capability to
build on their work with puny mods, as the peasants call them.

Is it really that tough to release your class definitions and include
some symbol info? Give us some singletons? Is it really that hard? No,
it's not, and it'd help everybody.

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[hlcoders] Re: Getting a entity from a trace line

2005-01-11 Thread Draco
Don't worry bout this, I found the way to get a ent from a edict

CBaseEntity *pEnt = CBaseEntity::Instance( tr.pHit );



**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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RE: [hlcoders] This should not be possible, yet it works!?

2005-01-11 Thread S. Hendriks
Bots do not have to modify data, they only need to read it ;) I am still
doing it the 'proper' way for viewing/walking to vectors, or any kind of
processing data. The only thing i am limited to is with reading data.
This 'hack' gives me the ability to read the data i need to make my bot
function :)

===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Maarten van der
Zwaart
Verzonden: dinsdag 11 januari 2005 9:15
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] This should not be possible, yet it works!?


On Mon, Jan 10, 2005 at 01:12:40PM +0100, S. Hendriks wrote:
 Rofl, i think its a bi-directional thing here ;) You either change
 your mod code and destroy plugins... Or plugins force you to code how
 the sdk is intended to be used... Ie, derive from classes and not just

 hack into them :P

These classes are internal to the game logic (the mod) and you (should)
have no business using them. It should even be possible to remove all
entity classes in a mod and start from scratch. :-)

Obviously this is not useful for plugin authors, but realise that things
you may want to view/modify in a plugin may not exist in some mods at
all.

Example: Perhaps someone makes an instagib mod and removes the health
and armor from a player. Players are either alive or dead. What should
happen if a plugin tries to modify the health of a player then?

Of course there are ways to handle any example like that, but it would
require the mod author to implement things he never uses.

Perhaps a few interfaces can be defined that a mod author can choose to
implement, if they apply to an entity.

Maarten

--
A: Because it fouls the order in which people normally read text.
Q: Why is top-posting such a bad thing?
A: Top-posting.
Q: What is the most annoying thing on usenet and in e-mail?

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RE: [hlcoders] This should not be possible, yet it works!?

2005-01-11 Thread Bug


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Lance Vorgin
Sent: 11 January 2005 09:35
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] This should not be possible, yet it works!?

A plugin should have all of the capabilities of the server module. It
makes the game more fun, more diverse, and all around stronger. I just
can't imagine any reason to close off things from plugin authors
besides jealously guarding your code (or hiding your crappy code :P).
Any mod that disables useful plugins from interacting with it frankly
deserves to die at the hands of its incredibly short-sighted
developers.

Regarding your example: plugin authors wouldn't modify player
health... That's a really, really bad example, but then again, it's a
really bad point as well. Mod-specific plugin and libraries for
plugins have always worked, and always will as well.

And why would it require the mod author to impliment things he never
uses? Well gee, I don't recall plugins shipping with HL2. Why did they
impliment the plugin interface if they never use it? Hell, they should
have just built the client, server, engine, and all supporting
libraries into one monolithic binary! I mean they have everything
available to them, why should they give other people capability to
build on their work with puny mods, as the peasants call them.

Is it really that tough to release your class definitions and include
some symbol info? Give us some singletons? Is it really that hard? No,
it's not, and it'd help everybody.

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[hlcoders] This should not be possible, yet it works!?

2005-01-11 Thread Josh
Yea I still wasn't able to add CBaseEntity to my project with what you said
:(  Has anyone else gotten this to work?  I wasn't able to compile that bot
either, quite a few compiler errors.

Josh


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RE: [hlcoders] This should not be possible, yet it works!?

2005-01-11 Thread S. Hendriks
It works, you should be more specific on your compiler errors. For
instance, are you sure you extracted the bot/plugin into the utils/
directory?

===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Josh
Verzonden: dinsdag 11 januari 2005 14:47
Aan: hlcoders@list.valvesoftware.com
Onderwerp: [hlcoders] This should not be possible, yet it works!?


Yea I still wasn't able to add CBaseEntity to my project with what you
said :(  Has anyone else gotten this to work?  I wasn't able to compile
that bot either, quite a few compiler errors.

Josh


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[hlcoders] PlayerInfoManager Interface?

2005-01-11 Thread S. Hendriks
The playerinfomanager does not always seem to be working for me:
I have a line where it keeps updating my bot team index, in case the bot
switched teams. This seems to work:

// When we already joined the game for one second, only then do this
if ((pBot-fJoinTime  0.0f)  (pBot-fJoinTime + 1 
engine-Time()))
{
IPlayerInfo* pInfo =
playerinfomanager-GetPlayerInfo(pBot-edict);

// Set team (in case the game dll changed it for us)
pBot-iTeam = pInfo-GetTeamIndex();
}


But, when i try to loop through the available players, i seem to get an
error at in this code:
for ( int i = 1; i = 32; i++ )  // EVIL: shouldn't just assume
maxplayers is 32!!!
{
edict_t *pPlayerEdict = INDEXENT( i );

if (pPlayerEdict)   // valid edict
{
if (pPlayerEdict == pBot-edict)
continue; // do not check self

if ( !pPlayerEdict-IsFree() ) // valid client

// ok, this COULD be our enemy, so check this team
status
IPlayerInfo* pInfo =
playerinfomanager-GetPlayerInfo(pPlayerEdict);

if (pInfo == NULL || !pInfo)
continue;

// Set team (in case the game dll changed it for us)
int iTeam = pInfo-GetTeamIndex();  *CRASH * * CRASH
*




I know i can probably even change teams when watching a proper event ,
on the FireEvent stuff. But thats not my question,

1) Why does the playerinfomanager work not all the time with the same
edict adress(es)?
2) Why does the playerinfomanager seem to return a proper pInfo (as it
bypasses the NULL and ! Condition) and then
   crashes on pInfo-GetTeamIndex() , while it DOES work that way
before?

Thx in advance for any info,

===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===


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RE: [hlcoders] PlayerInfoManager Interface?

2005-01-11 Thread S. Hendriks
PS. Could it be that the PlayerInfoManager can only handle a specific
amount of calls per frame? I noticed, when i did this:

if (pInfo == NULL || !pInfo)
return; // get out, this wont work :S

(so it would stop trying immidiatly after one 'try')

With one bot worked fine. With 2 worked fine ( 2 battled each other ).
But once i added more, it would crash. Dead bots
Do not think btw... So they do not call this function. My guess is
though that because this bot is dead , or 'joining'
The playerinfomanager is 'too soon' with gathering (invalid) info and
makes a crash. But then again, it does not make sense
On games that have bots already in th egame and then crashes. :S

===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens S. Hendriks
Verzonden: dinsdag 11 januari 2005 15:21
Aan: HL Coders List
Onderwerp: [hlcoders] PlayerInfoManager Interface?


The playerinfomanager does not always seem to be working for me: I have
a line where it keeps updating my bot team index, in case the bot
switched teams. This seems to work:

// When we already joined the game for one second, only then do this
if ((pBot-fJoinTime  0.0f)  (pBot-fJoinTime + 1 
engine-Time()))
{
IPlayerInfo* pInfo =
playerinfomanager-GetPlayerInfo(pBot-edict);

// Set team (in case the game dll changed it for us)
pBot-iTeam = pInfo-GetTeamIndex();
}


But, when i try to loop through the available players, i seem to get an
error at in this code:
for ( int i = 1; i = 32; i++ )  // EVIL: shouldn't just assume
maxplayers is 32!!!
{
edict_t *pPlayerEdict = INDEXENT( i );

if (pPlayerEdict)   // valid edict
{
if (pPlayerEdict == pBot-edict)
continue; // do not check self

if ( !pPlayerEdict-IsFree() ) // valid client

// ok, this COULD be our enemy, so check this team
status
IPlayerInfo* pInfo =
playerinfomanager-GetPlayerInfo(pPlayerEdict);

if (pInfo == NULL || !pInfo)
continue;

// Set team (in case the game dll changed it for us)
int iTeam = pInfo-GetTeamIndex();  *CRASH * * CRASH
*




I know i can probably even change teams when watching a proper event ,
on the FireEvent stuff. But thats not my question,

1) Why does the playerinfomanager work not all the time with the same
edict adress(es)?
2) Why does the playerinfomanager seem to return a proper pInfo (as it
bypasses the NULL and ! Condition) and then
   crashes on pInfo-GetTeamIndex() , while it DOES work that way
before?

Thx in advance for any info,

===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===


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Re: [hlcoders] PlayerInfoManager Interface?

2005-01-11 Thread jeff broome
 But, when i try to loop through the available players, i seem to get an
 error at in this code:
 for ( int i = 1; i = 32; i++ )  // EVIL: shouldn't just assume
 maxplayers is 32!!!
 {
 edict_t *pPlayerEdict = INDEXENT( i );

 if (pPlayerEdict)   // valid edict
 {

snip

 // Set team (in case the game dll changed it for us)
 int iTeam = pInfo-GetTeamIndex();  *CRASH * * CRASH

Are you running a 32 player server?  If not, (say you're running an 8
player server), entities 9-32 will NOT be players, but you are
treating them as they are by trying to get the player info on them.
You should add a check to make sure entity X is actually a player (not
the EVIL part in the comment from my original code!!!)

Jeffrey botman Broome

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RE: [hlcoders] PlayerInfoManager Interface?

2005-01-11 Thread S. Hendriks
DOH

*SLAPS WITH HAND AGAINST HEAD, VERY HARD*

I'll never try to code till late again :S

===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens jeff broome
Verzonden: dinsdag 11 januari 2005 15:37
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] PlayerInfoManager Interface?


 You should add a check to make sure entity X is actually a player (not

 the EVIL part in the comment from my original code!!!)

not == note

Jeffrey botman Broome

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RE: [hlcoders] PlayerInfoManager Interface?

2005-01-11 Thread S. Hendriks
I was running an 8 player server.

The following code fixed my problem:

pEnemyBaseEntity = CBaseEntity::Instance(pPlayerEdict);//
get the player entity

// Check if its a player. (thx botman for pointing me out on
this shame)
if (!pEnemyBaseEntity-IsPlayer())
continue;

Thx ;) Now on with the ray casting, because sometimes it seems to go
straight through a box or something...

===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens jeff broome
Verzonden: dinsdag 11 januari 2005 15:36
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] PlayerInfoManager Interface?


 But, when i try to loop through the available players, i seem to get
 an error at in this code:
 for ( int i = 1; i = 32; i++ )  // EVIL: shouldn't just
 assume maxplayers is 32!!!
 {
 edict_t *pPlayerEdict = INDEXENT( i );

 if (pPlayerEdict)   // valid edict
 {

snip

 // Set team (in case the game dll changed it for us)
 int iTeam = pInfo-GetTeamIndex();  *CRASH * *
 CRASH

Are you running a 32 player server?  If not, (say you're running an 8
player server), entities 9-32 will NOT be players, but you are treating
them as they are by trying to get the player info on them. You should
add a check to make sure entity X is actually a player (not the EVIL
part in the comment from my original code!!!)

Jeffrey botman Broome

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[hlcoders] Player animation ?

2005-01-11 Thread Patrick Flanagan
I'm trying to get player animation working with some non-CS models.
Specifically, I'd like to get animations working with the models used
in HL2DM. I used model viewer to load up the combine models from HL2DM
and some of the resistance models from HL2DM.

Not only are their animations totally different from CS, they're
different from each other. The combine models have different
animations than the resistance models. I've been working on converting
the animation names in sdk_playeranimstate.cpp to call the animations
in combine_solder.mdl, which I think is the one used in HL2DM.

I've run into some problems with this though.

First off, there's doesn't seem to be any walking or running shooting
animations. There are animations like ShootSGs, ShootSGc, ShootSMG1s,
ShootSMG1c, etc but there's no walk_upper_mp5 or run_upper_mp5 like in
the CS models. There doesn't seem to be any animation to be running
and shooting at the same time.

Second, the animations seem to only play the first frame and then
stop. For example, I changed CalcFireLayerSequence to look like this:


int CSDKPlayerAnimState::CalcFireLayerSequence(PlayerAnimEvent_t event)
{
// Figure out the weapon suffix.
CWeaponSDKBase *pWeapon = m_pHelpers-SDKAnim_GetActiveWeapon();
if ( !pWeapon )
return 0;

const char *pSuffix = GetWeaponSuffix();
if ( !pSuffix )
return 0;

// Don't rely on their weapon here because the player has usually
switched to their
// pistol or rifle by the time the PLAYERANIMEVENT_THROW_GRENADE
message gets to the client.
if ( event == PLAYERANIMEVENT_THROW_GRENADE )
{
pSuffix = Gren;
}

switch ( GetCurrentMainSequenceActivity() )
{
case ACT_PLAYER_RUN_FIRE:
case ACT_RUN:
//return CalcSequenceIndex( %s%s, 
DEFAULT_FIRE_RUN_NAME, pSuffix );
return CalcSequenceIndex( ShootSMG1s );   
//FIXME: totally wrong

case ACT_PLAYER_WALK_FIRE:
case ACT_WALK:
//return CalcSequenceIndex( %s%s, 
DEFAULT_FIRE_WALK_NAME, pSuffix );
return CalcSequenceIndex( ShootSMG1s );   
//FIXME: totally wrong

case ACT_PLAYER_CROUCH_FIRE:
case ACT_CROUCHIDLE:
return CalcSequenceIndex( %s%s, 
DEFAULT_FIRE_CROUCH_NAME, pSuffix );

case ACT_PLAYER_CROUCH_WALK_FIRE:
case ACT_RUN_CROUCH:
return CalcSequenceIndex( %s%s, 
DEFAULT_FIRE_CROUCH_WALK_NAME, pSuffix );

default:
case ACT_PLAYER_IDLE_FIRE:
//return CalcSequenceIndex( %s%s, 
DEFAULT_FIRE_IDLE_NAME, pSuffix );
return CalcSequenceIndex( ShootSMG1s );   
//FIXME: pick the right weapon
}
}

I've set my player model to be combine_soldier. When I spawn in third
person and watch my player model, if I run along start shooting it
looks like it plays only the first frame or two and then immediately
goes back to idle/jittering. If I'm running, it looks even worse since
each time I fire it looks like it restarts the ShootSMG1animation but
there's no blending between them so it looks all jittery. Has anyone
had any luck getting this to work?

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Re: [hlcoders] Log console output

2005-01-11 Thread sic1
You can also start up with -condebug - it logs everything in the
console to a console.log file in the game directory.
http://valve-erc.com/srcsdk/faq.html#faqGameParams
r00t 3:16 wrote:
Nevermind it is just log.
I thought it was logconsole ...

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 11, 2005 2:28 AM
Subject: [hlcoders] Log console output

Anyone know the command to turn console output to log to a file?
I had found it before but forget the command...

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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[hlcoders] NetworkIDValidated, Is it useless, or is it just me?

2005-01-11 Thread Spencer \voogru\ MacDonald
Title pretty much says all; I can't seem to do anything useful with this
function.

You can't scan the server for players by name because the client I'd be
looking for isn't in the game yet, so the playerinfomanager for them would
be NULL, and since that's apparently the only way to get a players name,
this function will do a great job of doing nothing, if I store the name from
when they connect (in ClientConnect), there is always a chance the name can
change by the time they authenticate.

Not only that, looping against all players in the server and looking for the
name sure is a lot slower and CPU intensive than just simply passing an
edict_t instead of the name of the player.

Could someone at valve change the NetworkIDValidated function to pass an
edict or an entindex of the player that has validated, rather than the name?

I sure hope the engine code isn't as bad as the servers plugin sdk, I have
to admit server plugins really got their balls cut off with source, from
hundreds of function hooks, to three, and one is completely useless.

Just my thoughts. ;)




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RE: [hlcoders] Server Plugins - Interfaces?

2005-01-11 Thread Spencer \voogru\ MacDonald
I issue a disconnect, and if they are still on the server 2.5/10th seconds
later I then issue a kick.

Why do I do this? Because I have my own custom way of displaying a useful
kick message. (Example: http://www.voogru.com/images/new_ban_message.jpg),
if I do a normal kick, they will get the useless Kicked by console message
and might miss my custom one.

One problem I had when making this work, is if you sent the custom message,
and immediately kicked them off the server, they wouldn't see the custom
message, I solved this by delaying the disconnect/kick for 1/10th of a
second.

It would be nice for valve to make a way to boot a player off the server
with a useful kick message that doesn't limit me to 5 characters, but I'd be
dreaming then.

- voogru.



-Original Message-
From: Christian Marschalek [mailto:[EMAIL PROTECTED]
Sent: Monday, January 10, 2005 10:50 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Server Plugins - Interfaces?

Hi everyone,

If I understood the server plugin example correctly, I can only access
certain features through interfaces. Now I wonder if there's a list of
interfaces I can use in a server plugin? What I'm looking for especially is
a good method of disconnecting a client. I know that the engine interface
has a execute client method, but somehow executing a disconnect on a
client to kick him from a server does not feel right. I wonder if I have
access to the same methods that disconnect a user when I execute an rcon
kick command?

BTW: Does anyone know of a searchable archive of this list?

best regards,
Chris

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RE: [hlcoders] Player animation ?

2005-01-11 Thread Matt Boone
HL2DM player animation uses a different system than is in the sdk.
Basically you have a list of base sequences, preblended with 9-way aims
and 9-way runs - those are the aim animations and are called in game
code via activities ( why you see different animation names in combine
vs rebels ).

Shooting is done by adding the fire animation as a gesture over top of
the base sequence.

For Dod we're doing a hybird, with the activities on base sequence and
fire/reload/hand signal gestures over top, but non-networked like the
sdk does it to reduce net traffic.

I would recommend moving at least to using activities for your player
animations so avoid all the nasty string construction and comparing.

As far as your animations only playing the first and last frame, this
function doesn't appear to be causing that. I would check with a a
different model/sequence to see if it's a problem in your model.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan
Sent: Tuesday, January 11, 2005 11:33 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Player animation ?

I'm trying to get player animation working with some non-CS models.
Specifically, I'd like to get animations working with the models used in
HL2DM. I used model viewer to load up the combine models from HL2DM and
some of the resistance models from HL2DM.

Not only are their animations totally different from CS, they're
different from each other. The combine models have different animations
than the resistance models. I've been working on converting the
animation names in sdk_playeranimstate.cpp to call the animations in
combine_solder.mdl, which I think is the one used in HL2DM.

I've run into some problems with this though.

First off, there's doesn't seem to be any walking or running shooting
animations. There are animations like ShootSGs, ShootSGc, ShootSMG1s,
ShootSMG1c, etc but there's no walk_upper_mp5 or run_upper_mp5 like in
the CS models. There doesn't seem to be any animation to be running and
shooting at the same time.

Second, the animations seem to only play the first frame and then stop.
For example, I changed CalcFireLayerSequence to look like this:


int CSDKPlayerAnimState::CalcFireLayerSequence(PlayerAnimEvent_t event)
{
// Figure out the weapon suffix.
CWeaponSDKBase *pWeapon = m_pHelpers-SDKAnim_GetActiveWeapon();
if ( !pWeapon )
return 0;

const char *pSuffix = GetWeaponSuffix();
if ( !pSuffix )
return 0;

// Don't rely on their weapon here because the player has
usually switched to their
// pistol or rifle by the time the PLAYERANIMEVENT_THROW_GRENADE
message gets to the client.
if ( event == PLAYERANIMEVENT_THROW_GRENADE )
{
pSuffix = Gren;
}

switch ( GetCurrentMainSequenceActivity() )
{
case ACT_PLAYER_RUN_FIRE:
case ACT_RUN:
//return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_RUN_NAME, pSuffix );
return CalcSequenceIndex( ShootSMG1s );
//FIXME: totally wrong

case ACT_PLAYER_WALK_FIRE:
case ACT_WALK:
//return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_WALK_NAME, pSuffix );
return CalcSequenceIndex( ShootSMG1s );
//FIXME: totally wrong

case ACT_PLAYER_CROUCH_FIRE:
case ACT_CROUCHIDLE:
return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_CROUCH_NAME, pSuffix );

case ACT_PLAYER_CROUCH_WALK_FIRE:
case ACT_RUN_CROUCH:
return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_CROUCH_WALK_NAME, pSuffix );

default:
case ACT_PLAYER_IDLE_FIRE:
//return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_IDLE_NAME, pSuffix );
return CalcSequenceIndex( ShootSMG1s );
//FIXME: pick the right weapon
}
}

I've set my player model to be combine_soldier. When I spawn in third
person and watch my player model, if I run along start shooting it looks
like it plays only the first frame or two and then immediately goes back
to idle/jittering. If I'm running, it looks even worse since each time I
fire it looks like it restarts the ShootSMG1animation but there's no
blending between them so it looks all jittery. Has anyone had any luck
getting this to work?

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[hlcoders] 'Fake' client command possible? - info?

2005-01-11 Thread S. Hendriks
Probably something very tricky, but here goes:

I know that sending of a clientcommand with engine-ClientCommand() does
not work. In HL1 there was a possibility to hook up:

Cmd_Args (void);
Cmd_Argv (int argc);
Cmd_Argc (void);

For the moment i only found that i could retrieve the info from the
engine interface , but i'd rather like to 'catch' it, and do my own
thing so i can override it for bots (hence 'fake client command').

Any comments on this? I am still digging, i thought i found something in
the base class somewhere with this , but i'd like to keep it as neat as
possible :)

===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===


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RE: [hlcoders] BUG:: Eyeangle pitch not working on client

2005-01-11 Thread Yahn Bernier
That's the hook for automatically interpolating the eye angles.  If you
don't call .NoteChanged on the m_iv version of a variable whenever the
value changes, then you won't have an interpolation history and the
value will probably get set to 0.0f.  It's probably a bug in the SDK,
but if you remove interpolation, then the eye angle changes could be
jittery.

I would look at other m_iv variables and how they are handled throughout
the client .dll (C_BaseEntity has most of the interesting functionality,
as does InterpolatedVar.h)

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matthew
Lewis
Sent: Tuesday, January 11, 2005 3:06 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] BUG:: Eyeangle pitch not working on client

I discovered a problem with the Eyeangles on the clientside. It seems
that the pitch angle is getting forced to zero on the clientside. I
traced the problem to the C_SDKPlayer declaration shown below:

C_SDKPlayer::C_SDKPlayer() :
   m_iv_angEyeAngles( C_SDKPlayer::m_iv_angEyeAngles ) {
   m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_9WAY,
true );

   m_angEyeAngles.Init();
   AddVar( m_angEyeAngles, m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
}


In particular, it seems that the call to AddVar(...) is triggering
something that is resetting the pitch angles to 0. If you comment that
line out, the pitch angle functions as it should.  My question is what
does AddVar() do? Can I leave it commented out?


A second question is with the linux dedicated server. I have been trying
to get Steam to connect and install a basic dedicated server on my linux
system. But all I ever get is:

 ./steam -update
Checking *bootstrapper* version ...
Connection *Reset*

What's going on here (it's not the firewall)? ($#$[EMAIL PROTECTED] Steam)


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[hlcoders] Debug info ?

2005-01-11 Thread r00t 3:16
When in developer mode is there a command to show you which way you are
looking ?
eg: x y z ?
Which would show in the console or whatever?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] Debug info ?

2005-01-11 Thread Hasan Aljudy
(x, y, z) as in view angles or spot on the wall/ground you are looking at?

either way, you can easily get these values (eyeangles or traceline ..
go figure) and DevMsg( %i %i %i \n, x, y, z) or %f if they are
floats.


On Tue, 11 Jan 2005 23:54:56 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 When in developer mode is there a command to show you which way you are
 looking ?
 eg: x y z ?

 Which would show in the console or whatever?

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com

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Re: [hlcoders] Debug info ?

2005-01-11 Thread r00t 3:16
Yea, I kind of figured I would need to do that.
I think this part is probably most confusing to me ...
At any rate I have made a toggle for players to go prone. eg: lay on ground
The question I guess is how or what should I be looking at to set the view /
position of player to lay on the ground ?


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Hasan Aljudy [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 12, 2005 12:06 AM
Subject: Re: [hlcoders] Debug info ?

(x, y, z) as in view angles or spot on the wall/ground you are looking at?
either way, you can easily get these values (eyeangles or traceline ..
go figure) and DevMsg( %i %i %i \n, x, y, z) or %f if they are
floats.
On Tue, 11 Jan 2005 23:54:56 -0500, r00t 3:16 [EMAIL PROTECTED]
wrote:
When in developer mode is there a command to show you which way you are
looking ?
eg: x y z ?
Which would show in the console or whatever?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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RE: [hlcoders] Server Plugins - Interfaces?

2005-01-11 Thread Spencer \voogru\ MacDonald
That's the command I use, its crap.

Try putting a message that says You have been banned from this server, it
might only show You have been been.. or so.

It wont display too long of a message, even when \n's are used.

I wish they would take out the Kicked by console: Reason: text, since it
would be nice to just allow the server plugin to have more room, but once
again I'm dreaming.

So I did it my own way and I'm quite happy with it :).

- voogru.

-Original Message-
From: Legshot [mailto:[EMAIL PROTECTED]
Sent: Tuesday, January 11, 2005 6:41 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server Plugins - Interfaces?

Spencer voogru MacDonald schrieb:

 It would be nice for valve to make a way to boot a player off the server
 with a useful kick message that doesn't limit me to 5 characters, but I'd
be
 dreaming then.

It's probably not as nice as your richt textbox, but you could issue this
server
command:

kickid
  - Kick a player by userid or uniqueid, with a message.
Usage:  kickid  userid | uniqueid  { message }

Chris


--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.300 / Virus Database: 265.6.10 - Release Date: 10.01.2005


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Re: [hlcoders] Debug info ?

2005-01-11 Thread Hasan Aljudy
CBasePlayer::SetViewOffset( vector  )
I think .. but that just moves the virtual eye position of the player.

On Wed, 12 Jan 2005 00:41:49 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 Yea, I kind of figured I would need to do that.
 I think this part is probably most confusing to me ...

 At any rate I have made a toggle for players to go prone. eg: lay on ground

 The question I guess is how or what should I be looking at to set the view /
 position of player to lay on the ground ?


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Hasan Aljudy [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, January 12, 2005 12:06 AM
 Subject: Re: [hlcoders] Debug info ?

  (x, y, z) as in view angles or spot on the wall/ground you are looking at?
 
  either way, you can easily get these values (eyeangles or traceline ..
  go figure) and DevMsg( %i %i %i \n, x, y, z) or %f if they are
  floats.
 
 
  On Tue, 11 Jan 2005 23:54:56 -0500, r00t 3:16 [EMAIL PROTECTED]
  wrote:
  When in developer mode is there a command to show you which way you are
  looking ?
  eg: x y z ?
 
  Which would show in the console or whatever?
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
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  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
 
 
 


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RE: [hlcoders] Player animation ? Interesant Discussion

2005-01-11 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
This is interesant. Can we use the HL2DM models in the SDK?. What is the 
correct way to do?, cloning the HL2DM weapons to the SDK and using the 
animation layer sequences of the HL2DM??.

Looking in the Model viewer, a lot of models have the weapon activity 
sequences, like GMAN. Can we use this model with the SDK, for example?.

This code is the correct way to do the animation sequences??. Can you post an 
example using a HL2 model or a HL2DM model ??. Thanks.

-Original Message-
From: [EMAIL PROTECTED]
[mailto: [EMAIL PROTECTED] ] On Behalf Of Adrian Finol
Sent: Tuesday, January 11, 2005 2:05 PM
To:  hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Player animation ?

Actually, it looks like he's not loading the HL2DM models but the HL2
ones. In HL2DM Humans and Combine share the same animations.

Make sure you are loading from the right *_animations.mdl animation
files. Both set of models should have the same animation and activity
names.

Other than that Major Boone speaks the truth. Using the Weapon's
activity translation table is the cleanest way to handle different
animations per weapon.

-Original Message-
From:  [EMAIL PROTECTED]
[mailto: [EMAIL PROTECTED] ] On Behalf Of Matt Boone
Sent: Tuesday, January 11, 2005 2:05 PM
To:  hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Player animation ?

HL2DM player animation uses a different system than is in the sdk.
Basically you have a list of base sequences, preblended with 9-way aims
and 9-way runs - those are the aim animations and are called in game
code via activities ( why you see different animation names in combine
vs rebels ).

Shooting is done by adding the fire animation as a gesture over top of
the base sequence.

For Dod we're doing a hybird, with the activities on base sequence and
fire/reload/hand signal gestures over top, but non-networked like the
sdk does it to reduce net traffic.

I would recommend moving at least to using activities for your player
animations so avoid all the nasty string construction and comparing.

As far as your animations only playing the first and last frame, this
function doesn't appear to be causing that. I would check with a a
different model/sequence to see if it's a problem in your model.

-Original Message-
From:  [EMAIL PROTECTED]
[mailto: [EMAIL PROTECTED] ] On Behalf Of Patrick
Flanagan
Sent: Tuesday, January 11, 2005 11:33 AM
To:  hlcoders@list.valvesoftware.com
Subject: [hlcoders] Player animation ?

I'm trying to get player animation working with some non-CS models.
Specifically, I'd like to get animations working with the models used in
HL2DM. I used model viewer to load up the combine models from HL2DM and
some of the resistance models from HL2DM.

Not only are their animations totally different from CS, they're
different from each other. The combine models have different animations
than the resistance models. I've been working on converting the
animation names in sdk_playeranimstate.cpp to call the animations in
combine_solder.mdl, which I think is the one used in HL2DM.

I've run into some problems with this though.

First off, there's doesn't seem to be any walking or running shooting
animations. There are animations like ShootSGs, ShootSGc, ShootSMG1s,
ShootSMG1c, etc but there's no walk_upper_mp5 or run_upper_mp5 like in
the CS models. There doesn't seem to be any animation to be running and
shooting at the same time.

Second, the animations seem to only play the first frame and then stop.
For example, I changed CalcFireLayerSequence to look like this:

int CSDKPlayerAnimState::CalcFireLayerSequence(PlayerAnimEvent_t event)
{
 // Figure out the weapon suffix.
 CWeaponSDKBase *pWeapon = m_pHelpers-SDKAnim_GetActiveWeapon();
 if ( !pWeapon )
 return 0;

 const char *pSuffix = GetWeaponSuffix();
 if ( !pSuffix )
 return 0;

 // Don't rely on their weapon here because the player has
usually switched to their
 // pistol or rifle by the time the PLAYERANIMEVENT_THROW_GRENADE
message gets to the client.
 if ( event == PLAYERANIMEVENT_THROW_GRENADE )
 {
 pSuffix = Gren;
 }

 switch ( GetCurrentMainSequenceActivity() )
 {
 case ACT_PLAYER_RUN_FIRE:
 case ACT_RUN:
 //return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_RUN_NAME, pSuffix );
 return CalcSequenceIndex( ShootSMG1s );
//FIXME: totally wrong

 case ACT_PLAYER_WALK_FIRE:
 case ACT_WALK:
 //return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_WALK_NAME, pSuffix );
 return CalcSequenceIndex( ShootSMG1s );
//FIXME: totally wrong

 case ACT_PLAYER_CROUCH_FIRE:
 case ACT_CROUCHIDLE:
 return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_CROUCH_NAME, pSuffix );

 case ACT_PLAYER_CROUCH_WALK_FIRE:
 case ACT_RUN_CROUCH:
 return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_CROUCH_WALK_NAME, pSuffix );

 default:
 case ACT_PLAYER_IDLE_FIRE:
 //return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_IDLE_NAME, pSuffix );
 return CalcSequenceIndex( ShootSMG1s );

Re: [hlcoders] Debug info ?

2005-01-11 Thread r00t 3:16
Not sure either.
Have to play with it I guess and see see.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Hasan Aljudy [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 12, 2005 1:30 AM
Subject: Re: [hlcoders] Debug info ?

CBasePlayer::SetViewOffset( vector  )
I think .. but that just moves the virtual eye position of the player.
On Wed, 12 Jan 2005 00:41:49 -0500, r00t 3:16 [EMAIL PROTECTED]
wrote:
Yea, I kind of figured I would need to do that.
I think this part is probably most confusing to me ...
At any rate I have made a toggle for players to go prone. eg: lay on
ground
The question I guess is how or what should I be looking at to set the
view /
position of player to lay on the ground ?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Hasan Aljudy [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 12, 2005 12:06 AM
Subject: Re: [hlcoders] Debug info ?
 (x, y, z) as in view angles or spot on the wall/ground you are looking
 at?

 either way, you can easily get these values (eyeangles or traceline ..
 go figure) and DevMsg( %i %i %i \n, x, y, z) or %f if they are
 floats.


 On Tue, 11 Jan 2005 23:54:56 -0500, r00t 3:16 [EMAIL PROTECTED]
 wrote:
 When in developer mode is there a command to show you which way you
 are
 looking ?
 eg: x y z ?

 Which would show in the console or whatever?

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com

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 please visit:
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