[hlcoders] @Valve Team, and your planed tool's for the source SDK
I know I should email you in person, but to tell the truth I dont know who is a tool programmer on your staff. I think the Jeff might be one, as he has a lot of posts pertaining to tools, in the mapping forums at the valve-erc. Ok, I am programming the Custom Version of your compile tools (Custom Source Tools www.zhlt.tk ), and want to know what tools you will be programming for map complies, or to do with the BSP I was going to do bspinclude, then you published it, then I was thinking about DRL, and you do a press release about it. So you can you please contact me through the list or at [EMAIL PROTECTED] so as I have no need to program what you have already done. I also understand a lot of the Tools have to go through QA, Gabe, and Factors of Will it be Used? (I forgot the proper term) Thanks in Advance Adam = http://ammahls.com __ Do you Yahoo!? Yahoo! Mail - Easier than ever with enhanced search. Learn more. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Velocity and teleport
Bomber - that's what Teleport is doing - just changing instantaneous velocity. We use this because it is one of the few scraps server plugins have easy access to. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
In every modified server I've been on (too many to count) it's the server that's rightfully been blamed for the modifications to the mod and not the mod or mod authors themselves. There's no way to stop admins from changing pretty much anything about your mod's server and, as stated, it's not an option to make anything important client side (just play AVP2 for an example). In fact by trying to prevent people from modifying your mod, you attract people excited by the challenge [so to speak]. It's a bad idea not only because of the time it wastes, but because it actually hurts the mod: if more people play on servers with modified damage, then that's what people want to play. There will always be classic servers as well, so why would you not want to give people the opportunity to improve your mod? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
On Thu, Feb 10, 2005 at 02:17:55PM -0500, Lance Vorgin wrote: In every modified server I've been on (too many to count) it's the server that's rightfully been blamed for the modifications to the mod and not the mod or mod authors themselves. There's no way to stop admins from changing pretty much anything about your mod's server and, as stated, it's not an option to make anything important client side (just play AVP2 for an example). In fact by trying to prevent people from modifying your mod, you attract people excited by the challenge [so to speak]. It's a bad idea not only because of the time it wastes, but because it actually hurts the mod: if more people play on servers with modified damage, then that's what people want to play. There will always be classic servers as well, so why would you not want to give people the opportunity to improve your mod? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders I may be coming in on the middle of this discussion, but I believe I have a good answer to this question. When someone plays your game for the first time online, what will happen if they see people flying around and swinging off the walls, and if a pocket knife kills with one shot to the foot and the sniper rifle hits for 1 hp? I really don't trust server admins with knowing how to make a fun game. As a game designer, I would prefer that gameplay be consistent across all public servers so that players can hop from server to server without having to constantly adjust their playing style to whichever server they happen to be on. Otherwise, it becomes like HLDM or Unreal, or like how TFC is increasinly becoming: you can't seem to find a straight game anymore without all those hooks and mods and hookmods and super-awesome plugins that people love to install. CS on the other hand is fairly consistent across the board, and it's easy to find a server that fits your tastes. Now, that's not to say that people shouldn't be allowed to modify how the game plays at all. In fact, just as you say, total restriction of any type of modification will make people simply want to do it more. On the contrary, it is good to allow administrators to change the settings on their own server to customize the style of play they like, and then the popularity of their servers will dictate whether or not that server will survive. However, giving the admin too much freedom causes a pain in the neck of players who want a consistent way of playing the game. It's the players I'm thinking about here. In turn, when you make the game you should be especially in tune with what people want. If every server is hacking it up to put more damage in, then obviously people think your game would be more fun with more damage, so a damage hike is in order. Not listening to your players (who make your mod popular) is as dangerous as giving too much power to the admins. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Lance Vorgin wrote: [...] There will always be classic servers as well, so why would you not want to give people the opportunity to improve your mod? Maybe If you ask a artist type of guy, the response will be NO. Its that, so not changes allowed. But If you ask the type of guy play with sources, the response will be YES, we can learn and play sharing the source. If you whant the YES response, the trick its not to ask to the artist type-of-guy. Or I suggest to use only mods you can get the sources. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
can only agree here... (sorry for going a bit OT now) you can give admins options to setup ie the number of reinforcements/respawns per player/team, maplists, timelimits and stuff alike... but when it comes to weapon damage, firing rate, additional scopes, grenade launchers and stuff alike then this kind of thing should stay the same, no matter on which server you login to start a match. The main reason for this is that not many will blame the server admin at all... they will only blame him/her IF they already knew the original version of the mod... The example of new folks playing your mod for the first time rings a lot of bells here... we had many folks that started to blame our development team for specific things they disliked on this or that server and blamed us for developing a big pile of sh..t. Actually these things were mutators (UT stuff) that some folks added to their servers and that were developed to change specific parts about our mod. These mutators come pretty close to what is possible for admins on HL. Sure not 100% the same but 'adjusting' the damage values, adding another scoreboard and stuff alike is the same and can be a big pain in the a... so to speak. What makes a player wanting to play a specific mod? It is most times the first impression they got while playing it for the first time. But if this first impression is not their kind of thing then they will never touch it again most times. And now think about your hard work (your mod) edited in a way that you do not want it to be... what a nice first impression can result of this. Easy example... realistic behaviour is geared towards a specific group of players. Sure, some more action orientated folks will like your weapons or some other parts of your mod and then they will maybe setup a server that plays your stuff in a highly unrealistic pure action fun style... maybe cool, but that was not the way the mod planned to end up. And you should always show respect if people invest their free and spare time in developing a mod the way they like. Suggestions welcome, but it is their toy, not yours. So, adding nice additions is most times ok, but changing basics is not. So, imo, hard code whatever you want to hard code and leave stuff editable only if you want them to change it. -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net - Original Message - From: Jorge Rodriguez [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, February 10, 2005 6:32 PM Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages? On Thu, Feb 10, 2005 at 02:17:55PM -0500, Lance Vorgin wrote: In every modified server I've been on (too many to count) it's the server that's rightfully been blamed for the modifications to the mod and not the mod or mod authors themselves. There's no way to stop admins from changing pretty much anything about your mod's server and, as stated, it's not an option to make anything important client side (just play AVP2 for an example). In fact by trying to prevent people from modifying your mod, you attract people excited by the challenge [so to speak]. It's a bad idea not only because of the time it wastes, but because it actually hurts the mod: if more people play on servers with modified damage, then that's what people want to play. There will always be classic servers as well, so why would you not want to give people the opportunity to improve your mod? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders I may be coming in on the middle of this discussion, but I believe I have a good answer to this question. When someone plays your game for the first time online, what will happen if they see people flying around and swinging off the walls, and if a pocket knife kills with one shot to the foot and the sniper rifle hits for 1 hp? I really don't trust server admins with knowing how to make a fun game. As a game designer, I would prefer that gameplay be consistent across all public servers so that players can hop from server to server without having to constantly adjust their playing style to whichever server they happen to be on. Otherwise, it becomes like HLDM or Unreal, or like how TFC is increasinly becoming: you can't seem to find a straight game anymore without all those hooks and mods and hookmods and super-awesome plugins that people love to install. CS on the other hand is fairly consistent across the board, and it's easy to find a server that fits your tastes. Now, that's not to say that people shouldn't be allowed to modify how the game plays at all. In fact, just as you say, total restriction of any type of modification will make people simply want to do it more. On
[hlcoders] [NO CODING. CS-SOURCE] Dust2?
** Off Topic ** Hey, In the Steam update they said that in the map: de_dust2 the spawnpoints would be fixed. On our servers it is still not fixed. Is there a server command or setting? CT's only have 12 points. How to fix this? Thanks all! Frank anxiro Weima ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Can we encrypt them like valve did with their weapon files? IMO if it isn't a server config option then they shouldn't change it. If I wanted someone to change the damage I would provide an option for it.. I am sure the .ctx could be decrypted but most people won't go to that extent. For the people who do decrypt them It won't do them no good because they will not be able to encrypt them with a different key... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Beppo [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, February 10, 2005 4:03 PM Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages? can only agree here... (sorry for going a bit OT now) you can give admins options to setup ie the number of reinforcements/respawns per player/team, maplists, timelimits and stuff alike... but when it comes to weapon damage, firing rate, additional scopes, grenade launchers and stuff alike then this kind of thing should stay the same, no matter on which server you login to start a match. The main reason for this is that not many will blame the server admin at all... they will only blame him/her IF they already knew the original version of the mod... The example of new folks playing your mod for the first time rings a lot of bells here... we had many folks that started to blame our development team for specific things they disliked on this or that server and blamed us for developing a big pile of sh..t. Actually these things were mutators (UT stuff) that some folks added to their servers and that were developed to change specific parts about our mod. These mutators come pretty close to what is possible for admins on HL. Sure not 100% the same but 'adjusting' the damage values, adding another scoreboard and stuff alike is the same and can be a big pain in the a... so to speak. What makes a player wanting to play a specific mod? It is most times the first impression they got while playing it for the first time. But if this first impression is not their kind of thing then they will never touch it again most times. And now think about your hard work (your mod) edited in a way that you do not want it to be... what a nice first impression can result of this. Easy example... realistic behaviour is geared towards a specific group of players. Sure, some more action orientated folks will like your weapons or some other parts of your mod and then they will maybe setup a server that plays your stuff in a highly unrealistic pure action fun style... maybe cool, but that was not the way the mod planned to end up. And you should always show respect if people invest their free and spare time in developing a mod the way they like. Suggestions welcome, but it is their toy, not yours. So, adding nice additions is most times ok, but changing basics is not. So, imo, hard code whatever you want to hard code and leave stuff editable only if you want them to change it. -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net - Original Message - From: Jorge Rodriguez [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, February 10, 2005 6:32 PM Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages? On Thu, Feb 10, 2005 at 02:17:55PM -0500, Lance Vorgin wrote: In every modified server I've been on (too many to count) it's the server that's rightfully been blamed for the modifications to the mod and not the mod or mod authors themselves. There's no way to stop admins from changing pretty much anything about your mod's server and, as stated, it's not an option to make anything important client side (just play AVP2 for an example). In fact by trying to prevent people from modifying your mod, you attract people excited by the challenge [so to speak]. It's a bad idea not only because of the time it wastes, but because it actually hurts the mod: if more people play on servers with modified damage, then that's what people want to play. There will always be classic servers as well, so why would you not want to give people the opportunity to improve your mod? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders I may be coming in on the middle of this discussion, but I believe I have a good answer to this question. When someone plays your game for the first time online, what will happen if they see people flying around and swinging off the walls, and if a pocket knife kills with one shot to the foot and the sniper rifle hits for 1 hp? I really don't trust server admins with knowing how to make a fun game. As a game designer, I would prefer that gameplay be consistent across all public servers so that players can hop from server
Re: [hlcoders] Velocity and teleport
Right sorry about that, I thought by teleport you meant put a player at X X X location, rather than change how they were moving :D I suppose I was just stating the obvious in my respons then :D On Thu, 10 Feb 2005 14:02:34 -0500, Lance Vorgin [EMAIL PROTECTED] wrote: Bomber - that's what Teleport is doing - just changing instantaneous velocity. We use this because it is one of the few scraps server plugins have easy access to. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
If they want an SMG to do 10 Cagillion damage just by looking at someone, then an SMG is Gonna do 10 Cagillion damage, they will find away, but I have to agree to some extent that the mod teams do tend to spend a lot of time balancing their game, and when they play on a server that has changed that balance they feel hard done by. All that work to make a balanced game and some guy or girl or alien has gone and changed that balance completely. But that's life. On Thu, 10 Feb 2005 17:08:16 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Can we encrypt them like valve did with their weapon files? IMO if it isn't a server config option then they shouldn't change it. If I wanted someone to change the damage I would provide an option for it.. I am sure the .ctx could be decrypted but most people won't go to that extent. For the people who do decrypt them It won't do them no good because they will not be able to encrypt them with a different key... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Beppo [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, February 10, 2005 4:03 PM Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages? can only agree here... (sorry for going a bit OT now) you can give admins options to setup ie the number of reinforcements/respawns per player/team, maplists, timelimits and stuff alike... but when it comes to weapon damage, firing rate, additional scopes, grenade launchers and stuff alike then this kind of thing should stay the same, no matter on which server you login to start a match. The main reason for this is that not many will blame the server admin at all... they will only blame him/her IF they already knew the original version of the mod... The example of new folks playing your mod for the first time rings a lot of bells here... we had many folks that started to blame our development team for specific things they disliked on this or that server and blamed us for developing a big pile of sh..t. Actually these things were mutators (UT stuff) that some folks added to their servers and that were developed to change specific parts about our mod. These mutators come pretty close to what is possible for admins on HL. Sure not 100% the same but 'adjusting' the damage values, adding another scoreboard and stuff alike is the same and can be a big pain in the a... so to speak. What makes a player wanting to play a specific mod? It is most times the first impression they got while playing it for the first time. But if this first impression is not their kind of thing then they will never touch it again most times. And now think about your hard work (your mod) edited in a way that you do not want it to be... what a nice first impression can result of this. Easy example... realistic behaviour is geared towards a specific group of players. Sure, some more action orientated folks will like your weapons or some other parts of your mod and then they will maybe setup a server that plays your stuff in a highly unrealistic pure action fun style... maybe cool, but that was not the way the mod planned to end up. And you should always show respect if people invest their free and spare time in developing a mod the way they like. Suggestions welcome, but it is their toy, not yours. So, adding nice additions is most times ok, but changing basics is not. So, imo, hard code whatever you want to hard code and leave stuff editable only if you want them to change it. -- Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead [EMAIL PROTECTED] Sentry Studios - Infiltration [EMAIL PROTECTED] http://www.sentrystudios.net http://infiltration.sentrystudios.net - Original Message - From: Jorge Rodriguez [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, February 10, 2005 6:32 PM Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages? On Thu, Feb 10, 2005 at 02:17:55PM -0500, Lance Vorgin wrote: In every modified server I've been on (too many to count) it's the server that's rightfully been blamed for the modifications to the mod and not the mod or mod authors themselves. There's no way to stop admins from changing pretty much anything about your mod's server and, as stated, it's not an option to make anything important client side (just play AVP2 for an example). In fact by trying to prevent people from modifying your mod, you attract people excited by the challenge [so to speak]. It's a bad idea not only because of the time it wastes, but because it actually hurts the mod: if more people play on servers with modified damage, then that's what people want to play. There will always be classic servers as well, so why would you not want to give people the opportunity to improve your mod?
Re: [hlcoders] [NO CODING. CS-SOURCE] Dust2?
would be better in server mail list, as this is all programing, and not comsitics to maps --- Frank Weima [EMAIL PROTECTED] wrote: ** Off Topic ** Hey, In the Steam update they said that in the map: de_dust2 the spawnpoints would be fixed. On our servers it is still not fixed. Is there a server command or setting? CT's only have 12 points. How to fix this? Thanks all! Frank anxiro Weima ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders = http://ammahls.com __ Do you Yahoo!? Yahoo! Mail - Helps protect you from nasty viruses. http://promotions.yahoo.com/new_mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Every weapon in every MOD should be insta-gib. :P Where is Holy Wars: Source? (don't you people EVER trim posts when you reply?) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Negative Jeffery, gattling gun insta gib! :P On Thu, 10 Feb 2005 17:31:31 -0600, jeff broome [EMAIL PROTECTED] wrote: Every weapon in every MOD should be insta-gib. :P Where is Holy Wars: Source? (don't you people EVER trim posts when you reply?) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Velocity and teleport
Hi, Yes I can't get it to work. I think i have to make a whole class then. And I don't know whát you used in the class(es). Can you give me a sample? Thnx, Frank anxiro Weima - Original Message - From: British_Bomber [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, February 11, 2005 12:23 AM Subject: Re: [hlcoders] Velocity and teleport Right sorry about that, I thought by teleport you meant put a player at X X X location, rather than change how they were moving :D I suppose I was just stating the obvious in my respons then :D On Thu, 10 Feb 2005 14:02:34 -0500, Lance Vorgin [EMAIL PROTECTED] wrote: Bomber - that's what Teleport is doing - just changing instantaneous velocity. We use this because it is one of the few scraps server plugins have easy access to. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Sigh. Gmail has spoiled a generation. :( Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Yeah guys you're making my PINE lag :P The new players argument is the only one that's really made me think here - but perhaps, should your enjoy success and the inevitable modifications it brings, you should tell new players [in a document called the Manual!] to look for a 'classic' or otherwise unmodified server first. Why should the non new players suffer complete conformity for the new players the majority of whom won't become regular players anyway? Is seniority dead? These mini mods suffer from natural selection: if a mod sucks, people leave the server, and admins remove the mod or shutdown their crappy empty server. If it doesn't suck, then people play on the server, and all is well, unless you don't want to see your players enjoying the game. If people blame your mod for what a mutator does, then tell them it was the mutator. Egads. If a mini mod is liked [like the high damage example] by everybody, then yes it should be implimented by the mod team. However, if a mod is big enough to have such a mini mod base as, say, natural selection, or any of the other large mods [nameless..], then it's pretty much guaranteed that the mod team won't listen to anything the community says, or, even worse, only listen to fanboys that have a horribly retarded vision for the good game. Thanks, Fluyra [names edited to protect the guilty]! .ctx's are already useless - I don't see how people think it's protection :P When code is running on a computer that people have admin / root access to, _nothing_ is unmodifyable. Encrypt and hardcode what you like, it's just adding needless and useless complexity for you. Oh, and who needs a mod's source when you have a debugger :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
It seems so far that some ppl believe that just because someone can change something means we shouldn't even try to stop them. This is really dumb, no matter what you do there will always be some way to subvert any protection system but that doesn't mean someone will succeed in doing so. It's true that the server can change anything but we shouldn't make it easy for him unless you want to :). It all comes down to what you what your mod to do. If you want server configurable weapons then use the scripts. I myself will be making a TF like mod so I want to have complete control over all weapon code. Because of this I will use scripts to test and balance then when I'm done I'll change the weapon code to not use scripts. Which should be rather easy. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Bug in Mailman...
The archives (Mailman) is sick... Bug in Mailman version 2.0.11 We're sorry, we hit a bug! Please inform the webmaster for this site of this problem. Printing of traceback and other system information has been explicitly inhibited, but the webmaster can find this information in the Mailman error logs. So I'm following the instructions and informing the webmaster. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] GetAttachment in client side and SetupBones (Strider)
At what point in OnRenderStart (in cdll_client_int.cpp) do you call GetAttachment on the strider? What happens if you call InvalidateBoneCache after GetAttachment? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Tuesday, February 08, 2005 10:40 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] GetAttachment in client side and SetupBones (Strider) Hi. Somebody understand my mail?. Sorry, my english is no good. I only want a way to call GetAttachment in the client side of the entity, without touch setupbones. I only added a ViewSmoothing function in the client side of the strider for my vehicle purposes. This funcion gets the vehicle_driver_eyes attachment, and calls SetupBone. When clientthink function of the strider calls the bone cache, this may be corrupted, because don't get well the cache. The view of the strider shows bad the bones. Only wanted a best way to do this. InvalidateBoneCache or something else???. Thanks, please i need some help. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Bug in Mailman...
Pray tell, where do you encounter this error? (the list server just had a patch applied to fix a mailman exploit). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Thursday, February 10, 2005 6:22 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Bug in Mailman... The archives (Mailman) is sick... Bug in Mailman version 2.0.11 We're sorry, we hit a bug! Please inform the webmaster for this site of this problem. Printing of traceback and other system information has been explicitly inhibited, but the webmaster can find this information in the Mailman error logs. So I'm following the instructions and informing the webmaster. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bug in Mailman...
On Thu, 10 Feb 2005 18:36:47 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Pray tell, where do you encounter this error? (the list server just had a patch applied to fix a mailman exploit). Go to this page... http://list.valvesoftware.com/mailman/listinfo/hlcoders Click on the hlcoders Archives link at the top of the page, it crashes. Actually it does this on the hlds, hlds_linux and hlmappers Archive link as well. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Bug in Mailman...
Thanks, I will track down the problem :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of jeff broome Sent: Thursday, February 10, 2005 6:45 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Bug in Mailman... On Thu, 10 Feb 2005 18:36:47 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Pray tell, where do you encounter this error? (the list server just had a patch applied to fix a mailman exploit). Go to this page... http://list.valvesoftware.com/mailman/listinfo/hlcoders Click on the hlcoders Archives link at the top of the page, it crashes. Actually it does this on the hlds, hlds_linux and hlmappers Archive link as well. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Bug in Mailman...
And fixed. Looks like the recent security update for this package from Debian has a bug in it, I was reduced to hacking the python scripts by hand :( - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Thursday, February 10, 2005 6:52 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Bug in Mailman... Thanks, I will track down the problem :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of jeff broome Sent: Thursday, February 10, 2005 6:45 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Bug in Mailman... On Thu, 10 Feb 2005 18:36:47 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Pray tell, where do you encounter this error? (the list server just had a patch applied to fix a mailman exploit). Go to this page... http://list.valvesoftware.com/mailman/listinfo/hlcoders Click on the hlcoders Archives link at the top of the page, it crashes. Actually it does this on the hlds, hlds_linux and hlmappers Archive link as well. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
I might not hard code it (to prevent attracting people i'd rather not mess with my MOD's dlls) but i will probably put in a check in code to display a message if the script files' values differ from the hardcoded values. After all, i don't really care if they want a special uber-cool SMG to kill you in 1/2 of a shot, all i want is that the blame goes to the server admin went people start yelling, not to the mod team. -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.8.7 - Release Date: 10/02/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
If people blame your mod for what a mutator does, then tell them it was the mutator. Egads. This is, of course, extremely easy to do since new players always tell developers why they won't give a mod another chance... ;) I'm all for customization as long as players know it's a customized server. If there was a simple indicator that a server was running plugins with their names listed (like there is for mutators), then people could look for themselves--I haven't played around with plugins for HL2 yet, so I'm not sure if this interface is already part of the SDK. I miss it in the original Half-Life engine. If a mini mod is liked [like the high damage example] by everybody, then yes it should be implimented by the mod team. However, if a mod is big enough to have such a mini mod base as, say, natural selection, or any of the other large mods [nameless..], then it's pretty much guaranteed that the mod team won't listen to anything the community says, or, even worse, only listen to fanboys that have a horribly retarded vision for the good game. Thanks, Fluyra [names edited to protect the guilty]! Ouch? Actually, there are some cases of widespread plugin functionality that we're aware of and want to include in future versions (nextmap is a no-brainer). We don't (can't?) have the full picture of what mods user base is using on a day-to-day basis, but we do listen (and not just to the bad ideas). .ctx's are already useless - I don't see how people think it's protection :P When code is running on a computer that people have admin / root access to, _nothing_ is unmodifyable. Encrypt and hardcode what you like, it's just adding needless and useless complexity for you. Oh, and who needs a mod's source when you have a debugger :) I think this is analogous to anti-cheat on the client side. Any person with enough knowledge of how game code is layered on top of hardware drivers will admit that it's impossible to stop all cheating, but making it harder to do is still beneficial because it keeps the frequency of casual cheating down (or so the people who invest time in anti-cheat like to think). In environments where you want a level playing field across servers (i.e. competitive gaming) it's still worthwhile to at least investigate having checks to insure servers are running the unaltered mod (or the exact set of mini-mods required by the league, ladder, or tournament, for that matter). Karl ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
I pretty much fully agree with you Karl. I'm speak under the assumption that, like most of the servers I seem to remember, the words OMG THIS SERVER IS RUNNING XMOD are plastered all over a joining player's screen. As far as I know there's no way to look for servers running specific plugins, but if someone makes a popular third party server browser it'd be plenty possible and I'd bet quite successful. And perhaps I'm grizzled about my experience with successful mod authors. I loved NS, and respect the hell out of him for authoring one of my favorite games of all time, but am also sore at seeing 1.04 die. It was fresh on my mind at the time of writing :( I wasn't alluding to anti-cheats, and don't think it's the same situation unless you consider admins enemies. Remember, admins are vital to your mod's longevity :P Regarding competative play I fully agree too - that's where those nazi tourny plugins regarding round time, starting rules, consistency, and everything come into play. Not all servers [in fact most I'd assume] are competition servers though. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Personally I will be removing the damage/cycle time values and anything else that greatly effects the characteristics of the weapon once I have found the values I want. This is simply a matter of preference, leave it open for editing if you wish. To remove the guns dependance on a script you simply find where they are read and replace it with constant. I do suggest that you leave the precache values be, so that the base class can precache everything(i friggin love that!) ** Draco Coder for Perfect Dark(sorta coder for KZ mod) http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HLS models, model veiwer and what happened to glow shell?
I need to use the glow shell in a mod i'm gunna do, but I noticed sources weak version of it just colours the model the colour you set. Whats a good way to acheive a similar effect to the HL glow shell(personnaly I was expectng something like Q3A's glow shell, thats really cool) Also I tried using the models from HLS in my mod(my first goal is to get HLS weapons working in MP) but I get the error model instead(that big red ERROR! one). are they compatable? or is HLS using a modified version of the source engine? also, I tried to look at CSS and HLS models with the new version of HLMV, but I can not browse out of the HL2 GCF file, I'm sure theres a way to view outside of it, but I don't know. If you guys could help with my problems I would greatful. ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders