[hlcoders] @Valve Team, and your planed tool's for the source SDK

2005-02-10 Thread Adam \amckern\ Mckern
I know I should email you in person, but to tell the
truth I don’t 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

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Re: [hlcoders] Velocity and teleport

2005-02-10 Thread Lance Vorgin
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.

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Lance Vorgin
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?

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Jorge Rodriguez
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?

 ___
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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

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread tei
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.
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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Beppo
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?
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please visit:
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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?

2005-02-10 Thread Frank Weima
** 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


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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread r00t 3:16
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?
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please visit:
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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

2005-02-10 Thread British_Bomber
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.

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread British_Bomber
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?

2005-02-10 Thread Adam \amckern\ Mckern
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


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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread jeff broome
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

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Ben Davison
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

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--
- Ben Davison
- http://www.shadow-phoenix.com

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Re: [hlcoders] Velocity and teleport

2005-02-10 Thread Frank Weima
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.
 
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please visit:
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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread jeff broome
Sigh.  Gmail has spoiled a generation.  :(

Jeffrey botman Broome

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Lance Vorgin
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 :)

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Steven Guy
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.

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[hlcoders] Bug in Mailman...

2005-02-10 Thread Jeffrey \botman\ Broome
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
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RE: [hlcoders] GetAttachment in client side and SetupBones (Strider)

2005-02-10 Thread Mike Dussault
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.



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RE: [hlcoders] Bug in Mailman...

2005-02-10 Thread Alfred Reynolds
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.  :)

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Re: [hlcoders] Bug in Mailman...

2005-02-10 Thread jeff broome
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

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RE: [hlcoders] Bug in Mailman...

2005-02-10 Thread Alfred Reynolds
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

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RE: [hlcoders] Bug in Mailman...

2005-02-10 Thread Alfred Reynolds
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
 
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  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Imperio59
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

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RE: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Karl \XP-Cagey\ Patrick
 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



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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Lance Vorgin
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.

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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Draco
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

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[hlcoders] HLS models, model veiwer and what happened to glow shell?

2005-02-10 Thread Draco
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

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