[hlcoders] Create Server option in HL2DM SDK mod only works on LAN??

2005-02-24 Thread Jose Luis Gonzalez
Hi, in a mod created with the HL2DM SDK, when you press create server, this only shows in LAN, never on Internet master server. But, if i put in console map , when i open the map the first time i start the mod it showed in Internet master server. Why Create server don't work like HL2DM,

[hlcoders] RE: [hlds_apps] Server query protocol

2005-02-24 Thread Alfred Reynolds
This change will be released tomorrow (so you can begin testing your tool updates). The A2S_INFO query has been altered from the description below. Rather than challenge response for each server ( making querying large numbers of servers much slower) the query will simply have a string appended

[hlcoders] Trying to display MOTD message

2005-02-24 Thread Josh Matthews
I'll explain my situation. I've just begun modding HL1, I own a copy of VC++.NET but can't install it due to space requirements, so I'm using Dev-C++/MinGW. I am working off of botman's modified SDK 2.2 source, which for one thing means that there's no VGUI included. By following tutorials I've

Re: [hlcoders] Create Server option in HL2DM SDK mod only works on LAN??

2005-02-24 Thread Oscar Björhn
sv_lan 0 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] HL2DM Mod Bot

2005-02-24 Thread Andre Bandarra
Hello I´m making a mod using HL2DM. I wanted to setup a simple bot to use for testing the MOD. Does anybody have any idea of the best way of doing it? Should i try to copy the Bot interface on the SDK or user the serverplugin_bot?? ___ To unsubscribe,

Re: [hlcoders] Trying to display MOTD message

2005-02-24 Thread Jeffrey \botman\ Broome
Josh Matthews wrote: I'll explain my situation. I've just begun modding HL1, I own a copy of VC++.NET but can't install it due to space requirements, so I'm using Dev-C++/MinGW. I am working off of botman's modified SDK 2.2 source, which for one thing means that there's no VGUI included. By

Re: [hlcoders] HL2DM Mod Bot

2005-02-24 Thread Jeffrey \botman\ Broome
Andre Bandarra wrote: Hello I´m making a mod using HL2DM. I wanted to setup a simple bot to use for testing the MOD. Does anybody have any idea of the best way of doing it? Should i try to copy the Bot interface on the SDK or user the serverplugin_bot?? It will be MUCH easier to incorporate the

[hlcoders] Pause System

2005-02-24 Thread Jon
Feels like a silly question, but how does the pause system for the game work? I'm trying to have an option so that my level begin paused. I tried running a engine-ServerCommand(pause); and engine-ClientCmd(pause);, etc on both the server and the client but it never seemed to work. Looking

[hlcoders] unloading plugins, playerinfomanager and cvars

2005-02-24 Thread disq
Hi, I'm having some problems on my serverplugin and i need some help. here are the issues: 1. When i unload my plugin via plugin_unload, it's CON_COMMANDS and cvar are still in place. Is there something I should do in MyPlugin::Unload() to unregister the concommands/cvars? (also the

[hlcoders] HL2MP SDK Crash (and fix)

2005-02-24 Thread Patrick Flanagan
I've been running my DM mod, and I noticed that periodically the clients would crash but the server would remain up. I happened to catch one in the debugger, and it looks like this is problem is in CreateRagdoll in ragdoll.cpp: CRagdoll *CreateRagdoll( C_BaseEntity *ent,

[hlcoders] RE: Number of 'player_hurt' events not matching CSS,client console stats 'shots' at end of round

2005-02-24 Thread Giles Millward
--__--__-- Message: 5 From: Daniel Jennings [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Number of 'player_hurt' events not matching CSS client console stats 'hots' at end of round Date: Wed, 23 Feb 2005 11:33:43 -0800 Reply-To: hlcoders@list.valvesoftware.com

Re: [hlcoders] HL2MP SDK Crash (and fix)

2005-02-24 Thread Ben Davison
Thanks added the fix to my mod. On Thu, 24 Feb 2005 13:41:51 -0500, Patrick Flanagan [EMAIL PROTECTED] wrote: I've been running my DM mod, and I noticed that periodically the clients would crash but the server would remain up. I happened to catch one in the debugger, and it looks like this is

[hlcoders] Help with HL1 SPR file format

2005-02-24 Thread Rodrigo 'r2d2rigo' Diaz
Hi, I want to load a SPR file to use it as a texture in one OpenGL program. I have based my code from the one in sprgen.c. For testing, I'm using a single frame 256*256 sprite, and I follow this order for reading the data: -1 struct dsprite_t (sprite header) -1 short (# of palette indexes - 256)

RE: [hlcoders] Question about upcoming Steam update

2005-02-24 Thread Alfred Reynolds
The fix involves a change to the game server dll code, the next SDK update should incorporate this code change. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Thursday, February 24, 2005 11:42 AM To:

[hlcoders] Resetting entites on round restart.

2005-02-24 Thread Ben Davison
Hi all, I have implemented a simple round system, but the only problem is that when a round restarts all the map objects are still in the same state they where in from when the last round was played. Any hints or suggestions or good reading material about the subject(I searched wave length and

Re: [hlcoders] Help with HL1 SPR file format

2005-02-24 Thread Philip Searle
Rodrigo 'r2d2rigo' Diaz wrote: Hi, I want to load a SPR file to use it as a texture in one OpenGL program. I have based my code from the one in sprgen.c. For testing, I'm using a single frame 256*256 sprite, and I follow this order for reading the data: -1 struct dsprite_t (sprite header) -1 short

[hlcoders] Question about Precaching in Source.

2005-02-24 Thread Spencer 'voogru' MacDonald
Back in the good ole days of HL1, when you precached a file from the server, this file was automatically added to some sort of list that when a client connects, and he does not have the precached file, the server would send it to him, or have him download it from the sv_downloadurl.

[hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Knifa
Hi all. I've made a new brush entity called func_fortsite, when a player from the other team of who's fort site this is tries to fire a weapon (weapon_freezer) while in this brush, it should stop. Right now, I have it using flags and it works all well while the Solid Type is SOLID_BSP, but I want

Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Jeffrey \botman\ Broome
Knifa wrote: I've made a new brush entity called func_fortsite, when a player from the other team of who's fort site this is tries to fire a weapon (weapon_freezer) while in this brush, it should stop. Right now, I have it using flags and it works all well while the Solid Type is SOLID_BSP, but I

Re: [hlcoders] Trying to display MOTD message

2005-02-24 Thread Josh Matthews
Well, I discovered the problem =\ It appears that between testing the MOTD before it was really set up properly and testing it recently, I somehow erased the contents of motd.txt. Problem solved, I guess! Josh On Fri, 25 Feb 2005 02:17:58 +1100, Josh Matthews [EMAIL PROTECTED] wrote: I

Re: [hlcoders] Resetting entites on round restart.

2005-02-24 Thread Ben Davison
I belive mapenties.h is a start, but I would like to hear frm people who have already done it or done work on it. I'm having a hard time getting my head around it. On Thu, 24 Feb 2005 15:19:04 -0800, Stephen Micheals [EMAIL PROTECTED] wrote: Im also interested on how to do this.

Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Knifa
It's HL2 and I'm using TraceLine. I just tried using TraceHull, but I don't get what hullMin and hullMax are supposed to be. I tried them just the start and end of the trace, but that didn't work. What are they for/What should I put in them? Knifa wrote: I've made a new brush entity called

Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread jeff broome
On Thu, 24 Feb 2005 23:58:24 +, Knifa [EMAIL PROTECTED] wrote: It's HL2 and I'm using TraceLine. I just tried using TraceHull, but I don't get what hullMin and hullMax are supposed to be. I tried them just the start and end of the trace, but that didn't work. What are they for/What

RE: [hlcoders] Resetting entites on round restart.

2005-02-24 Thread Matt Boone
Cs and dod both destroy the entities and re-create them from scratch on round restart. We also maintain a list of entities that should not be destroyed on a round restart ( player, lights etc ). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison

Re: [hlcoders] Resetting entites on round restart.

2005-02-24 Thread Ben Davison
Do you use mapentites.h? The way I figured was go through every entity at RoundRestart(); and delete them apart from players, lights etc. But at the moment i'm just figuring out how to-do it. This is how im looking at it at the moment, Add every entity to a list then filtering out which ones to

Re: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Knifa
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I did if ( pOwner-GetTeamNumber() == TEAM_COMBINE ) { UTIL_TraceLine( start, end, MASK_SHOT, pOwner, COLLISION_GROUP_BLUE_WEAPONS, tr ); } else { UTIL_TraceLine(

[hlcoders] Create Server option in HL2DM SDK mod only works on LAN??

2005-02-24 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] sv_lan 0 don’t works. Always showed in LAN games. Do I need a .cfg or something else like serverconfig.cfg ?¿? sv_lan 0 Hi, in a mod created with the HL2DM SDK, when you press create server, this

RE: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Jay Stelly
One other detail: ShouldCollide() sorts the collision groups, so in order for that code to work exactly as written, the enum for COLLISION_GROUP_*_FORT must be less than the enum for COLLISION_GROUP_*_WEAPONS -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On

Re: [hlcoders] HL2DM Mod Bot

2005-02-24 Thread Mark Ettinger
Your issue and others are fixed by following the excellent tutorial found here: http://www.chatbear.com/board.plm?a=viewthreadt=379,1109293489,536id=805428b=4991v=flatold ___ To unsubscribe, edit your list preferences, or view the list archives, please

[hlcoders] ShowMenu Format

2005-02-24 Thread Ray
With tonights update the engine-UserMessageBegin engine-MessageEnd(); format the the radiocommand menus no longer works.. where can I find the new format needed to create custom menus? ___ To unsubscribe, edit your list preferences, or view the list

[hlcoders] Making code compatable with converted HLDM models

2005-02-24 Thread Draco
Yesterday I got the GMan player model from HLDM to work in source, but theres a problem. In the bare bones SDK he plays no anims and when he dies the ragdoll code chucks a tantrum. Would any of you be able to give me some tips on how to either get GMan compatable with the code or making the code

Re: [hlcoders] RE: [hlds_apps] Server query protocol

2005-02-24 Thread Draco
So where exactly do we change our code to conform with the new system? -- ** Draco Coder for Perfect Dark and Kreedz Climbing http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list

RE: [hlcoders] RE: [hlds_apps] Server query protocol

2005-02-24 Thread Alfred Reynolds
This is only for 3rd party server query tools (like GameSpy, HLSW and QTracker). If you are writing a mod or plugin you don't need to do anything. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Draco Sent: Thursday, February 24, 2005 9:30 PM

Re: [hlcoders] RE: [hlds_apps] Server query protocol

2005-02-24 Thread Draco
Thanks -- ** Draco Coder for Perfect Dark and Kreedz Climbing http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

RE: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Jay Stelly
But this doesn't work, it still hits it. So you also need a case for collision groups lower than the brush's collision group: if ( collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM1 || collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM2 ) return false;