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,
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
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
sv_lan 0
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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??
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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
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
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
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
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,
--__--__--
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
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
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)
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:
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
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
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.
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
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
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
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.
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
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
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
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
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I did
if ( pOwner-GetTeamNumber() == TEAM_COMBINE )
{
UTIL_TraceLine( start, end, MASK_SHOT, pOwner,
COLLISION_GROUP_BLUE_WEAPONS, tr );
}
else
{
UTIL_TraceLine(
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sv_lan 0 dont 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
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
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
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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?
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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
So where exactly do we change our code to conform with the new system?
--
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Draco
Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net
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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
Thanks
--
**
Draco
Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net
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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;
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