Re: Re: [hlcoders] creating a source bot plugin
I want to do it from first principles. So it was a pointer problem and that's sorted. Now that's working but after calling a method using that process, I get an access violation as soon as I try and call a method on the m_BotInterface attribute (set by calling botmanager->GetBotController( botEdict ) when the bot is created). Any ideas? I guess going through the vtable is messing something up? On Sun, 5 May 2019 at 18:35, wrote: > Why don’t you just use the remade headers in AlliedCoders/hl2sdk on GitHub > for the game of your choice, then you don’t need all this manual > vtable/offset rubbish? > > > > Would be a lot easier if that’s possible. > > - Josh > > > > *From: *Tom Schumann > *Sent: *05 May 2019 07:48 > *To: *hlcoders > *Subject: *Re: [hlcoders] creating a source bot plugin > > > > Excuse the late reply - this is what I'm doing: > > // get this > > void **ppThis = *(void ***)&(this->pObject); > > // get the vtable as an array of void * > > void **ppVTable = *(void ***)(this->pObject); > > // the method we want is in the vtable > > void *pMethod = ppVTable[this->m_EyePositionOffset]; > > > > this->pObject is the CBaseEntity * - I'm thinking maybe I should do > *this->pObject because maybe I'm just getting the address of the attribute? > > > > On Mon, 3 Sep 2018 at 20:01, Asher Baker wrote: > > On Mon, Sep 3, 2018 at 7:09 AM Joël Troch wrote: > > Maybe the offsets are invalid/obsolete, you could try 2 things: > > - The second would be to fork the GitHub project you mentioned and apply a > few changes so that it loads the engine and server binaries from the repo > instead of AlliedModders's servers. This is what I've done for Zombie > Panic! Source 3.0 to support SourceMod. Check my fork if needed. > > > > There is no need to do that, as the instructions say at the top you can > just drag-and-drop any binary to the page, the buttons are just for > convenience (they're from SourceMod's automatic gamedata checker, so always > current within a few minutes of an update). > > > > Regards, > > Asher > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/ > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/ > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/ > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/
Re: [hlcoders] creating a source bot plugin
Excuse the late reply - this is what I'm doing: // get this void **ppThis = *(void ***)&(this->pObject); // get the vtable as an array of void * void **ppVTable = *(void ***)(this->pObject); // the method we want is in the vtable void *pMethod = ppVTable[this->m_EyePositionOffset]; this->pObject is the CBaseEntity * - I'm thinking maybe I should do *this->pObject because maybe I'm just getting the address of the attribute? On Mon, 3 Sep 2018 at 20:01, Asher Baker wrote: > On Mon, Sep 3, 2018 at 7:09 AM Joël Troch wrote: > >> Maybe the offsets are invalid/obsolete, you could try 2 things: >> - The second would be to fork the GitHub project you mentioned and apply >> a few changes so that it loads the engine and server binaries from the repo >> instead of AlliedModders's servers. This is what I've done for Zombie >> Panic! Source 3.0 to support SourceMod. Check my fork if needed. >> > > There is no need to do that, as the instructions say at the top you can > just drag-and-drop any binary to the page, the buttons are just for > convenience (they're from SourceMod's automatic gamedata checker, so always > current within a few minutes of an update). > > Regards, > Asher > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/ > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/
[hlcoders] creating a source bot plugin
I've created a plugin and it's loading fine in Half-Life 2 Deathmatch - now I'm looking to use methods on a CBaseEntity from a bot edict_t * I've used https://wiki.alliedmods.net/Virtual_Offsets_(Source_Mods) as a guide but in my equivalent of void *func = vtable[m_Off_GetDataDescMap]; I get an access violation. I can see in the debugger that the vtable variable is an address in server.dll and I used https://asherkin.github.io/vtable/ to get the offset into the vtable. I'm running the game with the following command line parameters: -window -dev -insecure -allowdebug Am I doing something wrong? I used roughly the same code in Zeno Clash and it worked fine (though not using bots). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/
Re: [hlcoders] compiling source sdk 2013
Thanks - I'll look into that. On 7 May 2018 at 20:14, Tobias Kammersgaard <tobias.kammersga...@gmail.com> wrote: > LC_ID is no longer a thing. You will run into problems because you can't > link with the libraries in the Source SDK. They're not compatible with > VS2017. > > However if you want to avoid installing multiple versions of VS you can add > the 2015 toolset to VS2017. > https://i.imgur.com/C8hpzJW.png > > This should make it possible as far as I remember. > > - scart > > > On 7 May 2018 at 11:27, Tom Schumann <schumann@gmail.com> wrote: > > > I'm specifically trying to avoid running multiple versions of Visual > Studio > > for the sake of one project. > > > > On 7 May 2018 at 15:47, Francisco Javier Bizcocho Antúnez < > > volkovda...@gmail.com> wrote: > > > > > You are not gaining anything by using VS2017, all the relevant engine > > > functionality is already compiled. You're only getting the burden of > > making > > > it work with a compiler with a different C++ runtime. Just install > VS2013 > > > compiler and all the issues will go away. > > > On Mon, 7 May 2018 at 06:41, Tom Schumann <schumann@gmail.com> > > wrote: > > > > > > > Well that got me a bit further - looks like _CRTNOALIAS was defined > > as > > > > nothing (based on > > > > https://doxygen.reactos.org/d7/d45/crtdefs_8h_source.html > > > > ). > > > > Also, pthreadmbcinfo is now struct __crt_multibyte_data*, > > pthreadlocinfo > > > is > > > > now struct __crt_locale_data*, _locale_tstruct is now _locale_t > > > > and _crtDbgFlag and _crtBreakAlloc have both gone from being global > > flags > > > > to macros defining function pointer types. > > > > > > > > On 7 May 2018 at 14:51, Tom Schumann <schumann@gmail.com> wrote: > > > > > > > > > Possibly but I've compiled Source plugins without issue (I just > > didn't > > > > use > > > > > the custom memory management for them). > > > > > Anyway, looks like _CRTNOALIAS was probably defined in a previous > > > version > > > > > of Visual Studio but not longer is. It looks like it should be > > #define > > > > > _CRTNOALIAS __declspec(noalias) > > > > > > > > > > On 7 May 2018 at 08:56, Francisco Javier Bizcocho Antúnez < > > > > > volkovda...@gmail.com> wrote: > > > > > > > > > >> Usually mixing projects that are compiled with different versions > of > > > VS > > > > >> brings nothing but problems. Even if you manage to compile and > link > > > you > > > > >> can > > > > >> always have runtime issues. The C++ runtimes are dufferent. So > rule > > of > > > > the > > > > >> thumb: use the same compiler to avoid this kind of issues. > > > > >> > > > > >> On Sun, 6 May 2018 at 23:21, Tom Schumann <schumann@gmail.com > > > > > > wrote: > > > > >> > > > > >> > Yeah I saw that but it looked their problem was not using Visual > > > > Studio. > > > > >> > > > > > >> > On 7 May 2018 at 08:12, Frederique <auspici...@inventati.org> > > > wrote: > > > > >> > > > > > >> > > Somebody with the same issue: > > > > >> > > http://www.interlopers.net/forum/viewtopic.php?f=2=16578 > > > > >> > > > > > > >> > > Try asking on there if you do not end up with a solution on > this > > > > >> mailing > > > > >> > > list. > > > > >> > > > > > > >> > > > > > > >> > > On 06/05/2018 23:46, Tom Schumann wrote: > > > > >> > > > > > > >> > >> I'm trying to compile https://github.com/ValveSoftwa > > > > >> re/source-sdk-2013 > > > > >> > in > > > > >> > >> Visual Studio 2017 which I know isn't supported, but I've > > > > generated a > > > > >> > .sln > > > > >> > >> using the fix at > > > > >> > https://developer.valvesoftware.com/wiki/Source_SDK_2013 > > > > >> > >> , > > > > >> > >> but I get compile errors which
Re: [hlcoders] compiling source sdk 2013
I'm specifically trying to avoid running multiple versions of Visual Studio for the sake of one project. On 7 May 2018 at 15:47, Francisco Javier Bizcocho Antúnez < volkovda...@gmail.com> wrote: > You are not gaining anything by using VS2017, all the relevant engine > functionality is already compiled. You're only getting the burden of making > it work with a compiler with a different C++ runtime. Just install VS2013 > compiler and all the issues will go away. > On Mon, 7 May 2018 at 06:41, Tom Schumann <schumann@gmail.com> wrote: > > > Well that got me a bit further - looks like _CRTNOALIAS was defined as > > nothing (based on > > https://doxygen.reactos.org/d7/d45/crtdefs_8h_source.html > > ). > > Also, pthreadmbcinfo is now struct __crt_multibyte_data*, pthreadlocinfo > is > > now struct __crt_locale_data*, _locale_tstruct is now _locale_t > > and _crtDbgFlag and _crtBreakAlloc have both gone from being global flags > > to macros defining function pointer types. > > > > On 7 May 2018 at 14:51, Tom Schumann <schumann@gmail.com> wrote: > > > > > Possibly but I've compiled Source plugins without issue (I just didn't > > use > > > the custom memory management for them). > > > Anyway, looks like _CRTNOALIAS was probably defined in a previous > version > > > of Visual Studio but not longer is. It looks like it should be #define > > > _CRTNOALIAS __declspec(noalias) > > > > > > On 7 May 2018 at 08:56, Francisco Javier Bizcocho Antúnez < > > > volkovda...@gmail.com> wrote: > > > > > >> Usually mixing projects that are compiled with different versions of > VS > > >> brings nothing but problems. Even if you manage to compile and link > you > > >> can > > >> always have runtime issues. The C++ runtimes are dufferent. So rule of > > the > > >> thumb: use the same compiler to avoid this kind of issues. > > >> > > >> On Sun, 6 May 2018 at 23:21, Tom Schumann <schumann@gmail.com> > > wrote: > > >> > > >> > Yeah I saw that but it looked their problem was not using Visual > > Studio. > > >> > > > >> > On 7 May 2018 at 08:12, Frederique <auspici...@inventati.org> > wrote: > > >> > > > >> > > Somebody with the same issue: > > >> > > http://www.interlopers.net/forum/viewtopic.php?f=2=16578 > > >> > > > > >> > > Try asking on there if you do not end up with a solution on this > > >> mailing > > >> > > list. > > >> > > > > >> > > > > >> > > On 06/05/2018 23:46, Tom Schumann wrote: > > >> > > > > >> > >> I'm trying to compile https://github.com/ValveSoftwa > > >> re/source-sdk-2013 > > >> > in > > >> > >> Visual Studio 2017 which I know isn't supported, but I've > > generated a > > >> > .sln > > >> > >> using the fix at > > >> > https://developer.valvesoftware.com/wiki/Source_SDK_2013 > > >> > >> , > > >> > >> but I get compile errors which I can't figure. > > >> > >> Most of the problems seem to be in memoverride.cpp - I get a few > > >> errors > > >> > on > > >> > >> line 122 of > > >> > >> https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dce > > >> > >> ea4310fde5706b3ce1c70609d72a38efdf/mp/src/public/tier0/memov > > >> erride.cpp > > >> > >> - this declaration has no storage class or type specifier, syntax > > >> error: > > >> > >> 'void' should be preceded by ';' and missing type specifier - int > > >> > assumed. > > >> > >> Note: C++ does not support default-int > > >> > >> By eye it all seems okay but it's like the compiler thinks > there's > > a > > >> > >> missing or stray semicolon somewhere. > > >> > >> Anyone had any luck with this? It seems like memoverride.cpp has > > been > > >> > the > > >> > >> source of a few issues over the years but none of the older > > solutions > > >> > I've > > >> > >> looked at have helped. > > >> > >> ___ > > >> > >> To unsubscribe, edit your list prefer
Re: [hlcoders] compiling source sdk 2013
Well that got me a bit further - looks like _CRTNOALIAS was defined as nothing (based on https://doxygen.reactos.org/d7/d45/crtdefs_8h_source.html ). Also, pthreadmbcinfo is now struct __crt_multibyte_data*, pthreadlocinfo is now struct __crt_locale_data*, _locale_tstruct is now _locale_t and _crtDbgFlag and _crtBreakAlloc have both gone from being global flags to macros defining function pointer types. On 7 May 2018 at 14:51, Tom Schumann <schumann@gmail.com> wrote: > Possibly but I've compiled Source plugins without issue (I just didn't use > the custom memory management for them). > Anyway, looks like _CRTNOALIAS was probably defined in a previous version > of Visual Studio but not longer is. It looks like it should be #define > _CRTNOALIAS __declspec(noalias) > > On 7 May 2018 at 08:56, Francisco Javier Bizcocho Antúnez < > volkovda...@gmail.com> wrote: > >> Usually mixing projects that are compiled with different versions of VS >> brings nothing but problems. Even if you manage to compile and link you >> can >> always have runtime issues. The C++ runtimes are dufferent. So rule of the >> thumb: use the same compiler to avoid this kind of issues. >> >> On Sun, 6 May 2018 at 23:21, Tom Schumann <schumann@gmail.com> wrote: >> >> > Yeah I saw that but it looked their problem was not using Visual Studio. >> > >> > On 7 May 2018 at 08:12, Frederique <auspici...@inventati.org> wrote: >> > >> > > Somebody with the same issue: >> > > http://www.interlopers.net/forum/viewtopic.php?f=2=16578 >> > > >> > > Try asking on there if you do not end up with a solution on this >> mailing >> > > list. >> > > >> > > >> > > On 06/05/2018 23:46, Tom Schumann wrote: >> > > >> > >> I'm trying to compile https://github.com/ValveSoftwa >> re/source-sdk-2013 >> > in >> > >> Visual Studio 2017 which I know isn't supported, but I've generated a >> > .sln >> > >> using the fix at >> > https://developer.valvesoftware.com/wiki/Source_SDK_2013 >> > >> , >> > >> but I get compile errors which I can't figure. >> > >> Most of the problems seem to be in memoverride.cpp - I get a few >> errors >> > on >> > >> line 122 of >> > >> https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dce >> > >> ea4310fde5706b3ce1c70609d72a38efdf/mp/src/public/tier0/memov >> erride.cpp >> > >> - this declaration has no storage class or type specifier, syntax >> error: >> > >> 'void' should be preceded by ';' and missing type specifier - int >> > assumed. >> > >> Note: C++ does not support default-int >> > >> By eye it all seems okay but it's like the compiler thinks there's a >> > >> missing or stray semicolon somewhere. >> > >> Anyone had any luck with this? It seems like memoverride.cpp has been >> > the >> > >> source of a few issues over the years but none of the older solutions >> > I've >> > >> looked at have helped. >> > >> ___ >> > >> To unsubscribe, edit your list preferences, or view the list >> archives, >> > >> please visit: >> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> > >> >> > >> >> > > ___ >> > > To unsubscribe, edit your list preferences, or view the list archives, >> > > please visit: >> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> > > >> > > >> > ___ >> > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> > >> > >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] compiling source sdk 2013
Possibly but I've compiled Source plugins without issue (I just didn't use the custom memory management for them). Anyway, looks like _CRTNOALIAS was probably defined in a previous version of Visual Studio but not longer is. It looks like it should be #define _CRTNOALIAS __declspec(noalias) On 7 May 2018 at 08:56, Francisco Javier Bizcocho Antúnez < volkovda...@gmail.com> wrote: > Usually mixing projects that are compiled with different versions of VS > brings nothing but problems. Even if you manage to compile and link you can > always have runtime issues. The C++ runtimes are dufferent. So rule of the > thumb: use the same compiler to avoid this kind of issues. > > On Sun, 6 May 2018 at 23:21, Tom Schumann <schumann@gmail.com> wrote: > > > Yeah I saw that but it looked their problem was not using Visual Studio. > > > > On 7 May 2018 at 08:12, Frederique <auspici...@inventati.org> wrote: > > > > > Somebody with the same issue: > > > http://www.interlopers.net/forum/viewtopic.php?f=2=16578 > > > > > > Try asking on there if you do not end up with a solution on this > mailing > > > list. > > > > > > > > > On 06/05/2018 23:46, Tom Schumann wrote: > > > > > >> I'm trying to compile https://github.com/ > ValveSoftware/source-sdk-2013 > > in > > >> Visual Studio 2017 which I know isn't supported, but I've generated a > > .sln > > >> using the fix at > > https://developer.valvesoftware.com/wiki/Source_SDK_2013 > > >> , > > >> but I get compile errors which I can't figure. > > >> Most of the problems seem to be in memoverride.cpp - I get a few > errors > > on > > >> line 122 of > > >> https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dce > > >> ea4310fde5706b3ce1c70609d72a38efdf/mp/src/public/tier0/ > memoverride.cpp > > >> - this declaration has no storage class or type specifier, syntax > error: > > >> 'void' should be preceded by ';' and missing type specifier - int > > assumed. > > >> Note: C++ does not support default-int > > >> By eye it all seems okay but it's like the compiler thinks there's a > > >> missing or stray semicolon somewhere. > > >> Anyone had any luck with this? It seems like memoverride.cpp has been > > the > > >> source of a few issues over the years but none of the older solutions > > I've > > >> looked at have helped. > > >> ___ > > >> To unsubscribe, edit your list preferences, or view the list archives, > > >> please visit: > > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > >> > > >> > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] compiling source sdk 2013
I'm trying to compile https://github.com/ValveSoftware/source-sdk-2013 in Visual Studio 2017 which I know isn't supported, but I've generated a .sln using the fix at https://developer.valvesoftware.com/wiki/Source_SDK_2013, but I get compile errors which I can't figure. Most of the problems seem to be in memoverride.cpp - I get a few errors on line 122 of https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/public/tier0/memoverride.cpp - this declaration has no storage class or type specifier, syntax error: 'void' should be preceded by ';' and missing type specifier - int assumed. Note: C++ does not support default-int By eye it all seems okay but it's like the compiler thinks there's a missing or stray semicolon somewhere. Anyone had any luck with this? It seems like memoverride.cpp has been the source of a few issues over the years but none of the older solutions I've looked at have helped. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] creating a source bot plugin
I've created a plugin and it's loading fine in Half-Life 2 Deathmatch - now I'm looking to use methods on a CBaseEntity from a bot edict_t * I've used https://wiki.alliedmods.net/Virtual_Offsets_(Source_Mods) as a guide but in my equivalent of void *func = vtable[m_Off_GetDataDescMap]; I get an access violation. I can see in the debugger that the vtable variable is an address in server.dll and I used https://asherkin.github.io/vtable/ to get the offset into the vtable. I'm running the game with the following command line parameters: -window -dev -insecure -allowdebug Am I doing something wrong? I used roughly the same code in Zeno Clash and it worked fine (though not using bots). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] getting cvar value from source plugin
Thanks - playerinfomanager->GetGlobalVars()->maxClients worked. On 8 July 2017 at 22:01, Nicholas Hastings <psycho...@alliedmods.net> wrote: > I find it odd that it returned a non-NULL value. maxplayers is a > ConCommand, not a ConVar. > > The typical way to get the max players is to get the IPlayerInfoManager > interface, call GetGlobalVars, and then check the maxClients global value. > > -- > Nicholas Hastings > AlliedMods.net <http://www.alliedmods.net> > > > > > Tom Schumann <mailto:schumann@gmail.com> > > Friday, July 7, 2017 9:47 PM > > Thanks - I used g_pCVar->FindVar which returns a ConVar* but its > m_pParent > > attribute is NULL so I can't get its value. > > I tried wrapping it in a ConVarRef and GetInt, GetFloat and GetString all > > return 0. I can see that maxplayers is 16 though. > > > > On 25 June 2017 at 21:06, Nicholas Hastings <psycho...@alliedmods.net> > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > Nicholas Hastings <mailto:psycho...@alliedmods.net> > > Sunday, June 25, 2017 7:06 AM > > It's the same as getting them from within a game dll. > > > > Call ConnectTier1Libraries or manually look up and set g_pCVar to the > > ICVar interface pointer (CVAR_INTERFACE_VERSION). After then you can use > > ConVarRefs or manual lookup, ex. g_pCVar->FindVar("mp_friendlyfire") . > > > > Tom Schumann <mailto:schumann@gmail.com> > > Sunday, June 25, 2017 1:31 AM > > Is there a way to get a game .dll or engine cvar value from a Source > > plugin? I've had a bit of a poke around and couldn't see or find anything > > obvious. > > > > Thanks > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] getting cvar value from source plugin
Thanks - I used g_pCVar->FindVar which returns a ConVar* but its m_pParent attribute is NULL so I can't get its value. I tried wrapping it in a ConVarRef and GetInt, GetFloat and GetString all return 0. I can see that maxplayers is 16 though. On 25 June 2017 at 21:06, Nicholas Hastings <psycho...@alliedmods.net> wrote: > It's the same as getting them from within a game dll. > > Call ConnectTier1Libraries or manually look up and set g_pCVar to the > ICVar interface pointer (CVAR_INTERFACE_VERSION). After then you can use > ConVarRefs or manual lookup, ex. g_pCVar->FindVar("mp_friendlyfire") . > > -- > Nicholas Hastings > AlliedMods.net <http://www.alliedmods.net> > > > > > Tom Schumann <mailto:schumann@gmail.com> > > Sunday, June 25, 2017 1:31 AM > > Is there a way to get a game .dll or engine cvar value from a Source > > plugin? I've had a bit of a poke around and couldn't see or find anything > > obvious. > > > > Thanks > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] getting cvar value from source plugin
Is there a way to get a game .dll or engine cvar value from a Source plugin? I've had a bit of a poke around and couldn't see or find anything obvious. Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Removing HL2 Requirement?
Is Half-Life 2 strictly a requirement anymore? I haven't done a whole lot with Source but I thought having the Source SDK Base installed was enough to run a mod (and I think it gives you all the Half-Life 2 content anyway). On 21 March 2017 at 04:30, 3Turtles <3turt...@videotron.ca> wrote: > I asked this question months ago on Steamworks discussion board, but never > got a reply so i'm hoping someone at Valve sees it here: > > Our modification currently requires users to own Half-Life 2 before they > can download the mod and i'm totally understanding of this since the mod > uses Half-Life 2 content. We're currently in the process of developing a > major update and we were wondering; if we remove all valve created > Half-Life 2 models, textures and sounds could the Half-Life 2 requirement > be removed? I'm assuming yes since another mod (Neotokyo) doesn't have > Half-Life 2 as a requirement, despite them using some source content > (textures, models, sounds). > > Can someone who works at valve confirm this? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] using ISteamUser::UserHasLicenseForApp
Eventually got this working on Linux too - the trick is to link to libsteam_api.so in Makefile.hl_cdll I linked with the one that comes with Half-Life (the one on the Steamworks website had a slightly different file size but I'm sure it would work too. Getting it working on a Mac is probably a similar process but I don't have a Mac to test on. On 25 February 2017 at 23:55, SM Sith Lord <smsithl...@yahoo.com> wrote: > I've only been able to get a complete list of owned apps by scraping the > user's public Steam community profile. Would be great if the Steamworks > API has a way to grab it locally.SM Sith Lord > > From: Tom Schumann <schumann@gmail.com> > To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com> > Sent: Friday, February 24, 2017 9:40 PM > Subject: Re: [hlcoders] using ISteamUser::UserHasLicenseForApp > > ISteamApps->BIsSubscribedApp looks like it will you whether an arbitrary > app is owned by the current user. > > On 25 February 2017 at 15:28, Tom Schumann <schumann@gmail.com> wrote: > > > Got it working: https://github.com/tschumann/basis/commit/ > > 3814dc117c7323b48bdbd4f0df9e2ef1faa8579e > > UserHasLicenseForApp doesn't look like the right thing as it only returns > > true for the currently running app. ISteamApps might be the right > > interface... > > > > On 18 February 2017 at 22:04, Tom Schumann <schumann@gmail.com> > wrote: > > > >> Ah, right you are: https://github.com/ValveS > >> oftware/source-sdk-2013/blob/39ed87570bdb2f86969d4be821c94b7 > >> 22dc71179/mp/src/public/steam/isteamuser.h > >> > >> Thanks > >> > >> On 18 February 2017 at 21:03, Sam Vanheer <duo...@hotmail.com> wrote: > >> > >>> Half-Life uses the Steamworks SDK v1.20, which the Github Source SDK > was > >>> originally released with. Clone the repo, revert it to its first commit > >>> and you'll have the right headers and libraries. > >>> > >>> Alternatively, download the Steamworks SDK from > >>> https://partner.steamgames.com. You should be able to log in with any > >>> Steam account, go to the release archive and download v1.20. > >>> > >>> > >>> Regards, > >>> > >>> > >>> Solokiller > >>> > >>> > >>> Op 18/02/2017 om 3:56 schreef Tom Schumann: > >>> > Yeah okay. So ISteamUser has a GetSteamID method which I guess should > >>> work > >>> > regardless of offline mode or sv_lan > >>> > I guess it's just a matter of including the header files and linking > to > >>> > steam_api.lib > >>> > Although Half-Life's steam_api.dll exposes SteamUser016 and there are > >>> only > >>> > headers for SteamUser004 and SteamUser008 (from the Source SDK on > >>> Steam) > >>> > and SteamUser018 (from the Source SDK on GitHub) so I guess it's not > >>> really > >>> > doable from Half-Life with the currently available sources. > >>> > > >>> > On 14 February 2017 at 21:26, Sam Vanheer <duo...@hotmail.com> > wrote: > >>> > > >>> >> Only interfaces exposed in steam_gameserver.h's > >>> >> CSteamGameServerAPIContext class can be accessed on the server side. > >>> >> > >>> >> > >>> >> The client side connects to the local Steam client instance, so > >>> >> whichever account you're logged in as will be used. > >>> >> > >>> >> > >>> >> Regards, > >>> >> > >>> >> > >>> >> Solokiller > >>> >> > >>> >> > >>> >> Op 14/02/2017 om 12:08 schreef Tom Schumann: > >>> >>> For the record I'm working with GoldSource but am still interested > >>> in how > >>> >>> to use this API for working out if a player owns a game. > >>> >>> How does it work in Source? Is it meant to be called and used from > >>> >>> client.dll only? Does client.dll always have the player's Steam ID > >>> >>> regardless of sv_lan or offline mode or whatever? > >>> >>> > >>> >>> I had a look at the code in source-sdk-2013 on GitHub but could > find > >>> no > >>> >>> uses of it. > >>> >>> ___ > >>
Re: [hlcoders] using ISteamUser::UserHasLicenseForApp
ISteamApps->BIsSubscribedApp looks like it will you whether an arbitrary app is owned by the current user. On 25 February 2017 at 15:28, Tom Schumann <schumann@gmail.com> wrote: > Got it working: https://github.com/tschumann/basis/commit/ > 3814dc117c7323b48bdbd4f0df9e2ef1faa8579e > UserHasLicenseForApp doesn't look like the right thing as it only returns > true for the currently running app. ISteamApps might be the right > interface... > > On 18 February 2017 at 22:04, Tom Schumann <schumann@gmail.com> wrote: > >> Ah, right you are: https://github.com/ValveS >> oftware/source-sdk-2013/blob/39ed87570bdb2f86969d4be821c94b7 >> 22dc71179/mp/src/public/steam/isteamuser.h >> >> Thanks >> >> On 18 February 2017 at 21:03, Sam Vanheer <duo...@hotmail.com> wrote: >> >>> Half-Life uses the Steamworks SDK v1.20, which the Github Source SDK was >>> originally released with. Clone the repo, revert it to its first commit >>> and you'll have the right headers and libraries. >>> >>> Alternatively, download the Steamworks SDK from >>> https://partner.steamgames.com. You should be able to log in with any >>> Steam account, go to the release archive and download v1.20. >>> >>> >>> Regards, >>> >>> >>> Solokiller >>> >>> >>> Op 18/02/2017 om 3:56 schreef Tom Schumann: >>> > Yeah okay. So ISteamUser has a GetSteamID method which I guess should >>> work >>> > regardless of offline mode or sv_lan >>> > I guess it's just a matter of including the header files and linking to >>> > steam_api.lib >>> > Although Half-Life's steam_api.dll exposes SteamUser016 and there are >>> only >>> > headers for SteamUser004 and SteamUser008 (from the Source SDK on >>> Steam) >>> > and SteamUser018 (from the Source SDK on GitHub) so I guess it's not >>> really >>> > doable from Half-Life with the currently available sources. >>> > >>> > On 14 February 2017 at 21:26, Sam Vanheer <duo...@hotmail.com> wrote: >>> > >>> >> Only interfaces exposed in steam_gameserver.h's >>> >> CSteamGameServerAPIContext class can be accessed on the server side. >>> >> >>> >> >>> >> The client side connects to the local Steam client instance, so >>> >> whichever account you're logged in as will be used. >>> >> >>> >> >>> >> Regards, >>> >> >>> >> >>> >> Solokiller >>> >> >>> >> >>> >> Op 14/02/2017 om 12:08 schreef Tom Schumann: >>> >>> For the record I'm working with GoldSource but am still interested >>> in how >>> >>> to use this API for working out if a player owns a game. >>> >>> How does it work in Source? Is it meant to be called and used from >>> >>> client.dll only? Does client.dll always have the player's Steam ID >>> >>> regardless of sv_lan or offline mode or whatever? >>> >>> >>> >>> I had a look at the code in source-sdk-2013 on GitHub but could find >>> no >>> >>> uses of it. >>> >>> ___ >>> >>> To unsubscribe, edit your list preferences, or view the list >>> archives, >>> >> please visit: >>> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> >>> >> ___ >>> >> To unsubscribe, edit your list preferences, or view the list archives, >>> >> please visit: >>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >> >>> >> >>> > ___ >>> > To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> > >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> >> > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] using ISteamUser::UserHasLicenseForApp
Got it working: https://github.com/tschumann/basis/commit/3814dc117c7323b48bdbd4f0df9e2ef1faa8579e UserHasLicenseForApp doesn't look like the right thing as it only returns true for the currently running app. ISteamApps might be the right interface... On 18 February 2017 at 22:04, Tom Schumann <schumann@gmail.com> wrote: > Ah, right you are: https://github.com/ValveSoftware/source-sdk-2013/blob/ > 39ed87570bdb2f86969d4be821c94b722dc71179/mp/src/public/steam/isteamuser.h > > Thanks > > On 18 February 2017 at 21:03, Sam Vanheer <duo...@hotmail.com> wrote: > >> Half-Life uses the Steamworks SDK v1.20, which the Github Source SDK was >> originally released with. Clone the repo, revert it to its first commit >> and you'll have the right headers and libraries. >> >> Alternatively, download the Steamworks SDK from >> https://partner.steamgames.com. You should be able to log in with any >> Steam account, go to the release archive and download v1.20. >> >> >> Regards, >> >> >> Solokiller >> >> >> Op 18/02/2017 om 3:56 schreef Tom Schumann: >> > Yeah okay. So ISteamUser has a GetSteamID method which I guess should >> work >> > regardless of offline mode or sv_lan >> > I guess it's just a matter of including the header files and linking to >> > steam_api.lib >> > Although Half-Life's steam_api.dll exposes SteamUser016 and there are >> only >> > headers for SteamUser004 and SteamUser008 (from the Source SDK on Steam) >> > and SteamUser018 (from the Source SDK on GitHub) so I guess it's not >> really >> > doable from Half-Life with the currently available sources. >> > >> > On 14 February 2017 at 21:26, Sam Vanheer <duo...@hotmail.com> wrote: >> > >> >> Only interfaces exposed in steam_gameserver.h's >> >> CSteamGameServerAPIContext class can be accessed on the server side. >> >> >> >> >> >> The client side connects to the local Steam client instance, so >> >> whichever account you're logged in as will be used. >> >> >> >> >> >> Regards, >> >> >> >> >> >> Solokiller >> >> >> >> >> >> Op 14/02/2017 om 12:08 schreef Tom Schumann: >> >>> For the record I'm working with GoldSource but am still interested in >> how >> >>> to use this API for working out if a player owns a game. >> >>> How does it work in Source? Is it meant to be called and used from >> >>> client.dll only? Does client.dll always have the player's Steam ID >> >>> regardless of sv_lan or offline mode or whatever? >> >>> >> >>> I had a look at the code in source-sdk-2013 on GitHub but could find >> no >> >>> uses of it. >> >>> ___ >> >>> To unsubscribe, edit your list preferences, or view the list archives, >> >> please visit: >> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >>> >> >> ___ >> >> To unsubscribe, edit your list preferences, or view the list archives, >> >> please visit: >> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> >> >> > ___ >> > To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> > >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] using ISteamUser::UserHasLicenseForApp
Ah, right you are: https://github.com/ValveSoftware/source-sdk-2013/blob/39ed87570bdb2f86969d4be821c94b722dc71179/mp/src/public/steam/isteamuser.h Thanks On 18 February 2017 at 21:03, Sam Vanheer <duo...@hotmail.com> wrote: > Half-Life uses the Steamworks SDK v1.20, which the Github Source SDK was > originally released with. Clone the repo, revert it to its first commit > and you'll have the right headers and libraries. > > Alternatively, download the Steamworks SDK from > https://partner.steamgames.com. You should be able to log in with any > Steam account, go to the release archive and download v1.20. > > > Regards, > > > Solokiller > > > Op 18/02/2017 om 3:56 schreef Tom Schumann: > > Yeah okay. So ISteamUser has a GetSteamID method which I guess should > work > > regardless of offline mode or sv_lan > > I guess it's just a matter of including the header files and linking to > > steam_api.lib > > Although Half-Life's steam_api.dll exposes SteamUser016 and there are > only > > headers for SteamUser004 and SteamUser008 (from the Source SDK on Steam) > > and SteamUser018 (from the Source SDK on GitHub) so I guess it's not > really > > doable from Half-Life with the currently available sources. > > > > On 14 February 2017 at 21:26, Sam Vanheer <duo...@hotmail.com> wrote: > > > >> Only interfaces exposed in steam_gameserver.h's > >> CSteamGameServerAPIContext class can be accessed on the server side. > >> > >> > >> The client side connects to the local Steam client instance, so > >> whichever account you're logged in as will be used. > >> > >> > >> Regards, > >> > >> > >> Solokiller > >> > >> > >> Op 14/02/2017 om 12:08 schreef Tom Schumann: > >>> For the record I'm working with GoldSource but am still interested in > how > >>> to use this API for working out if a player owns a game. > >>> How does it work in Source? Is it meant to be called and used from > >>> client.dll only? Does client.dll always have the player's Steam ID > >>> regardless of sv_lan or offline mode or whatever? > >>> > >>> I had a look at the code in source-sdk-2013 on GitHub but could find no > >>> uses of it. > >>> ___ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >>> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >> > >> > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] using ISteamUser::UserHasLicenseForApp
As a sort of follow-up, steam_api_c.dll contains a reference to SteamUser010. Is steam_api.dll what provides the ISteamUser interface, or is there another .dll that does? On 18 February 2017 at 12:56, Tom Schumann <schumann@gmail.com> wrote: > Yeah okay. So ISteamUser has a GetSteamID method which I guess should work > regardless of offline mode or sv_lan > I guess it's just a matter of including the header files and linking to > steam_api.lib > Although Half-Life's steam_api.dll exposes SteamUser016 and there are only > headers for SteamUser004 and SteamUser008 (from the Source SDK on Steam) > and SteamUser018 (from the Source SDK on GitHub) so I guess it's not really > doable from Half-Life with the currently available sources. > > On 14 February 2017 at 21:26, Sam Vanheer <duo...@hotmail.com> wrote: > >> Only interfaces exposed in steam_gameserver.h's >> CSteamGameServerAPIContext class can be accessed on the server side. >> >> >> The client side connects to the local Steam client instance, so >> whichever account you're logged in as will be used. >> >> >> Regards, >> >> >> Solokiller >> >> >> Op 14/02/2017 om 12:08 schreef Tom Schumann: >> > For the record I'm working with GoldSource but am still interested in >> how >> > to use this API for working out if a player owns a game. >> > How does it work in Source? Is it meant to be called and used from >> > client.dll only? Does client.dll always have the player's Steam ID >> > regardless of sv_lan or offline mode or whatever? >> > >> > I had a look at the code in source-sdk-2013 on GitHub but could find no >> > uses of it. >> > ___ >> > To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> > >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] using ISteamUser::UserHasLicenseForApp
Yeah okay. So ISteamUser has a GetSteamID method which I guess should work regardless of offline mode or sv_lan I guess it's just a matter of including the header files and linking to steam_api.lib Although Half-Life's steam_api.dll exposes SteamUser016 and there are only headers for SteamUser004 and SteamUser008 (from the Source SDK on Steam) and SteamUser018 (from the Source SDK on GitHub) so I guess it's not really doable from Half-Life with the currently available sources. On 14 February 2017 at 21:26, Sam Vanheer <duo...@hotmail.com> wrote: > Only interfaces exposed in steam_gameserver.h's > CSteamGameServerAPIContext class can be accessed on the server side. > > > The client side connects to the local Steam client instance, so > whichever account you're logged in as will be used. > > > Regards, > > > Solokiller > > > Op 14/02/2017 om 12:08 schreef Tom Schumann: > > For the record I'm working with GoldSource but am still interested in how > > to use this API for working out if a player owns a game. > > How does it work in Source? Is it meant to be called and used from > > client.dll only? Does client.dll always have the player's Steam ID > > regardless of sv_lan or offline mode or whatever? > > > > I had a look at the code in source-sdk-2013 on GitHub but could find no > > uses of it. > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] using ISteamUser::UserHasLicenseForApp
For the record I'm working with GoldSource but am still interested in how to use this API for working out if a player owns a game. How does it work in Source? Is it meant to be called and used from client.dll only? Does client.dll always have the player's Steam ID regardless of sv_lan or offline mode or whatever? I had a look at the code in source-sdk-2013 on GitHub but could find no uses of it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] triggering an entity from a plugin
Yeah okay, I was thinking that looping through each entity might end up being the way to go. I guess class name isn't exposed though edict_t, and it might be hard to find the entity id but I'm sure it's there somewhere. On 8 October 2016 at 07:36, Sam Vanheer <duo...@hotmail.com> wrote: > That interface appears to be new with the 2013 version of the SDK. > > You could try using the engine global's PEntityOfEntIndex to get each > entity and then manually convert to CBaseEntity using > edict_t::GetUnknown, and then calling GetBaseEntity. > > You'll have to manually check the classname, which again is mod specific > based on class layout, but it's not impossible. > > > Op 7/10/2016 om 23:23 schreef Tom Schumann: > > Hm, looks like this isn't exposed through the Orange Box code - it looks > > like the FindEntityByX functions that I can find operate on some sort of > > global entity list rather than through some exposed interface - is that > > right? > > > > On 8 October 2016 at 06:41, Tom Schumann <schumann@gmail.com> wrote: > > > >> Ah thanks - very helpful. Just need to find where this is in the Orange > >> Box code now... > >> > >> On 8 October 2016 at 02:31, Sam Vanheer <duo...@hotmail.com> wrote: > >> > >>> Server plugins get an interface that lets them enumerate entities, take > >>> a look at the entityinfomanager global. It's in the server plugin > >>> sample, located in src\utils\serverplugin_sample. > >>> > >>> FindEntityByClassname is the function you'll probably want to use. > >>> > >>> > >>> Op 7/10/2016 om 13:29 schreef Tom Schumann: > >>>> Okay I've had a quite look and I think I've figured out how it all > >>> works - > >>>> my next question is how do I find an entity with a given classname or > >>> id or > >>>> whatever? I've had a bit of a look through the server code but can't > >>> quite > >>>> figure it and I've looked where I thought it might be based on my > >>> knowledge > >>>> of GoldSource but still haven't found an equivalent > >>>> to pfnFindEntityByString. > >>>> > >>>> On 7 October 2016 at 18:52, Tom Schumann <schumann@gmail.com> > >>> wrote: > >>>>> Many thanks - I'll look into the AcceptInput method (there are no > Linux > >>>>> binaries for what I'm working on but hopefully I can find it in the > >>> vtable). > >>>>> On 6 October 2016 at 23:41, Sam Vanheer <duo...@hotmail.com> wrote: > >>>>> > >>>>>> I looked around a bit and found nothing that can be used to trigger > >>>>>> entities from plugins. The code for I/O is in the game libraries, > but > >>> no > >>>>>> interfaces appear to be exported for use in server plugins. > >>>>>> > >>>>>> If you're making a plugin for a specific mod and the authors are > >>>>>> willing, you can ask for new interfaces to be added to allow for it. > >>>>>> They'll need to allow access to g_EventQueue to enable triggering. > >>>>>> > >>>>>> > >>>>>> The only possible alternative i see is calling > >>> CBaseEntity::AcceptInput. > >>>>>> This is a virtual function, so it's callable. > >>>>>> > >>>>>> You can get the CBaseEntity pointer through some of the interfaces, > >>> but > >>>>>> there is no guarantee that every mod has that function in the same > >>> place > >>>>>> in the class's vtable. > >>>>>> > >>>>>> If you're willing to experiment and make mod-specific configs then > >>> this > >>>>>> may be your only other option. I suggest looking into SourceMod to > >>> find > >>>>>> out how to call this function, since they've probably got the code > for > >>>>>> it already. > >>>>>> > >>>>>> > >>>>>> Op 3/10/2016 om 3:25 schreef Tom Schumann: > >>>>>>> Is it possible to trigger an entity from plugin code? If there is, > >>> how > >>>>>> is > >>>>>>> it done? I'd look up how some Half-Life 2 game entity does it but > I'm > >>>>>> not > >>>>>>> overly fami
Re: [hlcoders] triggering an entity from a plugin
Hm, looks like this isn't exposed through the Orange Box code - it looks like the FindEntityByX functions that I can find operate on some sort of global entity list rather than through some exposed interface - is that right? On 8 October 2016 at 06:41, Tom Schumann <schumann@gmail.com> wrote: > Ah thanks - very helpful. Just need to find where this is in the Orange > Box code now... > > On 8 October 2016 at 02:31, Sam Vanheer <duo...@hotmail.com> wrote: > >> Server plugins get an interface that lets them enumerate entities, take >> a look at the entityinfomanager global. It's in the server plugin >> sample, located in src\utils\serverplugin_sample. >> >> FindEntityByClassname is the function you'll probably want to use. >> >> >> Op 7/10/2016 om 13:29 schreef Tom Schumann: >> > Okay I've had a quite look and I think I've figured out how it all >> works - >> > my next question is how do I find an entity with a given classname or >> id or >> > whatever? I've had a bit of a look through the server code but can't >> quite >> > figure it and I've looked where I thought it might be based on my >> knowledge >> > of GoldSource but still haven't found an equivalent >> > to pfnFindEntityByString. >> > >> > On 7 October 2016 at 18:52, Tom Schumann <schumann@gmail.com> >> wrote: >> > >> >> Many thanks - I'll look into the AcceptInput method (there are no Linux >> >> binaries for what I'm working on but hopefully I can find it in the >> vtable). >> >> >> >> On 6 October 2016 at 23:41, Sam Vanheer <duo...@hotmail.com> wrote: >> >> >> >>> I looked around a bit and found nothing that can be used to trigger >> >>> entities from plugins. The code for I/O is in the game libraries, but >> no >> >>> interfaces appear to be exported for use in server plugins. >> >>> >> >>> If you're making a plugin for a specific mod and the authors are >> >>> willing, you can ask for new interfaces to be added to allow for it. >> >>> They'll need to allow access to g_EventQueue to enable triggering. >> >>> >> >>> >> >>> The only possible alternative i see is calling >> CBaseEntity::AcceptInput. >> >>> This is a virtual function, so it's callable. >> >>> >> >>> You can get the CBaseEntity pointer through some of the interfaces, >> but >> >>> there is no guarantee that every mod has that function in the same >> place >> >>> in the class's vtable. >> >>> >> >>> If you're willing to experiment and make mod-specific configs then >> this >> >>> may be your only other option. I suggest looking into SourceMod to >> find >> >>> out how to call this function, since they've probably got the code for >> >>> it already. >> >>> >> >>> >> >>> Op 3/10/2016 om 3:25 schreef Tom Schumann: >> >>>> Is it possible to trigger an entity from plugin code? If there is, >> how >> >>> is >> >>>> it done? I'd look up how some Half-Life 2 game entity does it but I'm >> >>> not >> >>>> overly familiar with Half-Life 2's entity set to know which entity to >> >>> look >> >>>> at. >> >>>> ___ >> >>>> To unsubscribe, edit your list preferences, or view the list >> archives, >> >>> please visit: >> >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >>>> >> >>> >> >>> ___ >> >>> To unsubscribe, edit your list preferences, or view the list archives, >> >>> please visit: >> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >>> >> >>> >> > ___ >> > To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> > >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] triggering an entity from a plugin
Ah thanks - very helpful. Just need to find where this is in the Orange Box code now... On 8 October 2016 at 02:31, Sam Vanheer <duo...@hotmail.com> wrote: > Server plugins get an interface that lets them enumerate entities, take > a look at the entityinfomanager global. It's in the server plugin > sample, located in src\utils\serverplugin_sample. > > FindEntityByClassname is the function you'll probably want to use. > > > Op 7/10/2016 om 13:29 schreef Tom Schumann: > > Okay I've had a quite look and I think I've figured out how it all works > - > > my next question is how do I find an entity with a given classname or id > or > > whatever? I've had a bit of a look through the server code but can't > quite > > figure it and I've looked where I thought it might be based on my > knowledge > > of GoldSource but still haven't found an equivalent > > to pfnFindEntityByString. > > > > On 7 October 2016 at 18:52, Tom Schumann <schumann@gmail.com> wrote: > > > >> Many thanks - I'll look into the AcceptInput method (there are no Linux > >> binaries for what I'm working on but hopefully I can find it in the > vtable). > >> > >> On 6 October 2016 at 23:41, Sam Vanheer <duo...@hotmail.com> wrote: > >> > >>> I looked around a bit and found nothing that can be used to trigger > >>> entities from plugins. The code for I/O is in the game libraries, but > no > >>> interfaces appear to be exported for use in server plugins. > >>> > >>> If you're making a plugin for a specific mod and the authors are > >>> willing, you can ask for new interfaces to be added to allow for it. > >>> They'll need to allow access to g_EventQueue to enable triggering. > >>> > >>> > >>> The only possible alternative i see is calling > CBaseEntity::AcceptInput. > >>> This is a virtual function, so it's callable. > >>> > >>> You can get the CBaseEntity pointer through some of the interfaces, but > >>> there is no guarantee that every mod has that function in the same > place > >>> in the class's vtable. > >>> > >>> If you're willing to experiment and make mod-specific configs then this > >>> may be your only other option. I suggest looking into SourceMod to find > >>> out how to call this function, since they've probably got the code for > >>> it already. > >>> > >>> > >>> Op 3/10/2016 om 3:25 schreef Tom Schumann: > >>>> Is it possible to trigger an entity from plugin code? If there is, how > >>> is > >>>> it done? I'd look up how some Half-Life 2 game entity does it but I'm > >>> not > >>>> overly familiar with Half-Life 2's entity set to know which entity to > >>> look > >>>> at. > >>>> ___ > >>>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >>>> > >>> > >>> ___ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >>> > >>> > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] triggering an entity from a plugin
Okay I've had a quite look and I think I've figured out how it all works - my next question is how do I find an entity with a given classname or id or whatever? I've had a bit of a look through the server code but can't quite figure it and I've looked where I thought it might be based on my knowledge of GoldSource but still haven't found an equivalent to pfnFindEntityByString. On 7 October 2016 at 18:52, Tom Schumann <schumann@gmail.com> wrote: > Many thanks - I'll look into the AcceptInput method (there are no Linux > binaries for what I'm working on but hopefully I can find it in the vtable). > > On 6 October 2016 at 23:41, Sam Vanheer <duo...@hotmail.com> wrote: > >> I looked around a bit and found nothing that can be used to trigger >> entities from plugins. The code for I/O is in the game libraries, but no >> interfaces appear to be exported for use in server plugins. >> >> If you're making a plugin for a specific mod and the authors are >> willing, you can ask for new interfaces to be added to allow for it. >> They'll need to allow access to g_EventQueue to enable triggering. >> >> >> The only possible alternative i see is calling CBaseEntity::AcceptInput. >> This is a virtual function, so it's callable. >> >> You can get the CBaseEntity pointer through some of the interfaces, but >> there is no guarantee that every mod has that function in the same place >> in the class's vtable. >> >> If you're willing to experiment and make mod-specific configs then this >> may be your only other option. I suggest looking into SourceMod to find >> out how to call this function, since they've probably got the code for >> it already. >> >> >> Op 3/10/2016 om 3:25 schreef Tom Schumann: >> > Is it possible to trigger an entity from plugin code? If there is, how >> is >> > it done? I'd look up how some Half-Life 2 game entity does it but I'm >> not >> > overly familiar with Half-Life 2's entity set to know which entity to >> look >> > at. >> > ___ >> > To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> > >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] triggering an entity from a plugin
Many thanks - I'll look into the AcceptInput method (there are no Linux binaries for what I'm working on but hopefully I can find it in the vtable). On 6 October 2016 at 23:41, Sam Vanheer <duo...@hotmail.com> wrote: > I looked around a bit and found nothing that can be used to trigger > entities from plugins. The code for I/O is in the game libraries, but no > interfaces appear to be exported for use in server plugins. > > If you're making a plugin for a specific mod and the authors are > willing, you can ask for new interfaces to be added to allow for it. > They'll need to allow access to g_EventQueue to enable triggering. > > > The only possible alternative i see is calling CBaseEntity::AcceptInput. > This is a virtual function, so it's callable. > > You can get the CBaseEntity pointer through some of the interfaces, but > there is no guarantee that every mod has that function in the same place > in the class's vtable. > > If you're willing to experiment and make mod-specific configs then this > may be your only other option. I suggest looking into SourceMod to find > out how to call this function, since they've probably got the code for > it already. > > > Op 3/10/2016 om 3:25 schreef Tom Schumann: > > Is it possible to trigger an entity from plugin code? If there is, how is > > it done? I'd look up how some Half-Life 2 game entity does it but I'm not > > overly familiar with Half-Life 2's entity set to know which entity to > look > > at. > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] triggering an entity from a plugin
Is it possible to trigger an entity from plugin code? If there is, how is it done? I'd look up how some Half-Life 2 game entity does it but I'm not overly familiar with Half-Life 2's entity set to know which entity to look at. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] storing information about players in a plugin
Something like that yeah - thanks, I'll see how I go with that. On 13 September 2016 at 04:15, Björn Stabel <stabel...@gmx.de> wrote: > global id? you mean user id, right? > > That would be CBasePlayer::GetUserId(): > https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/ > server/player.h#L374 > > The others are somewhere nearby, too > > > Am 08.09.2016 um 10:50 schrieb Tom Schumann: > > It doesn't need to survive map changes or server restarts, just for the > > duration of the round. > > I considered the player index but thought that disconnects would be an > > issue. > > > > Where can I get the global ID? > > > > On 7 September 2016 at 04:22, Ben Lubar <ben.lu...@gmail.com> wrote: > > > >> 1..32 is players because 0 is the static part of the map. > >> > >> On Tue, Sep 6, 2016 at 12:14 PM Björn Stabel <stabel...@gmx.de> wrote: > >> > >>> Does it need to survive map changes and server restarts? > >>> If not, why go with the global ID instead of the userid? > >>> > >>> If you can only use arrays, you could use the player index (That's > >>> 0..32, 1..32 or something like that). > >>> But that thing gets re-used, so you can have a bit of a cleanup problem > >>> if you don't clean it up on all kinds of (dis)connects. > >>> > >>> Am 06.09.2016 um 13:47 schrieb Tom Schumann: > >>>> What's the best way of storing information against each player from in > >> a > >>>> plugin? I'd like to store a ready state for each player but I'm not > >> sure > >>>> how to uniquely index each player - Steam ID would probably be ideal > >> but > >>> I > >>>> don't think this would work in LAN or for bots. > >>>> ___ > >>>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >>>> > >>>> > >>> > >>> ___ > >>> To unsubscribe, edit your list preferences, or view the list archives, > >>> please visit: > >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >>> > >>> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > >> > >> > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] storing information about players in a plugin
It doesn't need to survive map changes or server restarts, just for the duration of the round. I considered the player index but thought that disconnects would be an issue. Where can I get the global ID? On 7 September 2016 at 04:22, Ben Lubar <ben.lu...@gmail.com> wrote: > 1..32 is players because 0 is the static part of the map. > > On Tue, Sep 6, 2016 at 12:14 PM Björn Stabel <stabel...@gmx.de> wrote: > > > Does it need to survive map changes and server restarts? > > If not, why go with the global ID instead of the userid? > > > > If you can only use arrays, you could use the player index (That's > > 0..32, 1..32 or something like that). > > But that thing gets re-used, so you can have a bit of a cleanup problem > > if you don't clean it up on all kinds of (dis)connects. > > > > Am 06.09.2016 um 13:47 schrieb Tom Schumann: > > > What's the best way of storing information against each player from in > a > > > plugin? I'd like to store a ready state for each player but I'm not > sure > > > how to uniquely index each player - Steam ID would probably be ideal > but > > I > > > don't think this would work in LAN or for bots. > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] storing information about players in a plugin
What's the best way of storing information against each player from in a plugin? I'd like to store a ready state for each player but I'm not sure how to uniquely index each player - Steam ID would probably be ideal but I don't think this would work in LAN or for bots. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
Off the top of my head I don't know but probably in one of the .txt files in hl2/resource/ On 19 June 2015 at 06:00, Gavin Isgar gisg...@gmail.com wrote: ? On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar gisg...@gmail.com wrote: The commentary text that shows up in the chapter selection menu. On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann schumann@gmail.com wrote: Which commentary text specifically? On 17 June 2015 at 11:21, Gavin Isgar gisg...@gmail.com wrote: Guys, i need some help with another problem. So, i've been searching my game's files for a bit and, I can't seem to find how to change the HL2 Commentary Text in the main menu? Do i need to make a new file? Thank you! On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Thank you! On Sat, May 23, 2015 at 12:55 AM, Tony omega Sergi omegal...@gmail.com wrote: https://developer.valvesoftware.com/wiki/View_Models https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender https://developer.valvesoftware.com/wiki/SDK_Docs http://forums.steampowered.com/forums/showthread.php?t=842810 google is fantastic. On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, i got a question! Can anyways please tell me how to model and make weapons? I cant find a solid tutorial anywhere that i can actually do it on! Please help, thank you! On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar gisg...@gmail.com wrote: Guys i need some more help. I'm trying to use phoneme editor in face poser for NPCs to talk. But i get an error message saying an error occurred during extraction. I've been trying to find a fix for this problem for awhile but i cant. I'm also using a Windows 8 computer. Please, someone type out a tutorial i can do to fix this problem! Thanks! On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar gisg...@gmail.com wrote: Nope, still not working. Its saying extraction wont work. I use Windows 8 and Audacity for the wavs but still nothing works. Please someone give me a tutorial on here by text please! On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar gisg...@gmail.com wrote: Thanks! I'll try it! On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak wazanato...@gmail.com wrote: Silverfish has been out of the Source modding scene for awhile but I find his tutorial still holds up quite well. https://www.youtube.com/watch?v=T077tK_hXJo On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, back with ANOTHER question. I've been wondering, how can i make voice(choreography) scenes in-game? What i mean by that is make an NPC say what i said in my recording while lip syncing. I seen that Source SDK's Faceposer can do that but all tutorials are now outdated and i cant find a good resource. Can you guys tell me how i can do this? On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak wazanato...@gmail.com wrote: It most likely has a corresponding .res file then in which case you should be able to edit that. On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar gisg...@gmail.com wrote: Commentary mode isn't on the menu, if it was, i would've already removed it. It's in the chapter list menu. I still dont know how to remove it either On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak wazanato...@gmail.com wrote: If you don't want commentary just remove it from your menu. On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar gisg...@gmail.com wrote: Nope, still is like that. Why did it automatically add HL2 commentary mode and messed up the chapter box with an unusable exit arrow? Please help! On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar gisg...@gmail.com wrote: NVM, think i found the answer. HL2 was uninstalled somehow and only HL2EP2 was installed. I hope! On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar gisg...@gmail.com wrote: Back with another question guys! So i was looking at the chapter list in my game(literally ingame) and i now see something new, a commentary checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. Did it update and automatically put it in? Please help for future reference! On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Im not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote: Are you using SVN or Git? Just make a branch if you are. On Apr 14, 2015 6:55 AM, Gavin Isgar gisg...@gmail.com wrote: Its not that easy. The files within it are all configured for the base game other than the beta. But that still didnt answer my question On Tue, Apr 14, 2015 at 5:04 AM, Stan R. ca...@inbox.ru wrote: You just...copy it? Create a folder for your beta and work in it? Computer basics? Понедельник, 13 апреля 2015, 23:08 -04:00 от Gavin Isgar gisg...@gmail.com: Hey guys
Re: [hlcoders] Modding Problems
12, 2015 at 3:15 AM, Krzysztof Lesiak wave@hotmail.com https://e.mail.ru/compose/?mailto=mailto%3awave@hotmail.com wrote: Well, normally it shouldn't interfere with your mod in any way, but you can only verify that yourself by testing. I do remember a case where a breaking change was made in the 2013 SDK quite a while ago, but that was announced in a Steam community and on this mailing list. If I'm not mistaken, the SDK Base contains just the engine.dll itself (and a lot of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Hey guys, back with another question! So i just saw awhile ago that Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i was wondering, do the updates interfere with the mod in anyway? Thanks for the help! On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru wrote: You dont need to use VPKs to add sounds to your mod, just put them in yourmod/sound/ folder. You dont need to touch sources and build solution at all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt for example) and sound definition scripts (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can use any length you want. Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com: Hey guys, im back with a question. I've been trying everything to change the weapon sounds of weapons but i cant find a very precise tutorial on how, and most are outdated. Do i need VPKs? Do i need to rebuild the game solution in Visual Studio after sound replacement? Do they have to be in WAV format and does the sound files need to be a certain length of time? Long story short, can anyone please tell me a very precise tutorial on replacing sounds on mods! Thanks! On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay tom_clay...@live.com https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com wrote: You don't need a VPK to use the sounds, if you place them in the sounds folder, then into a respective sub directory they will work fine. On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net wrote: If you google, make vpk you'll find a bunch of tutorials. This video looked helpful https://www.youtube.com/watch?v=P3ILjexx0cE On 4/1/2015 5:01 PM, Gavin Isgar wrote: Hey guys, im back again! I'm having trouble figuring out how to make vpk's to use for sounds for my mod and how to convert the sound files for use in Source! Can someone please leave a nice tutorial(text tutorial) on how to do this. On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Jesse, you saved my life lol. On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com wrote: Yes use gcf scape and look in the games vpks the ones you want are the directory vpks which use _dir On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: I've checked all sound folders in the games but don't see any sounds themself. Do i have to use GCFScape or something? Sorry if i sound like i have no experience, i've just been very tired recently and didnt get a lot of sleep. On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi omegal...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com wrote: What do you think your mod is running off of? You have the base source content, which includes all of the sounds
[hlcoders] goldsource get client cvar value on server
In my client.dll I have CVAR_CREATE( somecvar, 1, FCVAR_ARCHIVE ); (so that the cvar gets saved to config.cfg). How can I get the value of somecvar from my server.dll? I know there are pfnCvarValue and pfnCvarValue2 but is there something that can tell me right away rather than waiting for a callback to return? If not, is there a better way to do this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] goldsource get client cvar value on server
Doing some investigation it looks like creating a cvar with the FCVAR_USERINFO flag and then using pfnInfoKeyValue on the server-side is the way to achieve this. On 31 May 2015 at 17:23, Tom Schumann schumann@gmail.com wrote: In my client.dll I have CVAR_CREATE( somecvar, 1, FCVAR_ARCHIVE ); (so that the cvar gets saved to config.cfg). How can I get the value of somecvar from my server.dll? I know there are pfnCvarValue and pfnCvarValue2 but is there something that can tell me right away rather than waiting for a callback to return? If not, is there a better way to do this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] ragdoll physics problem in goldsrc
I think animating.cpp and animation.cpp contain various functions for loading data from models. On 24 April 2015 at 22:40, Matas Lesinskas peon...@gmail.com wrote: Hi, I want to make ragdoll physics in goldsrc somehow :), were can I find bones and hitboxes coordinates? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] goldsrc topcolor bottomcolor on monsters
Have a look in the client code at StudioModelRender.cpp at lines 1827 to 1842 or thereabouts (line numbers from the code on GitHub - look for the variables topcolor and bottomcolor if you can't find it). On 21 April 2015 at 18:18, Matas Lesinskas peon...@gmail.com wrote: were can I find topcolor bottomcolor skin coloring code in hlsdk(goldsrc hl code), I want to make hl monsters with random skin colors like in left 4 dead 2 for my goldsrc mod. I know player model use it but I cant find this line. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] goldsrc topcolor bottomcolor on monsters
You probably use pev-colormap to set it on the server-side. In the client code you can see: m_nTopColor= m_pCurrentEntity-curstate.colormap 0xFF; m_nBottomColor = (m_pCurrentEntity-curstate.colormap 0xFF00) 8; On 21 April 2015 at 19:40, Matas Lesinskas peon...@gmail.com wrote: hmm maybe,but how about pev-colormap ? do you know what it does ? I just found it in world.cpp 2015-04-21 12:15 GMT+03:00, Tom Schumann schumann@gmail.com: Have a look in the client code at StudioModelRender.cpp at lines 1827 to 1842 or thereabouts (line numbers from the code on GitHub - look for the variables topcolor and bottomcolor if you can't find it). On 21 April 2015 at 18:18, Matas Lesinskas peon...@gmail.com wrote: were can I find topcolor bottomcolor skin coloring code in hlsdk(goldsrc hl code), I want to make hl monsters with random skin colors like in left 4 dead 2 for my goldsrc mod. I know player model use it but I cant find this line. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Crash in fx_impact.cpp - at least most likely
ntdll is used for windows api calls, so there must be something calling a winapi function and crashing it. On Apr 16, 2015, at 9:45 AM, Jan Hartung jan.hart...@gmx.de wrote: Hi list, There is a crash in our game that’s bugging me for months now. It all comes down to the function Impact in game\client\fx_impact.cpp. When I leave it unaltered, sooner or later the game will crash but without a usable stack trace. Even with debug DLLs and VS hooked up to the game, the stack trace just shows ntdll.dll and neither our game code or Valve SDK code. However, when I just exit the function via return false directly, there is no crash at all – but also no wall impact decals, and that’s just weird. Does anyone have any idea what could be causing this? If not, the only thing I can do is move that return false down line by line, test the heck out of it and see where it actually crashes. Kinda tedious, but I’m out of ideas here. Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
You don't need a VPK to use the sounds, if you place them in the sounds folder, then into a respective sub directory they will work fine. On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net wrote: If you google, make vpk you'll find a bunch of tutorials. This video looked helpful https://www.youtube.com/watch?v=P3ILjexx0cE On 4/1/2015 5:01 PM, Gavin Isgar wrote: Hey guys, im back again! I'm having trouble figuring out how to make vpk's to use for sounds for my mod and how to convert the sound files for use in Source! Can someone please leave a nice tutorial(text tutorial) on how to do this. On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar gisg...@gmail.com wrote: Thanks Jesse, you saved my life lol. On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@gmail.com wrote: Yes use gcf scape and look in the games vpks the ones you want are the directory vpks which use _dir On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com wrote: I've checked all sound folders in the games but don't see any sounds themself. Do i have to use GCFScape or something? Sorry if i sound like i have no experience, i've just been very tired recently and didnt get a lot of sleep. On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi omegal...@gmail.com wrote: What do you think your mod is running off of? You have the base source content, which includes all of the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any of the other valve games you can easily look at their files too. On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar gisg...@gmail.com wrote: My mod didn't come with existing sound files. I've also read the developer wiki, but i didn't find much, so i'm asking you. On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi omegal...@gmail.com wrote: open existing sound files and sound scripts and look. also read the developer wiki. On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, i have another question! How do i change weapon sound for my mod? What format does it have to be and what files do i need to edit? Long story short, i need to know everything about changing the sounds please! On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar gisg...@gmail.com wrote: Thanks Ken, i was just tired last night and having a rough time with some stuff, thanks though! On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher capt...@qis.net wrote: It says right there... The images displayed in the new game dialogue are 152x86. Since texture dimensions must both be a power of two, your VTFs will be 256x128 with a border to the right and bottom. That means that the full dimensions of the image will be 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to be specific. What you should do is create your chapter images as 152x86 images, and then either edit that image's canvas size to 256x128 (but don't scale/stretch the actual image), or take that 152x86 image and copy it into a new 256x128 image, and just make sure it is positioned in the top-left. The unused portion of the image should just be black. Original message From: Gavin Isgar gisg...@gmail.com Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems Alright I guess On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann schumann@gmail.com wrote: Other than that I'd just use the images from Half-Life 2 as a base. On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote: Tom, i checked that but, to be honest, i didnt understand it a bit. Anything else? On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com wrote: There's some information on that at https://developer.valvesoftware.com/wiki/Background#Images On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote: Hey guys, im having another problem again and couldnt find a fix on the internet. I dont know the right size for chapter thumbnails, what size do i make the picture(not the vtf or vmt)? On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com wrote: The two dots means parent directory. You start in materials/vgui, go up one to materials, then to materials/logo and materials/logo/hl2rslogo1.vmt. On Thu, Mar
Re: [hlcoders] Modding Problems
There's some information on that at https://developer.valvesoftware.com/wiki/Background#Images On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote: Hey guys, im having another problem again and couldnt find a fix on the internet. I dont know the right size for chapter thumbnails, what size do i make the picture(not the vtf or vmt)? On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com wrote: The two dots means parent directory. You start in materials/vgui, go up one to materials, then to materials/logo and materials/logo/hl2rslogo1.vmt. On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com wrote: Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo folder, inside i put both put the vmt and vtf file with the same name. Inside the vmt file, i put: UnlitGeneric { $basetexture logo/hl2rslogo1 $nolod 1 $translucent 1 } The path automatically detects the material folder, so just put the folder and the name of both the vmt and vtf file(no extension). Then in my gamelogo.res in my resource folder, i put: Resource/GameLogo.res { GameLogo { ControlName EditablePanel fieldName GameLogo xpos 0 ypos 0 zpos 50 wide 400 tall 100 autoResize 1 pinCorner 0 visible 1 enabled 1 offsetX -20 offsetY -15 } Logo { ControlName ImagePanel fieldName Logo xpos 0 ypos 0 zpos 50 wide 400 tall 100 visible 1 enabled 1 image ../logo/hl2rslogo1 scaleImage 1 } } The dots in the path specify how many folders are before vmt and vtf, but i rather just do it like this: 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i fixed it, but i have one more thing. If your logo has an alpha channel(the gray and white squares which mean clear areas) you have to put $translucent 1 in the vmt file! On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com wrote: Could you tell us what fixed it so if someone else asks we can tell them? On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote: Just fixed it actually! Thanks for the help! But i would like if you guys would say this in your email just incase i have anymore problems in the future! Thanks guys On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com wrote: Also what about the logo format. Does it have to be specific like vmt or vtf? Also, where do i put the logo files? On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is very different, nothing is the same. On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com wrote: I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote: The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT From: Tom Schumann Sent: Wednesday, March 25, 2015 11:45 AM To: Discussion of Half-Life Programming I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; Resource/GameLogo.res { GameLogo { ControlName EditablePanel fieldName GameLogo xpos 0 ypos 0 zpos 50 wide 400 tall 100 autoResize 1 pinCorner 0 visible 1 enabled 1 offsetX -20 offsetY -15 } Logo { ControlName ImagePanel fieldName Logo xpos 0 ypos 0 zpos 50 wide 400 tall 100 visible 1 enabled 1 image materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; UnlitGeneric { $basetexture C:\Program Files (x86)\Steam
Re: [hlcoders] Modding Problems
Other than that I'd just use the images from Half-Life 2 as a base. On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote: Tom, i checked that but, to be honest, i didnt understand it a bit. Anything else? On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com wrote: There's some information on that at https://developer.valvesoftware.com/wiki/Background#Images On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote: Hey guys, im having another problem again and couldnt find a fix on the internet. I dont know the right size for chapter thumbnails, what size do i make the picture(not the vtf or vmt)? On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com wrote: The two dots means parent directory. You start in materials/vgui, go up one to materials, then to materials/logo and materials/logo/hl2rslogo1.vmt. On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com wrote: Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo folder, inside i put both put the vmt and vtf file with the same name. Inside the vmt file, i put: UnlitGeneric { $basetexture logo/hl2rslogo1 $nolod 1 $translucent 1 } The path automatically detects the material folder, so just put the folder and the name of both the vmt and vtf file(no extension). Then in my gamelogo.res in my resource folder, i put: Resource/GameLogo.res { GameLogo { ControlName EditablePanel fieldName GameLogo xpos 0 ypos 0 zpos 50 wide 400 tall 100 autoResize 1 pinCorner 0 visible 1 enabled 1 offsetX -20 offsetY -15 } Logo { ControlName ImagePanel fieldName Logo xpos 0 ypos 0 zpos 50 wide 400 tall 100 visible 1 enabled 1 image ../logo/hl2rslogo1 scaleImage 1 } } The dots in the path specify how many folders are before vmt and vtf, but i rather just do it like this: 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i fixed it, but i have one more thing. If your logo has an alpha channel(the gray and white squares which mean clear areas) you have to put $translucent 1 in the vmt file! On Thu, Mar 26, 2015 at 3:53 PM, Jesse Oak wazanato...@gmail.com wrote: Could you tell us what fixed it so if someone else asks we can tell them? On Mar 26, 2015 7:14 AM, Gavin Isgar gisg...@gmail.com wrote: Just fixed it actually! Thanks for the help! But i would like if you guys would say this in your email just incase i have anymore problems in the future! Thanks guys On Thu, Mar 26, 2015 at 8:05 AM, Gavin Isgar gisg...@gmail.com wrote: Also what about the logo format. Does it have to be specific like vmt or vtf? Also, where do i put the logo files? On Thu, Mar 26, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Half-Life 2 instead of having gamelogo.res, it has a gamemenu.res which is very different, nothing is the same. On Thu, Mar 26, 2015 at 6:11 AM, Tom Schumann schumann@gmail.com wrote: I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote: The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT From: Tom Schumann Sent: Wednesday, March 25, 2015 11:45 AM To: Discussion of Half-Life Programming I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; Resource/GameLogo.res { GameLogo { ControlName EditablePanel fieldName GameLogo xpos 0 ypos 0 zpos 50 wide 400 tall 100 autoResize 1 pinCorner 0 visible 1 enabled 1 offsetX -20 offsetY -15 } Logo { ControlName ImagePanel fieldName Logo xpos 0 ypos 0 zpos 50 wide 400 tall 100
Re: [hlcoders] Modding Problems
I'm not sure about GameLogo.res - if you look at the GameLogo.res in Half-Life 2 (or any other Source game) what is the path relative to? On 26 March 2015 at 07:41, Gavin Isgar gisg...@gmail.com wrote: The console actually says nothing. It has no problems or errors. I changed the vtf's path to the vmt name now, but what about everything else? Like the gamelogo.res, is that suppose to be a path or HalfLife2RSIngameLogo1 or even hl2rslogo1. If its a path, how should the path be? On Wed, Mar 25, 2015 at 7:55 AM, tobias.kammersga...@gmail.com wrote: Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT *From:* Tom Schumann schumann@gmail.com *Sent:* Wednesday, March 25, 2015 11:45 AM *To:* Discussion of Half-Life Programming hlcoders@list.valvesoftware.com I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; Resource/GameLogo.res { GameLogo { ControlName EditablePanel fieldName GameLogo xpos 0 ypos 0 zpos 50 wide 400 tall 100 autoResize 1 pinCorner 0 visible 1 enabled 1 offsetX -20 offsetY -15 } Logo { ControlName ImagePanel fieldName Logo xpos 0 ypos 0 zpos 50 wide 400 tall 100 visible 1 enabled 1 image materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; UnlitGeneric { $basetexture C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1 $nolod 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; GameInfo { game Half-Life 2: Resistance Shadow type singleplayer_only icon icon gamelogo1 FileSystem { SteamAppId 218 // GCF for Episode 2 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game |all_source_engine_paths|hl2 } } } Anything wrong here also? Please reply back at gisg...@gmail.com because im really stuck in a hole with this mod without the logo, so please reply with answers! I'm sorry if this isn't the right email for this problem. Thank you very much and have a good day! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
I don't think the $basetexture parameter should be an absolute path - I think it should just be HalfLife2RSIngameLogo1 What does the console say? On 25 March 2015 at 06:25, Gavin Isgar gisg...@gmail.com wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are console and sdk(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; Resource/GameLogo.res { GameLogo { ControlName EditablePanel fieldName GameLogo xpos 0 ypos 0 zpos 50 wide 400 tall 100 autoResize 1 pinCorner 0 visible 1 enabled 1 offsetX -20 offsetY -15 } Logo { ControlName ImagePanel fieldName Logo xpos 0 ypos 0 zpos 50 wide 400 tall 100 visible 1 enabled 1 image materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is Half-Life 2: Resistance Shadow! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; UnlitGeneric { $basetexture C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1 $nolod 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; GameInfo { game Half-Life 2: Resistance Shadow type singleplayer_only icon icon gamelogo1 FileSystem { SteamAppId 218 // GCF for Episode 2 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game |gameinfo_path|. Game |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game |all_source_engine_paths|hl2 } } } Anything wrong here also? Please reply back at gisg...@gmail.com because im really stuck in a hole with this mod without the logo, so please reply with answers! I'm sorry if this isn't the right email for this problem. Thank you very much and have a good day! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] I need to program stereo .wav in goldsrc any ideas? I want to change old mono to sterio, but I dont know how.
I think Natural Selection uses fmod and it is now open source: https://github.com/unknownworlds/NS On 30 December 2014 at 00:44, Matas Lesinskas peon...@gmail.com wrote: I need to program stereo .wav in goldsrc any ideas? I want to change old mono to sterio, but I dont know how. I heard about fmod, any Ideas how implement it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Getting back to my MOD after 2 years
Is there a skill.cfg with all the right damage/health values in your mod's directory? On 3 January 2015 at 18:20, Peter Urbanics purban...@hotmail.com wrote: Some more info from the console: The NPC should play these faceposer clips and as the console says they are missing. There is no scenes folder. Where should this be? Scene 'scenes\at3_citizen_help_wave_01.vcd' missing! Scene 'scenes\at3_npc_oh_i_knew.vcd' missing! Scene 'scenes\at3_npc_catch_pistol.vcd' missing! When the zombies die (by themselves) the console says: ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE Another bug: Crates, boxes and even glass bottles don't break now when I keep hitting them with the crowbar. I am able to push them around, and the glass bottles break when kicked or picked up and thrown but not when hit with the crowbar. ??? There is a few of these error messages when I hit and push these things around: AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin No caption found for 'wood_crate.scraperough' No caption found for 'wood_crate.scraperough' Any idea what to try to fix these? 2. More progress: I have no idea where that scenes folder went so I copied it back under the MOD's folder from a backup and tried again and now the NPC played them nicely. VO lines, animations, lip syncing, everything seems to work. (Except for the captions I had for each line.) Console says: No caption found for 'at3_npc_help_call_01' No caption found for 'at3_npc_catch_pistol' No caption found for 'at3_npc_find_a_way' So I checked these captions and found that the closecaption_english.txt in my resource folder was some default one not the hangover specific one, so I copied that back from my backup too and magically the captions appeared. :-) 3. Crowbar bug: Every time I hit some physics thing with it this appears in the console: AddMultiDamage: g_MultiDamage.GetDamageForce() == ve Every time I hit something with the crowbar that should take damage and be thrown around. This appears in the console about 6 times and then not any more. There are facecrab ragdols, cinder blocks, wooden crates and box, wood rails, that should move and/or break whan hit with the crowbar, but they don't, only the proper hit mark appears on them. I can push, pick up and throw these things around but they won't move when hit with the crowbar. There is even an explosive barrel that used to go BOOM, now it will only dent when hit or shot at, but wont move or blow up. The crowbar is not all useless. There are a few headcrabs in this first area of the MOD I tested and those can be killed with it and than thier ragdoll body moved around by hitting. 4. I am not taking any damage from headcrab jumping at me. Console does not display any error or info. ??? Please share any idea! Thanks, Peter -- From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sat, 3 Jan 2015 08:25:00 +0100 Subject: Re: [hlcoders] Getting back to my MOD after 2 years Hi, Thanks for the explanation. Much progress was made, again! Those paths were commented out because I did not have a Hangover configuration in Hammer before and un-commenting / commenting out those lines did not change anything, but now they make sense. Everything is there in Hammer and looks OK, so I started the game (the old build by the way, did not compile now) and the menu background scene played just fine. I believe everything worked as before if I remember correctly. Then started playing and all seemed good till I reached the area were an NPC comes out to a balcony and SHOULD PLAY some animations I have put together in Faceposer, but now she just runs out to the balcony and then goes into a pose there and stops. (There were animations, lip syncing, dialog lines, which don't work now.) After this I triggered the wake up of some zombies and they, stand up, do their wake up sound perfectly then just die and turn into ragdolls right on the spot. :-) Any idea what could cause this? Did Faceposer change too? Do I need to go to Faceposer and re-export? all the stuff? Or compile the whole thing to refresh it with VBCT, to make it work again? Thanks, Peter -- From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sun, 28 Dec 2014 19:04:59 + Subject: Re: [hlcoders] Getting back to my MOD after 2 years Hi again, The FGD determines what entities are available (i.e. what shows up in the entity list, what keyvalues they have) and so on. Actually loading content, like models and textures, is done via mounting the other game's .vpks as search paths in the gameinfo. Have you mounted the EP2 vpks and so on? You will need something like this in the
Re: [hlcoders] (no subject)
Have you been able to instantiate an instance of it? I played with it a while ago - I can't remember if what I did worked but I didn't use the Mount method, I used the the AddPath (I think) method. The default search-path is just the mod's root directory I think. On 11 December 2014 at 21:49, Sam Vanheer duo...@hotmail.com wrote: Yes, it is indeed the GoldSource version, included with the github SDK version that i’m referring to. *Van:* Tom Schumann schumann@gmail.com *Verzonden:* donderdag 11 december 2014 10:56 *Aan:* hlcoders@list.valvesoftware.com Is it the GoldSource VFileSystem009 you're referring to? On 11 December 2014 at 08:53, Sam Vanheer duo...@hotmail.com wrote: Hello, I’m just wondering if there is any documentation on how to use IFileSystem version VFileSystem009. I can’t seem to find anything that explains things like whether there are default search paths, the purpose of Mount and Unmount, how to add paths, etc. Any help would be appreciated. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Hm, okay. I think I only tried using AddPath so I didn't run into any quirks like that. On 13 December 2014 at 20:35, Sam Vanheer duo...@hotmail.com wrote: We got it to work, the github SDK version creates an instance, so we got the code from there. It turns out that the GoldSource engine already instances a copy, so we’re using the same instance, and the engine initializes the filesystem, so we didn’t need to add anything. There was a slight oddity though: FindFirst wouldn’t find files in the mod directory when using the MOD path id. We had to use the GAME id to find files. *Van:* Tom Schumann schumann@gmail.com *Verzonden:* zaterdag 13 december 2014 10:02 *Aan:* hlcoders@list.valvesoftware.com Have you been able to instantiate an instance of it? I played with it a while ago - I can't remember if what I did worked but I didn't use the Mount method, I used the the AddPath (I think) method. The default search-path is just the mod's root directory I think. On 11 December 2014 at 21:49, Sam Vanheer duo...@hotmail.com wrote: Yes, it is indeed the GoldSource version, included with the github SDK version that i’m referring to. *Van:* Tom Schumann schumann@gmail.com *Verzonden:* donderdag 11 december 2014 10:56 *Aan:* hlcoders@list.valvesoftware.com Is it the GoldSource VFileSystem009 you're referring to? On 11 December 2014 at 08:53, Sam Vanheer duo...@hotmail.com wrote: Hello, I’m just wondering if there is any documentation on how to use IFileSystem version VFileSystem009. I can’t seem to find anything that explains things like whether there are default search paths, the purpose of Mount and Unmount, how to add paths, etc. Any help would be appreciated. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Is it the GoldSource VFileSystem009 you're referring to? On 11 December 2014 at 08:53, Sam Vanheer duo...@hotmail.com wrote: Hello, I’m just wondering if there is any documentation on how to use IFileSystem version VFileSystem009. I can’t seem to find anything that explains things like whether there are default search paths, the purpose of Mount and Unmount, how to add paths, etc. Any help would be appreciated. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] goldsrc push zombie away
Looking at how the other weapons work it looks like you need to do a trace from your weapon in the direction that you're facing and then you can use the edict_t* in the trace result. Check out what CCrowbar::Swing does. On 30 August 2014 23:26, Matas Lesinskas peon...@gmail.com wrote: any ideas how to make weapon to push zombie away. I think somethink like this, but how to target zombie, not (m_pPlayer) m_pPlayer-pev-velocity = m_pPlayer-pev-velocity + gpGlobals-v_forward * 100; ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Several issues while creating bots plugin
With regards to the second problem, it has been known for a while that the method doesn't quite work as expected. Maybe check how other Source bots work? I think RCBot2 might be open source. Does the weapon_name command switch to the specified weapon? I haven't done any bot programming in a while but maybe you can send that client command to the bot to get it to switch properly. On 12 August 2014 23:23, Borzh borz...@gmail.com wrote: To Valve developers: it should be nicer to have 2 methods, IBotController::SetActiveWeapon() that sets weapon if bot has it in some slot and something like IBotController::AddWeapon() that should not work if sv_cheats == 0 Thanks. 2014-07-28 15:31 GMT-03:00 Borzh borz...@gmail.com: Hi all, I am creating a bots plugin for HL2DM and I have several problem with it: - Source dedicated server (linux) sends invalid events to plugin when using bool IGameEventManager::FireEvent( KeyValues * event ): event-GetName() always returns empty string. Also iterating on values GetFirstValue() / GetNextValue(), GetName() also returns empty string. I started to use IGameEventManager2 and it is working fine. I understand that IGameEventManager is used to maintain backward compatibility. It doesn't work though. - IBotController::SetActiveWeapon()* creates new weapon*, even if bot have picked it. I know that because IServerPluginCallbacks::OnEdictAllocated() is called every time bot tries to switch weapon using IBotController::SetActiveWeapon()! So from time to time I get *error allocating edict *(of course there are too many unused weapons on the map). * Anyone know how to fix it?* Thanks in advance, Boris. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] 2013 MP Mod with NPC Support Crashing
Are you getting any dump files? I don't think the engine should crash if it can't find a model anyway. On 9 June 2014 13:04, champkind . champk...@gmail.com wrote: Hi all, I had added support for NPC using this fork: https://github.com/stephsch/Fixing_AI_In_Multiplayer When I try create_npc npc_[ anything ], the mod crashes to desktop. When I try to use an existing hl2 map with an enemy in it like a headcrab, it crashes. I can't tell if it's crashing because my code is messed up or because I don't have models exported. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] New Weapon.
Did you precache the weapon register? PRECACHE_WEAPON_REGISTER(classname) Is the weapon script file named your weapon class name? On Mar 16, 2014, at 2:32 PM, Baer bae...@yahoo.com wrote: mp mod. On Sunday, March 16, 2014 1:31 PM, Tom Clay tom_clay...@live.com wrote: Is this a sp or mp mod On Mar 16, 2014, at 2:30 PM, Baer bae...@yahoo.com wrote: I have added a new weapon to my mod. Source 2013. Everything compiles fine and get no errors in mod other than it can't read the weapon text file. I have even copied one of the other weapon files and renamed it and still get that error. Anyone have any insight as to the problem? Thanks Baer ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] New Weapon.
Hmm. What does the console output say? On Mar 16, 2014, at 2:40 PM, Baer bae...@yahoo.com wrote: Yes to both questions. On Sunday, March 16, 2014 1:36 PM, Tom Clay tom_clay...@live.com wrote: Did you precache the weapon register? PRECACHE_WEAPON_REGISTER(classname) Is the weapon script file named your weapon class name? On Mar 16, 2014, at 2:PM, Baer bae...@yahoo.com wrote: mp mod. On Sunday, March 16, 2014 1:31 PM, Tom Clay tom_clay...@live.com wrote: Is this a sp or mp mod On Mar 16, 2014, at 2:30 PM, Baer bae...@yahoo.com wrote: I have added a new weapon to my mod. Source 2013. Everything compiles fine and get no errors in mod other than it can't read the weapon text file. I have even copied one of the other weapon files and renamed it and still get that error. Anyone have any insight as to the problem? Thanks Baer ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Save/restore and multiplayer
Take a look at the orange box coop engine. It uses a save restore type engine for coop. On Nov 11, 2013, at 2:08 AM, Giancarlo Rivas giaym.m...@gmail.com wrote: I'd make a list of entities I want to save, and save them manually, then load them again, it would be a bit of work, but would be probably finished without thinking much. Would work for most simple games as I wouldn't expect you to be saving too much stuff. Oh, of course you save the stuff server side not clientside. You can first freeze the players, so no one creates new entities / modifies their values. Then fade to black, sounds/particles and what not that you dont want on reset will run out while it fades. Do magic repositioning while its black. Unload stuff that will be modified, load the old stuff, and allow the game to proceed from there. On Mon, Nov 11, 2013 at 1:40 AM, Victor V vicp...@gmail.com wrote: OK, just took a look at some saverestore stuff in the engine and it looks like the server disconnects and starts a new game whenever it loads and there's also a multiplayer check. So that won't work. Onto other solutions... On Sun, Nov 10, 2013 at 11:24 PM, Victor V vicp...@gmail.com wrote: Hi all, For a coop experiment I'm working on I need to implement some kind of checkpoint system. I've been thinking about different ways of achieving this, but the most obvious and ideal solution would be to just use the save/restore system that's used in singleplayer. Is there anything that prevents me from just not saving the clientside data that's normally in saves and loading on the server? I have something separate in mind for dealing with player entities. It seems like the mechanism is kinda similar to the round end entity reset in CSS. Am I missing something super obvious? Thanks Victor ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)
Would it work to send a different command that when called just calls 'retry' and whatever else you need to call? On 10 August 2013 22:16, Saint Thoth (hotmail) st_th...@hotmail.com wrote: ** For about a decade now, we've had issues when multiple players try to reconnect to our mod's servers at the same time... And the solution, for about a decade, was to delay their reconnection, simply by having the server send the client a disconnect, some waits, and a retry command. Worked just fine... But now that Steam Pipe is here, the retry command is illegal to send to clients. I thought of exec'ing a special cfg file on patched clients instead, but exec is also illegal command. (Which seems silly, given that the server can send any number of commands to make your game unplayable. Hell, with client.dll commands, we could delete your Windows system folder, re-write your registry, or crash your system any number of ways, if we wanted to... But gods forbid we send a retry command.) So I'm wondering how we could go about adding a command to do a disconnect followed by a delayed reconnect. Hopefully something as simple as having the client send commands to his own console - and hopefully not something so hacky as grabbing the process ID and sending keyboard commands to it. Thanks in advance for any advice you can provide, - Thothie ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Pre-Loading Maps
I thought that the map was kept in memory after in was loaded by design (I don't know for sure though). I remember it being brought up at some stage - someone wanted that behaviour removed so they wouldn't have to restart the game every time they recompiled a map. I'm not sure about preloading materials but I saw this in the Alien Swarm source: CBaseEntity::PrecacheModel(sprites/gunsmoke.vmt); So I suppose the PrecacheModel function should work for materials too. On 15 January 2013 01:26, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: Prolly some OS caching after access. -- *From:* tja...@comcast.net tja...@comcast.net *To:* Discussion of Half-Life Programming hlcoders@list.valvesoftware.com *Sent:* Monday, 14 January 2013, 14:47 *Subject:* Re: [hlcoders] Pre-Loading Maps That's a shame. I did look through zone cpp/h but it might be over my head, when it comes to memory allocation. Also, from what I've heard -heapsize command line doesn't matter anymore with orange box. So I'm not sure if that file is still relevant. Is there any cheap tricks to help performance? I'm bouncing between maps, and users are getting frustrated with load times. I do have a benchmark time that shows how long a map takes to load (grab curtime from preload and compare with curtime in postload. not sure how accurate) and I noticed if the map has been loaded before it takes half the amount of time to load. So something is staying in the memory. -- *From: *Jonatan Matějka jonatan1...@gmail.com *To: *Discussion of Half-Life Programming hlcoders@list.valvesoftware.com *Sent: *Monday, January 14, 2013 8:19:43 AM *Subject: *Re: [hlcoders] Pre-Loading Maps Hi, if there were not significant changes in engine after HL2 alpha leak, there is no way to load nextmap before mapchange. You can precache it, but it will be trashed on mapchange anyway. If you own leaked source, take a look at zone.cpp/h where you can take a look for yourself. 2013/1/14 Trevor Janok tja...@comcast.net Hello HLCoders. ** ** I have no idea how Source loads/renders the BSP levels. Since I assume most (if not all) of this is done in the engine which we don’t have access to. But is there anyway to load a BSP into “memory” so the client can switch maps faster? ** ** I mean, if you’re running on decent hardware Source maps load fast. But it would be nice to start “preloading” maps when players near completion of the current level. The gameplay of my mod would help greatly from this, as maps are broken up into multiple levels running on a master server. ** ** I guess I can’t really assume what it’s “preloading” as I’m not sure of what Source is doing when it’s switch to a different map. ** ** Anybody have any insight? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Starting Server Plugins
Well I think if you have a bit of an understanding (know about editcts, and the interfaces imported from the engine and so on) that's a good start. You can use the Counter-Strike Source example plugin from the Source SDK but you'll probably want to take that base plugin file and drop it into the code from here: http://hg.alliedmods.net/hl2sdks/hl2sdk-csgo/ That repo has the most up-to-date code to work with (a lot of interfaces in the Source SDK haven't been updated in a while). On 30 August 2012 21:44, Stuart Blackler stu...@sblackler.net wrote: I have a tiny bit. Nothing too substantial though. Is there an official SDK/Plugin sample for CSGO like there was for CSS? Message: 2 Date: Wed, 29 Aug 2012 21:16:17 +1000 From: Tom Schumann schumann@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Starting Server Plugins Message-ID: CAOJq5NhAHGjqW-tC3USFFHrJL7VDHfT= xrhk5i54pcnqy1n...@mail.gmail.com Content-Type: text/plain; charset=iso-8859-1 Have you ever done any GoldSource/Source programming before? On 29 August 2012 11:40, Stuart Blackler stu...@sblackler.net wrote: Hey all, ** ** I would like to develop a Server Plugin for CSGO. I just wondered where I get started? I have good coding knowledge etc. ** ** Thanks for any help in advance, Stu ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Starting Server Plugins
Have you ever done any GoldSource/Source programming before? On 29 August 2012 11:40, Stuart Blackler stu...@sblackler.net wrote: Hey all, ** ** I would like to develop a Server Plugin for CSGO. I just wondered where I get started? I have good coding knowledge etc. ** ** Thanks for any help in advance, Stu ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Prediction Jerkiness with aircraft ?
I didn't think it was possible to connect to a dedicated server on your own computer anyway. I've never tried to get around it, so I don't know what your options are if you don't have another computer. On 29 April 2012 13:00, Nick xnicho...@gmail.com wrote: i am sorry joel. I don't know much about coding, and certainly not enough to help with this issue. That is why, i suggested he give a working sdk example of the bug he is trying to fix. I am trying to help, do you have any ways/ideas to help? On Fri, Apr 27, 2012 at 10:18 AM, Joel R. joelru...@gmail.com wrote: Nick, if you knew anything about coding, you'd be able to make it work fairly quickly. He is not going to give you all the SDK code prepped and ready. On Thu, Apr 26, 2012 at 11:17 PM, Nick xnicho...@gmail.com wrote: The code you posted certainly is impressive. I just can't find an easy way to put it in a sdk and run it? How to spawn the vech? Make an sdk with the files included that works, (with a working copy of the mod) and all of the code and send a link to valve.. I am sure they will help out. A single file isn't at all helpful compared to a working source code copy, and actual files and a 10 step list to test the exact problem you are experiencing. WE HAVE TO BE ABLE TO RUN THE EXACT CODE IF U WANT ANY HELP ON SUCH A MASSIVE PROBLEM.. On Thu, Apr 26, 2012 at 12:18 AM, Psy_Commando psycomma...@gmail.com wrote: I already posted a link to the pastebin with the whole code earlier ( http://pastebin.com/eMcKh1YL ). And who at valve would help ? Most of the time I don't get answers when I mail devs. And what do you mean share what the problem is with you, isn't it what I've been foing? Is there any examples of simple moving predicted entities, besides the player ? I could really use an example... By the way, is what Stephen says accurate ? Is the net_fakelag command not working on listen servers ? On Thu, Apr 26, 2012 at 12:34 AM, Nick xnicho...@gmail.com wrote: i think you should give us a basic code, and send it to valve... only valve can help you. Usually valve is quite nice, and I am sure they wouldn't mind helping you out, as long as you can share what the problem is with the rest of us. On Sun, Apr 22, 2012 at 3:04 PM, Psy_Commando psycomma...@gmail.com wrote: Alright, what else could be causing jittering ? There is so little going on in that entity. On Sat, Apr 21, 2012 at 8:40 PM, Tony omega Sergi omegal...@gmail.com wrote: As I said. looking at your prediction dump, it's not actually predicting properly. Either they're not updating at the same rate, or they're not running the same code producing the same results. see your screenshot: http://dl.dropbox.com/u/13343993/abox0003.jpg notice in red, velocity is 0 0 0 that means disabling VPhysicsUpdate is not the solution, as that means you break every vphysics object. Look at what it's doing, it's getting it's position after vphysics simulates and updating the entity. so unless you're trying to make a purely client-authoritive ship, you can't disable that without adding code to update the position from the client. On Sun, Apr 22, 2012 at 7:40 AM, Stephen Swires stephen.swi...@gmail.com wrote: It maybe worth mentioning that net_fakelag is broken on listen servers in Alien Swarm. It works on dedicated, however On Sat, Apr 21, 2012 at 10:05 PM, Psy_Commando psycomma...@gmail.com wrote: I found what was causing the stuttering with 0 ping and in singleplayer. I disabled this code in cbaseentity_shared : //- // Purpose: My physics object has been updated, react or extract data //- void CBaseEntity::VPhysicsUpdate( IPhysicsObject *pPhysics ) { switch( GetMoveType() ) { case MOVETYPE_VPHYSICS: { if ( GetMoveParent() ) { Log_Warning( LOG_DEVELOPER_VERBOSE, Updating physics on object in hierarchy %s!\n, GetClassname()); return; } Vector origin; QAngle angles; pPhysics-GetPosition( origin, angles ); if ( !IsFinite( angles.x ) || !IsFinite( angles.y ) || !IsFinite( angles.x ) ) { Msg( Infinite angles from vphysics! (entity %s)\n, GetDebugName() ); angles = vec3_angle; } #ifndef CLIENT_DLL Vector prevOrigin = GetAbsOrigin(); #endif for ( int
Re: [hlcoders] Read and write to and from file?
It might be possible with a server plugin, but I don't know whether anyone has updated the the code to work with Portal 2, or whether the API could be used to do what you're trying to do (though I suspect there's a good chance it could). Here are some details anyway: https://developer.valvesoftware.com/wiki/Server_plugins https://developer.valvesoftware.com/wiki/IServerPluginCallbacks On 4 April 2012 19:32, Garry Newman garrynew...@gmail.com wrote: I don't think it can be done at all tbh garry On Wed, Apr 4, 2012 at 10:23 AM, Melissa Zak miss_bee...@hotmail.comwrote: Hey garry, thanks for the reply No. I’m trying to save variables so that my coop maps on my level chooser unlock like the Portal 2 coop campaign. Game code is out of the question and I prefer not to install .lua. Can it be done in a .nut file? Sorry for bothering y’all, Melissa Z. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Goldsrc structure question
Does the Quake source code help any? Where in the code are you accessing these structures? On 9 December 2011 10:09, Carlos Sola jorop...@gmail.com wrote: Hello all I know this question will get a negative answer but I don't loose anything asking. Is there a way to obtain structure definitions for: svs (server_static_t), sv (server_t) and svs.clients (client_t) ? I'm working on it manually, near of 50% on each struct but any help will be appreciated. Thanks in advance ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Initialising shadow depth textures
I've been working on shadow map LOD. I've got a system set up that creates a few large and lots of small render target textures (72 in all, about 100MB) and it looks good. My problem is that the first time a new RT comes into effect there is a very large hitch in rendering. There is no problem after that; it only happens on the first use. All of the RTs are initialised when the game loads. What else am I supposed to be doing? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [Source 2007] Missing .cpp files for SDK_LightmappedGeneric Shader
Are these the ones: http://www.koders.com/info.aspx?c=ProjectInfopid=WMUMHVAZAYAHRMNYAUTLN74FXG (in sdkshaders/advanced)? On 12 September 2011 01:55, Alexander Davidson aldavid...@gmail.com wrote: Hey List, Does anybody have the missing .cpp files for the shader DLL to compile the SDK_LightmappedGeneric shader? We need the file/s that actually declare the shader (Seems to be have been omitted in the current SDK revision)! With something along the lines of BEGIN_VS_SHADER( SDK_LightmappedGeneric... in it. We seem to have up-to date files for vertexlitgeneric (vertexlitgeneric_dx9.cpp) but not lightmappedgeneric. Can anybody lend us a hand (VALVe) and provide the files so we can compile the SDK_LightmappedGeneric shader? For reference please find below the current dir state for cpp's/h's relevant to the LightmappedGeneric shader in the /stdshaders/ folder: - lightmappedgeneric_decal.cpp - lightmappedgeneric_dx9_helper.xpp - lightmappedreflective.cpp - lightmappedtwotexture.cpp - lightmappedgeneric_dx9_helper.h - lightmappedgeneric_ps2_3_x.h Cheers, Al -- -Alex Davidson (aldavid...@gmail.com) ___ 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] Should I switch ASW SDK or stay with Source 2007
Neat, I didn't know about him. Unfortunately that model isn't set up right for 9-way animation...plus, half the point of making the stickman was to provide the source for a simple model. :) On 11/08/2011 5:19, Psy_Commando wrote: I mean the model included with swarm and swarm_base. On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando psycomma...@gmail.com mailto:psycomma...@gmail.com wrote: That's pretty neat, but maybe you should use the included citizen, or the colonist model for the player, instead of the weird stickman. Its a better showcase of the included functionality :) On Wed, Aug 10, 2011 at 7:22 PM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: Here's an update which fixes the ragdoll issues. Still more to go (see the readme), it's just finding the time... http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip On 30/07/2011 3:48, Tom Edwards wrote: Thanks, email me if you find anything wrong! On 30/07/2011 2:06, Tobias Kammersgaard wrote: The biggest problem with using the ASW code is really the lack of Half-Life 2 content. The singleplayer mod I'm working on would love to have features from the ASW code base, however lack of HL2 stops us from going there. Granted we should replace all the HL2 content with out own, but I don't see that happening with a team of 5 people. However I will checkout your skeleton Tom :)! - ScarT On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: Don't expect any more significant updates to 2007/9, if for no other reason than the move from GCF to NCF. Alien Swarm is from the main codeline and is much more recent than 2007/9 so is clearly the best choice for new mods. Since you probably aren't making a top-down shooter here is an alpha for the Alien Swarm Skeleton, which is a simple first-person game. Hopefully having something public will encourage me to spend more time on its remaining problems. :) http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip On 30/07/2011 12:24, Psy_Commando wrote: Sorry, for the previous message, forgot to put a subject... Hi,this time I'm having a more complicated question. Me and my team were about to switch from Source 2007 to Alien Swarm Source, to make our mod free, and to have access to the menu and loading UI and the Alien Swarm assets. However, Source 2007 is now free, so that removed one of the big advantages of ASW. Beside ASW, has tons of references directly to member variables of other classes, which makes it very hard to make significant changes. What I'm wondering is, is this a good move in the long term ? I mean ASW, and the ASW SDK are pretty much left to die by its devs, and there are about two active mods... Unlike with ASW I can expect that there will be a Source 2009 update at some point with the Source SDK. Any suggestions or comments ? ___ 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 ___ To unsubscribe, edit your
[hlcoders] Shadow map scissoring
I've been developing omnidirectional shadowmap entities lately, and it works great except for r_flashlightscissor being no good when you have multiple projections. Keeping it off results is crazy overdraw where large areas of the screen are written over at least seven times per frame, sending performance off a cliff: On: http://cloud.steampowered.com/ugc/558664840002096292/18D0A75B5AB15EE433377DE5E792C3C52D8CB648/ Off: http://cloud.steampowered.com/ugc/558664840002097596/EFCB735994AE0BAA8ED371D47D1149F700518717/ The difference between those screens is 30 fps! Has anyone worked out a way to fix scissoring for multi-projection scenes, or at least how to detect when it can safely be enabled? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
The marine models are rigged horribly (the legs bones are way outside the leg mesh!) and their animations look terrible from close up. The model is also complicated and not an ideal place to start learning. On 11/08/2011 7:46, Psy_Commando wrote: You also can just use the marine model :) And with the asw sdk we have the source for the marine model already. On Thu, Aug 11, 2011 at 5:23 AM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: Neat, I didn't know about him. Unfortunately that model isn't set up right for 9-way animation...plus, half the point of making the stickman was to provide the source for a simple model. :) On 11/08/2011 5:19, Psy_Commando wrote: I mean the model included with swarm and swarm_base. On Thu, Aug 11, 2011 at 12:18 AM, Psy_Commando psycomma...@gmail.com mailto:psycomma...@gmail.com mailto:psycomma...@gmail.com mailto:psycomma...@gmail.com wrote: That's pretty neat, but maybe you should use the included citizen, or the colonist model for the player, instead of the weird stickman. Its a better showcase of the included functionality :) On Wed, Aug 10, 2011 at 7:22 PM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: Here's an update which fixes the ragdoll issues. Still more to go (see the readme), it's just finding the time... http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip On 30/07/2011 3:48, Tom Edwards wrote: Thanks, email me if you find anything wrong! On 30/07/2011 2:06, Tobias Kammersgaard wrote: The biggest problem with using the ASW code is really the lack of Half-Life 2 content. The singleplayer mod I'm working on would love to have features from the ASW code base, however lack of HL2 stops us from going there. Granted we should replace all the HL2 content with out own, but I don't see that happening with a team of 5 people. However I will checkout your skeleton Tom :)! - ScarT On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: Don't expect any more significant updates to 2007/9, if for no other reason than the move from GCF to NCF. Alien Swarm is from the main codeline and is much more recent than 2007/9 so is clearly the best choice for new mods. Since you probably aren't making a top-down shooter here is an alpha for the Alien Swarm Skeleton, which is a simple first-person game. Hopefully having something public will encourage me to spend more time on its remaining problems. :) http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip On 30/07/2011 12:24, Psy_Commando wrote: Sorry, for the previous message, forgot to put a subject... Hi,this time I'm having a more complicated question. Me and my team were about to switch from Source 2007 to Alien Swarm Source, to make our mod free, and to have access to the menu and loading UI and the Alien Swarm assets. However, Source 2007 is now free, so that removed one of the big advantages of ASW. Beside ASW, has tons of references directly to member variables of other classes, which makes it very hard to make significant changes. What I'm wondering is, is this a good move in the long term ? I mean ASW, and the ASW SDK are pretty much
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
Here's an update which fixes the ragdoll issues. Still more to go (see the readme), it's just finding the time... http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a2.zip On 30/07/2011 3:48, Tom Edwards wrote: Thanks, email me if you find anything wrong! On 30/07/2011 2:06, Tobias Kammersgaard wrote: The biggest problem with using the ASW code is really the lack of Half-Life 2 content. The singleplayer mod I'm working on would love to have features from the ASW code base, however lack of HL2 stops us from going there. Granted we should replace all the HL2 content with out own, but I don't see that happening with a team of 5 people. However I will checkout your skeleton Tom :)! - ScarT On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: Don't expect any more significant updates to 2007/9, if for no other reason than the move from GCF to NCF. Alien Swarm is from the main codeline and is much more recent than 2007/9 so is clearly the best choice for new mods. Since you probably aren't making a top-down shooter here is an alpha for the Alien Swarm Skeleton, which is a simple first-person game. Hopefully having something public will encourage me to spend more time on its remaining problems. :) http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip On 30/07/2011 12:24, Psy_Commando wrote: Sorry, for the previous message, forgot to put a subject... Hi,this time I'm having a more complicated question. Me and my team were about to switch from Source 2007 to Alien Swarm Source, to make our mod free, and to have access to the menu and loading UI and the Alien Swarm assets. However, Source 2007 is now free, so that removed one of the big advantages of ASW. Beside ASW, has tons of references directly to member variables of other classes, which makes it very hard to make significant changes. What I'm wondering is, is this a good move in the long term ? I mean ASW, and the ASW SDK are pretty much left to die by its devs, and there are about two active mods... Unlike with ASW I can expect that there will be a Source 2009 update at some point with the Source SDK. Any suggestions or comments ? ___ 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 ___ 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] Should I switch ASW SDK or stay with Source 2007
If you get a leak portals aren't calculated so that's logical. But the only cause I can think of is that you might still have the structure_seal entity, which will be on water brushes as well as the big ones surrounding the world. I can compile maps just fine, so it is possible! On 31/07/2011 8:09, Psy_Commando wrote: It would seem that removing -alldetail doesn't hep. It seems the program doesn't find the prt file when vvis starts... And I've had weird leaks. On Sat, Jul 30, 2011 at 7:08 PM, Psy_Commando psycomma...@gmail.com mailto:psycomma...@gmail.com wrote: the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization That only happens because the compile profiles created by the AS authoring tools have -alldetail (or something similar) by default. Remove that argument and you get a regular compile. Doh... thanks for correcting me :) I think the tools Gabe was on about are regarding the art pipeline and Hammer, not the actual code. Well that'd be better than nothing, I'd love an hammer update, so I don't have to hope it won't crash each time I want to look at an ent's flags :( Well then, I guess going with ASW is probably a good idea considering all this, but I'll probably have to get hacky with the shaderlib :( On Sat, Jul 30, 2011 at 3:42 PM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization That only happens because the compile profiles created by the AS authoring tools have -alldetail (or something similar) by default. Remove that argument and you get a regular compile. And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Alien Swarm is 2GB, SDK Base 2007 is 4GB (albeit with a lot of shared stuff that most people already have). A Swarm base would be lovely all the same, and without any AS content could total less than 300MB. And yes, getting animstate right is a bitch. :) Needing to blank SetAnimation() had me stuck for ages. On 30/07/2011 7:48, Psy_Commando wrote: Didn't Gabe Newell said they were working on sdk tools one or two months ago ? Anyways, the thing is, I'm not very confident in the ASW devs, or ASW's future. I heard from the guys I'm helping at Hypovolemia, that they gave them a fixed matchmaking dll to fix the hard-coded limit of 5 players, but after issuing them with the fix they went silent and didn't release it officially, as far as I know. They haven't heard from them since May, if I remember correctly. We also don't have access to the shaderlib, I'd swap it with the orange box's shaderlib, but they seem to have a lot of custom shaders. And the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization, we have to use the OB vbsp instead for fps, or 3rd person mods :( And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Or even just merge the ASW SDK with the source sdk, so it may get a little more attention from the devs, and community. And thanks for the skeleton code, I'll check it out. But I'm pretty far along tweaking the asw_player back into a regular player, I'm still struggling a little with the anim system though. On Sat, Jul 30, 2011 at 11:02 AM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: There's a change to the way SteamIDs are handled that breaks game DLL networking, Tony. IIRC that's why Source 2009 was split off from 2007 in the first place. Sounds like something easy to fix though... On 30/07/2011 3:46, Tony omega Sergi wrote: Oh, and when I say there are no significant changes in the code, i mean the publically available mod code. not engine, and stuff only valve + licensee's get. On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi omegal...@gmail.com mailto:omegal...@gmail.com mailto:omegal...@gmail.com mailto:omegal
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
Don't expect any more significant updates to 2007/9, if for no other reason than the move from GCF to NCF. Alien Swarm is from the main codeline and is much more recent than 2007/9 so is clearly the best choice for new mods. Since you probably aren't making a top-down shooter here is an alpha for the Alien Swarm Skeleton, which is a simple first-person game. Hopefully having something public will encourage me to spend more time on its remaining problems. :) http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip On 30/07/2011 12:24, Psy_Commando wrote: Sorry, for the previous message, forgot to put a subject... Hi,this time I'm having a more complicated question. Me and my team were about to switch from Source 2007 to Alien Swarm Source, to make our mod free, and to have access to the menu and loading UI and the Alien Swarm assets. However, Source 2007 is now free, so that removed one of the big advantages of ASW. Beside ASW, has tons of references directly to member variables of other classes, which makes it very hard to make significant changes. What I'm wondering is, is this a good move in the long term ? I mean ASW, and the ASW SDK are pretty much left to die by its devs, and there are about two active mods... Unlike with ASW I can expect that there will be a Source 2009 update at some point with the Source SDK. Any suggestions or comments ? ___ 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] Should I switch ASW SDK or stay with Source 2007
Thanks, email me if you find anything wrong! On 30/07/2011 2:06, Tobias Kammersgaard wrote: The biggest problem with using the ASW code is really the lack of Half-Life 2 content. The singleplayer mod I'm working on would love to have features from the ASW code base, however lack of HL2 stops us from going there. Granted we should replace all the HL2 content with out own, but I don't see that happening with a team of 5 people. However I will checkout your skeleton Tom :)! - ScarT On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: Don't expect any more significant updates to 2007/9, if for no other reason than the move from GCF to NCF. Alien Swarm is from the main codeline and is much more recent than 2007/9 so is clearly the best choice for new mods. Since you probably aren't making a top-down shooter here is an alpha for the Alien Swarm Skeleton, which is a simple first-person game. Hopefully having something public will encourage me to spend more time on its remaining problems. :) http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip On 30/07/2011 12:24, Psy_Commando wrote: Sorry, for the previous message, forgot to put a subject... Hi,this time I'm having a more complicated question. Me and my team were about to switch from Source 2007 to Alien Swarm Source, to make our mod free, and to have access to the menu and loading UI and the Alien Swarm assets. However, Source 2007 is now free, so that removed one of the big advantages of ASW. Beside ASW, has tons of references directly to member variables of other classes, which makes it very hard to make significant changes. What I'm wondering is, is this a good move in the long term ? I mean ASW, and the ASW SDK are pretty much left to die by its devs, and there are about two active mods... Unlike with ASW I can expect that there will be a Source 2009 update at some point with the Source SDK. Any suggestions or comments ? ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
There's a change to the way SteamIDs are handled that breaks game DLL networking, Tony. IIRC that's why Source 2009 was split off from 2007 in the first place. Sounds like something easy to fix though... On 30/07/2011 3:46, Tony omega Sergi wrote: Oh, and when I say there are no significant changes in the code, i mean the publically available mod code. not engine, and stuff only valve + licensee's get. On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi omegal...@gmail.com mailto:omegal...@gmail.com wrote: btw, there *really* aren't *that many* differences between 2007 and 2009, granted, it probably would be nicer to have an SDK for it, just so that it's the latest and greatest, but there are no significant changes in the code. and last i looked, it should have no problem loading 2007 compiled mods, as the interfaces required haven't changed from what I can see. (TF2 is running 2009, and you run mods from that engine, at least where the DS is concerned..) I suppose the next best thing would be just to update source sdk base 2007 up to source sdk base 2009. - Tony On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com mailto:tobias.kammersga...@gmail.com wrote: The biggest problem with using the ASW code is really the lack of Half-Life 2 content. The singleplayer mod I'm working on would love to have features from the ASW code base, however lack of HL2 stops us from going there. Granted we should replace all the HL2 content with out own, but I don't see that happening with a team of 5 people. However I will checkout your skeleton Tom :)! - ScarT On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: Don't expect any more significant updates to 2007/9, if for no other reason than the move from GCF to NCF. Alien Swarm is from the main codeline and is much more recent than 2007/9 so is clearly the best choice for new mods. Since you probably aren't making a top-down shooter here is an alpha for the Alien Swarm Skeleton, which is a simple first-person game. Hopefully having something public will encourage me to spend more time on its remaining problems. :) http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip On 30/07/2011 12:24, Psy_Commando wrote: Sorry, for the previous message, forgot to put a subject... Hi,this time I'm having a more complicated question. Me and my team were about to switch from Source 2007 to Alien Swarm Source, to make our mod free, and to have access to the menu and loading UI and the Alien Swarm assets. However, Source 2007 is now free, so that removed one of the big advantages of ASW. Beside ASW, has tons of references directly to member variables of other classes, which makes it very hard to make significant changes. What I'm wondering is, is this a good move in the long term ? I mean ASW, and the ASW SDK are pretty much left to die by its devs, and there are about two active mods... Unlike with ASW I can expect that there will be a Source 2009 update at some point with the Source SDK. Any suggestions or comments ? ___ 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 -- -Tony -- -Tony ___ 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] Should I switch ASW SDK or stay with Source 2007
the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization That only happens because the compile profiles created by the AS authoring tools have -alldetail (or something similar) by default. Remove that argument and you get a regular compile. And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Alien Swarm is 2GB, SDK Base 2007 is 4GB (albeit with a lot of shared stuff that most people already have). A Swarm base would be lovely all the same, and without any AS content could total less than 300MB. And yes, getting animstate right is a bitch. :) Needing to blank SetAnimation() had me stuck for ages. On 30/07/2011 7:48, Psy_Commando wrote: Didn't Gabe Newell said they were working on sdk tools one or two months ago ? Anyways, the thing is, I'm not very confident in the ASW devs, or ASW's future. I heard from the guys I'm helping at Hypovolemia, that they gave them a fixed matchmaking dll to fix the hard-coded limit of 5 players, but after issuing them with the fix they went silent and didn't release it officially, as far as I know. They haven't heard from them since May, if I remember correctly. We also don't have access to the shaderlib, I'd swap it with the orange box's shaderlib, but they seem to have a lot of custom shaders. And the vbsp version that comes with asw, turns every brush into func_detail, so there's no visibility optimization, we have to use the OB vbsp instead for fps, or 3rd person mods :( And I wonder if a mod can be incentive enough to download the complete ASW just to play the mod, why can't we just have a SDK base ASW ? Or even just merge the ASW SDK with the source sdk, so it may get a little more attention from the devs, and community. And thanks for the skeleton code, I'll check it out. But I'm pretty far along tweaking the asw_player back into a regular player, I'm still struggling a little with the anim system though. On Sat, Jul 30, 2011 at 11:02 AM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: There's a change to the way SteamIDs are handled that breaks game DLL networking, Tony. IIRC that's why Source 2009 was split off from 2007 in the first place. Sounds like something easy to fix though... On 30/07/2011 3:46, Tony omega Sergi wrote: Oh, and when I say there are no significant changes in the code, i mean the publically available mod code. not engine, and stuff only valve + licensee's get. On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi omegal...@gmail.com mailto:omegal...@gmail.com mailto:omegal...@gmail.com mailto:omegal...@gmail.com wrote: btw, there *really* aren't *that many* differences between 2007 and 2009, granted, it probably would be nicer to have an SDK for it, just so that it's the latest and greatest, but there are no significant changes in the code. and last i looked, it should have no problem loading 2007 compiled mods, as the interfaces required haven't changed from what I can see. (TF2 is running 2009, and you run mods from that engine, at least where the DS is concerned..) I suppose the next best thing would be just to update source sdk base 2007 up to source sdk base 2009. - Tony On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com mailto:tobias.kammersga...@gmail.com mailto:tobias.kammersga...@gmail.com mailto:tobias.kammersga...@gmail.com wrote: The biggest problem with using the ASW code is really the lack of Half-Life 2 content. The singleplayer mod I'm working on would love to have features from the ASW code base, however lack of HL2 stops us from going there. Granted we should replace all the HL2 content with out own, but I don't see that happening with a team of 5 people. However I will checkout your skeleton Tom :)! - ScarT On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: Don't expect any more significant updates to 2007/9, if for no other reason than the move from GCF to NCF. Alien Swarm is from the main codeline and is much more recent than 2007/9 so is clearly the best choice for new mods. Since you probably aren't making a top-down shooter here is an alpha for the Alien Swarm Skeleton, which
Re: [hlcoders] Choppy motion using the 2007 sdk mp template
CWaterBullet is an error in Valve's code. You had to fix it to get the normal SDK building too, you just don't remember. ;-) Everything is explained at the link I gave. The absence of vgui_video is a problem. I have it, but it does now seem to have been removed from the SDK. I can build the client fine without that code but if it's a problem you can get the files here: http://digitalpaintball.net/trac/export/2/Code/game/client/vgui_video.h http://digitalpaintball.net/trac/export/5/src/game/client/vgui_video.cpp They go in game/client/. On 14/07/2011 2:00, Eek Glur wrote: The SDK Skeleton does seem like an interesting starting base, assuming it doesn't have that problem - but I think it might be a little too stripped down for my needs (seeing that it can't actually start a playable server or do anything by default). Unless perhaps that was just something I messed up, but I get this error: Client missing DT class CWaterBullet Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed. Dropped Player from server (Disconnect by user.) What codebase is this intended to be compiled with? Because, I see that it includes a 'vgui_video.cpp', which isn't in any of the 2007 SDKs I pulled from Source SDK (source code only and mp template) - Ended up removing it because even by including the file (thanks Google), there was a link error for it. Anyway, it would still be nice find a solution back at the template mod - I've tried messing with the rates and interp console commands since the rates seemed a little low, but I still get the same effect. Reading up on interpolation though, it sounds very much like what the problem could be, only I've no idea what to do about it, since I obviously won't be understanding that completely, as a beginner. On Wed, Jul 13, 2011 at 8:31 PM, Tom Edwards t_edwa...@btinternet.com mailto:t_edwa...@btinternet.com wrote: Someone else was talking about this a while back, I think it was related to interpolation. I don't recall the fix, but I do know that the SDK Skeleton player doesn't have the problem. https://code.google.com/p/sourcesdk-skeleton/ On that subject, an Alien Swarm version of the skeleton is nearing release. There's only multiplayer ragdolls left to get working. :) On 13/07/2011 7:28, Eek Glur wrote: Well, I noticed the problem in the beginning - so yes, I am experiencing this in a clean base - 2007 multiplayer template, only fixes are compile fixes, release build, default game directory (appid 218), etc. One strange thing I noticed is that while playing is choppy, if I record a demo, on playback it will be super smooth as if there wasn't a problem at all. It's as if the client isn't properly syncronized with the server, while playing. I don't know, but I've had some other people try it out, and they have the same problem, too. Also, sorry for breaking format, I assumed receiving digests would still send my threads back individually - not the case :P How much and exactly where have you been toying with your source code? I assume you're not experiencing these issues with a clean, unmodified 2007 scratch or template build? ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Choppy motion using the 2007 sdk mp template
Someone else was talking about this a while back, I think it was related to interpolation. I don't recall the fix, but I do know that the SDK Skeleton player doesn't have the problem. https://code.google.com/p/sourcesdk-skeleton/ On that subject, an Alien Swarm version of the skeleton is nearing release. There's only multiplayer ragdolls left to get working. :) On 13/07/2011 7:28, Eek Glur wrote: Well, I noticed the problem in the beginning - so yes, I am experiencing this in a clean base - 2007 multiplayer template, only fixes are compile fixes, release build, default game directory (appid 218), etc. One strange thing I noticed is that while playing is choppy, if I record a demo, on playback it will be super smooth as if there wasn't a problem at all. It's as if the client isn't properly syncronized with the server, while playing. I don't know, but I've had some other people try it out, and they have the same problem, too. Also, sorry for breaking format, I assumed receiving digests would still send my threads back individually - not the case :P How much and exactly where have you been toying with your source code? I assume you're not experiencing these issues with a clean, unmodified 2007 scratch or template build? ___ 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] weapon prediction issue
The function being called multiple times is normal, that's how prediction testing works. Does the weapon actually end up in an incorrect state after firing multiple times? If not, this is likely to be a problem with the viewmodel entity rather than the weapon. Are you using predicted_viewmodel? On 12/07/2011 9:05, Priyadarshi Sharma wrote: Hello, I am having the issue of a weapon being fired multiple times on client side when there is a lag between client and server (net_fakelag 100). This is similar to the issue mentioned here : http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19271.html I've tried the suggested fix but it doesn't seem to help in my case. It only happens in the burst fire mode though, not otherwise. Below are the relevant functions. As you can see, even checking for IsFirstTimePredicted() doesn't solve the issue and the function is still called multiple times on client side as evident from the DevMsg() below. How do I go on about solving this issue? PS - I've also tried the fix mentioned here - http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19344.html, which indicates a bug with the SDK itself, but no help here too. Code : void MyWeapon::ItemPostFrame() { // Burstfire continues for 3 shots after we press fire if(cBurstShots) BurstFire(); else BaseClass::ItemPostFrame(); } void MyWeapon::BurstFire() { if (!m_iClip1) { cBurstShots = 0; return; } if (tNextBurst gpGlobals-curtime) return; #ifdef CLIENT_DLL if ( prediction-InPrediction() !prediction-IsFirstTimePredicted() ) return; #endif #ifdef CLIENT_DLL DevMsg(Time : %f cBurstShots : %d tNextBurst : %f\n, gpGlobals-curtime, cBurstShots, tNextBurst); #endif // making this NOT relative to curtime means it won't be totally cpu/tickrate dependent tNextBurst += info.m_tReloadChamber; --cBurstShots; Fire(); m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals-curtime + 0.1; WeaponSound( SINGLE ); DoMuzzleFlash(); } void MyWeapon::PrimaryAttack() { if (!fBurstMode) { Fire(); return; } cBurstShots = 3; tNextBurst = gpGlobals-curtime; SendWeaponAnim( ACT_VM_PRIMARYATTACK ); } ___ 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] EmitSound being cut off, and forcing the player to spectate an entity
CItem::Respawn() calls SetTouch(NULL), so it can't be a case of re-triggering unless you've bypassed that code entirely. The only thing I can think of is that RollerBall.RewardTokenPickup has a very low attenuation value in your soundscript. Once you go down very low (around 60dB) the engine starts cocking up volume falloff, so the sound stopping instantly isn't implausible. On 06/04/2011 1:42, Matt Hoffman wrote: It's an entity, not a brush entity/volume. I could see it being called again though... What's the fix, toggling a boolean when you enter, and don't run it if it's true? I don't recall this ever being a problem in actual HL2/HL2DM. On Tue, Apr 5, 2011 at 5:33 PM, Adam amckern McKern amck...@yahoo.com mailto:amck...@yahoo.com wrote: You have a 6 sided trigger - each side will trigger when its touched, so if your enter the brush it will trigger, the same as when you exit the brush it will trigger. You might be better off using the InEntity code (been ages from last time i needed to use it so forgot its real name) Owner Nigredo Studios http://www.nigredostudios.com --- On *Wed, 6/4/11, Matt Hoffman /lord.matt.hoff...@gmail.com mailto:lord.matt.hoff...@gmail.com/* wrote: From: Matt Hoffman lord.matt.hoff...@gmail.com mailto:lord.matt.hoff...@gmail.com Subject: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com mailto:hlcoders@list.valvesoftware.com Received: Wednesday, 6 April, 2011, 10:12 AM EmitSound: I have an entity that derives from CItem, and I'm using ItemTouch. I set DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine, but if the player leaves the collision box of the entity while the sound is playing it just stops the sound. This doesn't happen in the case of it's Respawn sound, which uses EmitSound without the CPASAttenuationFilter. Am I using the CPASAttenuationFilter wrong? Or is it something to do with the ItemTouch function itself? Here's the relevant functions: http://pastebin.com/Mu72VBxQ Spectating an Entity: I've been trying unsuccessfully for a few days now to get the player to spectate a custom entity. I did SetObserverTarget( entity ), and if I debug it, it goes into player.cpp-bool CBasePlayer::SetObserverTarget( CBaseEntity *target) (Line 2551 or so) (Code Here: http://pastebin.com/YytP90ua ). I modified IsValidObserverTarget to not kick out when trying to observe something other than a player. It hits m_hObserverTarget.Set( target ). It also hits SetObserverTarget on C_BasePlayer ( http://pastebin.com/eAWZy41A ), and hits everything. It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING ) on CBasePlayer::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to observe something? When the player spectates another player, what is he doing. Is his logical entity moving around, or just his camera? Any help over these two issues would be great, I've been stuck here for 2 days now... :P -Matt -Inline Attachment Follows- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux build prediction? issues
No it was Yahn. Alfred is/was in charge of Linux support though, so copy them both in. On 21/03/2011 10:30, Tobias Kammersgaard wrote: Alfred Reynolds took care of the prediction if I recall correctly. - ScarT On 21 March 2011 23:25, Maarten De Meyer maar...@off-limits.be mailto:maar...@off-limits.be wrote: Bit of an old thread, but unfortunately I'm going to have to come back to it: I'm afraid I was mistaken too. IsFirstTimePredicted did fix some issues graphically, but some things are still seerriously fubar on our linux (dedicated server) build related to how client-side prediction behaves. I'm out of ideas here, and we planned to go public this friday. I'm guessing there's no direct contact person at valve for issues like this? On 25/01/2011 1:56, Andrew Ritchie wrote: Originally I had thought it would have been fixed with the IsFirstTimePredicted check as well, but even with that, I found our frames were being rolled back and for whatever reason the system wasn't marking the already predicted frames as handled, or at least resetting it. We wrapped a test case in the base MP5 provided with the SDK and could recreate the prediction issues consistently, so might have run that by the latest SDK and see if it still happens. On Mon, Jan 24, 2011 at 11:11 PM, Nick xnicho...@gmail.com mailto:xnicho...@gmail.com wrote: If it is a problem with the valve sdk, then don't even try to fix it, track the problem down, send valve a detailed report, and hope for the best. On Mon, Jan 24, 2011 at 3:06 PM, Maarten De Meyer maar...@off-limits.be mailto:maar...@off-limits.be wrote: I did some checking, and you are right. My issue is unrelated to the linux build, it just didn't show on windows or listenserver cause the connection was way better. It is a generic prediction issue ( net_fakelag 50 causes it to show up on listenserver, cl_prediction 0 and it's gone ) I've also searched this list's archive, I think there is several threads on similar problems already. A suggestion by Yahn a short valve-time ago I think is relevant here. Basically, depending on network conditions, it is normal that a frame gets predicted several times, causing the same events to be re-fired clientside. If I grasped it correctly, putting this construction #if defined( CLIENT_DLL ) if ( prediction-InPrediction() !prediction-IsFirstTimePredicted() ) return; #endif before anything that shouldn't happen twice ( muzzle flashes, SendWeaponAnim, ... ) is a way to deal with this problem: the multiple predictions will still happen as should be the case, but the impact on what the client sees is minimised. I guess that leaves me with the question: is this really what I'm hitting, and more importantly, is the above m.o. the way to go? Do I need to meticulously filter out things I want to be re-predicted and things I don't everywhere and if() with the above statement? Anyone else went through this? I'm no prediction expert, would like to hear from those that are :) -- Maarten On 24/01/2011 1:25, Andrew Ritchie wrote: I had similar experiences with our port to orange box. I had originally thought that it might be my own fault for handling a lot of our free look and weapon aiming client side but we even tracked the same issues in the base SDK on listen servers under fake ping. I can't say it's identical since you mentioned only getting it under linux, we could recreate it on listen servers as well, but the symptoms are the same. I tracked that prediction was rerunning the frames without ever indicating that it was actually a rerun frame, the frame counter would just drop X into he past and run from there. This was the biggest give away that either I'd botched up or something was a lower level had an issue that needed a fix beyond a check to make sure you don't repeat beyond the first prediction frame. I was never able to figure out a real solution to the issue beyond client side absolute platform time checks, which didn't solve anything more than superficially. I'd be interested in hearing if you find anything or anyone else has this and found a solution, as it essentially brought everything to a grinding halt over
Re: [hlcoders] Shell eject issue
$scale *is* the method. In theory you should be able to apply the same value for each weapon. Just remember to define it before any SMD references. On 22/02/2011 11:33, Maarten De Meyer wrote: Scale does seem to be the issue alright, our view models are big. But indeed, scaling them wont be straightforward, and we have a lot of weapons to process. Anyone know of a fast method? From: Adam amckern McKern Sent: dinsdag 22 februari 2011 7:30 To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Shell eject issue $scale never seemed to work for me, it would only go to a lesser size of 0.5 - i had to manually adjust my view model in max, and then realign it, and export again. Owner Nigredo Studios http://www.nigredostudios.com --- On *Tue, 22/2/11, Stephen Micheals /stephen.miche...@gmail.com/* wrote: From: Stephen Micheals stephen.miche...@gmail.com Subject: Re: [hlcoders] Shell eject issue To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Received: Tuesday, 22 February, 2011, 1:24 PM being a view model it can be created at any size, the way it looks from the players viewpoint is what matters, but it seems that lighting and other items may be applied to the viewmodel relative to the worldspace coordinates. i applied a small hack by adding $scale to the viewmodels qc and that brought them within range of the hl2 sp/mp viewmodels in size/scale. this is one of the viewmodels as it was originally. http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_before.jpg after it was scaled down to hl2 viewmodel size: http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_normal.jpg On Mon, Feb 21, 2011 at 1:42 PM, Maarten De Meyer maar...@off-limits.be /mc/compose?to=maar...@off-limits.be wrote: hmm, any idea what the standard scale is ? ___ 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] Physics props 90° angle snap issue - (linux?)
If you look closely, the collision model doesn't change. It's only the visual, client-side mesh that's out of place. Try using vcollide_wireframe to see what's really going on. From: Jonathan Murphy nuclearfri...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Saturday, 19 February, 2011 10:41:28 Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?) In my experience it is unlikely to be a Linux specific issue, and more of a prediction issue. Try introducing fake lag on a listen server (net_fakelag 200) and seeing if the issue is reproducable. That should make it much easier to debug. On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer maar...@off-limits.be wrote: Yes, they are. From: Jonathan Murphy Sent: zaterdag 19 februari 2011 11:02 To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?) Would be a interesting clue to know if all players are seeing exactly the same thing? On Sat, Feb 19, 2011 at 7:42 PM, Joel R. joelru...@gmail.com wrote: Have you tested it on a windows dedicated server? Listenservers don't act entirely the same as dedicated servers. It appears like the angle of the physics object is updating a bad networked angle value. On Sat, Feb 19, 2011 at 2:22 AM, Maarten De Meyer maar...@off-limits.be wrote: As great as Noir Desir's song is, obviously it's not what I wanted to show :D Here's the real vid with the issue: http://www.youtube.com/watch?v=QhmrP6eSAek sorry for that. On 19/02/2011 9:15, Maarten De Meyer wrote: Hi list, we're facing an issue I don't immediately know where to start to debug. Basically, in all of our maps, some physics props have an issue where the orientation of their model snaps at 90° angles instantaneously. This is not only with props, but also eg with our vehicles, so I'm looking suspicously at vphysics :). In addition, this only seems to happen on our linux server. Not 100% sure, since it does not happen consistently on all props, but we've tried reproducing it a lot on a windows listenserver without success, and on our linux dedicated server it happens frequently. Here's a video of the issue: http://www.youtube.com/watch?v=NrgcRvBJYBE At one point we had a vehicle that stood still with a driver in it, and it did a 'snap' at nearly fixed intervals of several seconds. Player got out, it went away, player stepped in, it was back ( another reason for me to look at vphysics with the evil eye ). I'm hoping someone has hit this issue before, or can at least point me in the right direction, or, a method for debugging this. Since I'm not sure if it's related to vphysics linux internals, the linux build machine/settings, networking tolerances, ... I'm not sure where to start looking. Thanks for any feedback ( or sympathy :D ), Maarten ___ 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 ___ 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] Physics props 90° angle snap issue - (linux?)
Without knowing how the debug code works it's hard to say what that means. But it's still definitely a networking problem rather than something that's happening on the server. What happens when a predicted player walks around the affected object, hugging it tightly? From: Maarten De Meyer maar...@off-limits.be To: hlcoders@list.valvesoftware.com Sent: Saturday, 19 February, 2011 11:14:39 Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?) vcollide_wireframe moves together with the mesh I'm afraid. On 19/02/2011 11:52, Tom Edwards wrote: If you look closely, the collision model doesn't change. It's only the visual, client-side mesh that's out of place. Try using vcollide_wireframe to see what's really going on. From: Jonathan Murphy nuclearfri...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Saturday, 19 February, 2011 10:41:28 Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?) In my experience it is unlikely to be a Linux specific issue, and more of a prediction issue. Try introducing fake lag on a listen server (net_fakelag 200) and seeing if the issue is reproducable. That should make it much easier to debug. On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer maar...@off-limits.be wrote: Yes, they are. From: Jonathan Murphy Sent: zaterdag 19 februari 2011 11:02 To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?) Would be a interesting clue to know if all players are seeing exactly the same thing? On Sat, Feb 19, 2011 at 7:42 PM, Joel R. joelru...@gmail.com wrote: Have you tested it on a windows dedicated server? Listenservers don't act entirely the same as dedicated servers. It appears like the angle of the physics object is updating a bad networked angle value. On Sat, Feb 19, 2011 at 2:22 AM, Maarten De Meyer maar...@off-limits.be wrote: As great as Noir Desir's song is, obviously it's not what I wanted to show :D Here's the real vid with the issue: http://www.youtube.com/watch?v=QhmrP6eSAek sorry for that. On 19/02/2011 9:15, Maarten De Meyer wrote: Hi list, we're facing an issue I don't immediately know where to start to debug. Basically, in all of our maps, some physics props have an issue where the orientation of their model snaps at 90° angles instantaneously. This is not only with props, but also eg with our vehicles, so I'm looking suspicously at vphysics :). In addition, this only seems to happen on our linux server. Not 100% sure, since it does not happen consistently on all props, but we've tried reproducing it a lot on a windows listenserver without success, and on our linux dedicated server it happens frequently. Here's a video of the issue: http://www.youtube.com/watch?v=NrgcRvBJYBE At one point we had a vehicle that stood still with a driver in it, and it did a 'snap' at nearly fixed intervals of several seconds. Player got out, it went away, player stepped in, it was back ( another reason for me to look at vphysics with the evil eye ). I'm hoping someone has hit
Re: [hlcoders] Shared Entities
Being server-only is something that CLogicalEntity does. If you inherit from CBaseEntity you'll be fine, and switching shouldn't cause any problems. http://developer.valvesoftware.com/wiki/Edict_t On 15/02/2011 12:49, Bryan Abrams wrote: I guess that'd explain why. However, what could be a solution to drawing information from that entity? Would it be a possible solution to make another entity on the server? Do the entities that share information have to be inherited from the same type of class (I mean C_BaseEntity and CBaseEntity) or does it have to be an entity meant to share information? The arena code isn't mine, so I don't want to actually modify it I just want to pull information from it. 2011/2/15 Saul Rennison saul.renni...@gmail.com mailto:saul.renni...@gmail.com Logical entities aren't networked afaik On Tuesday, 15 February 2011, Bryan Abrams abrams@gmail.com mailto:abrams@gmail.com wrote: Hey Guys, I've read over the wiki entry about Network entities and creating shared variables, but I can't really seem to get it to work. The entity is already created on the server, an 'arena'. It inherits CLogicalEntity and contains information like the name of the field, id, etc etc. The data table for sharing information is setup. I want to be able to get this information from the server so I can display such things in a VGUI menu. The problem I'm having is I'm not sure how to actually setup the client side. I set the LINK_ENTITY_TO_CLASS( hammer_ent, C_ArenaEntity ) and I inherit C_BaseEntity. My first general impression was when that entity is found by the client on the map, then it establishes a class and because I have the client/server data tables it'll share the information (I've already created the network entities for such things.) When debugging the code however, as soon as the game starts it goes directly to the client datatable and never reaches during loading of the map, like the server side does. Maybe I'm just over analyzing it or making it a bit more difficult then it actually is, but I can't really seem to wrap my head around it. Any help at all would be great. Thank you! -- Thanks, - Saul. ___ 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] GoldSrc questions.
http://web.archive.org/web/20070301012630/http://collective.valve-erc.com/index.php?go=q1_or_q2 On 12/02/2011 1:47, Marcus Posey wrote: Can you link to the source? On Fri, Feb 11, 2011 at 6:50 PM, Tom Schumann schumann@gmail.com mailto:schumann@gmail.com wrote: Actually, I just found it. From the article titled Half-Life's Code Basis by Chris Bokitch, originially posted on the VERC: What came first, the chicken or the egg? What is Half-Life built on, Quake 1 or Quake 2? These questions pop up pretty frequently, and neither seems to have an accepted answer. In an effort to extinguish the argument, I've asked the people who know best. About Half-Life, that is. We're not touching the question about the chicken. Ken Birdwell explains it like this: It is fundamentally just a heavily modified Quake 1 engine. There are about 50 lines of code from the Quake 2 engine, mostly bugs fixes to hard problems that Carmack found and fixed before we ran into them. At its core, it's a Quake 1 engine. You can tell this by comparing Half-life's map compiling tools with those shipped with Quake1. You'll find very minor differences -- none of them are fundamental. The core rendering is architecturally identical to Quake1, the only significant change is removing the fixed palette, making map lighting RGB instead of 8 bit, and converting software rendering to be 16 bit color instead of 8 bit color, which was pretty easy and only required minor code changes. Our skeletal animation system is new, though it was heavily influenced by the existing model rendering code, as were a lot of our updated particle effects, though less so with our beam system. Decals are totally new, our audio system has some major additions to what already existed, and at ship time our networking was almost totally Quake1 / QuakeWorld networking but about a year later Yahn rewrote most of all of it to be very different in design. The most highly changed sections are the game logic; ours being written in C++ and Quake's being in written interpreted Quake C. Our AI system is very /very/ different from anything in Quake, and there's a lot of other significant architectural changes in the whole server and client implementations, though if you look hard enough you can find a few remnants of some nearly unmodified Quake1 era entities buried in places. Jay Stelly adds, We also took PAS from QW and/or Q2 and a couple of other minor routines I can remember (no more than 100-200 lines of code there). There was some feature overlap (as Ken mentions) like game code DLLs and colored lighting, but we developed our own solutions to those independent of Q2. So there it is. This should put some arguments to rest. Half-Life is based on Quake 1, although it has a very small amount of Quake 2 code. Yahn notes that we did use some of the winsock functions from Q2, that's about it. Probably more than 50 lines, but nothing too interesting. On 12 February 2011 10:47, Tom Schumann schumann@gmail.com mailto:schumann@gmail.com wrote: I believe it's the Quake engine with some parts of the Quake 2 engine used very late in development. I can't remember where I saw that though. On 12 February 2011 09:30, Krzysztof Krysztofiak sezam...@gmail.com mailto:sezam...@gmail.com wrote: Hello there, I'm still confused about GoldSource, i mean i know it's based on Quake, but i do not really know if it's modified Quake Engine (QuakeWorld) or Quake 2 Engine. Wiki doesn't really tell to me anything because i do not belive Wiki, everyone can change his mind there and share with it with other people. So ? Cheers. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] BSP in Background.
You could make the mod load a map on startup (with the +map mapname parameter) and have entities in your map to freeze the player's moving and looking and to display a menu that looks like the main menu. On 13 February 2011 07:56, Marcus Posey witsalldonebe...@gmail.com wrote: Best bet would probably be contacting the developers of that mod directly. On Sat, Feb 12, 2011 at 2:26 PM, Krzysztof Krysztofiak sezam...@gmail.com wrote: Hello there, im GoldSource mod developer and i was wondering if it is possible to render BSP in background in main menu like it was in Half-Life 2. It has been made already in Cry of Fear mod http://www.moddb.com/mods/cry-of-fear but idk how they made it. Do anyone have idea ? -- Greetings, Krzysztof Krysztofiak ___ 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] GoldSrc questions.
I believe it's the Quake engine with some parts of the Quake 2 engine used very late in development. I can't remember where I saw that though. On 12 February 2011 09:30, Krzysztof Krysztofiak sezam...@gmail.com wrote: Hello there, I'm still confused about GoldSource, i mean i know it's based on Quake, but i do not really know if it's modified Quake Engine (QuakeWorld) or Quake 2 Engine. Wiki doesn't really tell to me anything because i do not belive Wiki, everyone can change his mind there and share with it with other people. So ? Cheers. ___ 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] Weapon Coding Questions
1) Yes, every day something is added. http://developer.valvesoftware.com/wiki/Special:RecentChanges 2) Check CBaseCombatWeapon::GetSlot() from CBasePlayer::BumpWeapon() to determine this. On 20/01/2011 6:08, Damian Light wrote: Hello all, Newish to programming but working my way through tutorials etc. A couple of quick weapon-relating coding questions; 1) Is http://developer.valvesoftware.com being updated anymore? Are there any other sites that I should be using? 2) How can I limit the number of weapons per type (bucket) like CS:S/LFD etc instead of the HL2 model that allows all weapons? Many thanks, Phaeton ___ 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] (no subject)
If you use Thunderbird, it creates its own filter based on the emails you mark as spam. The filter is unique to you so spammers can't probe it like they can G-Mail's. You do see the first and maybe second message, but after that they are caught. On 13/01/2011 4:47, Garry Newman wrote: Anyone know of a way to block these emails? I get about 20 a day. (I mean these virus ones, not the mailing list) garry On Thu, Jan 13, 2011 at 4:08 PM, gageat...@yahoo.com mailto:gageat...@yahoo.com wrote: http://uxumidajulato.blogspot.com ___ 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] Problems with source dedicated server running a source sdk mod
Follow these instructions: http://developer.valvesoftware.com/wiki/Dedicated_server On 07/01/2011 1:46, Marvin Kilp wrote: Its the Source SDK available on steam, based on Source SDK Base 2007. I already set up a server using HLDSUpdateTool. Did not work with the update command -update tf (tf for Team Fortress 2, thought this uses source 2007) - Same Error How can I tell HLDSUpdateTool only to get the source 2007 binaries? Which version of the SDK? Also don't use the dedicated server available on Steam, you need to use HLDSUpdateTool to get the source 2007 server binaries and launch it from that providing you're using Source 2007 On Fri, Jan 7, 2011 at 1:11 PM, Marvin Kilp marvink...@yahoo.de mailto:marvink...@yahoo.de wrote: Is it possible to run a dedicated server with a mod created with the source SDK? If i try to run a server i get a DLLInit error. (see http://www.abload.de/img/error2fn26.png) I already posted at the forum, but we were'nt able to manage to get it working. Can you help me? Thanks in advance :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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] Custom render targets always 64x64?
Yeah it's down. (In future: http://www.downforeveryoneorjustme.com/) On 07/01/2011 3:57, Marvin Kilp wrote: Does this only affect me, or arent you able to read developer.valvesoftware.com too? --Marvin Have you tried RT_SIZE_EXACT? That might ensure that the render target is created with exact dimensions. Thanks, - Saul. On 7 January 2011 15:30, Cale Dunlap cale.dun...@gmail.com mailto:cale.dun...@gmail.com wrote: Yes there is actually. In order to achieve the effect required we have to force the tonemap scale to a specific value when rendering the output that goes to the render target. On Fri, Jan 7, 2011 at 10:11 AM, Saul Rennison saul.renni...@gmail.com mailto:saul.renni...@gmail.com wrote: Is there a reason why your render target needs to be HDR? I've been able to create render targets perfectly fine without problem. Thanks, - Saul. On 7 January 2011 14:59, Cale Dunlap cale.dun...@gmail.com mailto:cale.dun...@gmail.com wrote: Has anybody else ever seen a case where their render targets are always returning 64 for both GetActualWidth() and GetActualHeight() ? This seems to be most prevalent on HDR maps for some reason. Here's the code that is creating my render target: pMaterialSystem-CreateNamedRenderTargetTextureEx2( VarArgs(_rt_Sensor%d, idx), 512, 512, RT_SIZE_OFFSCREEN, pMaterialSystem-GetBackBufferFormat(), MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT, CREATERENDERTARGETFLAGS_HDR ); Where idx is a number between 0 and 7 (total of 8 render targets). Any ideas why this is happening? Thanks in advance! -Cale ___ 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 ___ 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] SMG model affects player rendercolor
You've all been brought out of retirement for one last job together. *TF2 theme tune* On 26/12/2010 9:20, David van der Staak wrote: I also un-subscribed from this list years ago ... why have i been added again (or something along those lines)? From: jetsc...@gmail.com Date: Sun, 26 Dec 2010 19:01:02 +0200 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SMG model affects player rendercolor (apologies if this is a duplicate, I got a delivery error on the first one) Hi folks, this is a very strange issue. I recently implemented this effect into my mod: http://i56.tinypic.com/2cqo45k.jpg I'm doing it by overriding the player's texture with a solid white one and then changing their rendercolor (which is defined by a brush trigger). So far so good, but there's one very strange problem: whenever I pull out the SMG, the player's color turns to white - and switching to another weapon fixes it and reverts to the actual rendercolor. I have no code in this effect related to weapons so far, and here's something even stranger - when I open up the SMG's script file and replace its models with different ones (e.g. the AR2's models), the problem goes away. Furthermore, if I only replace the SMG's worldmodel and leave it using its default viewmodel, the player keeps flickering between white and the real rendercolor with the SMG out. What's going on here? ___ 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] Control and acquire data from outside the game
Yes. There are no limitations at all, and in fact what you're asking about has already been done by the Falcon 3D mouse thingie people. On 15/12/2010 2:47, Thaddeus W wrote: Hello everyone! I am an amature programmer working with some small scale industrial control systems (PLC, data acquisition, I/O, Motion control, micro-controller etc). I was wondering if it is possible to develop a mod for HL2 that communicates with an external device via a COM (serial) port or UDP/IP. Can the non commercial (free) Source SDK provide a means to access DLL's or libraries that are not part of the Source SDK? A simple example of what I would like to do: I setup a PLC or to read/write ASCII data from its serial port hooked to a PC. Two simple ASCII commands tell the PLC to either activate an output (or sequence) or return a data value. This would allow software to poll the device and when a specific condition is met, a command sent to activate the output or sequence. PLC stands for Programmable Logic Controller, basically an embedded computer with modular or fixed I/O (Digital, analog etc.) for automating any kind of system. I would like to create a virtual control panel HL2 mod. The user would spawn in a simple map consisting of a room with a virtual control panel that displays a data value from the PLC in the form of a dynamically updating texture and present the player with a switch to press that send an ASCII command via the COM port to the PLC. I know of an open source serial library for windows that can be included into any source file and allow one to communicate with a COM port without external DLL's. Is this possible? ___ 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] Faceposer 2009
Someone once said they fixed the problem by copying some SAPI-related DLLs off their Windows install CD. They disappeared without telling anyone what those files were, unfortunately. The SAPI extractor is crumbling away because Valve don't use it. They have a different extractor built with phoneme middleware that they don't - I assume - have a distribution license for. I went back to the extractor just now to make sure it still works and found a bug in the error message that appears when extraction totally fails. Somehow I'd cocked up the process of launching the control panel app. Fix here: http://steamreview.org/external/vdc/phonemeextractor_sapi5.4.zip On 14/12/2010 11:50, Cory de La Torre wrote: Not really sure if this falls under mapping or not, so I threw it in the coders list. My current problem is extracting phenom extraction. I'm currently using Tom Edwards fixed phonemeextractor.dll. For reasons I can't seem to understand is during the extraction (after putting in the sentence for the audio file and clicking ok) faceposer just plain crashes. I've found it works for other people and sometimes it doesn't, though I seem to be the in the rare group of people that faceposer just plain crashes on during the extraction. I was following a tutorial earlier that dates back to around 2008.The tutorial has directed me to go and download the SpeechSDK and install that. Upon further investigation I've found that under Windows 7 you don't even need that, and just the fixed dll. After reading some more I've come to another fork in the road. It seems the only way to get this shit all fixed up again is to reinstall windows, something I am totally not going to do if this still doesn't end working. Honestly I shouldn't have to reinstall my operating system anyways. Thats a severe punishment for this going south. My question is whether or not installing the SpeechSDk is the reason Faceposer is crashing at extraction. To clarify I've went and uninstalled the SpeechSDK before putting in the fixed phonemeextractor.dll. Aside all of this madness; whats going on anyways!? I wouldn't have expected getting faceposer to work would be all this trouble under 2009 on future operating systems that almost everyone has entirely migrated too. I'm assuming Valve is at least using some Windows 7 and Vista machines up there, unless they are seriously using XP to use a working faceposer. The fact we need to use a custom modified dll to get all this working again is pretty bad. Faceposer should just work out of the box, and not require any users to go searching around for things. Yeah, yeah I know, not in valves current needs to do (too busy, yadda yadda) but that shit is starting to get real tiring. I'd like for once to actually be able to use a single Source Engine tool that isn't made by someone outside of Valve and works/does not require workarounds. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Faceposer 2009
The files are probably in C:\Windows\System32\Speech, but I've no idea really. The new extractor version wasn't meant to fix your problem BTW. ;-) On 14/12/2010 2:07, Cory de La Torre wrote: Just dropped the new dlls in right now and still getting crashes. Gonna try looking through my Windows install now. On Tue, Dec 14, 2010 at 6:05 AM, Cory de La Torregear@gmail.comwrote: Thanks tom, really appreciate it. I'll go looking for those files, though might you have any idea which folder they would be located in within the cd directory? I'm assuming it would be in the root directory of windows though. On Tue, Dec 14, 2010 at 4:44 AM, Tom Edwardscont...@steamreview.orgwrote: Someone once said they fixed the problem by copying some SAPI-related DLLs off their Windows install CD. They disappeared without telling anyone what those files were, unfortunately. The SAPI extractor is crumbling away because Valve don't use it. They have a different extractor built with phoneme middleware that they don't - I assume - have a distribution license for. I went back to the extractor just now to make sure it still works and found a bug in the error message that appears when extraction totally fails. Somehow I'd cocked up the process of launching the control panel app. Fix here: http://steamreview.org/external/vdc/phonemeextractor_sapi5.4.zip On 14/12/2010 11:50, Cory de La Torre wrote: Not really sure if this falls under mapping or not, so I threw it in the coders list. My current problem is extracting phenom extraction. I'm currently using Tom Edwards fixed phonemeextractor.dll. For reasons I can't seem to understand is during the extraction (after putting in the sentence for the audio file and clicking ok) faceposer just plain crashes. I've found it works for other people and sometimes it doesn't, though I seem to be the in the rare group of people that faceposer just plain crashes on during the extraction. I was following a tutorial earlier that dates back to around 2008.The tutorial has directed me to go and download the SpeechSDK and install that. Upon further investigation I've found that under Windows 7 you don't even need that, and just the fixed dll. After reading some more I've come to another fork in the road. It seems the only way to get this shit all fixed up again is to reinstall windows, something I am totally not going to do if this still doesn't end working. Honestly I shouldn't have to reinstall my operating system anyways. Thats a severe punishment for this going south. My question is whether or not installing the SpeechSDk is the reason Faceposer is crashing at extraction. To clarify I've went and uninstalled the SpeechSDK before putting in the fixed phonemeextractor.dll. Aside all of this madness; whats going on anyways!? I wouldn't have expected getting faceposer to work would be all this trouble under 2009 on future operating systems that almost everyone has entirely migrated too. I'm assuming Valve is at least using some Windows 7 and Vista machines up there, unless they are seriously using XP to use a working faceposer. The fact we need to use a custom modified dll to get all this working again is pretty bad. Faceposer should just work out of the box, and not require any users to go searching around for things. Yeah, yeah I know, not in valves current needs to do (too busy, yadda yadda) but that shit is starting to get real tiring. I'd like for once to actually be able to use a single Source Engine tool that isn't made by someone outside of Valve and works/does not require workarounds. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Colliding with BSP (GoldSrc) - Messing with the renderer
I think the TriAPI should give you the functionality required for the movie rendering (minus the sound anyway). There may be a way to find the coordinates of where to render somewhere in the world model's model_t structure. I recall seeing some physics code for Half-Life using Newton (it was server-side), but I can't remember where. On 9 December 2010 13:57, Adam amckern McKern amck...@yahoo.com wrote: Any plugin API will work, the only trouble you may have is pulling all the right calls at all the right places, svencoop is still having trouble after replacing the sound system with fmod x more then 3 years ago. Owner Nigredo Studios http://www.nigredostudios.com --- On Thu, 9/12/10, Trevor 'Drak' dhlco...@wowway.com wrote: From: Trevor 'Drak' dhlco...@wowway.com Subject: [hlcoders] Colliding with BSP (GoldSrc) - Messing with the renderer To: HLCoders List hlcoders@list.valvesoftware.com Received: Thursday, 9 December, 2010, 2:46 PM I’m still stuck in the past with HL1. But I’m sure most of you seen videos of people that managed to get a physics engine running inside goldsrc. I wanted to give this a go. I’m messed around with Newton / Bullet / PhysX and I can whip up a small D3D/OpenGL app that throw’s boxes around. But two major problems, I have no idea where to start on finding a solution. How can I get an OpenGL object inside the 3D viewport/world HL is in? I’ve also seen love .avi videos (procedural textures ?) inside HL. I asked the author, and he said he used simple OpenGL calls. I can do the same, but only 2D. Drawing stuff over the HL window. Last thing. If I managed to even get over the hump, to drawing stuff. How can I get my physic objects to collide, when I have no access to the engine code? I don’t assume tracing of any sort can help me here? Mind you, this is all client-side. So I don’t need to network the physics. ___ 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] gamerules?
InstallGameRules() decides which rules are actually used. In HL2MP, it's CHL2MPRules only. On 12/11/2010 2:46, Trevor 'Drak' wrote: In a vanilla MP mod, you have “hl2mp/multiplayer/teamplay/hl2_gamerules.cpp”. Obviously, all are being compiled. Wouldn’t it be ideal to just have a single one? Assuming your mod has a straight-forward gameplay? It’s getting confusing where to place what I need, when the same functions are in two different files. Is there a reason for all theses and not just a single class derived from “CGameRules” ? ___ 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] Where to place / Editing Entity's Client-Side (Let's try this again)
As far as I understand it, the client ignores the entity lump when loading a map and just waits for the server to send it information about which entities it needs to spawn where. I doubt that info_player_spawn itself is ever broadcast to the client. On 10/11/2010 10:02, Trevor 'Drak' wrote: Like some HL2 Mods (Synergy / Obsidian Conflict) I have a feature, using keyvalues, that allow you to edit/add/remove entity’s durning map loading. Can this just be handled server side? If I remove an “info_player_spawn” or any entity for that matter, because it’s left within the client’s .bsp will this cause issues? Same with removing brush based entity’s. Do I have to take care of them on the client? Also, I’m not sure where I should call my class that handles these keyvalue files. I want them read/done soon as the map is finished loading server-side. Thanks! ___ 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] Where to place / Editing Entity's Client-Side (Let's try this again)
Those aren't real entities. They are absorbed into the world at compile time. On 10/11/2010 10:47, Jonas 'Sortie' Termansen wrote: Well, doesn't the client load the prop_static entities and the like? ___ 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
[hlcoders] Source SDK Skeleton
https://code.google.com/p/sourcesdk-skeleton/ The Source SDK Skeleton implements the Source Engine, and nothing more. It is the ideal cruft-free base from which to build your own new game. These projects (VS 2005/2008/2010) will compile into working client and server libraries using only Valve's base classes, then leave you to add whatever functionality you want on top. I hope they prove useful to you! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Skeleton
Precisely. It's what it doesn't provide that matters. :-) On 08/11/2010 3:13, Tobias Kammersgaard wrote: Nothing, I assume. This is the basics you need to run a mod as far as I understand. Den 2010 11 8 16:05 skrev Marek Sieradzkimarek.sierad...@gmail.com: On Mon, Nov 8, 2010 at 2:32 PM, Tom Edwardscont...@steamreview.org wrote: https://code.google.com/p/sourcesdk-skeleton/ The Source SDK Skeleton implements the Source Engine, and nothing more. It is the ideal cruft-free base from which to build your own new game. These projects (VS 2005/2008/2010) will compile into working client and server libraries using only Valve's base classes, then leave you to add whatever functionality you want on top. I hope they prove useful to you! What does it have that Source 2007 SDK or ASW SDK don't have? ___ 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] Source SDK Skeleton
2007. I might attempt AS one day, but given the difficulties Tony has had I may wait until he releases the ported Template mod. On 08/11/2010 4:58, Harry Jeffery wrote: Is this Source2007 or alien swarm? On 8 November 2010 16:04, Jeffrey botman Broome botman.hlcod...@gmail.com wrote: That's what she said. :) On 11/8/2010 9:38 AM, Tom Edwards wrote: Precisely. It's what it doesn't provide that matters. :-) ___ 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
[hlcoders] Shared GCFs can be downloaded even if the game is not owned
I've been experimenting with the filesystem today, and I decided to see what would happen if I tried to mount L4D2, which I don't own. Would it error? Would it crash? No. It made Steam download the map I requested. I've now also downloaded one of the VPKs. Only left 4 dead 2 common.ncf appears to be accessible, which is what dedicated servers get and doesn't contain the client library. That gives me some hope that this isn't an oversight and is in fact something intentional that mods can rely on...is that the case? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Inventory System
There is no built-in inventory system. You'll need to be more specific with the problems you're having. On 31/10/2010 1:52, Anthoni Caldwell wrote: I am trying to code an inventory system into the source engine. The inventory in itself is fairly easy I just have a class to manage, and access the inventory items. The items are structures that store the name, description, type, and a function pointer where the use function will be stored. Then the available items are stored into an array, and when the player picks up an item, it finds the registered item in the array, and adds it to the inventory associated with the player. Yet I have had some problems melding this with the Source Engine. Perhaps because I code in more of a Quake style, and I am sticking to that in this. Is there a better way of doing this in Source, perhaps a class I can derive from? Thanks, Anthoni ___ 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