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
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
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
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
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
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
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
?
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
$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
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
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
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
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
, 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
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
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
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
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
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
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
:)
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
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
:)
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
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
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
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
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:
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
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
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
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
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
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
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
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
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
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
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
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
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
.
*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
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
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
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
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
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
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
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
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
,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
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?
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
.
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
!
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
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
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
s 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
>
&g
, 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
>
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 GetSteam
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
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/
> 3814dc117c7323b48bdbd4f0d
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
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.
ou 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
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 in
n 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
>
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 hopefull
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
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>
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
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
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
s 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::UserHasLicenseFor
gt;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 engi
he 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>
> >
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:
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
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
s 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.
> >
&g
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 managem
y 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 th
; 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
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
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
table/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 th
In counter-strike, and DOD, it is simply cosmetic (Except DOD where
different classes have different weapons).
Kushan Gunasekera wrote
--
[ Picked text/plain from multipart/alternative ]
I was wondering how you can implement a player class system like there is in
Counter Strike or Counter
701 - 786 of 786 matches
Mail list logo