Re: [hlcoders] (no subject)

2011-01-13 Thread Tom Edwards
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

Re: [hlcoders] Weapon Coding Questions

2011-01-20 Thread Tom Edwards
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

Re: [hlcoders] GoldSrc questions.

2011-02-11 Thread Tom Schumann
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

Re: [hlcoders] GoldSrc questions.

2011-02-12 Thread Tom Edwards
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

Re: [hlcoders] BSP in Background.

2011-02-12 Thread Tom Schumann
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

Re: [hlcoders] Shared Entities

2011-02-15 Thread Tom Edwards
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

Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Tom Edwards
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

Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Tom Edwards
? 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

Re: [hlcoders] Shell eject issue

2011-02-22 Thread 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

Re: [hlcoders] Linux build prediction? issues

2011-03-21 Thread Tom Edwards
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

Re: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity

2011-04-06 Thread Tom Edwards
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

Re: [hlcoders] weapon prediction issue

2011-07-12 Thread Tom Edwards
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

Re: [hlcoders] Choppy motion using the 2007 sdk mp template

2011-07-13 Thread Tom Edwards
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

Re: [hlcoders] Choppy motion using the 2007 sdk mp template

2011-07-14 Thread Tom Edwards
, 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

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tom Edwards
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

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tom Edwards
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

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tom Edwards
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

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tom Edwards
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

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-31 Thread 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

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-10 Thread Tom Edwards
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

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-11 Thread Tom Edwards
:) 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

[hlcoders] Shadow map scissoring

2011-08-11 Thread Tom Edwards
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

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-11 Thread Tom Edwards
:) 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

Re: [hlcoders] [Source 2007] Missing .cpp files for SDK_LightmappedGeneric Shader

2011-09-14 Thread Tom Schumann
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

[hlcoders] Initialising shadow depth textures

2011-09-19 Thread Tom Edwards
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

Re: [hlcoders] Goldsrc structure question

2011-12-08 Thread Tom Schumann
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

Re: [hlcoders] Read and write to and from file?

2012-04-04 Thread Tom Schumann
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:

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-29 Thread Tom Schumann
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

Re: [hlcoders] Starting Server Plugins

2012-08-29 Thread Tom Schumann
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

Re: [hlcoders] Starting Server Plugins

2012-08-30 Thread Tom Schumann
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

Re: [hlcoders] Pre-Loading Maps

2013-01-15 Thread Tom Schumann
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

Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)

2013-08-12 Thread Tom Schumann
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

Re: [hlcoders] Save/restore and multiplayer

2013-11-11 Thread Tom Clay
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

Re: [hlcoders] New Weapon.

2014-03-16 Thread Tom Clay
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

Re: [hlcoders] New Weapon.

2014-03-16 Thread Tom Clay
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

Re: [hlcoders] 2013 MP Mod with NPC Support Crashing

2014-06-13 Thread Tom Schumann
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

Re: [hlcoders] Several issues while creating bots plugin

2014-08-12 Thread Tom Schumann
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

Re: [hlcoders] goldsrc push zombie away

2014-08-30 Thread Tom Schumann
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

Re: [hlcoders] (no subject)

2014-12-11 Thread Tom Schumann
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

Re: [hlcoders] (no subject)

2014-12-13 Thread Tom Schumann
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

Re: [hlcoders] (no subject)

2014-12-13 Thread Tom Schumann
. *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

Re: [hlcoders] Getting back to my MOD after 2 years‏

2015-01-03 Thread Tom Schumann
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

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.

2015-01-10 Thread Tom Schumann
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

Re: [hlcoders] Modding Problems

2015-03-26 Thread Tom Schumann
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

Re: [hlcoders] Modding Problems

2015-03-28 Thread Tom Schumann
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

Re: [hlcoders] Modding Problems

2015-03-28 Thread Tom Schumann
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

Re: [hlcoders] Modding Problems

2015-03-25 Thread Tom Schumann
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

Re: [hlcoders] Modding Problems

2015-04-01 Thread Tom Clay
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

Re: [hlcoders] goldsrc topcolor bottomcolor on monsters

2015-04-21 Thread Tom Schumann
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

Re: [hlcoders] goldsrc topcolor bottomcolor on monsters

2015-04-21 Thread Tom Schumann
,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

Re: [hlcoders] ragdoll physics problem in goldsrc

2015-04-24 Thread Tom Schumann
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?

Re: [hlcoders] Crash in fx_impact.cpp - at least most likely

2015-04-16 Thread Tom Clay
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

Re: [hlcoders] Modding Problems

2015-06-19 Thread Tom Schumann
. 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

Re: [hlcoders] Modding Problems

2015-06-17 Thread Tom Schumann
! 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

[hlcoders] goldsource get client cvar value on server

2015-05-31 Thread Tom Schumann
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

Re: [hlcoders] goldsource get client cvar value on server

2015-05-31 Thread Tom Schumann
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

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-17 Thread Tom Schumann
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

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-18 Thread Tom Schumann
, 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 >

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-18 Thread Tom Schumann
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

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-24 Thread Tom Schumann
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

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-24 Thread 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

[hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-14 Thread 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

[hlcoders] storing information about players in a plugin

2016-09-06 Thread 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.

Re: [hlcoders] storing information about players in a plugin

2016-09-08 Thread Tom Schumann
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

Re: [hlcoders] storing information about players in a plugin

2016-09-13 Thread Tom Schumann
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

Re: [hlcoders] triggering an entity from a plugin

2016-10-07 Thread Tom Schumann
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 >

Re: [hlcoders] triggering an entity from a plugin

2016-10-07 Thread Tom Schumann
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

Re: [hlcoders] triggering an entity from a plugin

2016-10-07 Thread Tom Schumann
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

Re: [hlcoders] triggering an entity from a plugin

2016-10-07 Thread 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>

Re: [hlcoders] triggering an entity from a plugin

2016-10-07 Thread Tom Schumann
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

[hlcoders] triggering an entity from a plugin

2016-10-02 Thread 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

Re: [hlcoders] Removing HL2 Requirement?

2017-03-21 Thread Tom Schumann
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

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-03-05 Thread Tom Schumann
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

Re: [hlcoders] getting cvar value from source plugin

2017-07-07 Thread Tom Schumann
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

Re: [hlcoders] getting cvar value from source plugin

2017-07-09 Thread Tom Schumann
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> > >

[hlcoders] getting cvar value from source plugin

2017-06-24 Thread Tom Schumann
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:

[hlcoders] compiling source sdk 2013

2018-05-06 Thread Tom Schumann
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

[hlcoders] creating a source bot plugin

2018-05-06 Thread Tom Schumann
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

Re: [hlcoders] compiling source sdk 2013

2018-05-06 Thread Tom Schumann
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

Re: [hlcoders] compiling source sdk 2013

2018-05-06 Thread Tom Schumann
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

Re: [hlcoders] compiling source sdk 2013

2018-05-07 Thread Tom Schumann
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

Re: [hlcoders] compiling source sdk 2013

2018-05-08 Thread Tom Schumann
; 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

[hlcoders] creating a source bot plugin

2018-08-31 Thread Tom Schumann
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

Re: [hlcoders] creating a source bot plugin

2019-05-05 Thread Tom Schumann
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

Re: Re: [hlcoders] creating a source bot plugin

2019-05-05 Thread Tom Schumann
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

Re: [hlcoders] Player Class System

2008-01-21 Thread Tom Leighton Marine
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

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