Re: [hlcoders] Gettin Plugin to work

2005-07-21 Thread Daniel Jennings
Change the build options so you're building a Release version not Debug version in your compiler. - Original Message - From: Ian [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, July 21, 2005 1:25 PM Subject: Re: [hlcoders] Gettin Plugin to work -- [ Picked

Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Daniel Jennings
- Original Message - From: Jeremy Swigart [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, May 31, 2005 8:12 AM Subject: Re: [hlcoders] Bots Server Plugins Attn: Valve Thanks. I thought it would reflect back to me if it went through but apparently didn't. I

Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Daniel Jennings
Sorry, my computer lagged when I was opening this message and somehow I hit Send without replying at all. - Original Message - From: Daniel Jennings [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, May 31, 2005 8:55 AM Subject: Re: [hlcoders] Bots Server Plugins Attn

Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Daniel Jennings
Subject: Re: [hlcoders] Bots Server Plugins Attn: Valve Wow, your mail client lags too? That explains it, I thought you were speedhacking. On Tuesday 31 May 2005 11:07 am, Daniel Jennings wrote: Sorry, my computer lagged when I was opening this message and somehow I hit Send without replying

Re: [hlcoders] Enemies within LOS

2005-05-31 Thread Daniel Jennings
You also have to remember that they can see just their hand, or maybe their whole body, so the UTIL_Trace may show there is an entity between the players vision and an enemy, because they may only see their rifle sticking out from behind boxes. - Original Message - From: [EMAIL PROTECTED]

Re: [hlcoders] Crash Bug

2005-05-23 Thread Daniel Jennings
This occur since the most recent update today or was it previous to this update? - Original Message - From: Ray [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, May 23, 2005 7:04 PM Subject: [hlcoders] Crash Bug While testing my plugin I loaded scoutzknivez_source

Re: [hlcoders] Re: People crying about changes to CS:S custom, network protocol (Michael A. Hobson)

2005-05-22 Thread Daniel Jennings
You don't. Valve doesn't support hacks or anything not offered through the API. I know this doesn't leave server plugin authors much to work with if you don't want to use hacks, but if you want it to be break-proof you'll have to stop using hacks and such. - Original Message - From:

Re: [hlcoders] Re: MenuSelect

2005-05-21 Thread Daniel Jennings
Instead of complaining valve have asked for input in what to add to the current helpers interface to improve things - like they have improved it in the past. Isn't the fact that the server plugin programming community is complaining about removing menuselect apparent enough to Valve about

Re: [hlcoders] Re: MenuSelect

2005-05-21 Thread Daniel Jennings
saw the complaining when valve took away something they told nobody to use. Alfred and the team have been extremly open to implementing suggestions, make a list and submit it. On 5/21/05, Daniel Jennings [EMAIL PROTECTED] wrote: Instead of complaining valve have asked for input in what

Re: [hlcoders] Server Plugin Bot support

2005-05-21 Thread Daniel Jennings
If you're looking for the permanent weapon data for CS:S (the decrypted weapon CTX files,) they are available at this address: http://67.19.44.116/~server/ctx/ I know it doesn't solve all of your problems but it does contain all of the permanent weapon information for CS:S and it may contain

Re: [hlcoders] Re: MenuSelect

2005-05-21 Thread Daniel Jennings
Subject: Re: [hlcoders] Re: MenuSelect Daniel Jennings wrote: I am just saying that if you read through these threads people say how necessary in-game menus are; it is repeated several times, while Alfred just keeps repeating There is an existing Menu interface as part of the plugin API

Re: [hlcoders] MenuSelect

2005-05-20 Thread Daniel Jennings
I'd have to agree that this was kind of dumb. We wouldn't be forced to use hacks to display a menu if we were provided with a proper ingame menu as opposed to the crap that Valve handed us. If Valve tried to make even one useful server plugin they would be unsuccessful in doing so without using

Re: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Daniel Jennings
Also very awkward. Obviously the hack menus worked fine, and instead of deprecating the code, why didn't Valve just leave it in there or even elaborate it? There was nothing wrong with that, and I doubt it'd have been any extra work leaving the code in there while rewriting the radio code for the

Re: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Daniel Jennings
Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, May 20, 2005 4:13 PM Subject: Re: [hlcoders] To Valve: Developer Forewarning Daniel Jennings wrote: Also very awkward. Obviously the hack menus worked fine, and instead of deprecating

Re: [hlcoders] MenuSelect

2005-05-20 Thread Daniel Jennings
I agree wholeheartedly. Even though I'm against this whole update deprecating Menuselect code, I feel that it is a wholly different situation than something like adding access to money values, as the menuselect code is easily mod-independant. There would be no issues with such a proper menu from

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Daniel Jennings
Yes, speed hacks enable you to fire faster. With a 6x speed hack you can empty a clip of the AK47 in practically no time. It doesn't let you reload faster, though. - Original Message - From: r00t 3:16 [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, May 18, 2005 6:56

Re: [hlcoders] Valve or someone who might know

2005-05-11 Thread Daniel Jennings
This is already being practiced. Players replace the texture information files with ones for glass, giving them an undetectable wallhack. - Original Message - From: r00t 3:16 [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, May 11, 2005 7:08 PM Subject: [hlcoders]

Re: [hlcoders] increment frag count (server plugin)

2005-05-03 Thread Daniel Jennings
I know you can use GetUnknown for it, but I'm not sure if you're able to do it within the CBasePlayer pointer like you can get FragCount() without doing some sketchy linking. - Original Message - From: LDuke [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, May 03,

Re: [hlcoders] Plugins loaded into the client?

2005-04-21 Thread Daniel Jennings
because it changes things associated with cheating but on the server DLL end not the client end? Thanks, Daniel Jennings - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, April 21, 2005 4:57 PM Subject: RE: [hlcoders] Plugins loaded

Re: [hlcoders] Was not sure where to ask about this but models / textures

2005-04-04 Thread Daniel Jennings
I know there's a SetModel() function that can be used on players, is there not also a texturing one? - Original Message - From: r00t 3:16 [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, April 04, 2005 5:19 AM Subject: [hlcoders] Was not sure where to ask about this but

Re: [hlcoders] net_showevents, please mark it as a cheat

2005-04-02 Thread Daniel Jennings
I think I need to try this out now :-) I'll reply if I find anything glaringly helpful - Original Message - From: Mattie Casper [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, April 02, 2005 11:00 AM Subject: [hlcoders] net_showevents, please mark it as a cheat

Re: [hlcoders] net_showevents, please mark it as a cheat

2005-04-02 Thread Daniel Jennings
When I turned on net_showevents it didn't display anything in the console? - Original Message - From: Mattie Casper [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, April 02, 2005 11:00 AM Subject: [hlcoders] net_showevents, please mark it as a cheat This is a

Re: [hlcoders] MOTD, STEAMID

2005-03-31 Thread Daniel Jennings
Uh, it's not illegal for one, but he wasn't talking about the application but how it is done, which is typically done by hooking various engine functions and altering what is sent to the client and such. It's just beyond the typical scope of a Source server plugin, and since people don't see the

Re: [hlcoders] MOTD, STEAMID

2005-03-31 Thread Daniel Jennings
It isn't tracking the user, it is identifying them. It doesn't affect anything on their computer, either, nor is anything immoral possible from identifying a player by their Steam ID. - Original Message - From: SB Childe Roland [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent:

[hlcoders] String Table

2005-03-31 Thread Daniel Jennings
HL2DM SDK: From a source file I created, how can I access the String table in order to append my string to the table? I think the interface I want is: INetworkStringTableContainer *networkstringtable = NULL; Which is from GameInterface.cpp This is probably a simple problem, but for the life of

Re: [hlcoders] String Table

2005-03-31 Thread Daniel Jennings
Message - From: Daniel Jennings [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, March 31, 2005 5:05 PM Subject: [hlcoders] String Table HL2DM SDK: From a source file I created, how can I access the String table in order to append my string to the table? I think the interface

Re: [hlcoders] String Table

2005-03-31 Thread Daniel Jennings
Well, I guess the length needed a +1 at the end, my bad. I got it not crashing but I'm not sure why it doesn't seem to be received by the client. Is there a function I need to call to send the updated string table to the client? - Original Message - From: Daniel Jennings [EMAIL PROTECTED

Re: [hlcoders] String Table

2005-03-31 Thread Daniel Jennings
@list.valvesoftware.com Sent: Thursday, March 31, 2005 5:55 PM Subject: Re: [hlcoders] String Table On Thu, 31 Mar 2005 17:32:27 -0800, Daniel Jennings [EMAIL PROTECTED] wrote: char message = Here is your striing; try: char message[] = Here is your striing; Jeff

Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

2005-03-26 Thread Daniel Jennings
Have you run it through a debugger to check the stack when it crashes? - Original Message - From: Adam amckern Mckern [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, March 26, 2005 5:13 PM Subject: Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash are

Re: [hlcoders] Server Crashs with Plugin?

2005-03-06 Thread Daniel Jennings
Did you modify the empty serverplugin code or just compile and run? - Original Message - From: Ratman2000 [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, March 06, 2005 1:04 PM Subject: [hlcoders] Server Crashs with Plugin? Hi, i have compiled the

Re: [hlcoders] Getting player from ConCommand

2005-03-01 Thread Daniel Jennings
Are you working with a server plugin? And clients cannot run commands that are defined only on the server, which is shown when you make a ConCommand in a Server Plugin the client cannot execute it directly. - Original Message - From: Knifa [EMAIL PROTECTED] To:

[hlcoders] Server Plugin: Linking server_i486.so dynamically in Makefile (CS:S)

2005-02-28 Thread Daniel Jennings
copy it to and try to run the plugin on. Thank you, Daniel Jennings ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Question about Precaching in Source.

2005-02-28 Thread Daniel Jennings
It'd probably be easier to find out what the server is doing with the inputted .res file, and calling that function inside of your server plugin, no? - Original Message - From: Spencer 'voogru' MacDonald [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, February 28,

Re: [hlcoders] Server Plugins refusing to load

2005-02-23 Thread Daniel Jennings
in undocumented waters, but have you any ideas? - Original Message - From: Daniel Jennings [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, February 22, 2005 7:34 PM Subject: Re: [hlcoders] Server Plugins refusing to load It seems that UTIL_ functions cause

Re: [hlcoders] Number of 'player_hurt' events not matching CSS client console stats 'hots' at end of round

2005-02-23 Thread Daniel Jennings
What about when one bullet hits two people? - Original Message - From: jeff broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, February 23, 2005 11:20 AM Subject: Re: [hlcoders] Number of 'player_hurt' events not matching CSS client console stats 'hots' at end

Re: [hlcoders] Server Plugins refusing to load

2005-02-22 Thread Daniel Jennings
I send the command !giveammo in the console, and it compiles/builds fine it just won't load. I'm using the Counter-Strike: Source most recent dedicated server DLL. Thank you, Daniel Jennings - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com

Re: [hlcoders] Server Plugins refusing to load

2005-02-22 Thread Daniel Jennings
tested it, and it loads on the server. If you want my list of includes that allows me to use CBaseEntity and such, let me know and I'll post it. Daniel Jennings - Original Message - From: Ronny Schedel [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, February 22, 2005 10

Re: [hlcoders] Server Plugins refusing to load

2005-02-22 Thread Daniel Jennings
I had tried a similar method before and just tried your method, but neither worked. I think it's with the GetActiveWeapon function. Thank you, Daniel Jennings - Original Message - From: Lance Vorgin [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, February 22, 2005 10

Re: [hlcoders] Server Plugins refusing to load

2005-02-22 Thread Daniel Jennings
they change the class, your plugin will stop working. Greets Ronny This works fine, I just tested it, and it loads on the server. If you want my list of includes that allows me to use CBaseEntity and such, let me know and I'll post it. Daniel Jennings - Original Message

Re: [hlcoders] Assert error

2005-02-22 Thread Daniel Jennings
right before the assertion and check it out. Daniel Jennings - Original Message - From: r00t 3:16 [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, February 22, 2005 4:42 PM Subject: [hlcoders] Assert error This is a multi-part message in MIME format. -- [ Picked

Re: [hlcoders] Assert error

2005-02-22 Thread Daniel Jennings
From stable release: Error reading weapon data file for: weapon_citizensuitcase Error reading weapon data file for: weapon_citizenpackage Error reading weapon data file for: weapon_bugbait Error reading weapon data file for: weapon_annabelle Fix that and it should be good to go, if ours are

Re: [hlcoders] Assert error

2005-02-22 Thread Daniel Jennings
these and forgot to remove them? It would be nice if the next hl2dm sdk update has these removed or has the included script / models included :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Daniel Jennings [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com

Re: [hlcoders] Server Plugins refusing to load

2005-02-22 Thread Daniel Jennings
It seems that UTIL_ functions cause the server plugin not to load; I haven't found a working UTIL_ function that didn't prevent the plugin from loading, though I'll mess around with them later. ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Server Plugins refusing to load

2005-02-22 Thread Daniel Jennings
treading in undocumented waters, but have you any ideas? - Original Message - From: Daniel Jennings [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, February 22, 2005 7:34 PM Subject: Re: [hlcoders] Server Plugins refusing to load It seems that UTIL_ functions cause

[hlcoders] Server Plugins refusing to load

2005-02-21 Thread Daniel Jennings
Is there any way to tell why my Server Plugins (on Linux dedicated server) are refusing to load? They compile and link correctly but I cannot tell why they wont load. Thank you, Daniel Jennings ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Respawning all players

2005-02-20 Thread Daniel Jennings
Which code are you working with? HL2MP blank, HL2DM, or a Server Plugin? - Original Message - From: Knifa [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, February 20, 2005 10:13 AM Subject: [hlcoders] Respawning all players Hi all. How would I go about respawning

[hlcoders] Permanent Ground Effects (HL2DM)

2005-02-20 Thread Daniel Jennings
at the time by the player. Another similar bug is that when you fire the last rocket from the RPG, the weapon switches and the laser dot on the ground stays where it was when the RPG switched away. Daniel Jennings UMSClan.com ___ To unsubscribe, edit

Re: [hlcoders] Permanent Ground Effects (HL2DM)

2005-02-20 Thread Daniel Jennings
Holster calls StopGuiding() which turns off the Dot, UTIL_Removes it, and sets it to null already, so after the StopGuiding call I created a duplicate set of removing functions, and I haven't been able to emulate the permanent dot problem. Thank you. - Original Message - From: