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 text/plain from multipart/alternative ]
i dont want to debug, i finished it. How do i make it work like a regular
plugin?

On 7/21/05, Alfred Reynolds [EMAIL PROTECTED] wrote:


Add -allowdeubg to the command line to let the engine load a debug
binary.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent:
Thursday, July 21, 2005 11:16 AM To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Gettin Plugin to work

 --
 [ Picked text/plain from multipart/alternative ] I'm trying to
 compile a server plugin i wrote modifying serverplugin_empty, the one
 that came with valve, but when i compile and i try to run it, it says
 its a Debug DLL and it crashes CSS. Any ideas?

 --
 Sincerely,
 Ian

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--
Sincerely,
Ian
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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 don't see from my(admittedly limited) looking at source metamod that
 it helps in many of the cases that I need. Like getting weapon/item
 info for a client, or position/rotation data for arbitrary entities,
 not just players. Can sourcemm do these things? It would sure be nice
 to get proper support for these things, so we don't have to hack
 around.

 Right now, at best, a bot can only be made that runs around shooting
 at players. He won't have any knowledge of the props scattered about
 on maps, so he can easily get stuck. He better not switch weapons too
 much or he will blow the entity array, he has no clue of his ammo
 status, etc...

 Hopefully these things get addressed soon.

 Jeremy

 On 5/31/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
  Jeremy Swigart wrote:
   I sent this once, but doesn't seem like it went through.
 
  It went through before but nobody responded.  So I'm responding now just
  so you know that it went through.
 
  I suggest Source: Metamod for all your Source engine hacking needs...
 
  http://www.sourcemm.net/
 
  zOMG HOW DO IR INSTALL THIS AND WHERE ARE MY PANTS  :)
 
  --
  Jeffrey botman Broome
 
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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: Valve



 - 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 don't see from my(admittedly limited) looking at source metamod that
  it helps in many of the cases that I need. Like getting weapon/item
  info for a client, or position/rotation data for arbitrary entities,
  not just players. Can sourcemm do these things? It would sure be nice
  to get proper support for these things, so we don't have to hack
  around.
 
  Right now, at best, a bot can only be made that runs around shooting
  at players. He won't have any knowledge of the props scattered about
  on maps, so he can easily get stuck. He better not switch weapons too
  much or he will blow the entity array, he has no clue of his ammo
  status, etc...
 
  Hopefully these things get addressed soon.
 
  Jeremy
 
  On 5/31/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
   Jeremy Swigart wrote:
I sent this once, but doesn't seem like it went through.
  
   It went through before but nobody responded.  So I'm responding now
just
   so you know that it went through.
  
   I suggest Source: Metamod for all your Source engine hacking needs...
  
   http://www.sourcemm.net/
  
   zOMG HOW DO IR INSTALL THIS AND WHERE ARE MY PANTS  :)
  
   --
   Jeffrey botman Broome
  
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Re: [hlcoders] Bots Server Plugins Attn: Valve

2005-05-31 Thread Daniel Jennings
I use SpeederXP to make my mail and my typing faster. Using it I can get 600
words per minute and practically send the email as soon as I get the one I'm
replying to!

- Original Message -
From: [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 31, 2005 10:11 AM
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 at all.

 
 mail2web - Check your email from the web at
 http://mail2web.com/ .



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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]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 31, 2005 3:24 PM
Subject: [hlcoders] Enemies within LOS


 What would be the most efficient way to get all enemies within direct LOS?
 My thoughts as of now:

 1.  Get a list of entities within PVS with UTIL_EntitiesInPVS()
 2.  Filter list for hostile player entities.
 3.  UTIL_Trace[something] to each.  (Which 'something' is best?)

 Thanks.

 -JS

 
 mail2web - Check your email from the web at
 http://mail2web.com/ .



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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
 with bots in it and kept crashing... I removed my plugin and ran just a
 straight install..
 and srcds still crashs everytime.




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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: Ratman2000 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, May 22, 2005 12:59 PM
Subject: Re: [hlcoders] Re: People crying about changes to CS:S custom,
network protocol (Michael A. Hobson)


 Hello,

 but for what is UserMessageBegin ?

 When we dont use hooks / hacks, how you can display center say messages?

 Its the same code (only another number) for the says and for the ingame
 menu...

 So all this thinks what use UserMessageBegin are hacks...

 Becouse there no MessageIDs that plugins have to use

 Sorry...

 with friendly greatings from germany...


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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 what features we
want? Do they need us all to list off the features that menuselect had so
they can recode it all by hand? I just thought that if they wanted to
improve things and wanted our input, and they knew we were forced to use
hacks for a _practical_ menu system, then they would know what features we
want added to the interface. If this were the case then Valve would have
been smarter to just keep the menuselect system in and modify the radio
system to make it independant of this menuselect system. It just isn't very
apparent to me that Valve cares about what features we want, because when
they know we're all using a hack and then they see us all complain when that
hack is removed, they don't get any idea in their head that it's a feature
we want and that the current menu system is impractical for all ingame
purposes other than maybe configuration settings.


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Re: [hlcoders] Re: MenuSelect

2005-05-21 Thread Daniel Jennings
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, you
should use that. even though people _are_ stating what they need and what
they want changed, e.g.

I agree, if Valve could make the built-in more customizeable, it would
be an acceptable replacement.  The whole escape thing needs to go, and
the menu needs to feel more smooth in game (like the ShowMenu ones did).
(David Anderson, 5/20/2005)

The provided menu feature is a whole different kind of unfriendly
though. While the radio dialog may prevent a player from switching
weapons, sending a radio command, or navigating a buy menu, having them
completely pause their game is a lot worse.

I think it'd be better if you made it a combination of the two. Have a
normally unused key that triggers dialogs and have those dialogs appear
in-game and have them easily answered with or without a mouse. (Dackz,
5/20/2005)


How many people have to ask for one for Alfred to say something other than
There is an existing Menu interface as part of the plugin API, you should
use that.?



- Original Message -
From: Ben Davison [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, May 21, 2005 10:16 AM
Subject: Re: [hlcoders] Re: MenuSelect


 --
 [ Picked text/plain from multipart/alternative ]
 Because members of valve can mind read, I only 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 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 what features
we
  want? Do they need us all to list off the features that menuselect had
so
  they can recode it all by hand? I just thought that if they wanted to
  improve things and wanted our input, and they knew we were forced to use
  hacks for a _practical_ menu system, then they would know what features
we
  want added to the interface. If this were the case then Valve would have
  been smarter to just keep the menuselect system in and modify the radio
  system to make it independant of this menuselect system. It just isn't
  very
  apparent to me that Valve cares about what features we want, because
when
  they know we're all using a hack and then they see us all complain when
  that
  hack is removed, they don't get any idea in their head that it's a
feature
  we want and that the current menu system is impractical for all ingame
  purposes other than maybe configuration settings.
 
 
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 --
 - Ben Davison
 - http://www.shadow-phoenix.com
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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 something that
you're interested in.

- Original Message -
From: cheeseh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, May 21, 2005 1:00 PM
Subject: Re: [hlcoders] Server Plugin Bot support


 I've already made a post about this too and had no replies for more than
 a month :-(

 Basically we want to know weapon info like in HL, perhaps even more
 stuff like can a weapon be used underwater and stuff.

 Either through events/bot controller interface/player info interface/new
 interface, I just want it :-P

 Jeremy Swigart wrote:

 As I understand it, there is not yet a method for server plugins to
 have access to weapon info for a bot. Someone else may be able to
 elaborate on this further.
 
 I noticed the IBotController class allows us to RemoveAllItems(), and
 SetActiveWeapon(), but how exactly are we suppose to get a list of
 items/weapons the bot has? Clearly a bot would need to have access to
 the weapons they have, and be able to query the current and max ammo
 count for the weapon.
 
 I understand that it can be tricky to give this sort of access since
 it is very mod specific as far as what items/weapons are available,
 and what properties there may be for the weapons, and that current/max
 ammo can take different meanings with the possibility of a weapon
 having alt-fire that uses a different ammo type.
 
 Can support for these such things be added to the plugin interface
 soon please? There are many bot authors waiting on this type of
 critical functionality in order to make a proper bot. Obviously there
 is some bot stuff in the SDK, but that relies on bots being
 implemented into the mod itself, and most of us bot authors would
 prefer an implementation through server plugin, like the HL1 bot
 implementations.
 
 It appears that  CPlayerInfo::SetActiveWeapon actually creates the
 weapon on the bot if it exists. This seems fairly useful in itself,
 but it is still necessary to be able to get back a list of the bots
 current weapons
 
 Perhaps you can implement a GetCurrentWeapons() that take a reference
 to a CUtlVectorCBaseCombatWeapon* where the plugin can get a pointer
 to the bots current weapons. This of course means support compiled
 into the server plugins to actually make use of CBaseCombatWeapon and
 call functions on it and such.
 
 Also, could a generic interface be implemented that possibly fills in
 a list of key/value pairs or something so that various mod specific
 properties can be requested from the mod by the plugin?
 
 I hope some of this stuff can be addressed soon so us bot authors can
 get on making them.
 
 Thanks
 Jeremy
 
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Re: [hlcoders] Re: MenuSelect

2005-05-21 Thread Daniel Jennings
I was just referring to those who were saying Alfred and the team have been
extremly open to implementing suggestions, make a list and submit it. and
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. I wasn't saying that Valve should even listen to suggestions, I
was just referring to the common idea that Valve is interested in our ideas.

- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, May 21, 2005 1:23 PM
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, you
  should use that. even though people _are_ stating what they need and
what
  they want changed, e.g.

 Somehow you got the impression that Valve does whatever you (or a few
 dozen or hundred other people) want.  I don't recall ever seeing
 anything come from Valve that says Tell us what you want and we'll make
 the game do that.

 GOD!  I am sick to death of people telling game developers You gotta
 have this! and You gotta have that! or If this game doesn't have
 feature XYZ, I'm not gonna buy it!.  Fine, if you don't like what
 they've done with the game, DON'T BUY THE FUCKING GAME.  But don't go
 around thinking that because you've paid $50 for a game that the game
 developers are forever in your debt and have to do anything that you say.

 Enough beating this dead horse.  I'm out.

 --
 Jeffrey botman Broome

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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
any hacks. It is obvious to me that the server plugin interface is just to
appease the coders so that they can't say Valve doesn't care about
server-side plugins, which obviously they don't.


- Original Message -
From: Ray [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, May 20, 2005 3:24 AM
Subject: Re: [hlcoders] MenuSelect


 Its so good to know that Valve cares so much about its customers..
 Ive never seen any warning about using a documented SDK user message.




  From Alfred Reynolds:

They are using an undocumented hack to display those menus, this
update removes the hack and so they can no longer use it (because
the last subsystem that was using it, radio menus, has finally been
fixed to be client side). They have a plugin API to display
messages to users and get feedback, they should use that.
   
- Alfred
  
  They were warned multiple times to not use the hacks they were, so it is
 upon their
  own heads.

  - Alfred



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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 client side. How does Valve or Alfred expect us to create server plugins
without using hacks when we aren't provided enough to do so.

- Original Message -
From: Ray [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, May 20, 2005 3:46 PM
Subject: RE: [hlcoders] To Valve: Developer Forewarning


 Those menus are horrendous...
 you have to first hit escape..then you have to use the mouse to click..

 They are very nice to look at..and horrible to use..



 At 01:53 PM 05/20/2005, you wrote:
 3rd party plugins have been using a hack to trigger an unused bit of
 game code. We provide them with another, maintained, user friendlier
 version of menus that work across all mods, they need to start using
 that.
 
 - Alfred
 
 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mattie
 Casper Sent: Friday, May 20, 2005 9:42 AM To:
 hlcoders@list.valvesoftware.com Subject: [hlcoders] To Valve: Developer
 Forewarning
 
   Alfred or other Valve representative,
  
   There are many, many plugin and mod developers displeased at the
   moment because of your recent decision to change CSS menuing behavior
   so drastically.
  
   I'm not precisely sure why the decision was made to suddenly push
   such a big change (now rolled-back temporarily) on everyone in the
   world, but this has wounded our confidence in the support Valve
   provides to their SDK community.
   Last night, plugin developers were inundated with yells for help as
   plugin menuing systems were obliterated in one fell swoop. Those same
   developers spent frantic hours trying to reverse engineer what caused
   the problem, all the while trying to communicate the issues to their
   own users.
  
   As far as I can tell, there was absolutely no forewarning. Nothing to
   indicate to the developer community what could be changed to fix the
   problem. In turn, there was no warning developers could provide to
   their users or even early code changes they could make to limit the
   impact. With some sort of notice, it would have been possible to do a
   great deal to help the situation.
  
   It really comes down to the fact that it's Valve's community of game
   players that suffer when this happens. If 30% of the servers out
   there run popular admin mods and those mods suddenly cease to
   function painfully, people get a much worse impression of steam
   updates. They, as you know, even come whining to you about why you
   broke their favorite 3rd party plugin.
  
   Now, we certainly aren't asking you to indefinitely support every
   little feature we use, but we absolutely *must* have forewarning
   before things changed in sensitive areas-- especially when things are
   deprecated. Without a heads-up from Valve, the developer community
   relationship is simply going to crumble into name-calling and
   constant bickering. None of us want to go that route, but we're going
   to need better support from Valve in order to avoid it.
  
   So, I'm asking nicely for the Valve teams to provide us additional
   forewarning before making large changes. Deprecating *anything*
   should be announced well beforehand so that plugin and mod developers
   can act accordingly. The unannounced update we saw last night simply
   cannot continue if you care anything about the developer community.
   Even if you feel something is a hack, you should at least work with
   us a little more rather than letting us fall onto our own swords.
  
   While I appreciate what you guys have done for the developer
   community, I still think there's more needed or we're all going to
   suffer. Please give us warning before you change things like this.
  
   Thanks for your time.
  
   Respectfully yours,
   -Mattie
  
  
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Re: [hlcoders] To Valve: Developer Forewarning

2005-05-20 Thread Daniel Jennings
What are server plugins supposed to do then? I haven't found many practical
uses for server plugins that use no hacks. When Valve created the interface
for the server plugins, what were they expecting us to do with it? They had
seen the millions of HL and CS plugins and essentially CS modifications
(such as Warcraft) and decided to offer a built-in interface. If they knew
what the server plugins were going to be for, what reason would they have
for restricting the functionality of the server plugins so much. I'm not
trying to make a Swiss Army Knife out of a potato peeler.

- Original 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 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 client side. How does Valve or Alfred expect us to create server
plugins
  without using hacks when we aren't provided enough to do so.

 I don't think server plugins were ever meant to be used in the way that
 they are currently being used.

 You are trying to make a Swiss Army Knife out of a potato peeler.

 If all you are doing is trying to peel potatoes, then the server plugin
 system does what it is supposed to do.  If you are trying to fillet a
 fish, saw down a tree, open a bottle of wine, and cut out some paper
 snowflakes, you are going beyond the designer's vision of what the tool
 was supposed to do.

 --
 Jeffrey botman Broome

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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 working in any of the Source mods, which is why I have a problem with
the fact that a hack is even necessary for such a menu. If Valve wants us to
stop using hacks in our code, why not give us something proper to use
instead that suits our needs?

- Original Message -
From: David Anderson [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, May 20, 2005 5:12 PM
Subject: Re: [hlcoders] MenuSelect


  Add Access to the users money via IPlayerInfo.

 It's a generic interface meant to be mod-independant.  You would have to
 be able to derive a special CCSPlayerInfo from it.  Same with CS 1.6,
 you couldn't just get money from the entvars, you had to find the offset
 from the CBaseEntity base in pvPrivateData (omg hax!)... this is
 reasonable, since Valve has no reason to abstract that sort of thing.

~dvander

 Ray wrote:
 
  I too am highly disappointed in valve..
  Ive spent months of time and many ,many  hours trying to
  make admining our servers an easy thing to do, and making the menus
  were more for peoples requests to do so, than anything else.
 
  The provided api for everything is less than adequate on all accounts.
  Valve, Alfred, you would Like to know what things are needed?
  In game menus, not having to hit esq and block my view of the person im
  about to
  kick or ban. Leave the menus in ...and allow them to be selectable as to
  what the
  command they send on selection the way the esc menus do.
  The reason the menus are being taken out..is because of the Source TV
proxy
  problem
  that sending the create menu messages to srctv caused..
  Valve had to spend time troubleshooting that..and now the price for
there
  time is to disable something
  they do not document..other than the 2 dozen source files in the sdk
that
  shows there use.
  The correct solution is to have the srctv ignore user messages that it
  doesnt need.
  (as well as us developers taking the time to not send user messages to
bots
  or hltv)
  Please provide the radio command menu as is or with programmer
selectable
  commands the same way the esc menus use..Some times being able to hit
the
  menu choices requires quick action...
  Shutting them down will break everyone's plugin and make it so that
  administering our servers is a difficult task again.
 
  The effects interface seems pretty much an afterthought.
  Ok for sparks and smoke ..useless for much more,
  how about bloodstreams and flames and who knows what else.
 
  Add Access to the users money via IPlayerInfo.
 
 
  Ray
 
 
 
 
  At 12:12 PM 05/20/2005, you wrote:
 
  I have to agree that this is a really strange and frustrating approach
  to take
  on Valve's part. I'm more disappointed in Valve that there was zero
  forewarning
  before they wished to push such a big change onto everyone in the
middle
  of the
  night. I'm going to start another thread on this topic.
 
  -Mattie
 
 
  - Original Message -
  From: Ray [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Friday, May 20, 2005 6:24 AM
  Subject: Re: [hlcoders] MenuSelect
 
 
  Its so good to know that Valve cares so much about its customers..
  Ive never seen any warning about using a documented SDK user message.
 
 
 
 
  From Alfred Reynolds:
 
They are using an undocumented hack to display those menus, this
update removes the hack and so they can no longer use it (because
the last subsystem that was using it, radio menus, has finally
been
fixed to be client side). They have a plugin API to display
messages to users and get feedback, they should use that.
   
- Alfred
  
  They were warned multiple times to not use the hacks they were, so
  it is
  upon their
  own heads.
 
  - Alfred
 
 
 
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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 PM
Subject: Re: [hlcoders] Speed hack detection?


 Yes, that is kind of crazy really.
 But what is weird, if they are speeding up the clock would you foot alot
 faster and throw grenades faster etc?
 I seen the speed hack only 1 or 2 times and didnt' remember seeing them
fire
 faster but it might be hard to tell dunno..


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Jeff Fearn [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, May 18, 2005 9:32 PM
 Subject: Re: [hlcoders] Speed hack detection?


  On 5/19/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
  r00t 3:16 wrote:
   Does anyone know (please do not post it if you do know) how the speed
   hack
   actually works?
   It seems they are somehow changing a variable in memory ? Or are they
   tricking the server somehow ?
 
  Usually the client's system clock is running faster (slower?) than
  normal, I can't remember which way the system clock needs to go to make
  the game engine think time is passing more slowly.  Your client machine
  is running faster than normal so normal movement speed on your machine
  become high movement speed on the server (who's running on a different
  clock speed).
 
  If the client's game engine is ticking faster/slower than the server's
  game engine, the client will be able to move larger distances over the
  same amount of time.  It's sort of like the reverse of Einstein's
theory
  of relativity.  Distances become smaller for people who are moving
  faster in time (or something like that).
 
  Surely this is where it should be caught by the engine. I don't mean
  the engine should ban/stop/warn the player, but that the engine should
  know that even though the cheater is saying this is tick 3000, the
  server is only at tick 2000, and thus the movement should not be
  processed until tick 3000.
 
  i.e even if the game plays faster on the cheaters computer, those
  extra ticks should not be processed inline by the server and should
  not be propigated to the other clients until it's the right time.
 
  Obviously I am very wrong, because if it was that easy it would be
  fixed ... google is my friend, I go visit him now ;)
 
  Jeff
 
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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] Valve or someone who might know


 When you download a map from the server it is just the BSP file correct?

 Also what if someone removed their textures they would just see checkers
 everywhere. That could be used for cheating really.. The server does not
 enforce textures being present on the client, I have tested it in css but
 for the mod I am working on it allowed players to join the server and play
 and they didn't have all the textures.

 Is there a way to prevent this from happening?

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com


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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, 2005 3:52 PM
Subject: [hlcoders] increment frag count (server plugin)


 I have a server plugin working with CBaseEntity:

 CBaseEntity *m_pCBaseEntity = pEntity-GetUnknown()-GetBaseEntity();
 CBasePlayer *pCBPlayer = (CBasePlayer*) m_pCBaseEntity;
 int Frags = pCBPlayer-FragCount();
 int Deaths = pCBPlayer-DeathCount();
 int Armor = pCBPlayer-ArmorValue();
 //print fragcount
 char gBuffer[128];
 Q_snprintf(gBuffer,sizeof(gBuffer), Frags:%i  Deaths:%i

Armor:%i\n,Frags,Deaths,Armor);
 engine-ClientPrintf( pEntity, gBuffer );

 What I really want to do is pCBPlayer-IncrementFragCount(1); but I
 get an error with the linker when I try that. How can I increment the
 frag count from a server plugin?

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Re: [hlcoders] Plugins loaded into the client?

2005-04-21 Thread Daniel Jennings
What then does it consider a cheat? I mean what if I have something such as
server side cheats in my server plugin, such as things offering God Mode
to players, but this is only functional for the server, and doesn't modify
anything client side? Will it still find it as a positive detection 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 into the client?


 VAC operates via positive detections, you will only be banned if it
 finds a cheat. If your plugin is not a cheat (and does not enable cheat
 functionality) you will be fine.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Mattie
 Casper
 Sent: Thursday, April 21, 2005 4:41 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Plugins loaded into the client?

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] As a plugin developer,
 I quite frequently test my server plugins on a local listen server while
 I'm developing. When I go to play games, though, I'm reminded that the
 plugin is still there when the plugin's concommands are still
 accessible. No big deal most the time, but some of the language in the
 recent Steam announcements about 'cheat detection' make me worry that
 plugin developers might get penalized for accidentally leaving a random
 serverplugin_empty DLL in their cstrike/addons folder (since these will
 load happily into the hl2.exe process).

 My question: will server plugins be exempt from the detection? If not,
 since the client is automatically loading the plugin into the process
 space, is it possible that developers could be penalized for
 accidentally loading their plugin?

 Just a random thought, thanks for any input you might have, -Mattie
 --


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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 models /
textures


 For the mod I am working on, I want to allow the ADMIN the ability to
change
 the uniform camo's for the player models.
 I am not a modelor but, from looking at how models are done, There is a
path
 set when you compile the model to where the texture for the model is
placed

 Is it possible to change the texture via the game ? If code was added?

 Or would it just be easier to create the models with different camo's and
 just precache them all?


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com


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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


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I was just doing some research for EventScripts and stumbled upon the
net_showevents client command. I'd like to request that this be made a
'cheat' command.

This command will display game events as the client receives them. The
problem is that this is too much information for players to have. For
example, knowing the details of a bomb_planted or player_hurt event is
probably a bit unfair.

It's even handier information for a player when they've set developer 1
so that console messages are output to the top left of the screen. As a
result, they get on-screen notification of what bombsite the bomb is planted
at, and, even worse, the health of other players from player_hurt.

Even knowing that someone was hurt by your 'shot-in-the-dark' hegrenade is
probably too powerful (let alone knowing their life total afterwards).

Anyway, just my $.02,
-Mattie
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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 multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I was just doing some research for EventScripts and stumbled upon the
net_showevents client command. I'd like to request that this be made a
'cheat' command.

This command will display game events as the client receives them. The
problem is that this is too much information for players to have. For
example, knowing the details of a bomb_planted or player_hurt event is
probably a bit unfair.

It's even handier information for a player when they've set developer 1
so that console messages are output to the top left of the screen. As a
result, they get on-screen notification of what bombsite the bomb is planted
at, and, even worse, the health of other players from player_hurt.

Even knowing that someone was hurt by your 'shot-in-the-dark' hegrenade is
probably too powerful (let alone knowing their life total afterwards).

Anyway, just my $.02,
-Mattie
--


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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
code handed to them on a silver platter, and they don't see an easy way to
do it without getting dirty, they call it illegal.


- Original Message -
From: Michael Hobson [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 31, 2005 8:47 AM
Subject: Re: [hlcoders] MOTD, STEAMID


 Soham:

 At 07:55 AM 3/31/2005, Soham Roy wrote:
 there is but is not legal
 
 
 On Thu, 31 Mar 2005 01:24:01 -0500, Shane Robinett [EMAIL PROTECTED]
wrote:
   Any chance that there is a built in function that doesn't require
   modding where in the MOTD we can pass STEAMID as a variable? Re:
   http://www.mysite.com/?steamid=%steamid% of some sort?

 Please cite exactly which law in which country you think tracking STEAM
 I.D.'s violates. And, as I am sure you are not a lawyer by trade, provide
 the readership with a link to the source of this information.


 Sneaky_Bastard!
 Michael A. Hobson
 yahoo: warrior_mike2001
 icq: #2186709


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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: Thursday, March 31, 2005 4:06 PM
Subject: Re: [hlcoders] MOTD, STEAMID


 Every server tracks users.  It's what the whole SteamID thing is
 about.  With regards to tracking them, I'm pretty sure the EULA
 informs them of that (although I haven't read it yet).


 On Thu, 31 Mar 2005 19:40:32 +0200, Oskar Lindgren
 [EMAIL PROTECTED] wrote:
  I Sweden we have a law called PUL, which forbids tracking users without
  informing them.
 
  Michael Hobson wrote:
 
   Soham:
  
   At 07:55 AM 3/31/2005, Soham Roy wrote:
  
   there is but is not legal
  
  
   On Thu, 31 Mar 2005 01:24:01 -0500, Shane Robinett [EMAIL PROTECTED]
   wrote:
Any chance that there is a built in function that doesn't require
modding where in the MOTD we can pass STEAMID as a variable? Re:
http://www.mysite.com/?steamid=%steamid% of some sort?
  
  
   Please cite exactly which law in which country you think tracking
STEAM
   I.D.'s violates. And, as I am sure you are not a lawyer by trade,
provide
   the readership with a link to the source of this information.
  
  
   Sneaky_Bastard!
   Michael A. Hobson
   yahoo: warrior_mike2001
   icq: #2186709
  
  
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 --
 =
 SB Childe Roland
 I will show you fear in a handful of jellybeans.

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[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 me I couldn't figure
it out.

Thank you very much!


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Re: [hlcoders] String Table

2005-03-31 Thread Daniel Jennings
Okay, that was a dumb question, I figured it out within minutes of posting,
but I have another question since I'm now segfaulting.

Here's my code:

char message = Here is your striing;

INetworkStringTable *g_pStringTableInfoPanel =
networkstringtable-FindTable(InfoPanel);
g_pStringTableInfoPanel-AddString( string001, sizeof(message), message );
//CRASHES HERE ^
Msg(:-( Never gets here.\n);


Here's the backtrace of the crash:
#0  0x00359175 in memcpy ()
#1  0x00e3c5c5 in CNetworkStringTableItem::SetUserData ()
#2  0x00e39d15 in CNetworkStringTable::AddString ()



- Original 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 I want
is:
 INetworkStringTableContainer *networkstringtable = NULL;

 Which is from GameInterface.cpp

 This is probably a simple problem, but for the life of me I couldn't
figure
 it out.

 Thank you very much!


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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]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 31, 2005 5:32 PM
Subject: Re: [hlcoders] String Table


 Okay, that was a dumb question, I figured it out within minutes of
posting,
 but I have another question since I'm now segfaulting.

 Here's my code:

 char message = Here is your striing;

 INetworkStringTable *g_pStringTableInfoPanel =
 networkstringtable-FindTable(InfoPanel);
 g_pStringTableInfoPanel-AddString( string001, sizeof(message),
message );
 //CRASHES HERE ^
 Msg(:-( Never gets here.\n);


 Here's the backtrace of the crash:
 #0  0x00359175 in memcpy ()
 #1  0x00e3c5c5 in CNetworkStringTableItem::SetUserData ()
 #2  0x00e39d15 in CNetworkStringTable::AddString ()



 - Original 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 I want
 is:
  INetworkStringTableContainer *networkstringtable = NULL;
 
  Which is from GameInterface.cpp
 
  This is probably a simple problem, but for the life of me I couldn't
 figure
  it out.
 
  Thank you very much!
 
 
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Re: [hlcoders] String Table

2005-03-31 Thread Daniel Jennings
I got it working in the stance that it doesn't crash anymore, but it doesn't
seem to be sending that string to the client, as when I have the InfoPanel
open on the client's screen with the msg set as string001 or whatever I
name it, it just comes up blank. If I use motd as the msg then it shows
the msg. I'm not sure where the problem lies, to tell you the truth, I'm
just wondering if there exists a function to update the clients' string
tables so that they can access the new data the server provides.

Thank you.


- Original Message -
From: Jeff Fearn [EMAIL PROTECTED]
To: hlcoders@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

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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 your runing the lattest build of ded server, and
 have you thought of adding a break point?


 --- Mattie Casper [EMAIL PROTECTED] wrote:

  Events are caused within events all the time---
  people use events to do all
  sorts of things: kick players, make people swap
  teams, teamkill punishment, etc.
  Even if server event reentrance is a problem, we
  need some Valve documentation
  saying this is forbidden or dangerous.
 
  To clarify three points:
  1. I'm not interested in specifically kicking a
  player. I'm interested in doing
  X during an event where X is anything the
  administrator wants. So if he wants to
  kick a player that's his thing. I, personally, am
  not trying to kick anyone
  during an event. I'm letting people run semi-special
  config files during an
  event.
  2. The crash doesn't just happen when plugin code
  specifically kicks someone. It
  can happen when a player is kicked via some
  administrative plugin, by the
  console, etc. It just needs to happen at the around
  the time an event calls
  ServerExecute.
  3. The example below is the smallest example I made
  to reproduce the problem.
  I'm no newbie to coding-- I've considered all sorts
  of workarounds. Like
  scheduling things independently via GameFrame,
  avoiding the ServerExecute, etc.
  Unfortunately, these alternatives are
  substandard/messy and, really, I just need
  someone at Valve to say this is a bug, we'll fix
  it or ServerExecute during
  an event is unsupported because of X and we'll
  document it as such going
  forward. If I've missed existing documentation to
  this effect, I'm hoping
  someone on the list can point me to it. (Educated
  guesses stated as if they were
  fact won't help me, though.)
 
  Thanks,
  -Mattie
 
 
  cheeseh wrote:
 
 -
 
  I am guessing that when you kick a player another
  event is triggered
  that tells that the player was kicked/left the
  server. You cannot have
  two events fire inside each other, I am taking this
  from the old net
  message code that was from HL1, you could not have
  two messages start
  before they end.
 
  Instead of kicking the player there, try raising a
  flag (try storing a
  global boolean variable and the player id) and check
  it on startframe
  (or GameFrame () as it is now in HL2 I think) when
  the flag is true,
  kick the stored player id, then set the flag to
  false. In the event code
  replace it with setting the boolean to true and
  setting the playerid to
  the userid.- Original Message -
  From: Mattie Casper [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Saturday, March 26, 2005 9:25 AM
  Subject: FireGameEvent, kickid, ServerExecute, crash
 
 
   Hello,
  
   I've found what seems, for me, to be a really
  annoying bug in CSS (and
   probably mods). The following problem happens
  regardless of whether you use
   IGameEventListener or IGameEventListener2.
  
   My Windows server crashes 98% of the time with the
  following code in a
   listener/plugin:
  
  
   void CEmptyServerPlugin::FireGameEvent( IGameEvent
  * event )
   {
   const char * name = event-GetName();
  if (FStrEq(name, player_changename))
  {
  if(tester_cvar.GetInt()==1)
  {
  Msg(Kicking ya.\n);
  int userid = event-GetInt(userid);
  char szMessage[1024];
  sprintf(szMessage, kickid %d Go
  away.\n, userid);
  engine-ServerCommand(szMessage);
  if (tester2_cvar.GetInt()==1)
  {
  // Crashes the server
  engine-ServerExecute();
  }
  }
  }
   }
  
   Basically, this silly code causes a player to get
  kicked immediately when he
   tries to change his name. He certainly does get
  kicked, but the server crashes
   immediately after.
  
   This is just the sample reproduction code, but the
  problem shows itself at a
   much deeper point in my EventScripts plugin when
  users are kicked in the
   middle of an event. It can happen at times
  regardless of whether the event
   handler is doing the kicking (i.e. another plugin
  or user could be kicking the
   player while my event handlers are firing). I
  believe it is a timing or
   threading issue because if I place a Windows
  Sleep(100) after the above
   ServerExecute call, the crash usually doesn't
  happen.
  
   Avoiding ServerExecute() is not really an option
  for me because I truly need
   the command (not necessarily kick) executed
  immediately (typically an exec of
   a cfg file). Regardless, the documentation places
  no caveats on when
   

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 serverplugin_empty and have runned on my server...
 Thats all fine but when i play with other player the server crashs on
random
 times...
 5 hours 2 hours 1 min 6 hours The time is every time random

 Its there an bug on the Dedicated Server ?

 I have tested it on an Linux 64 Slot public Server... using i486.

 I hope anybody can help me !

 THX



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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@list.valvesoftware.com
Sent: Tuesday, March 01, 2005 8:36 AM
Subject: [hlcoders] Getting player from ConCommand


 Hi all.

 How would I get the player who is running a command on a server?
 Also, client's can't run commands that are defined only on the server,
 right?

 Thanks.
 -- 
 Knifa
 SourceForts
 http://knd.org.uk/sourceforts/

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

2005-02-28 Thread Daniel Jennings
I have a server plugin which relies on symbols found in the server binary,
server_i486.so, and this server plugin works great on my testing server
where I just changed:
LDFLAGS=-lm -ldl tier0_i486.so vstdlib_i486.so
to:
LDFLAGS=-lm -ldl tier0_i486.so vstdlib_i486.so
/backup/srcds/srcds_l/cstrike/bin/server_i486.so


in order to link the server binary with my plugin. This works dandy, as I
said before, and the symbols resolve and work great on my development
server. The problem comes when I am trying to run this on my release server.
The release server has a completely different directory structure, and
different servers I know have different structures for where they begin
(like mine is /backup/srcds/srcds_l/ for the source dedicated server root. I
was wondering how I can set my Makefile up so that when the binary is
compiled and linked it works on any Linux dedicated server that I copy it to
and try to run the plugin on.

Thank you,
Daniel Jennings


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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, 2005 6:24 PM
Subject: RE: [hlcoders] Question about Precaching in Source.


 That's killing a flea with a thermonuclear bomb.

 I was in the process of doing that, but it doesn't make sense why its not
 like that in the first place :S.

 - voogru.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Lance Vorgin
 Sent: Monday, February 28, 2005 6:04 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Question about Precaching in Source.

 Hook the filesystem's read funcs, look for it reading a .res file, and
 fake append your files to be sent to it. Muh :/

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Re: [hlcoders] Server Plugins refusing to load

2005-02-23 Thread Daniel Jennings
The header file that has CTraceFilterSimple is included in my ServerPlugin,
at least I'm 99% sure it is. Wouldn't it give me an error in the compiler or
the linker if I wasn't including it?


- Original Message -
From: Ronny Schedel [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, February 23, 2005 5:23 AM
Subject: Re: [hlcoders] Server Plugins refusing to load


 Its every time the same, you have to include header files and
 have to compile and link the classes you are using. In this
 case: CTraceFilterSimple.

 Greets
 Ronny

  I've traced my problem with the UTIL_TraceLine to about the third line
in
  the function:
 
  CTraceFilterSimple traceFilter( ignore, collisionGroup );
 
  ignore is
  const IHandleEntity *ignore,
 
  collisionGroup is an int (and in my case zero)
 
  The plugin loads until I uncomment this line.
 
  I know I'm 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 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.
 
 
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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 of round


 On Wed, 23 Feb 2005 18:56:56 +, Giles Millward [EMAIL PROTECTED]
wrote:
  Hi,
 
  Is there any reason why sometimes the number of 'player_hurt' events for
  a specific players exceeds the number of 'shots' reported by the client
  console in CS Source.

 Falling damage?  Grenade damage?  Other types of damage besides bullets?

 Jeffrey botman Broome

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Re: [hlcoders] Server Plugins refusing to load

2005-02-22 Thread Daniel Jennings
Thanks. Here's my suspicious code:

if ( FStrEq( pcmd, !giveammo ) )
{
CBaseEntity * pBase=pEntity-GetUnknown()-GetBaseEntity();
if (pBase) {
CBaseCombatWeapon * pWeapon =
pBase-MyCombatCharacterPointer()-GetActiveWeapon();
if (pWeapon) {
pWeapon-m_iClip1 = 1000;
pWeapon-m_iClip2 = 1000;
}
}
return PLUGIN_STOP;
}


This is in SekkusuServerPlugin::ClientCommand( edict_t *pEntity )

If I comment out the code changing m_iClip1 and m_iClip2, it still won't
load, but when I comment out
CBaseCombatWeapon * pWeapon =
pBase-MyCombatCharacterPointer()-GetActiveWeapon();

It loads fine but I lose any functionality. The weird thing is that the code
_should_ never execute until 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
Sent: Monday, February 21, 2005 10:06 PM
Subject: RE: [hlcoders] Server Plugins refusing to load


 I will have a look at the code and see why it isn't doing this already.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of David
 Anderson
 Sent: Monday, February 21, 2005 9:30 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Server Plugins refusing to load

 On linux, you can try to use something like strace (you may have to log
 the output) to catch where calls are messing up.  But in the end, it
 would be very helpful if Valve included some sort of
 dlerror()/FormatMessage() output when a plugin fails to load.

   -David BAILOPAN Anderson
   http://www.sourcemod.net/

 Daniel Jennings wrote:
  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
 
 
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 please visit:
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Re: [hlcoders] Server Plugins refusing to load

2005-02-22 Thread Daniel Jennings
Yes you can, it works fine when I perform other actions with it, such as:

CBaseEntity * pBase=pEntity-GetUnknown()-GetBaseEntity();
if (pBase) {
CBaseCombatCharacter * pCombat = pBase-MyCombatCharacterPointer();
if (pCombat) {
pCombat-Spawn();
}
}

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 -
From: Ronny Schedel [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, February 22, 2005 10:44 AM
Subject: Re: [hlcoders] Server Plugins refusing to load


 You cant use CBaseEntity in a server plugin. There are
 unresolved symbols, so it cant be loaded by srcds.

 Greets
 Ronny


  Thanks. Here's my suspicious code:
 
 if ( FStrEq( pcmd, !giveammo ) )
 {
 CBaseEntity *
pBase=pEntity-GetUnknown()-GetBaseEntity();
 if (pBase) {
 CBaseCombatWeapon * pWeapon =
  pBase-MyCombatCharacterPointer()-GetActiveWeapon();
 if (pWeapon) {
 pWeapon-m_iClip1 = 1000;
 pWeapon-m_iClip2 = 1000;
 }
 }
 return PLUGIN_STOP;
 }
 
 
  This is in SekkusuServerPlugin::ClientCommand( edict_t *pEntity )
 
  If I comment out the code changing m_iClip1 and m_iClip2, it still won't
  load, but when I comment out
  CBaseCombatWeapon * pWeapon =
  pBase-MyCombatCharacterPointer()-GetActiveWeapon();
 
  It loads fine but I lose any functionality. The weird thing is that the
  code
  _should_ never execute until 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
  Sent: Monday, February 21, 2005 10:06 PM
  Subject: RE: [hlcoders] Server Plugins refusing to load
 
 
  I will have a look at the code and see why it isn't doing this already.
 
  - Alfred
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of David
  Anderson
  Sent: Monday, February 21, 2005 9:30 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Server Plugins refusing to load
 
  On linux, you can try to use something like strace (you may have to log
  the output) to catch where calls are messing up.  But in the end, it
  would be very helpful if Valve included some sort of
  dlerror()/FormatMessage() output when a plugin fails to load.
 
-David BAILOPAN Anderson
http://www.sourcemod.net/
 
  Daniel Jennings wrote:
   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
  
  
   ___
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archives,
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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 10:49 AM
Subject: Re: [hlcoders] Server Plugins refusing to load


  You cant use CBaseEntity in a server plugin. There are
  unresolved symbols, so it cant be loaded by srcds.
 Uhm - yes you can.

 Try changing
 CBaseCombatWeapon* pWeapon =
 pBase-MyCombatCharacterPointer()-GetActiveWeapon();
 to
 CBaseCombatWeapon* pWeapon =
 static_castCBasePlayer*(pBase)-GetActiveWeapon();

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Re: [hlcoders] Server Plugins refusing to load

2005-02-22 Thread Daniel Jennings
Then I'll make the necessary adjustments when the time comes. There are many
things that can be done with the CBasePlayer class and CBaseEntity that work
100% now; many of which I doubt will change in the future to the point where
I cannot use them.


- Original Message -
From: Ronny Schedel [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, February 22, 2005 11:57 AM
Subject: Re: [hlcoders] Server Plugins refusing to load


 You cant use it, because you dont have the cs:source header files
 for this class. And you will never get these header files. When 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 -
  From: Ronny Schedel [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Tuesday, February 22, 2005 10:44 AM
  Subject: Re: [hlcoders] Server Plugins refusing to load
 
 
  You cant use CBaseEntity in a server plugin. There are
  unresolved symbols, so it cant be loaded by srcds.
 
  Greets
  Ronny
 
 
   Thanks. Here's my suspicious code:
  
  if ( FStrEq( pcmd, !giveammo ) )
  {
  CBaseEntity *
  pBase=pEntity-GetUnknown()-GetBaseEntity();
  if (pBase) {
  CBaseCombatWeapon * pWeapon =
   pBase-MyCombatCharacterPointer()-GetActiveWeapon();
  if (pWeapon) {
  pWeapon-m_iClip1 = 1000;
  pWeapon-m_iClip2 = 1000;
  }
  }
  return PLUGIN_STOP;
  }
  
  
   This is in SekkusuServerPlugin::ClientCommand( edict_t *pEntity )
  
   If I comment out the code changing m_iClip1 and m_iClip2, it still
   won't
   load, but when I comment out
   CBaseCombatWeapon * pWeapon =
   pBase-MyCombatCharacterPointer()-GetActiveWeapon();
  
   It loads fine but I lose any functionality. The weird thing is that
the
   code
   _should_ never execute until 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
   Sent: Monday, February 21, 2005 10:06 PM
   Subject: RE: [hlcoders] Server Plugins refusing to load
  
  
   I will have a look at the code and see why it isn't doing this
   already.
  
   - Alfred
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of David
   Anderson
   Sent: Monday, February 21, 2005 9:30 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Server Plugins refusing to load
  
   On linux, you can try to use something like strace (you may have to
   log
   the output) to catch where calls are messing up.  But in the end, it
   would be very helpful if Valve included some sort of
   dlerror()/FormatMessage() output when a plugin fails to load.
  
 -David BAILOPAN Anderson
 http://www.sourcemod.net/
  
   Daniel Jennings wrote:
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
   
   
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Re: [hlcoders] Assert error

2005-02-22 Thread Daniel Jennings
My friend ran into the same problem compiling the debug build of HL2DM. I
think he found the non-existant weapon data names in the dev console in the
release build, but I can ask him later, not sure if he figured it out.

All else fails have it Msg() the names as it tries them then grab the one
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 text/plain from multipart/alternative ]
 In basecombatweapon_shared.cpp

 Around line 198.

 else

 {

 Assert( !Missing weapon script file );

 // Couldn't read data file, remove myself

 Msg( Error reading weapon data file for: %s\n, GetClassname() );

 // Remove( ); //don't remove, this gets released soon!

 }

 When launching the HL2DM sdk it starts to load a map and gives an assert
which breaks at the above code.
 What weapon is it looking for? I have all the script files in the scripts
directory?


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 --


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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 matching in these
circumstances.

- Original Message -
From: Adrian Finol [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, February 22, 2005 4:54 PM
Subject: RE: [hlcoders] Assert error


 What does GetClassname() return?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
 Sent: Tuesday, February 22, 2005 4:43 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Assert error

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] In
 basecombatweapon_shared.cpp

 Around line 198.

 else

 {

 Assert( !Missing weapon script file );

 // Couldn't read data file, remove myself

 Msg( Error reading weapon data file for: %s\n, GetClassname() );

 // Remove( ); //don't remove, this gets released soon!

 }

 When launching the HL2DM sdk it starts to load a map and gives an assert
 which breaks at the above code.
 What weapon is it looking for? I have all the script files in the
 scripts directory?


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 --


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Re: [hlcoders] Assert error

2005-02-22 Thread Daniel Jennings
I think I read that they are in the HL2SP GCF and you can copy them to your
scripts folder? Not sure though, might wanna check it out.


- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, February 22, 2005 6:14 PM
Subject: Re: [hlcoders] Assert error


 Yes those a the files needed to fix the problem.
 However I did include them, and it seems you must include the models for
the
 weapons also.
 Why are these included in the HL2DM SDK ?
 Why aren't the weapon script files / models included?

 I would imagine valve overlooked 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
 Sent: Tuesday, February 22, 2005 8:12 PM
 Subject: Re: [hlcoders] Assert error


  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 matching in these
  circumstances.
 
  - Original Message -
  From: Adrian Finol [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Tuesday, February 22, 2005 4:54 PM
  Subject: RE: [hlcoders] Assert error
 
 
  What does GetClassname() return?
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
  Sent: Tuesday, February 22, 2005 4:43 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Assert error
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] In
  basecombatweapon_shared.cpp
 
  Around line 198.
 
  else
 
  {
 
  Assert( !Missing weapon script file );
 
  // Couldn't read data file, remove myself
 
  Msg( Error reading weapon data file for: %s\n, GetClassname() );
 
  // Remove( ); //don't remove, this gets released soon!
 
  }
 
  When launching the HL2DM sdk it starts to load a map and gives an
assert
  which breaks at the above code.
  What weapon is it looking for? I have all the script files in the
  scripts directory?
 
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
  --
 
 
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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.


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Re: [hlcoders] Server Plugins refusing to load

2005-02-22 Thread Daniel Jennings
I've traced my problem with the UTIL_TraceLine to about the third line in
the function:

CTraceFilterSimple traceFilter( ignore, collisionGroup );

ignore is
const IHandleEntity *ignore,

collisionGroup is an int (and in my case zero)

The plugin loads until I uncomment this line.

I know I'm 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 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.


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[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


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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 ALL of the players on a server?
 I'm thinking I'd need to loop through them, but I don't know.

 Thanks.

 -Knifa

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[hlcoders] Permanent Ground Effects (HL2DM)

2005-02-20 Thread Daniel Jennings
In HL2DM there is a problem in that when you hit the ground with the stun
stick there is a spark there that goes on and off. The problem isn't that
this is there, it's that it is permanent. After several hours the spark
never disappeared, neither when it was in my POV nor when it was not visible
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


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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: British_Bomber [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, February 20, 2005 4:33 PM
Subject: Re: [hlcoders] Permanent Ground Effects (HL2DM)


 I've had the RPG issue, not the stun batton one though, but it seems
 to be random, and most of the time it doesnt occur so I havent been to
 worried about it, but I would imagine like draco said, the easiest way
 to take care of it is just double check it is gone in the holster
 function.

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