Re: [hlcoders] Gettin Plugin to work
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sincerely, Ian -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bots Server Plugins Attn: Valve
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bots Server Plugins Attn: Valve
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/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Enemies within LOS
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/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crash Bug
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: People crying about changes to CS:S custom, network protocol (Michael A. Hobson)
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... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: MenuSelect
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: MenuSelect
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugin Bot support
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.322 / Virus Database: 266.11.14 - Release Date: 20/05/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: MenuSelect
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MenuSelect
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] To Valve: Developer Forewarning
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] To Valve: Developer Forewarning
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MenuSelect
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlcoders] Speed hack detection?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve or someone who might know
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] increment frag count (server plugin)
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Plugins loaded into the client?
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Was not sure where to ask about this but models / textures
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] net_showevents, please mark it as a cheat
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] net_showevents, please mark it as a cheat
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MOTD, STEAMID
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MOTD, STEAMID
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- = SB Childe Roland I will show you fear in a handful of jellybeans. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] String Table
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] String Table
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash
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?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting player from ConCommand
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Server Plugin: Linking server_i486.so dynamically in Makefile (CS:S)
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 ___ 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.
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 :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugins refusing to load
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Number of 'player_hurt' events not matching CSS client console stats 'hots' at end of round
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugins refusing to load
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugins refusing to load
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugins refusing to load
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(); ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugins refusing to load
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] Assert error
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Assert error
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugins refusing to load
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Server Plugins refusing to load
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 the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Respawning all players
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Permanent Ground Effects (HL2DM)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Permanent Ground Effects (HL2DM)
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders