Re: [hlcoders] Compiling under Linux for BSD
On 4/26/05, Jonathan Dance [EMAIL PROTECTED] wrote: Hey everyone, I was wondering if anyone knew anything about compiling for BSD--when we distributed our server SO's for linux, some guys are running FreeBSD with linux emulation and it wouldn't work for them. They can run CS:S just fine though. Is there anything we can do to make the SOs compile under BSD? Are you using static or dynamic libc when linking? Try linking with the static libc (instead of using the .so) and see if that helps. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Howto have the code get info from a file
On Mon, 14 Mar 2005 13:16:00 -0700, Michael Kramer [EMAIL PROTECTED] wrote: How do I make it so the code can information from afile like a .res file or .cfg or even a .txt just a simple script? I want to make it so you can adjust weapon specs in game using a built in menu and i just want to know howto tie the menu together with some of the code.. http://www.cplusplus.com/ref/cstdio/fread.html Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I need to use SetClientKeyValue
On Tue, 15 Mar 2005 16:14:57 -0800, Heritage [EMAIL PROTECTED] wrote: Uhm looks like its in the code a few times, but commented out Perhaps is was commented out because that function got removed sometime during development of HL2. But adding that line of code only causes the game to crash upon loading. Changing the engine interface classes to add or remove random member functions is generally a *BAD* thing to do. :) HL1 SDK had this function, but it was called pfnSetClientKeyValue. I Perhaps it was removed from HL2 because people would get ticked off when they connected to a server and the server started mucking with the client's CVAR values? If a mod needs to control CVAR values it should probably do so within the client DLL code and not rely on the server being able to set client CVAR values. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] swim / sink?
On Sat, 05 Mar 2005 14:58:50 +0100, Black Panther [EMAIL PROTECTED] wrote: Why does the airboat swim and the jeep sink? Where are the parameters responsible for this defined? My guess, IPhysicsObject::SetBuoyancyRatio() in vphysics_interface.h (haven't actually looked at the code though). Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting a trace to hit off a non solid entity
On Thu, 24 Feb 2005 23:58:24 +, Knifa [EMAIL PROTECTED] wrote: It's HL2 and I'm using TraceLine. I just tried using TraceHull, but I don't get what hullMin and hullMax are supposed to be. I tried them just the start and end of the trace, but that didn't work. What are they for/What should I put in them? I haven't looked at it in HL2, but I would imagine it's the min/max of the hull (box) you want to trace. For example, hullMin=(-2,-2,-2), hullMax=(2,2,2) would trace with a box of size (4,4,4). Jeffrey botman Broome ___ 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
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
Re: [hlcoders] Crashes with the HL2MP SDK
On Mon, 21 Feb 2005 01:13:48 +, Knifa [EMAIL PROTECTED] wrote: I think its okay. Everything works perfect while your the server. Minidumps?,,, http://www.codeproject.com/debug/postmortemdebug_standalone1.asp Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Send user message
On Sat, 19 Feb 2005 19:53:27 +0100, Frank Weima [EMAIL PROTECTED] wrote: Is there any website which displays all those filters/usermessages? Lance told me: Filter, 10 // 10 = shake. Is there a website with some other usermessages/filters? :) See this... http://www.sourcemod.net/forums/viewtopic.php?t=579 Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] release builds, debug builds, why wont my game start
On Sat, 12 Feb 2005 00:50:49 +1000, Draco [EMAIL PROTECTED] wrote: When I try to run my game straight from the steam games menu it crashes and says that server.dll is a debug build. it says this even if i build with the release SDK configuration. The default solution configuration is not correct. In the Solution Explorer, select the 'hl' project. Right-click on it and select Properties. Under the Configuration pull down list, select Debug SDK. Under Configuration Properties, click on General. Change Intermediate Directory from Release_SDK to Debug_SDK. Click Ok. Switch to the Debug_SDK solution and do Bulid-Clean Solution. Switch to the Release_SDK solution and do Build-Clean Solution, then Build-Build Solution. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Every weapon in every MOD should be insta-gib. :P Where is Holy Wars: Source? (don't you people EVER trim posts when you reply?) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Sigh. Gmail has spoiled a generation. :( Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bug in Mailman...
On Thu, 10 Feb 2005 18:36:47 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Pray tell, where do you encounter this error? (the list server just had a patch applied to fix a mailman exploit). Go to this page... http://list.valvesoftware.com/mailman/listinfo/hlcoders Click on the hlcoders Archives link at the top of the page, it crashes. Actually it does this on the hlds, hlds_linux and hlmappers Archive link as well. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Limit to the number of traces
On Sat, 05 Feb 2005 16:03:06 +, Ben Curley [EMAIL PROTECTED] wrote: Hi this my first post, and im a novice c++ coder, so please go easy :) Im working with the MP source code and im changing the behaviour of the frag grenade, in basegrenade_shared.cpp I have added a new method called Frag_Detonate(), which is identical to the method Detonate, in all aspects except I iterate 50 times to call FX_FireBullet, with differing QAngles for points uniformly distributed on a sphere, this works well for less than 30 points with the traces drawn and bullet impacts left behind, however any higher and points are drawn, using traces button in game tell me that 50 odd traces have been enumerated but I can only ever see around 30 marks (drawing traces doesnt help me establish if all traces were done as everything is to fast, though it appears that there are too few). Is there a limit on the number of traces per tick, or something else preventing the effect, have I made to many temp entitys so not all are been created. Perhaps your decal limit is set too low and only shows the last 30 bullet decals? Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon ballastics
On Thu, 3 Feb 2005 18:16:02 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: I should of asked more specifically where would this be accomplished at? In YOUR code. See the Ask Dr. Math post I made earlier in this thread. There isn't already any code in the Half-Life2 SDK that handles real-world bullet velocities. You will have to add all that part yourself. You could create a class for each bullet (with it's current location/velocity, etc) and have a CBulletManager class that manages all of the bullets currently flying around the level. Tick the CBulletManager object once per frame and have it do all the bullet updating/movement/velocity changes and deal out the damages. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Check if a file or folder exists at Client
On Wed, 2 Feb 2005 23:19:25 +0100, Frank Weima [EMAIL PROTECTED] wrote: Jeffrey, I put the code in serverplugin_empty.cpp. Server plugins ONLY run on the server. You can't check for files on the client using a server plugin. The only way you can check for files on the client is to create your own MOD and put code in the client DLL of your MOD that checks for the existence of a file. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] new tool and HLLIB question
On Sat, 29 Jan 2005 16:45:26 +0200, Vyacheslav Djura [EMAIL PROTECTED] wrote: I need to implement .gcf support, but currently have no time to write it in Delphi and thought about using HLLIB but NEM's site doesn't function as it should and I can't download it anywhere. If someone has it, please upload somehwere or send me to [EMAIL PROTECTED] or [EMAIL PROTECTED] or just here. wunderboy has mirrors of those files... http://www.wunderboy.org/index.php See the Links for Nem's Utilities section in the middle of that page. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date
Flamebait. Don't feed the trolls. :) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date
On Thu, 27 Jan 2005 11:42:22 -0500, David Anderson [EMAIL PROTECTED] wrote: I don't like bumping threads but this issue is rather important, as if Valve isn't even going to comply with their own API then server-plugins are essentially doomed. I'm not sure I fully understand the problem. Are you attempting to have a single plugin that can support any MOD? (in this case you're saying a single plugin can't support CS:S and HL2DM because it either accesses version 001 or version 002, but not both) My understanding of the Interface version stuff was so that Valve could upgrade the engine interface without breaking old MODs that didn't want to update to the latest SDK (and API). If this is Valve's intent, then that puts the burden on you, the multi-mod plugin creator, to properly handle the engine interfaces used by each MOD. Valve probably should be able to make CS:S and HL2DM both use the same engine interface versions, but this would require lock-stepping the releases so that if CS:S requires a new engine interface, the CS:S upgrade wouldn't be released until the HL2DM team had also done everything necessary to support that engine interface (and vice-versa). Once you add Day of Defeat:S and TFC:S, the updates become fewer and fewer since each update is waiting on the others. Since Valve has no control over outside MOD teams (Natural Selection:Source and others), you would still have to support whatever version of the engine interfaces those MODs are using. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
On Wed, 26 Jan 2005 19:26:40 +0100, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: (you'd think a large software corp such as Valve was more up-to-date with development techniques...). I'd say Valve's techniques are just fine. The game runs good on most machines. The game has sold many copies which is a fairly good indication that people like what Valve has done. As far as lack of SDK documentation goes, you get what you pay for. How much did the SDK code again? I forget. And don't tell me that you paid for the SDK by buying the game, unless you bought the game, installed it and then never played the game. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
On Wed, 26 Jan 2005 12:37:02 -0600, jeff broome [EMAIL PROTECTED] wrote: How much did the SDK code again? Ick..., code = cost. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
On Wed, 26 Jan 2005 22:15:57 +0100, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Eh. My point is, they don't (and shouldn't - I know I wouldn't!) do this to be nice. As I tried explaining earlier, modsupport is a *very* strong selling-point (cs, ro, dod, tf, sf etc etc) and they have nothing but profits and fame to make from it. Yes. Everyone understands your point. Look at this from Valve's point of view. You have X engineers that cost you Y dollars per day. You can have those engineers working on the next product (Half-Life3) that you KNOW will bring in revenue, or you can have them work on documentation that will be used by outside people (which you have no control over) which MIGHT bring in some additional revenue. From a purely cost effective standpoint, which choice would you pick if you were Gabe and it was your money? :) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam: Technology failure
On Thu, 27 Jan 2005 12:16:28 +1000, Grant Christensen [EMAIL PROTECTED] wrote: Well then obviously thunderbird is bloated ware as well, and all it does is read mail doesn't it? Hmmm, maybe Valve could scrap Steam and use Kermit instead? Check out the features: - Error-free file transfer. (whoo-hooo!!!) - Terminal emulation. (great for displaying those ASCII advertisements) - Script programming to automate complicated or repetitive tasks (hurray!, or something) Kermit can download a file in 36 seconds Kermit can upload a file in 21 seconds!!! It can transfer a mixture of text and binary files in a single batch. (holy shit, batman!!!, can Steam do THAT???) Yes, Kermit is the wave of the future. Get Kermit today... http://www.columbia.edu/kermit/kermit.html Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Check if a file or folder exists at Client
On Tue, 25 Jan 2005 18:56:05 +0100, Frank Weima [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is this possible in C++? I'll assume you mean when creating your own client (not trying to get a server plugin to do this on someone else's MOD). stat() can tell you if a file exists... http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vclib/html/_crt__stat.2c_._wstat.2c_._stati64.2c_._wstati64.asp Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
On Wed, 26 Jan 2005 03:56:14 +, Serapth Blah [EMAIL PROTECTED] wrote: Hello all, snip What negatives do you see? Thanks, Mike I hope you are independantly wealthy and have a full 40 hours a week to spend on such a project, because that's about what it will take to put something like this together over the next 6 months or so. If you are new to this list, you should first check out some of the HL2 wiki websites, like... http://www.sourcewiki.org/wiki/index.php/Main_Page http://www.hl2-dev.com/wiki/index.php ...or others. Search the archives for a couple of others. Much of what you want to do is better accomplished using Wiki so that many people can create/edit/correct the documentation instead of just one or two or a select few people doing it. Also realize that the Source engine interface is DYNAMIC. Things are changing, new updates go out every few weeks, which means that some of the game/engine interface is likely to change over the next few months (and new SDK releases will make those changes available to the general public). Whatever you document today, may be out of date tomorrow. If you start creating detailed documenation too soon on something that is very dynamic, it will be more difficult and frustrating to keep up to date. Also, don't overestimate how much people in the community will contribute to such a project. Most MOD coders are WAY too busy to spend all their time creating detailed documentation about what they've learned. That's one of the reasons you find so very few GOOD detailed tutorials on creating code for Half-Life and Half-Life2. You should begin the project with the assumption that YOU ALONE will be the one creating all the content and documentation. You may have some sporadic help here and there from some members of the community, but it would be a very rare thing to find someone dedicated enough to stick with the project for more than a few months. Also, in order to fully understand things properly, you want to attract experienced coders that understand the complexities of the engine and the subsystems that go along with it. You will find that a great majority of the coders in the Half-Life community are just getting started in coding and don't have much experience in data structures, 3D mathematics, rendering algorithms, etc. People who aren't as experienced are going to have greater difficulty making heads or tails out of much of the SDK code. The problem is, that these experienced coders that you want to attact are the same ones that are in high demand to work on MODs and they are the ones that are already too busy trying to get everything together for the MOD they are currently working on. It seems like you are taking on a Herculean task. Perhaps you might want to start with some of the simpler tasks, and once those are complete, consider some of the other items you've listed here. I wish you luck in your project and I hope that you are able to put together some information that will benefit the HL2 community. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Uploading from client?
On Fri, 21 Jan 2005 23:40:11 +0100, Frank Weima [EMAIL PROTECTED] wrote: Hello, Is it possible to make a screenshot on a connected client and upload it to a server? If not, is there anything to make an upload from a file of the client? (just a made screenshot) It is if you are the one creating the client (i.e. it is your MOD). It is not if you are not the one creating the MOD (i.e. CS:S for example). Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Uploading from client?
On Sat, 22 Jan 2005 00:05:25 +0100, Frank Weima [EMAIL PROTECTED] wrote: That's too bad because I was thinking to make it for CS:S on my server. How did the old Punkbuster it then? Was it the way clients had to use a program which took the screenshot and uploaded it? Like: program takes screenshot of screen uploads it to server ? Yes, Punkbuster has a separate client that you have to run on your machine and that application takes screenshots and uploads it to the server. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Peeking
On Fri, 21 Jan 2005 19:08:13 -0600, Justin Harvey [EMAIL PROTECTED] wrote: You should pick up a book on basic 3D math, like '3D Math Primer' or the like. Yes. 3D math is good. You want to create an offset vector that is constantly lerping (use google.com to find lerp) between the original eye position and the final offset location. This vector will be the right vector (cross product of UP and FORWARD) and will be positive going to your right and negative going to your left. You want to constantly be calculating the offset vector (lerping it) as the player moves around (you don't want to precalculate the end position and gradually move from start to end since the end position will be incorrect when the player moves during this transition). You might also want to use slerp instead of lerp if you want the eye position to follow a curved path (instead of a straight line). If you don't know what lerp, slerp, or cross product is, you should buy a good 3D math book like Justin recommended, read it, then come back and write your leaning code. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] message of bogus type
On Thu, 20 Jan 2005 13:25:26 +1000, Draco [EMAIL PROTECTED] wrote: Thanks, now it crashes for entirely different reasons, I should be able to fix it :D whats the message name limit for HL2? Ummm, probably 13 characters, or maybe they've gone all out and made it 14 characters! ;) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugging a Linux server?
On Sat, 15 Jan 2005 15:44:15 -0600, DOOManiac [EMAIL PROTECTED] wrote: Thanks for the help. That's the -g option correct? If so, then yes. I tried r at the (gbd) prompt, and it tried to startup, but then said there was no process. Here's a copy paste: I suspect your script to run gdb is giving gdb command line arguments. You don't want to do that. You want to start gdb from the command line by only providing the executable name (i.e cd /usr/steam/hlds_l gdb srcds_i486 ...you shouldn't need the ./ part before srcds_i486 Then once you get inside gdb, you use set args to set the command line arguments that you want to pass to the debugged program. Then use 'r' or 'run' to run the program. See this... http://sources.redhat.com/gdb/current/onlinedocs/gdb_5.html Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Position
On Thu, 13 Jan 2005 20:26:46 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Is there a console command to be able to see this bounding box? So you can see exactly where it is located on the player, as well as other objects? http://www.valve-erc.com/srcsdk/console/developer_console.html Check some of the cl_ or r_ commands. Jeffrey bortman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] PlayerInfoManager Interface?
But, when i try to loop through the available players, i seem to get an error at in this code: for ( int i = 1; i = 32; i++ ) // EVIL: shouldn't just assume maxplayers is 32!!! { edict_t *pPlayerEdict = INDEXENT( i ); if (pPlayerEdict) // valid edict { snip // Set team (in case the game dll changed it for us) int iTeam = pInfo-GetTeamIndex(); *CRASH * * CRASH Are you running a 32 player server? If not, (say you're running an 8 player server), entities 9-32 will NOT be players, but you are treating them as they are by trying to get the player info on them. You should add a check to make sure entity X is actually a player (not the EVIL part in the comment from my original code!!!) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugins - Interfaces?
If I understood the server plugin example correctly, I can only access certain features through interfaces. Now I wonder if there's a list of interfaces I can use in a server plugin? Here's some that I've tried (you'll need to include the appropriate .h file yourself). The commented ones definitely don't work... enginetrace = (IEngineTrace*)interfaceFactory(INTERFACEVERSION_E NGINETRACE_SERVER, NULL); if ( !enginetrace ) Msg(PLUGIN: Unable to load enginetrace, ignoring\n); else Msg(PLUGIN: Loaded enginetrace\n); gamedll = (IServerGameDLL*)gameServerFactory(INTERFACEVERSIO N_SERVERGAMEDLL, NULL); if ( !gamedll ) Msg(PLUGIN: Unable to load gamedll, ignoring\n); else Msg(PLUGIN: Loaded gamedll\n); gameents = (IServerGameEnts*)gameServerFactory(INTERFACEVERSI ON_SERVERGAMEENTS, NULL); if ( !gameents ) Msg(PLUGIN: Unable to load gameents, ignoring\n); else Msg(PLUGIN: Loaded gameents\n); gameclients = (IServerGameClients*)gameServerFactory(INTERFACEVE RSION_SERVERGAMECLIENTS, NULL); if ( !gameclients ) Msg(PLUGIN: Unable to load gameclients, ignoring\n); else Msg(PLUGIN: Loaded gameclients\n); spatialpartition = (ISpatialPartition*)interfaceFactory(INTERFACEVERS ION_SPATIALPARTITION, NULL); if ( !spatialpartition ) Msg(PLUGIN: Unable to load spatialpartition, ignoring\n); else Msg(PLUGIN: Loaded spatialpartition\n); voiceserver = (IVoiceServer*)interfaceFactory(INTERFACEVERSION_V OICESERVER, NULL); if ( !voiceserver ) Msg(PLUGIN: Unable to load voiceserver, ignoring\n); else Msg(PLUGIN: Loaded voiceserver\n); staticprops = (IStaticPropMgr*)interfaceFactory(INTERFACEVERSION _STATICPROPMGR_SERVER, NULL); if ( !staticprops ) Msg(PLUGIN: Unable to load staticprops, ignoring\n); else Msg(PLUGIN: Loaded staticprops\n); //mapdata = (IMapData*)gameServerFactory(INTERFACEVERSION_MAPD ATA, NULL); //if ( !mapdata ) //Msg(PLUGIN: Unable to load mapdata, ignoring\n); //else //Msg(PLUGIN: Loaded mapdata\n); //physics = (IPhysics*)gameServerFactory(VPHYSICS_INTERFACE_VE RSION, NULL); //if ( !physics ) //Msg(PLUGIN: Unable to load physics, ignoring\n); //else //Msg(PLUGIN: Loaded physics\n); //physicscol = (IPhysicsCollision*)gameServerFactory(VPHYSICS_COL LISION_INTERFACE_VERSION, NULL); //if ( !physicscol ) //Msg(PLUGIN: Unable to load physicscol, ignoring\n); //else //Msg(PLUGIN: Loaded physicscol\n); //physicssurfprop = (IPhysicsSurfaceProps*)gameServerFactory(VPHYSICS_ SURFACEPROPS_INTERFACE_VERSION, NULL); //if ( !physicssurfprop ) //Msg(PLUGIN: Unable to load physicssurfprop, ignoring\n); //else //Msg(PLUGIN: Loaded physicssurfprop\n); enginesound = (IEngineSound*)interfaceFactory(IENGINESOUND_SERVE R_INTERFACE_VERSION, NULL); if ( !enginesound ) Msg(PLUGIN: Unable to load enginesound, ignoring\n); else Msg(PLUGIN: Loaded enginesound\n); enginecache = (IVEngineCache*)interfaceFactory(VENGINE_CACHE_INT ERFACE_VERSION, NULL); if ( !enginecache ) Msg(PLUGIN: Unable to load enginecache, ignoring\n); else Msg(PLUGIN: Loaded enginecache\n); modelinfo = (IVModelInfo*)interfaceFactory(VMODELINFO_SERVER_I NTERFACE_VERSION, NULL); if ( !modelinfo ) Msg(PLUGIN: Unable to load modelinfo, ignoring\n); else Msg(PLUGIN: Loaded modelinfo\n); What I'm looking for especially is a good method of disconnecting a client. I know that the engine interface has a execute client method, but somehow executing a disconnect on a client to kick him from a server does not feel right. I wonder if I have access to the same methods that disconnect a user when I execute an rcon kick command? Not, rcon kick, just issue the kick command as a Server Command (using the player name or player index as the argument to kick). Make sure to put the \n newline at the end of the kick command. BTW: Does anyone know of a searchable archive of this list? Try this... http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/ Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugins - Interfaces?
[EMAIL PROTECTED] wrote: In response to your last question: http://list.valvesoftware.com/mailman/private/hlcoders/ The valvesoftware.com archive isn't searchable. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keybind / prone
On Fri, 7 Jan 2005 21:07:57 -0500, r00t 3:16 [EMAIL PROTECTED] wrote: Hmm, I added the following, to add the key. static ConCommand startprone(+prone, IN_ProneDown); static ConCommand endprone(-prone, IN_ProneUp); Well, take that out and add... static ConCommand toggleprone(prone, IN_Prone); Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OT: Ignore date / time differences in Beyond Compare
On Wed, 5 Jan 2005 20:20:12 -, Mark Ingram [EMAIL PROTECTED] wrote: Hi, know this is slightly off topic, but how do i ignore date and time differences in beyond compare? Just tried todo a diff between old HL2 source code and updated source code and its flagging every file as different because they were created at different times. Had a quick google for it but couldnt find solution. View-File Comparison Rules Uncheck the timestamp box. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vtf2tga code question
On Fri, 24 Dec 2004 00:26:55 +0200, Vyacheslav Djura [EMAIL PROTECTED] wrote: I am trying to improve vtf2tga, so it can convert several textures in a row, but I've noticed that program's RAM usage doesn't decrease after one texture has been converted. I mean when I convert 3 textures in a row all of 512x512 size, such thing happen to memory usage: before conversion - ~3mb 1 image converted - ~4.5mb 2 images converted - ~5.5mb etc. What should I do to clean the memory? Did you notice this line?... pDstImage = new unsigned char[ImageLoader::GetMemRequired(blah, blah, blah); ...that memory never gets freed. I guess that's why the comment at the bottom says... // leak leak leak leak leak, leak leak, leak leak (Blue Danube) :) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders