Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-24 Thread 1nsane
OP doesn't translate all too well either, making your post equally confusing
:D.

On Sat, Jul 24, 2010 at 6:33 PM, Harry Jeffery 
harry101jeff...@googlemail.com wrote:

 I find it ammusing that you follow the trend and use a more
 complicated vocabulary as well which will probably leave the op quite
 confused when he runs this through google translate.

 On 24 July 2010 22:57, Matt Hoffman lord.matt.hoff...@gmail.com wrote:
  I like how you point out the fact that english may not be his primary
  language, and then proceed to use a higher level lexicon that would
 require
  a lot of word lookups to fully understand.
 
  On Sat, Jul 24, 2010 at 2:53 PM, Katrina Payne 
 fullmetalhar...@nimhlabs.com
  wrote:
 
  In the very unlikely occurrence that the OP is not a troll--but from the
  looks
  of things, not speaking english as a first language. (Is there really a
  nonexistant/zero/undefined hotmail for Spanish people? I mean--his
  provider's
  signature seems odd.)
 
  Well, first let us understand:
  Visual Studio is not a language. It is a concept known as an Integrated
  Development Environment.
 
  Typically Visual Studio could be used to work on stuff in any language.
  Heck if
  Microsoft released and Intercal Visual Studios--you could do stuff in
  Visual
  Studios in Intercal if need be (Though, that is more stuff the more
  masochistic
  people in Linux communities do when they want to joke around and amuse
  themselves--the Visual Studio equivalent would probably use the
 drastically
  less masochistic COBOL).
 
  Now, in the IDE of your choice, in this case Visual Studio, you can
  typically
  make use of any language that is compatible with C++ based DLLs and
 header
  files. For simplicity purposes I am going to suggest just sticking with
 C++
  for
  now.
 
  Next, we can move on:
 
  You were seemingly purportedly vague in what your error was.
 
  Perhaps if you can post what the first few lines of errors was that
 Visual
  Studio is coming up to, when you try to build it.
 
  Or, if it successfully builds--what is the first few lines of errors of
  errors
  when you run it.
 
  It may possibly be a linking error. As while you may have the library on
  your
  computer--you still need to tell the program to link against it.
 Typically
  this is done in the linking stage of compilation.
 
  Hope your issues get solved soon.
 
  Be if legit programming issues, or the ensuing lulz from trolling a
 mailing
  list (whatever the case may be).
 
  ~Katrina
 
  On Saturday, July 24, 2010 12:26:07 pm Dexter wrote:
   I will plase halp him I guess.
  
   http://metamod.sourceforge.net/files/sdk/hl_sdk_v23_source.exe
  
   Compile it wid da visul C++ compiler, try converting to visual C++
   2005 express edition
  
Maybe an expert troll
  
   On Sat, Jul 24, 2010 at 10:26 AM, Simon Rapilly 
 simonrapi...@gmail.com
  wrote:
Nope I don't think he is
   
2010/7/24 AnAkIn . anakin...@gmail.com
   
Are you kidding?
   
2010/7/24 joel olgado hl_...@hotmail.com
   

 a question im creating a mod for HALF-LIFE called Sector B-12

 and I want to work in non steam hl version , and the hl won
 version
  .
 I need to create a new hl.dll ? I do not know what to
 do?
 i install a WON HL MOD (normal mod with the HL original dll) in
 NON
  STEAM
 HL  and does not work and i saw several mods with compatibility
 with
  non
 steam and WON...
 and a ultimate question :

 and that language use hl non steam

 VISUAL C++  or visual situdio 2008  (or other)
 Thanks


 help me plase




 _
 Pronto descubrirás un nuevo Hotmail. Nos estamos reinventando.
  Preparate
 para lo que se viene.
 http://www.nuevohotmail.com
 ___
 To unsubscribe, edit your list preferences, or view the list
  archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


   
   
--
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
___
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] HTTP-Request?

2010-06-28 Thread 1nsane
Couldn't you use a mysql database instead for this?

On Mon, Jun 28, 2010 at 7:30 PM, Ash Dookun ashvin_doo...@hotmail.comwrote:

 Well what I'm trying to do is send a request to a webpage. To receive a
 result.

 I already have my PHP script set up.
 So that if a POST or GET item with the name STEAMID is set and is in the
 correct form it will search a database then return found or not found to the
 page.

 Thanks very much for the help, i looked at asio but could not see anything
 related to HTTP requests. could you tell me which folder it is in?

 I'm new to the whole source SDK thing, so get used to me :P
 ___
 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] Taking high resolution screenshots?

2010-06-23 Thread 1nsane
You might try defining the resolution via the launch parameters and running
it in windowed mode (-width -height -sw)

On Wed, Jun 23, 2010 at 10:47 AM, Darth.Hunter hun...@egaming-league.netwrote:

 Hey folks!

 I guess I'll find out most about this topic here - you guys probably know
 console options best.



 In CryEngine and UnrealEngine, there are very simple ways to take high
 resolution screenshots. I searched the Valve Developer wiki and Google -
 and
 found nothing about the Source Engine. Is it even possible? I'd really need
 to print some large-scale banners and would need a respective resolution to
 do so.



 Thanks for any help!

 Sebastian

 ___
 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] Taking high resolution screenshots?

2010-06-23 Thread 1nsane
In the year 2525.

On Wed, Jun 23, 2010 at 2:47 PM, Harry Jeffery 
harry101jeff...@googlemail.com wrote:

 Valve said it would be released once they had done all the meet the
 team videos.

 On 23 June 2010 16:47, Sam samuelga...@gmail.com wrote:
  It is possible with the upcoming Source Filmmaker feature used in pretty
  much all VALVe trailers since Day of Defeat Source, even though there's
 no
  chance that they'll actually release it, but, you can use 1nsane's
  parameters
 
  On Wed, Jun 23, 2010 at 12:01 PM, 1nsane 1nsane...@gmail.com wrote:
 
  You might try defining the resolution via the launch parameters and
 running
  it in windowed mode (-width -height -sw)
 
  On Wed, Jun 23, 2010 at 10:47 AM, Darth.Hunter 
 hun...@egaming-league.net
  wrote:
 
   Hey folks!
  
   I guess I'll find out most about this topic here - you guys probably
 know
   console options best.
  
  
  
   In CryEngine and UnrealEngine, there are very simple ways to take high
   resolution screenshots. I searched the Valve Developer wiki and Google
 -
   and
   found nothing about the Source Engine. Is it even possible? I'd really
  need
   to print some large-scale banners and would need a respective
 resolution
  to
   do so.
  
  
  
   Thanks for any help!
  
   Sebastian
  
   ___
   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] Source Engine 2!!!

2010-06-11 Thread 1nsane
That was a girl? It seemed quite ugly. Very much so compared to the person
they based it on.

On Fri, Jun 11, 2010 at 11:07 AM, Colm Sloan colmsl...@gmail.com wrote:

 I'd like to see the girl from Portal as a new character in TF2.
 ___
 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] Source Engine 2!!!

2010-06-10 Thread 1nsane
They could just release everything that was made for Duke Nukem Forever as
Duke Nukem Forever Episode 1.

Then 10 years later release EP2. It would make perfect sense!

On Thu, Jun 10, 2010 at 4:25 PM, Dexter dex...@linux.com wrote:

 Maybe they're releasing Duke Nukem Forever on a new Source engine.

 Or maybe a new version of the Source engine and SDK that doesn't break with
 every update.

 I'm not sure which is more far fetched

 On Thu, Jun 10, 2010 at 2:21 PM, Sam samuelga...@gmail.com wrote:

  Second reason, they lost their code and have to redo everything.
 
  I giggled, hard.
 
  I doubt the announcement would be anything related to the engine, they
  could've done that back in GDC, E3 is about entertrainment, not
 development
  like GDC is
 
  On Thu, Jun 10, 2010 at 5:09 PM, Adam Buckland adamjbuckl...@gmail.com
  wrote:
 
   I'm going to go with Jeffrey, and call Portal for the Wii now. Valve
   said that they wanted to do a Wii game, so this could be it!
  
   On 10 June 2010 20:07, Joel R. joelru...@gmail.com wrote:
Is this the big surprise for E3?!  I hope it is, that would so rock!
___
To unsubscribe, edit your list preferences, or view the list
 archives,
   please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
   
   
  
  
  
   --
  
   Bucky
  
   ___
   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] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread 1nsane
Also this, apparently:
http://www.reddit.com/r/linux/comments/butl8/steam_for_linux_testapp_thingy/

On Sat, Apr 24, 2010 at 11:37 AM, Jonas 'Sortie' Termansen 
hlcod...@maxsi.dk wrote:

  From what I heard at
 
 http://www.phoronix.com/scan.php?page=articleitem=steam_linux_scriptnum=1
 ,
 they have found a bash script in the mac beta that adds future support
 for Linux. And they have also released .so files for Linux in Left 4
 Dead once, and so on. There is some evidence but nothing I would
 consider valid proof of a Linux client coming in the near future.

 ___
 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] Happy St.Patricks Day

2010-03-17 Thread 1nsane
Hah, I was wondering why all the restaurants around the lake got full
suddenly full (and it wasn't even a friday!). Now I remember why.

On Wed, Mar 17, 2010 at 4:53 PM, Ben Mears benmea...@gmail.com wrote:

 don't spill any drinks in your keyboards!

 On Wed, Mar 17, 2010 at 12:49 PM, Patrick Shelley sidest...@gmail.com
 wrote:

  oh indeedy :)
  ___
  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] HTML/JPG/GIF display in HL1 Goldsrc

2010-01-30 Thread 1nsane
Are you by any chance referring to the HTML MOTD panel?

That just uses an Internet Explorer frame to open a web page/HTML file.

On Sat, Jan 30, 2010 at 6:31 PM, Saint Thoth (hotmail) st_th...@hotmail.com
 wrote:

 HTML/JPG/GIF display in HL1 Goldsrc

 I've seen mods that can display HTML content on panels in-game. Presumably
 that includes JPG and/or GIF image display capability.

 Has anyone seen the source code for this capability?

 We have a mod that can display TGA images on panels, and want to use them
 to
 make lore books, however, TGA images are FAR too large, disk-space-wise,
 for
 this purpose. JPG or GIF would certainly be more acceptable.

 It maybe this ability is the result of an AMX plugin or such, in which
 case,
 I should likely go searching at the ModX forums. _

 Thanks in advance,


 ___
 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] BSP V21

2009-10-28 Thread 1nsane
I attempted to load LFD2 maps in LFD. But didn't really get far.

map c5m1_waterfront
 Host_NewGame 
Compact released 131072 bytes to the backing store

Host_Error: Map_LoadModelGuts: bad LUMP_TEXINFO size in
maps/c5m1_waterfront.bsp

On Wed, Oct 28, 2009 at 11:12 AM, Tom Edwards t_edwa...@btinternet.comwrote:

 Everyone I've ever emailed at Valve has replied graciously and has
 usually been able to help with my problem. Except Doug Lombardi, but of
 course ignoring people asking difficult questions is his job. ;-)

 botman wrote:
  I'm sure the Valve guys really appreciate you sending them unsolicited
  email.  I bet they'll get right on that.  :)
 
 
  On 10/28/2009 8:43 AM, Saul Rennison wrote:
 
  That line was directed at VALVe, I sent that email to Mike Durand and
 Erik
  Johnson. I was wondering if anyone else has tried messing with L4D2
 BSPs?
 
  Thanks,
  - Saul.
 
 
  2009/10/28 Olly Gingeroli...@gmail.com
 
 
  You want a file from the sdk a game that the demo hasn't even been
  relesed for yet?
 
  Sent from my iPhone
 
  On 28 Oct 2009, at 11:57, Saul Rennisonsaul.renni...@gmail.com
  wrote:
 
 
  Hey,
 
  I've just tried decompiling *c5m1_waterfront*, to find that the BSP
  version
  has changed to 21. After putting it through my BSP lump
  introspector, I've
  found that the BSP format has changed slightly (an integer has been
  placed
  somewhere, I think in each lump header).
 
  Are VALVe willing to elaborate on this new BSP format, possibly with
  just
  the *bspfile.h* in the L4D2 SDK?
 
  Much appreciated,
  - Saul.
  ___
  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] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-20 Thread 1nsane
And there's still some left.

But hey, now this is super public!

On Thu, Aug 20, 2009 at 10:49 PM, AzuiSleet azuisl...@gmail.com wrote:

 These exploits are already public, and have been floating around for years
 before anyway.

 On Thu, Aug 20, 2009 at 8:43 PM, Matt Hoffman
 lord.matt.hoff...@gmail.comwrote:

  Is it really a good idea to post the link? Not everyone on this list has
  the
  best intentions, nor do I think anyone can do anything about it? (Correct
  me
  if I'm wrong)
 
  Wouldn't it work better directly mailed to Valve?
 
  On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison saul.renni...@gmail.com
  wrote:
 
   Luigi has found yet another exploit in Valve's up-to-date,
   unexploitable engine :D
  
  
  
   Thanks,
   - Saul.
  
   ___
   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] generating a map overview image

2009-06-24 Thread 1nsane
What about starting the game in windowed mode with a custom resolution?
Perhaps that would allow going over the max supported by the monitor and as
such the screenshot could be made bigger.

On Wed, Jun 24, 2009 at 12:53 PM, Joel R. joelru...@gmail.com wrote:

 You can create a 4000px sized image using the same code created to create a
 screenshot.  However it will require taking several shots because of the
 natural screen FOV.

 On Wed, Jun 24, 2009 at 11:41 AM, Jeffrey Wong mindstormmas...@gmail.com
 wrote:

  Does anyone know of a tool that can produce a very high resolution image
 of
  a map overview?  The process we currently use and that is outlined on the
  developer wiki is essentially a screenshot, thus being limited in size.
   For
  example, I'd like to make a 4000px version of the map overview seen here:
  http://www.dystopia-stats.com/img/overviews/dys_vaccine2.png
 
  Thanks in advance.
  ___
  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] (no subject)

2009-03-05 Thread 1nsane
Penis.

On Thu, Mar 5, 2009 at 3:15 PM, homi h...@nadlanu.com wrote:

 please dont send mi this mesges. thanks
 ___
 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] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-23 Thread 1nsane
But if valve finds this useful... Surely they could work something out. Not
like bots would hurt their MP games. The opposite, would make them possible
to play offline.

On Tue, Dec 23, 2008 at 5:00 PM, Nick xnicho...@gmail.com wrote:

 Because valve hates open source with a vengeance, and also some one
 posted the entire valve source sdk onto sourceforge?? Sourceforge, the
 open source code sharing place? If that doesn't get a call from the
 lawyers I don't know what will

 https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/

 https://rcbot2.svn.sourceforge.net/svnroot/rcbot2/game/client/animatedtextureproxy.cpp

 I would like the idea of an open source tf2 bot, but the likely hood
 of valve tolerating it is like zero. Right now, If I was Valve, I
 would ignore this thread and just send the lawyers in with a DMCA
 takedown. Big corporations tend to do that.


 On Mon, Dec 22, 2008 at 8:33 PM, Daniel Glenn ackartdasfu...@gmail.com
 wrote:
  Because... not everyone has an internet connection worth playing? Also,
 some
  Source mods don't have that many players anyway.
 
  Also, answer this for me. Why would Valve sue someone because they made a
  bot plugin?
 
  Anyway, this is a great idea and I hope that it blossoms into something
 big.
  HL1 had a great bot community.
 
  On Mon, Dec 22, 2008 at 8:21 PM, Nick xnicho...@gmail.com wrote:
 
  I don't understand why anyone would ever want to go through the hassle
  and waste of time to make a bot framework for orange box. Then they
  want to make it open source, (not their code btw), and prey valve
  doesn't stick their lawyers on them.
 
  If valve doesn't want to make an bot for tf2, why would you want
 to???
 
  TF2 is a really fun game, there is no point in destroying it by
  playing against bots.
 
  On Mon, Dec 22, 2008 at 4:34 PM, cheeseh-bu chew...@gmail.com wrote:
   Hi all,
  
   first of all, thanks for the help to get my plugin for the Orange box
 SDK
   working, My plugin is at *http://rcbot.bots-united.com*
  
   Now just a message for anyone interested in contributing to the source
  (Bear
   in mind it is in *Alpha stage*):
  
   So now I'm just doing a little advertising for my bot framework for
  Orange
   Box, I'm basically *looking for developers* that are interested in
   contributing to generating a more functional HL2 bot (For mods such as
  TF2,
   FF, and MODs in the pipeline such as NS2, SvenCoop2 etc..) by using
 the
  *SVN
   *code repository.
  
   The latest *Rcbot2* source code is up on SVN here,
  
   https://sourceforge.net/svn/?group_id=248612
  
   If interested in developing make a sourceforge account and contact me.
  
   If you have Visual Studio, use:
  
   http://ankhsvn.open.collab.net/
  
   and the repository:
  
   https://rcbot2.svn.sourceforge.net/svnroot/rcbot2
  
   *Don't forget* to put it into a new folder (such as RCBot2) in the
 Source
   SDK utils directory
  
   (If u need any help with SVN give me a message)
  
   Hope some out there are interested
  
   (now time to rest and have a merry xmas + new year )
  
  
   Thanks!!!
  
   -[RCbot] Cheeseh
   ___
   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] Get/dump console output to file

2008-08-13 Thread 1nsane
If this is on srcds, add -condebug to your launch options. This will
create a file called console.log which will log everything. If you are
running this in developer X mode you will get all the console output logged.
However... it will log evereything to that one file, so you can get 1gb text
files it you dont rename/delete.

On Wed, Aug 13, 2008 at 6:39 PM, Chris Deegan [EMAIL PROTECTED] wrote:

 Not sure if this is useful, but as I used to run all of my srcds
 instances in 'screen' on Linux - very handy when you are running
 headlesss remote servers. Doing it this way you can simply spawn the
 screen with the -L switch. This will pump all text into a file called
 screenlog.0. It gets everything!

 I hope this helps.

 Chris

 Tiago Conceição wrote:
  Now can i get the console output from srcds using a plugin
  Anyway without redirecting stdout??
 
  or dup stdout to a file??
 
  thanks
  _
  Receba GRÁTIS as mensagens do Messenger no seu celular quando você
 estiver offline. Conheça  o MSN Mobile!
  http://mobile.live.com/signup/signup2.aspx?lc=pt-br
  ___
  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] Which are the other 3 mods that get access to the steamworks sdk?

2008-08-11 Thread 1nsane
Zombie Panic Source and Age of Chivalry?

It would be nice if Valve finally started distributing mods for ?free? over
Steam... that would make updating much easier for everyone and less random
disconnects when the versions differ.

On Mon, Aug 11, 2008 at 9:52 AM, Wiktor Deresz [EMAIL PROTECTED] wrote:

 On Mon, Aug 11, 2008 at 8:54 AM, [EMAIL PROTECTED] wrote:

  I noticed that Synergy is one of the first 4 mods that get access to the
  steamworks sdk, so im wondering which are the other 3 mods that get
 access,
  and if its possible that more mods will get access to the steamworks sdk
 in
  the near future, as this would be a great benefit for the source modders
 out
  there.
  --
  Der GMX SmartSurfer hilft bis zu 70% Ihrer Onlinekosten zu sparen!
  Ideal für Modem und ISDN: http://www.gmx.net/de/go/smartsurfer
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

 Zombie Panic Source!
 ___
 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] New Content Authoring Tools In Tonight's Update

2008-06-09 Thread 1nsane .
Particle Editor yay!

:D

On Mon, Jun 9, 2008 at 8:37 PM, Mike Durand [EMAIL PROTECTED]
wrote:

 Hi All-



 Included in the updates of TF2, Portal, and HL2:Ep2 are the binaries for
 the particle editor, the commentary editor, and the materials editor.
 I'm still working on an SDK update that includes a convenient way to
 launch the tools as well as some example particles and commentary files,
 but in the interim you can run any of the three games with '-tools' in
 the launch options and access the new tools.



 More documentation is on the way, but here is some general information
 to help get you started checking out the tools:



 1.   These three tools run in the same process as the engine and you
 can switch between the tools.

 2.   The F10 button changes context between playing the game in the
 'Engine Viewport' window and editing content via the current tool.

 3.   In the lower left corner is an input field that allows the user
 to dispatch console commands to the game while working with the tools.

 4.   Particle systems are defined in .pcf files that are located in
 the 'particles' subdirectory beneath the game directory. You should
 extract some of the TF2, Portal, or Ep2 particle files from the game
 caches if you would like to see some examples. The SDK update will
 include example particles.

 5.   Commentary node information is stored in text files in the
 games' 'maps' subdirectory and the established naming convention is
 map_name_commentary.txt. Again, you can extract these files from our
 shipping games to check out the editor ahead of the SDK update and
 example nodes.

 6.   The material editor  is a GUI front-end and preview tool that
 provides a more convenient way of tweaking materials settings. You can
 extract VMT files from our shipping games or those from your own mods to
 check it out.



 I'm sure that there will be lots of questions and I'll do my best to
 answer them quickly. I'm looking update the SDK either tomorrow or
 Wednesday which will give you guys some more examples as well as make
 launching the engine tools more consistent with our other tools.



 -Best,

  Mike



 ___
 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] splitskybox doesnt work

2008-06-01 Thread 1nsane .
Try this version splitskybox.exe:
http://www.lotusclan.com/skysplitting/

See if it works.

On Sun, Jun 1, 2008 at 3:53 AM, Chris Deegan [EMAIL PROTECTED] wrote:


 How might I get my grubby mitts on a working splitskybox.exe? Or even
 more importantly, how soon might the SDK be updated? ;)

 CD

 On 20/05/2008, at 3:16 PM, Tony omega Sergi wrote:

  when i get home i'll upload a fixed version to tide you over till the
  sdk is updated. i actually fixed it a while ago.
 
  On 5/19/08, 1nsane . [EMAIL PROTECTED] wrote:
  What do you mean by doesn't work? I've got an older splitskybox
  here...
  Guess I could upload it. Although I wanna know what you mean by
  doesn't
  work. You don't know how to use it does it crash or what?
 
  On Mon, May 19, 2008 at 10:50 PM, Adam Donovan
  [EMAIL PROTECTED]
  wrote:
 
  Ok so I guess that means nobody can tell me if there is a work
  around, so
  I
  went ahead and made changes to the wiki to reflect that it no longer
  works(so others dont waste 3 or more hours on it)...I will be
  happy to
  change it again if you can prove me wrong.
  Ad
 
  Note* The method descibed in this tutorial doesnt work, To achive
  finishing
  a HDR skybox for Source you must render out individual skyboxes
  as .pfm
  files as the splitskybox.exe does not 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
 
 
 
 
  --
  -Tony
 
  ___
  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] Hosting Dedicated Server

2008-05-25 Thread 1nsane .
You are trying to run an EP2 mod on the EP1 dedicated server? Try using the
Team Fortress 2 dedicated server and see how that goes :).

On Sun, May 25, 2008 at 11:28 PM, Matthew Dryden [EMAIL PROTECTED]
wrote:

 Hi all,

 I recently try to take our mod and host a dedicated server for it on my
 own box by using the Source Dedicated Server in the Tools tab. I moved
 my whole mod folder for to this folder:

 C:\Program [EMAIL PROTECTED] dedicated server

 And then I booted up the program. The server launched fine and it was
 all good until I tried to connect...then I got this message:

  This server is using an older protocol ( 7 ) than your client ( 14 ).

 The mod is based on the Orange Box engine, uses AppID 218, and is not
 VAC-secured...if I make it VAC secured, it gives me this error:

 MountFilesystem( 241 ) failed:
 SteamMountFilesystem(2104,241,0x150dfd64=,0x150dfc54) failed with error
 5: No Steam Content Servers are available.

 Which is fine, I don't need it VAC secured, but I don't understand why
 I, nor any of my testers, can connect to the server which is using dlls
 that are absolutely an exact copy of my mod directory.

 Does anyone have a fix, workaround, or thought on this?

 Thanks.
 - Matthew

 ___
 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] splitskybox doesnt work

2008-05-19 Thread 1nsane .
What do you mean by doesn't work? I've got an older splitskybox here...
Guess I could upload it. Although I wanna know what you mean by doesn't
work. You don't know how to use it does it crash or what?

On Mon, May 19, 2008 at 10:50 PM, Adam Donovan [EMAIL PROTECTED]
wrote:

 Ok so I guess that means nobody can tell me if there is a work around, so I
 went ahead and made changes to the wiki to reflect that it no longer
 works(so others dont waste 3 or more hours on it)...I will be happy to
 change it again if you can prove me wrong.
 Ad

 Note* The method descibed in this tutorial doesnt work, To achive finishing
 a HDR skybox for Source you must render out individual skyboxes as .pfm
 files as the splitskybox.exe does not 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



Re: [hlcoders] Orange Box Engine: CVar attributes?

2008-04-30 Thread 1nsane .
What about FCVAR_REPLICATED?

On Wed, Apr 30, 2008 at 1:48 PM, Tom Leighton [EMAIL PROTECTED]
wrote:

 Never mind then :S My Bad

 Saul Rennison wrote:
  Tom, that won't work in server plugins as the client will just ignore
  that flag.
 
  Tom Leighton wrote:
 
  He said everything you need to know how to do it.
 
  Define the FCVAR_NO_ANNOUNCE in a header so you can use it,
 
  #define FCVAR_NO_ANNOUNCE (125)
 
 
  Then on all your cvars put this as a flag
 
  ConVar blah(Blah, test, ., FCVAR_REPLICATED 
 FCVAR_NO_ANNOUNCE);
 
  Ronny Schedel wrote:
 
 
  Sorry, I didn't mention, it's for a server plugin.
 
 
 
 
  // If the CVar has the FCVAR_NO_ANNOUNCE flag, don't announce it.
  if(pCVar-m_nFlags  FCVAR_NO_ANNOUNCE)
 return;
 
 
  ___
  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] extract detail model positions from a .bsp file?

2008-03-16 Thread 1nsane .
And you also confirm them yourself right? By logging into to their email
accounts? I see, that might just work.

On Sun, Mar 16, 2008 at 5:58 AM, Jorge Rodriguez [EMAIL PROTECTED] wrote:

 On Fri, Mar 14, 2008 at 4:31 PM, Spencer 'voogru' MacDonald 
 [EMAIL PROTECTED] wrote:

  Yeah I wonder how they get on the mailing list to begin with.


 When I run into someone on the internet that I don't like, I sign them up
 for hlcoders spam :P

 --
 Jorge Vino Rodriguez
 ___
 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] extract detail model positions from a .bsp file?

2008-03-14 Thread 1nsane .
OT: What is it with this recent bunch of retards? How can they subscribe
themselves to the list, then confirm it and yet be unable to read the
Unsubscribe message at the bottom while having the audacity to YELL at us to
stop emailing him? I will keep on emailing the list, not him.

On Fri, Mar 14, 2008 at 2:57 PM, Spencer 'voogru' MacDonald 
[EMAIL PROTECTED] wrote:

 Okay.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Chrs
 Anderson
 Sent: Friday, March 14, 2008 2:49 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] extract detail model positions from a .bsp file?

 DO NOT EMAIL ME


 Nick [EMAIL PROTECTED] wrote:
  Hotmail is screwing up the entire message list. Please use gmail instead.

 On Fri, Mar 14, 2008 at 10:14 AM, Adam Donovan wrote:
  Hi Ryan,
  By detail props I mean the type of models that are generated
 automatically
 on a WorldVertexTransition transition texture based on alpha ranges
  I always thought it was done at compile time because I see the following
 line when compiling
  Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
  or is this something else?
  I would look in the bsp file if there was a simple way to read it as
 text?
 -is there? - it just looks like garlbe mess when i open one in
 notpad..maybe
 i should try a hex editor? I havent looked into the code for the bsp files
 yet maybe I will now have a look..any help on this would be cool cause
 then
 we might be able to make a small tool that others can use to place any
 type
 of entity.
 
  thanks again
  adam
 
 
  Date: Thu, 13 Mar 2008 23:18:45 -0700
  From: [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]; hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] hlcoders digest, Vol 1 #3715 - 6 msgsextract
 detail model positions from a .bsp file?
 
  Are you sure they are compiled? I thought those were generated as
 func_detail on runtime. If surface detail models are done on compile, they
 are probably merged with Model 0 (worldspawn). If you find those are
 generated in vbsp, then just alter vbsp to dump a list of coordinates for
 you. We have the vbsp code, not the orange box ones yet though I don't
 think.
 
 
  On Thu, Mar 13, 2008 at 7:02 PM, Adam Donovan wrote:
 
 
 
 
 
  Hi Again all,
 
 
 
  Is there any way anyone
 
  knows of a way to extract detail model positions from a .bsp file? I
 would
 like to be able to rip the x,y,z
 
  information of the detail models so that I can use the coordinates to
 place
 
  static props. By detail models I mean the unlit models that are emitted
 from a
 
  .vbsp file at compile time.
 
 
 
  Any ideas help?
 
 
 
  Adam
 
 
 
 
 
  _
 
  New music from the Rogue Traders - listen now!
 
 

 http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referr
 al=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetradershttp://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referral=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders
 
 
  ___
 
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
  --
  ~Ryan
 
  _
  Overpaid or Underpaid? Check our comprehensive Salary Centre
 

 http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fcontent%2Emycareer%2Ecom%2Ea

 u%2Fsalary%2Dcentre%3Fs%5Fcid%3D595810_t=766724125_r=Hotmail_Email_Tagline
 _MyCareer_Oct07_m=EXThttp://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fcontent%2Emycareer%2Ecom%2Eau%2Fsalary%2Dcentre%3Fs%5Fcid%3D595810_t=766724125_r=Hotmail_Email_Tagline_MyCareer_Oct07_m=EXT
  ___
  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] Players getting stuck in physics objects.

2008-02-10 Thread 1nsane .
--
[ Picked text/plain from multipart/alternative ]
Is this for TF2?

If so, disabling turbophysics seems to allow physics objects to push/hurt or
even kill players. That way boat props can be punched or otherwise hit
(while on them) by a melee weapon and made to move whit out people getting
stuck in them.

And you are using prop_physics right? Not that multiplayer only version?

On Feb 10, 2008 9:30 AM, Spencer 'voogru' MacDonald [EMAIL PROTECTED]
wrote:

 Hello,

 It seems I have come into an interesting issue.

 I have a physics object that I am spawning, and everything seems to work
 normally on it. It will collide with other physics, push them around, etc.

 Players will also clip/collide with them when they are stopped.

 The problem is, when the physics object is on the move, such as a barrel
 rolling, if the player is silly enough to stand in its way the poor
 uneducated player will get stuck in the physics object while the object
 moves through the player.

 If the object stops while instead the player, the player is then
 permanently
 stuck until the entity is either deleted, or another player decides to put
 him out of his misery.

 I thought it might be the collision groups, but I tried every possible
 collision group with no change.

 Any ideas?

 Thanks.

 - voogru.




 ___
 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