I think you're looking for:
Isteamfriends.h
// returns the local players name - guaranteed to not be NULL.
virtual const char *GetPersonaName() = 0;
That grabs whatever your current Friends name is, i.e. the same thing TF2
uses.
-Original Message-
From: [EMAIL
You might also want to try using one of the freely available PHP classes for
Source server querying that are on the 'net.
e.g.
http://www.phpclasses.org/browse/package/1815.html
http://gameq.sourceforge.net
You'll save yourself a lot of fairly tedious socket legwork!
-Original Message-
Not a lot, if we're being honest, but there are some things to make your
life easier, like a debugger that can switch between threads to show you
what each is doing, and C++ comes already set up to be able to include
standard Windows headers.
I'm not an expert by any means, but those are the ones
You could try querying the server, but again, UDP sockets and getting a
valid challenge, so there's not much of an upside. Suppose it has the
advantage of being consistent across both HL1 and Source, which you don't
get with RCON.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
I'll write one for you if you can point me in the direction of the Source
RCON spec...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erling K.
Sæterdal
Sent: 30 May 2005 20:28
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Anyone made a Source
I don't think he's as misguided as you may think. Sure, the Half-Life
started as a mod is a bit off the mark, but other than that...
I think the business model he's looking at sits in the grey area between
modding, and licensing an engine proper. He does a deal with Valve to get
his mod hosted up
I'd love to try it, but I'm worried about what kinda interop would be
required to get it to work. Plus, shunting from native to managed apparently
does bad, bad things to performance, which isn't good with something as
performance critical as this.
But yes, last I remember hearing, Visual
It'd be ok on a Windows dedicated server, but I can see the problem on
Linux. The CLR implementations on Linux might not be mature enough to be
able to use the best possible interop that'd work on a Windows machine. But
it'd be worth investigating a solution like Mono.
In any case, code written
2005'll probably auto-convert old project files to the new format. I can use
VS.NET 2003 .sln files in the VC# Express beta, and it just pops up a
conversion wizard. So you should be fine.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ben
Sent: 20
If you're feeling really ambitious, you could use some of the published
source code for GCFScape, some of which is here:
http://www.wunderboy.org/3d_games/utils/gcfformat.php
or disassemble the GCFScape.exe using ildasm and write a program which can
auto-extract the CS models from a user's
Actually, ignore the second bit. It's written in embedded native C++, so
it's impossible to ilasm it back into a DLL or something you can actually
use.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew Simpson
Sent: 07 August 2004 16:54
To: [EMAIL
I think Alfred means that the exact VGUI2 API isn't locked down yet, even
though the core VGUI2 code is stable.
Because of Steam, Valve can change the VGUI2 interface whenever they like
and push out the updates to all their code, but if lots of third parties
start using VGUI2 and Valve decides
If you start another copy of Steam then it just pops up the existing Steam
menu window, so you just need to put the Steam shortcut on the desktop or
something.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Detritus
Sent: 26 November 2003 15:54
To:
There's a file in the HL SDK that explains the protocol in detail, but I'll
paraphrase it:
The client sends a UDP packet to one of the master servers (which are listed
in a valvecomm.lst/woncomm.lst file) and the master server replies with a
list of IP addresses which are running Half-Life
Changing the angle of view like that doesn't give a true isometric view, it
gives you a perspective view from an angle that makes it sort-of isometric
looking.
To do true isometric view, where the x and y world axes appear to be at 30
degrees to the z axis requires the engine to do the transform
I actually think that to a degree the DRM present in Steam and HL2 is
actually an improvement on what we get currently. For a start, Steam allows
me to access a copy of HL2 from anywhere that has an internet connection,
and I can instantly start downloading it if it's a broadband connection. And
Target hl.exe as normal. No special arguments.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Waldher
Sent: 23 September 2003 22:55
To: [EMAIL PROTECTED]
Subject: [hlcoders] Web Page Control
This is a multi-part message in MIME format.
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