uses too
much STL for it to be trusted on VS 6. However, if you can tell me
this is wrong, it would be very good news indeed :D
On Fri, Dec 03, 2004 at 06:44:12PM -0800, Alfred Reynolds wrote:
The Source engine barely uses STL. It will run fine with VC6.0 (the
retail release was built using
On Fri, 3 Dec 2004, Alfred Reynolds wrote:
You don't have any code there to make gpGlobals point anywhere
useful
The game dll initializes it in CServerGameDLL::DLLInit() but plugins
don't have that call so you can't get access to it.
Use IServerGameClients::GetPlayerLimits() to get
You can't right now, I will be adding a game event that fires when a say
message is sent.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ray Toye
Sent: Friday, December 03, 2004 9:01 PM To:
[EMAIL PROTECTED] Subject: [hlcoders] Want To add
See Ieffects, my previous email shows how to get at it.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Friday, December 03, 2004 9:17 PM To: [EMAIL PROTECTED]
Subject: [hlcoders] Creating Effects using the plugin interface
This is a
The server protocol is very similar to HL1, the changes have been
released on the hlds_apps list. We will be adding more documents to the
SDK over time, I am sure this will eventually be one of them.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
The Source engine fully supports the unicode character set. We do not
currently support right to left text entry. Mods can define the fonts
used to render their game, you would need to use one that includes the
Arabic character set. You could use the vgui controls source code as a
base to
I don't think you can right now via any generic methods, we will be
adding a richer player querying API for plugins. In the mean time you
can rely on the CBaseEntity definition being constant for cstrike and
hl2dm.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Creating Effects using the plugin interface
OK what If I wanted to create a sprite at a certain origin. Is this
possible with the plugin interface?
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Yes, the path can be absolute.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Florian
Zschocke Sent: Saturday, December 04, 2004 2:56 AM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] Server plugins
Alfred Reynolds wrote:
All binaries should
Plugins are server side only, putting them in convar is wrong and won't
work. You need to register them in serverplugin_empty.cpp.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent:
Saturday, December 04, 2004 12:23 PM To: [EMAIL
You cannot debug app launch basic HL2 (nor do you need to, you need to
debug your own mod :)
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl
Sent: Saturday, December 04, 2004 11:20 AM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] can't
You need to query Ieffects from the gameFactory, not the
interfaceFactory (the game provides the effects, not the engine :)
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Saturday, December 04, 2004 9:25 AM To: [EMAIL PROTECTED]
VGUI2 is a client side system, it has nothing to do with servers (it's a
framework to draw complex UI's).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Freecode
Sent: Saturday, December 04, 2004 11:12 AM To:
[EMAIL PROTECTED] Subject: [hlcoders]
Make sure you enabled logging (via log on) otherwise logging produces
no output.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel Sent: Saturday, December 04, 2004 5:54 AM To:
[EMAIL PROTECTED] Subject: [hlcoders] Log currently not
The CreateMessage() system rate limits the speed at which you can send
messages to clients (read the code for details), you are seeing this.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ray Toye
Sent: Saturday, December 04, 2004 3:39 AM To:
FCVAR_NOTIFY causes a message to be printed in players console when the
value is changed.
FCVAR_REPLICATED causes the cvar value to be sent (replicated) to all
clients (so it is required to make FCVAR_NOTIFY useful).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL
For a plugin you should use FCVAR_PLUGIN.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel Sent: Saturday, December 04, 2004 12:52 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] Console command
for clients?
CON_COMMAND_F with
on a client. It gives you an unknown commaand error, works on the
server console though
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 04, 2004 8:35 PM
Subject: RE: [hlcoders] Console command for clients?
Plugins are server
Use engine-LogPrint(), I just confirmed that it works in a server
plugin. Log() appears to have a bug, I will look into it. You need to
have logging enabled (via log on) for LogPrint() to log to log files.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
That material is hl2\materials\vgui\plugin\message_waiting.[vmt,vtf].
It looks like that file isn't in the materials depot yet (an oversight),
we will fix that up.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of john smith
Sent: Saturday,
This document:
http://www.valve-erc.com/srcsdk/linux_compiling.html
Describes the environment you need to compile the SDK under linux. Note
that you also need to setup the base Makefile before being able to
compile the SDK.
- Alfred
Original Message
From: [EMAIL PROTECTED]
You need to use the messaging interface, it provides a menu capability along
with generic text dialogs.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Sunday, December 05, 2004 7:24 PM To: [EMAIL PROTECTED]
Subject: [hlcoders]
Um, yes it is (Makfile.plugin).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Oskar
Lindgren Sent: Sunday, December 05, 2004 10:27 AM To:
[EMAIL PROTECTED] Subject: [hlcoders] Serverplugin linux
makefile?
Hi,
I am trying to compile the
What files in particular?
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hasan
Aljudy Sent: Sunday, December 05, 2004 4:29 AM To: hlcoders
Subject: [hlcoders] vgui_controls
there are a bunch of .cpp files in src\vgui2\controls but they are
not
We are working on creating/documenting the procedure to deploy Mods to
end users. When we have details they will go onto the SDK site, we hope
to have an initial solution in the next week or two.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] vgui_controls
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, December 06, 2004 1:44 AM
Subject: RE: [hlcoders] vgui_controls
What files in particular?
- Alfred
To:
[EMAIL PROTECTED] Subject: Re: [hlcoders]
vgui_controls
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, December 06, 2004 1:44 AM
Subject: RE: [hlcoders] vgui_controls
What files in particular
The Edit and Continue feature of MSVC is your friend. Also try
+mat_picmip 2 -sw to run windowed and with the low res textures.
-nosound should help a bit as well.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hasan
Aljudy Sent: Monday, December
Precaching sounds is a client function, not a server ability.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel Sent: Tuesday, December 07, 2004 5:56 AM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] Sound
precaching does not work!
I
Sorry, I should have been more precise. The
IEngineSound::PrecacheSound() function provided by the
IENGINESOUND_CLIENT_INTERFACE_VERSION interface is a client only
interface. On a server you need to use the
IENGINESOUND_SERVER_INTERFACE_VERSION interface (same member function).
You should do this
PrecacheSound() will not cause the file to be downloaded to the client
(it just causes the client to try to precache it if it exists on disk).
We will investigate having it trigger a download also. In the mean time
you will need to use maps reslists to enforce the files existence on
clients.
-
No it doesn't, the data on disc is unencrypted.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Tuesday, December 07, 2004 4:33 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] sourcesdk.gcf
question
The reason steam is slow is
Have you defined the HL2_RPG string (note the lack of the # !) in your
modname_english.txt file? Note that hl2_english.txt will NOT be loaded
by your mod by default (we may change this behavior). If you need it to
be loaded you can simply add this to your client.dll:
That error message happens when you run a debug version of a binary
outside of a debugger. You can get it to ignore this by adding
-allowdebug to the command line.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Don Alvarez
Sent: Tuesday, December
The MySQL interface is not exported by any of the engine binaries (it is
used by some of our internal tools).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Morten
Striboldt Sent: Wednesday, December 08, 2004 3:01 AM To:
[EMAIL PROTECTED]
I will look at adding condump.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei Sent:
Wednesday, December 08, 2004 3:03 PM To: [EMAIL PROTECTED]
Subject: [hlcoders] Resquest for Source
Hello.
This is a request for two console commands:
You should also note that if you do not use the interfaces we provide
(i.e go around them, say by using CBaseEntity directly in a server
plugin) then your program and code will be fragile and will break when
we update. If you ever think you are doing something dangerous please
email us and ask :)
Yes, we can (and probably will) update it class definition. We may even
have different versions between our own internally released games.
Assuming its definition matches the SDK is dangerous.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
You can't debug the hl2 binaries, you need to launch (and debug) your
own app (make sure you debug with -game mod dir).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Xas Sent:
Saturday, December 11, 2004 5:40 AM To: [EMAIL PROTECTED]
Subject:
Make sure you don't have a Steam.dll/ClientRegistry.blob in the
Half-Life 2 directory (under your username) when trying to play
Half-Life 2.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hasan
Aljudy Sent: Wednesday, December 15, 2004 9:59 PM
To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] Unable to debug
hmm .. I have both of them, lol :D
but don't I need them for debugging? atleast steam.dll?
On Wed, 15 Dec 2004 22:05:35 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
Make sure you don't have a Steam.dll/ClientRegistry.blob
See serverplugin_cvar.cpp.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bug Sent:
Saturday, December 18, 2004 10:50 AM To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] ServerPlugin: ICvar?
Fun, now tell me how to read the value of the cvar?
Yes, this was one of the fixes. We are working on the release notes
right now.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent:
Monday, December 20, 2004 4:55 PM To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Today's Steam DLL update
Hi
Delete any SteamApp.cfg files you have on disk (this update removes the
need for them) and also delete any Steam.dll files you may have copied
around (except for, of course, the one in the base steam install
directory).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL
PROTECTED] On Behalf Of Alfred
Reynolds Sent: Wednesday, December 29, 2004 1:57 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] attn valve -
chapter backgrounds
Try a scripts/chapterbackgrounds.txt that contains this text:
chapters
{
}
(the code to manage this is inside
Try a scripts/chapterbackgrounds.txt that contains this text:
chapters
{
}
(the code to manage this is inside the engine).
We are investigating how to expose more of the gameui logic to mods but
don't have anything concrete yet.
Note that you can inject VGUI2 panels into GameUI from your
You want a Frame, it's a base level container for controls. Just don't
make your frame the size of the screen :)
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Maurino
Berry Sent: Thursday, January 06, 2005 7:06 AM To:
Each frame is an independent entity with respect to mouse and keyboard
input. You can have one frame create another frame that could accept
user input. A frame is a popup, a root level container, when painting it
isn't clipped by its parent (its visibility is controlled by the parent
however).
This is inappropriate for this list, the Steam forums or technical
support (as you have already tried) are the correct places to ask this.
The networking problem you mention are typically caused by a bad NAT
device (linksys ones seem to be the worst offenders at the moment).
- Alfred
Message
From: Alfred Reynolds
Sent: Wednesday, January 12, 2005 2:18 PM
To: 'hlcoders@list.valvesoftware.com'
Subject: RE: [hlcoders] VGUI Filling before drawing?
VGUI2 doesn't support transparency between VGUI2 frames (only between
controls and the game engine). For an example, try opening
We never had a design that required it so no one spent the time to write
the code to support it. Right now VGUI2 is a simple 2 dimensional
render, adding overlapping of transparent controls means implementing a
z-buffer.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Run this command before running gdb:
export LD_LIBRARY_PATH=.:bin:$LD_LIBRARY_PATH
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of DOOManiac
Sent: Saturday, January 15, 2005 3:34 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders]
The code for HL2DM won't be until February at the earliest. I am
interested as to why people want it. It doesn't contain anything more
that the current SDK.
The only real difference is has some HL2 weapons predicted (the current
SDK has all its weapons predicted also) and it has a some more
Oh, and please tell us what areas you are having trouble coding so we
can add more/better examples for you.
- Alfred
Original Message
From: Alfred Reynolds
Sent: Monday, January 17, 2005 8:28 PM
To: 'hlcoders@list.valvesoftware.com'
Subject: RE: [hlcoders] HL2DM SDK in January
be fixed for CS:S?
Thanks,
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Monday, January 17, 2005 11:28 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?
The code for HL2DM
] On Behalf Of Alfred
Reynolds
Sent: 18 January 2005 18:55
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?
We will be releasing a basic bot API for plugins (with a very simple
example). We have also extended the IPlayerInfo structure to return
more data
CS:S will work with 3rd party bots (implementing the bot API was a good
test of this). I suspect that current bot plugins don't work because
they have to use assorted hacks to work (and the release probably
invalidated some of those hacks).
- Alfred
Original Message
From: [EMAIL
] HL2DM SDK in
January or February?
Alfred Reynolds wrote:
CS:S will work with 3rd party bots (implementing the bot API was a
good test of this). I suspect that current bot plugins don't work
because they have to use assorted hacks to work (and the release
probably invalidated some of those
That control is defined internally to GameUI.dll, you don't have access
to it (it is just a vgui::TextEntry with OnTextChanged() overriden to
check/set cvar values).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan Sent: Tuesday,
We have released an update to the SDK, restart Steam to pick it up. This
update adds a couple new features and provides some basic sample bots,
more details can be found here:
http://www.steampowered.com/index.php?area=newsid=390
And here:
http://www.valve-erc.com/srcsdk/
(we are still working on
does. If 3rd-person mode has buggy animations and what-not, it could
be emulated with a bot, and the first-person player model disabled.
Just change the camera :D
On Wed, 19 Jan 2005 17:11:11 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
We have released an update to the SDK
Refresh SDK content just updates the various tools and example content
in the SDK. You need to Create A Mod to extract the new code.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome Sent: Wednesday, January 19, 2005 6:28 PM
for it.
-Original Message-
From: Alfred Reynolds
[mailto:[EMAIL PROTECTED]
Sent: January 19, 2005 9:46 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK update
Refresh SDK content just updates the various tools
and example content
You need to use LoadSchemeFromFile() to make the scheme available for
panels, and you specify the friendly name for this scheme when it is
loaded. See CBaseHudChat::CBaseHudChat() for an example. A whole new
scheme may be overkill for simply altering colors, you could just define
custom color
The font weaponIcons has a size defined in it. You should define a new
font at the size you want and use that.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Grant
Christensen Sent: Sunday, January 23, 2005 3:28 PM To:
VGUI2 Panels have a proportional parameter (accessed via
SetProportional() and IsProportional() ). If you SetProportional() in
the constructor of your panel that all co-ords and sizes you pass to the
panel via config files will be scaled from 800x600 to the users
resolution (note that sizes you
There needs to be a HL2DM release for it to export these new interfaces
(so far only CS:S has had such a release). Hopefully sometime in
February.
Your plugin code needs to be able to handle an out of date (or even
missing) interface, there are no guarantees that MODs will export the
various
Um, iDamage suggests an int value but you are using the %f format
specifier to display it...
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Thursday, February 03, 2005 9:14 PM To:
hlcoders@list.valvesoftware.com Subject:
Firstly, don't keep calling LoadSchemeFromFile(), just call it once per
scheme you will ever use (so in a constructor somewhere). Then in your
reset code just do a SetScheme( scheme id ) on the panels you want to
change for the player. You then need to call InvalidateLayout( false,
true ) the
Drop a breakpoint on the ApplySchemeSettings() call in your panel and
verify it picks up the scheme change and retrieves the new colors (and
then internally does a SetFgColor() or the like to cause the label to
paint with the new color).
- Alfred
Original Message
From: [EMAIL PROTECTED]
@list.valvesoftware.com
Subject: Re: [hlcoders] Adding other languages .. (localization)
Thanks!
Does anybody of any resoures on the internet about coding unicode
stuff and the like?
On Fri, 3 Dec 2004 21:54:32 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
The Source engine fully
Try putting quotes around the parameters after the -applaunch option
(also check your Steam client is up to date).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A.
Stumm Sent: Friday, February 04, 2005 9:03 PM To:
No (in general, typically it will work). Retrieval of the network ID is
an asynchronous operation, it can complete at any time (hence the
network ID callback for plugins).
Your problem however appears to be due to you running a listen server
with maxplayers set to 1 (making it a single player
Pray tell, where do you encounter this error? (the list server just had
a patch applied to fix a mailman exploit).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome Sent: Thursday, February 10, 2005 6:22 PM To:
: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
And fixed. Looks like the recent security update for this package from
Debian has a bug in it, I was reduced to hacking the python scripts by
hand :(
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Thursday, February 10, 2005
The next Steam client release will include a fix for this.
On a related note, the name that is displayed in the games list (and in
the server browser) will be from the game key in your gameinfo.txt
file (and it will fall back to the name key for the games list if a
game key does not exist).
-
The SDK update will include an updated gameinfo.txt (with comments!).
For existing mods you will need to manually add the game key if it
doesn't already exist.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
British_Bomber Sent: Tuesday, February
You can't have the scoreboard intercept keyboard events
(SetKeyBoardInputEnabled(false) must be set) if you want the engine to
process them ( which also means OnKeyCodePressed() won't be called as
the scoreboard won't get key presses).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
You need to parent the control to a visible popup panel (use the console
command vgui_drawtree 1 to explore the various vgui2 panels in the
game).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Imperio59
Sent: Thursday, February 17, 2005 1:37
They are loaded just after the DllInit() call to the game server dll.
What are you doing that requires a particular ordering of load?
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
Hobson
Sent: Saturday, February 19, 2005 1:21 AM
To:
You need to update your gameinfo.txt, I will cut and paste the note I
sent to this list last week about it:
--
On a related note, the name that is displayed in the games list (and in
the server browser) will be from the game key in your mod
dir/gameinfo.txt file (and it will fall back to the
of an unmodified DM mod has player animation
problems and death notice problems that don't seem to happen if you're
just running a listen server.
On Sun, 20 Feb 2005 22:20:27 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
You need to update your gameinfo.txt, I will cut and paste the note I
: team 2
Arg 3: oldteam 0
Arg 4: disconnect 0
On Sat, 19 Feb 2005 17:43:36 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
The old event system had way too much overhead when we start adding
more verbose events (such as firing one each time a footstep is
triggered, something that bots use
We will be revising the Source server query format in the near future to
remove some architectural problems with it. All the existing queries
apart from PING will be altered by this change (i.e will require your
tools to be updated). There will be a period where both systems coincide
but we want
protocol
Thanks fot the heads up on this can we get the new protocol details
prior to release?
Steve / K
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
We will be revising the Source server query format in the near future to
remove some architectural problems with it. All
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
of that
is.
On Mon, 21 Feb 2005 11:12:39 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
I don't know about that problem sorry, haven't had any reports of it
either. Could you elaborate on the death notice problems?
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
to work. Is there any reason this isn't included in
the default DM mod dir?
On Tue, 22 Feb 2005 11:25:05 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
The death notice problem is caused by the modevents.res file being out
of sync with the client, make sure both the client and server have
.
- Alfred
On Mon, 21 Feb 2005, Alfred Reynolds wrote:
We will be revising the Source server query format in the near future
to remove some architectural problems with it. All the existing
queries apart from PING will be altered by this change (i.e will
require your tools to be updated
: Server Plugins refusing to load (Lance Vorgin)
2. Re: Server Plugins refusing to load (Daniel Jennings)
3. Re: Server Plugins refusing to load (Daniel Jennings)
4. RE: Dedicated server for mods broken by new steam update (Alfred
Reynolds)
5. Re: Dedicated server for mods broken
snip
This should probably only be allowed, iff sv_lan (or related) cvars are
set.
Why?
snip
Will sv_enableoldqueries really go away then, or will the default value
just switch to 0?
If it's the latter, then Houston, we've got a problem.
Many gameserverproviders will probably want to set it to 1
to
it (Source Engine Query). So to get server info you would send:
0xFFF 'T' Source Engine Query '\0'
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Tuesday, February 22, 2005 11:48 PM
To: hlds_apps
The fix involves a change to the game server dll code, the next SDK
update should incorporate this code change.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan
Sent: Thursday, February 24, 2005 11:42 AM
To:
This is only for 3rd party server query tools (like GameSpy, HLSW and
QTracker). If you are writing a mod or plugin you don't need to do
anything.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Draco
Sent: Thursday, February 24, 2005 9:30 PM
Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track header
changes well (or at all actually).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matthew
Lewis
Sent: Tuesday, March 01, 2005 7:18 PM
To: hlcoders@list.valvesoftware.com
PROTECTED] On Behalf Of Luke Graham
Sent: Tuesday, March 01, 2005 8:41 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Pure Virtual method called server crash
On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
Do a full rebuild (i.e delete the obj/ dir), GCC
PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Pure Virtual method called server crash
On Tue, 1 Mar 2005 21:00:14 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
Ahh, technically correct, the best kind ;-) Yup, I should have said
make. A program like ctags could do this for you
It uses vgui::surface() to render directly to the screen (just simple 2d
rects).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Thursday, March 03, 2005 1:28 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re:
.
Thanks,
-Gabe
Alfred Reynolds wrote:
PaintBackgroundType type 0 simply draws a filled rect of BgColor(), type
1 draws a background texture filling the entire background (drawn from
m_nBgTextureId1), type 2 draws a filled in rect of BgColor() with
rounded corners (4 textures, one on each corner). See
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