RE: [hlcoders] Server Plugins - Engine Callback Order

2005-08-24 Thread Alfred Reynolds
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Plugin calls happen before the game dll calls. - Alfred From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, August

RE: [hlcoders] Server Plugins - Engine Callback Order

2005-08-24 Thread Alfred Reynolds
:55 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Server Plugins - Engine Callback Order Alfred Reynolds said: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Plugin calls happen before the game dll calls. - Alfred Alfred

RE: [hlcoders] Plugin CreateMessage function, message not showing

2005-09-09 Thread Alfred Reynolds
Hit escape while in game to see the actual message. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of cheeseh Sent: Friday, September 09, 2005 8:30 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Plugin CreateMessage function, message not

RE: [hlcoders] Re:Downloaded Content Not Showing on Client Until Reconnect

2005-09-10 Thread Alfred Reynolds
We will look into it. If someone could send me offlist a sample plugin that exhibits this problem and instructions on how to use it (with source code) that would help speed things up. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent:

RE: [hlcoders] Last update has broken Mod shaders and is causing crashes

2005-09-27 Thread Alfred Reynolds
Watch your language Dan, swearing on this list is not appropriate. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan Partelly Sent: Tuesday, September 27, 2005 12:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Last update has

RE: [hlcoders] Upcoming Steam update and MODs

2005-09-29 Thread Alfred Reynolds
Friends is on the list, but perhaps not with the initial release. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Thursday, September 29, 2005 12:45 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Upcoming

[hlcoders] Tier0_s.dll error when debugging Source Mods ( was: Last update has broken Mod shaders and is causing crashes )

2005-09-29 Thread Alfred Reynolds
Is anyone still experiencing this error? And just to double check, who is successfully debugging their mod under steam right now (and if so with what launch options)? - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Monday,

RE: [hlcoders] SDK Update for DOD:S Plugins

2005-09-30 Thread Alfred Reynolds
But you can create plugins right now, the plugin API is mod agnostic. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erik Johnson Sent: Friday, September 30, 2005 10:15 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SDK Update

RE: [hlcoders] SDK Update for DOD:S Plugins

2005-09-30 Thread Alfred Reynolds
cl_downloadfilter nosounds Will prevent your client from downloading sounds when connecting to a server. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam Sent: Friday, September 30, 2005 10:58 AM To: hlcoders@list.valvesoftware.com

RE: [hlcoders] Re: Tier0_s.dll error when debugging Source Mods ( was: Last update has broken Mod shaders and is causing crashes )

2005-09-30 Thread Alfred Reynolds
If you get this error add +sv_lan 1 to the command line as a temporary workaround. We will have a release next week that will fix this properly. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Friday, September 30, 2005 4:01 PM To:

RE: [hlcoders] memoverride.cpp voodoo!

2005-10-01 Thread Alfred Reynolds
You need to link to the static C libraries and not the dynamic ones. Memoverride.cpp causes the link to use our version of malloc(), free(), etc when using the static library (and these calls all get directed into the tier0 memory management code). - Alfred -Original Message- From:

RE: [hlcoders] memoverride.cpp voodoo!

2005-10-02 Thread Alfred Reynolds
@list.valvesoftware.com Subject: Re: [hlcoders] memoverride.cpp voodoo! Alfred Reynolds wrote: You need to link to the static C libraries and not the dynamic ones. Memoverride.cpp causes the link to use our version of malloc(), free(), etc when using the static library (and these calls all get directed

RE: [hlcoders] Re: Tier0_s.dll error when debugging Source Mods ( was: Last update has broken Mod shaders and is causing crashes )

2005-10-03 Thread Alfred Reynolds
We just released a fix for this on Steam. Remember to run HL2 at least once before launching your Mod in the debugger and you will no longer need to put +sv_lan 1 in the launch parameters. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred

RE: [hlcoders] Steam UI Update

2005-10-08 Thread Alfred Reynolds
I have made a Wiki page with details on how to integrate your Mod into the SteamUI: http://developer.valvesoftware.com/wiki/Steam_3rd_Party_Mod_Support It contains details on how to have a custom developer name and URL in the games list. No icons yet, that is a TODO item. - Alfred

RE: [hlcoders] Compiling mathlib.cpp Under Linux

2005-10-08 Thread Alfred Reynolds
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Add -m3dnow to GCC's command line. - Alfred From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of dackz Sent: Saturday, October 08, 2005 3:17 PM To:

RE: [hlcoders] Changing the VGUI panel shape

2005-10-09 Thread Alfred Reynolds
Hit detection is constrained to rectangular regions, but within that region you can render any shape you want (see the beta SteamUI for visual examples). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve Rabouin Sent: Sunday, October 09, 2005

RE: [hlcoders] Changing the VGUI panel shape

2005-10-09 Thread Alfred Reynolds
drawing is bigger than the visible panel area (depending on how big the user decides to have his panel on the screen). So the panel is basically acting as a mask for what I'm doing, which is why I asked if it was possible the change the panel shape.. On 10/9/05, Alfred Reynolds [EMAIL PROTECTED] wrote

RE: [hlcoders] Changing the VGUI panel shape

2005-10-10 Thread Alfred Reynolds
for our panel. :P I may actually end up making a pixel shader for this, shouldn't be more than 4 lines of code... I just thought it wasn't the best way to do it. Thanks! On 10/9/05, Alfred Reynolds [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from

RE: [hlcoders] Steam UI Update

2005-10-11 Thread Alfred Reynolds
You want us to put big yellow circles on the UI? ;-) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Tuesday, October 11, 2005 1:15 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam UI Update -- [

RE: [hlcoders] Steam update broken HL2 mods?

2005-10-11 Thread Alfred Reynolds
I am unable to reproduce this problem. Can someone try a fresh Steam install and see if it keeps happening? If it does then please email me OFFLIST your PATH environment variable and a file listing of everything under your Steam directory and any minidumps that were created (files with a .mdmp

RE: [hlcoders] Steam update broken HL2 mods?

2005-10-12 Thread Alfred Reynolds
. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Tuesday, October 11, 2005 8:51 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update broken HL2 mods? I am unable to reproduce this problem. Can someone try

RE: [hlcoders] vgui::HTML, Flashlight

2005-10-18 Thread Alfred Reynolds
I am a little confused about the exact problem. Is the little amount of overdraw behind the scrollbars making you want to reimplement the whole system? - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam Sent: Tuesday, October 18, 2005

RE: [hlcoders] vgui::HTML, Flashlight

2005-10-18 Thread Alfred Reynolds
Of Aditya Gaddam Sent: Tuesday, October 18, 2005 1:34 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] vgui::HTML, Flashlight I think his problem (I am part of the same mod as him), is that there are quite a bit of memory leaks with the implementation by valve. On 10/18/05, Alfred

RE: [hlcoders] HL1: Bug in client cvar querying

2005-10-21 Thread Alfred Reynolds
Who did you ask and when? I don't have any emails from you. We are working on a new revision of this subsystem that will include the information you need to connect requests to responses. We expect to have it available soon, I will announce it on the hlds_apps list when it is live. - Alfred

RE: [hlcoders] Icon Code?

2005-10-22 Thread Alfred Reynolds
[EMAIL PROTECTED] wrote: Maybe in the wiki you must add icon icon/to/path/without/the/extension - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, October 21, 2005 12:25 AM Subject: RE: [hlcoders] Icon Code

RE: [hlcoders] Linux server: Your version does not match the servers.

2005-10-30 Thread Alfred Reynolds
That message is triggered by the version string defined in steam.inf. Mods should NOT make use of this file. In your case perhaps the server and client have different filesystem path orders and end up loading different versions (mods should generally use the hl2/steam.inf file, perhaps your search

RE: [hlcoders] HL2 SDK Update Request Please

2005-10-31 Thread Alfred Reynolds
Life has been very busy with Lost Coast and other projects. I am going to chase this request up internally. We actually have bigger plans for a bot SDK, that is why I hesitated with my answer. This is also the first time I saw this request, please feel free to email this questions directly in

RE: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-15 Thread Alfred Reynolds
The C++ ABI differs in GCC 4.x from GCC 3.x, last time I tried it was not possible to run a mod compiled with 4.x (as C++ interfaces are passed from it to our GCC 3.x compiled binaries). How did you solve that? - Alfred Ondrej Hošek wrote: Greetings to fellow list members, Recently, I have

RE: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-15 Thread Alfred Reynolds
The Source engine and Steam client are compiled with 3.4.1 currently. - Alfred Jeff Fearn wrote: On 11/16/05, Marcelo Bezerra [EMAIL PROTECTED] wrote: On Tue, 2005-11-15 at 13:51 -0800, Alfred Reynolds wrote: C++ interfaces are passed from it to our GCC 3.x compiled binaries). How did you

RE: [hlcoders] Re: Trapping Sprays (Ray)

2005-11-15 Thread Alfred Reynolds
It sounds like there is already a solution and sample code. - Alfred Ray wrote: Come on Alfred, Could you answer this request please? At 07:51 PM 11/15/2005, you wrote: I've now ported this from my Beta release to the new core release V1.1.0zf of Mani Admin Plugin. Regards Mani

RE: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-15 Thread Alfred Reynolds
with Microsoft's C++ compiler first, since it's not my objective to destroy things for one group just to make them work for the other. (At least not in this case.) Any chances of my two pleas having been heard by the higher powers? Have a nice day, ~~ Ondra Hosek Alfred Reynolds wrote: The C++ ABI

RE: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-16 Thread Alfred Reynolds
threads and, consequentially, Valve having a file with the pthread bindings somewhere, I would like to politely ask the Valve employees who monitor this list if they could include it in the upcoming SDK beta. ~~ Ondra Hosek Alfred Reynolds wrote: What pleas? We are working on an update to get

RE: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-16 Thread Alfred Reynolds
Yes, VS.NET 2003 is still our primary development platform. VS.NET 2005 is a part of our 64-bit port efforts. - Alfred Teddy wrote: Will the SDK still be compaible with VS.NET 2003? On 11/16/05, Alfred Reynolds [EMAIL PROTECTED] wrote: What pleas? We are working on an update to get the code

RE: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?

2005-11-16 Thread Alfred Reynolds
/05, Alfred Reynolds [EMAIL PROTECTED] wrote: Yes, VS.NET http://VS.NET 2003 is still our primary development platform. VS.NET http://VS.NET 2005 is a part of our 64-bit port efforts. - Alfred Teddy wrote: Will the SDK still be compaible with VS.NET http://VS.NET 2003? On 11/16/05, Alfred

RE: [hlcoders] developer.valvesoftware.com - Dead for anybody else?

2005-11-17 Thread Alfred Reynolds
We are upgrading it to a newer media wiki version, should be back soon. - Alfred Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] The 1 time you need to reference an article, the site dies :P -- - Ben Davison - http://www.shadow-phoenix.com --

[hlcoders] Updated Half-Life 1 client cvar query interface

2005-11-22 Thread Alfred Reynolds
We have updated the client CVAR query interface in Half-Life 1 with two new functions that will help you better track queries and responses. The enginefuncs_t structure has had this function added to the end: void (*pfnQueryClientCvarValue2)( const edict_t *player, const char *cvarName,

RE: [hlcoders] Updated Half-Life 1 client cvar query interface

2005-11-22 Thread Alfred Reynolds
Then you can't tell the difference. Thing is, that value won't be useful to tweak any cvars :) - Alfred [EMAIL PROTECTED] wrote: This looks much improved, thanks a lot, Alfred! Just one minor question: what happens if a client has a cvar set to Bad CVAR request :) ~dvander We have

RE: [hlcoders] Steam Service Closing Unexpectedly

2005-11-23 Thread Alfred Reynolds
We are looking into this. If I need help reproducing the problem I will ping the list. - Alfred Matthew Lewis wrote: I've also had multiple Steam icons sitting on my toolbar. This started about a weerk or so ago. It requires that all the instances be closed and Steam restarted from scratch in

RE: [hlcoders] Compile times...

2005-11-23 Thread Alfred Reynolds
Incredibuild: http://www.xoreax.com/ It is a distributed compiling program that plugs into msdev and lets us take advantage of all the machines on the LAN for compiles. - Alfred Scott Loyd wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative

RE: [hlcoders] Compile times...

2005-11-23 Thread Alfred Reynolds
Sure is: http://distcc.samba.org/ - Alfred Ignacio Martín wrote: I wonder if there's something similar to compile under linux 2005/11/24, Alfred Reynolds [EMAIL PROTECTED]: Incredibuild: http://www.xoreax.com/ It is a distributed compiling program that plugs into msdev and lets us take

RE: [hlcoders] This Steam account is being used in another location

2005-11-29 Thread Alfred Reynolds
You get that error message for a couple of reasons. Firstly, the obvious one being when that account it being used in two places at once, I assume you aren't doing that. You can also get it if your Steam2 ticket is invalid (i.e you logged into that account in another location and then ran again

RE: [hlcoders] Mod Developer alternative to steam://updatenews/

2005-12-01 Thread Alfred Reynolds
We are working on a more extensive system to allow popular Mods to directly message their users. No ETA or hard feature set yet, but we are on it. - Alfred Andrew Forsberg wrote: Hi there, Are there any plans to allow 3rd party mod developers to specify a URI for news feeds? e.g.: rather

RE: [hlcoders] extra app Id set to 211, but no steamAppID

2005-12-02 Thread Alfred Reynolds
And in the mean time you are welcome to use the Beta version of the SDK (which happens to still work). See http://developer.valvesoftware.com for details. - Alfred David Speyrer wrote: We've worked out a fix for this and will do a Steam update today. -- David -Original Message-

RE: [hlcoders] extra app Id set to 211, but no steamAppID

2005-12-02 Thread Alfred Reynolds
Steam has been updated with a fix to this Extra App ID set to 211, but no SteamAppId error, restart your steam client to get it. - Alfred Alfred Reynolds wrote: And in the mean time you are welcome to use the Beta version of the SDK (which happens to still work). See http

RE: [hlcoders] so many new bugs in CSSource

2005-12-05 Thread Alfred Reynolds
We are working on a fix (one was released on Saturday for Linux based servers). - Alfred Ray wrote: Irregardless of when Im doing the test (and I have moved it to clientactive) the game engine is logging incorrect steamids with a new correction and needs to be fixed At 09:36 AM

RE: [hlcoders] This Steam account is being used in another location

2005-12-06 Thread Alfred Reynolds
/plain from multipart/alternative ] I've had the problem myself as well as someone else I know...I just tested now and got that error On 11/29/05, Alfred Reynolds [EMAIL PROTECTED] wrote: You get that error message for a couple of reasons. Firstly, the obvious one being when that account

RE: [hlcoders] Can't debug HL1 mod

2005-12-10 Thread Alfred Reynolds
Make sure you have Steam running when you are trying to debug your mod. You can also run with sv_lan 1. - Alfred Jeff Fearn wrote: Hi ho all, for some resaon I can no longer debug my Hl1 mod. It's been a month or so since I last tried, yes I am slack, no idea why it's stopped. Setting up

RE: [hlcoders] Can't debug HL1 mod

2005-12-10 Thread Alfred Reynolds
If you want to have an internet server (i.e sv_lan 0) and still want to debug then you can also launch your game via Steam and then attach the debugger to the process. - Alfred Jeff Fearn wrote: On 12/11/05, Alfred Reynolds [EMAIL PROTECTED] wrote: You can also run with sv_lan 1. Hmmm

RE: [hlcoders] SDK License

2006-01-11 Thread Alfred Reynolds
The Steam subscriber agreement covers the Source SDK also: http://www.steampowered.com/index.php?area=subscriber_agreement LDuke wrote: -- [ Picked text/plain from multipart/alternative ] I've seen several discussions on this list that referenced the SDK license. I've searched the wiki as

RE: [hlcoders] Server Browser? Alfred?

2006-01-16 Thread Alfred Reynolds
The master server lists are sorted by IP (taking the IP as a numerical 32 bit value). The list is returned to clients starting from their IP address and fanning outwards (both up and down the list). - Alfred Ratman2000 wrote: Nobody can helps me? Alfred? Hello and Thanks, i have the

RE: [hlcoders] Server Browser? Alfred?

2006-01-16 Thread Alfred Reynolds
the priority of an ip? Becouse i like to see the difference between the ips! (An snippet from the claculation in the server browser?) Thank you!!! With friendly reguards Michael - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent

RE: [hlcoders] Re: Server Browser? Alfred?

2006-01-16 Thread Alfred Reynolds
The order of 81.209.167.94 and 81.209.167.151 showing up depends on the clients IP address, as the servers are traversed both forward and backwards in the list at the same time (interleaved into the response). So for addresses a b c d e in ascending order, if the client comes from c, then the list

RE: [hlcoders] Mod Version filter on ServerBrowser?

2006-01-16 Thread Alfred Reynolds
We don't have a system available for mods right now. During a beta period you could hijack the steam.inf file in hl2/ (copy it to your mods directory) and enter your own name and version in their. Any servers you run won't be listed on the master servers and will also have console text saying they

RE: [hlcoders] VGUI2 Masking

2006-02-09 Thread Alfred Reynolds
VGUI2 already supports rendering transparent textures, just override the paint() function of the panel and don't draw where you don't want pixels (your source TGA art for the textures needs to have an alpha channel to make use of this functionality). - Alfred William Ravaine wrote: Hey, Im

RE: [hlcoders] unannounced SDK changes?

2006-02-15 Thread Alfred Reynolds
Nope. - Alfred [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Does the SDK get updated by Valve without an announcement or mention in Steam news?nbsp; I could swear the HL2DM code generated by the Source SDK just changed significantly in the last 4 weeks.nbsp;

RE: [hlcoders] vgui2.dll

2006-02-19 Thread Alfred Reynolds
We have already released the VGUI2 interfaces, see public/vgui for the interface headers. Was there some functionality in particular you were after? - Alfred Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] Do you think Valve will ever release an interface for Steam's

RE: [hlcoders] vgui2.dll

2006-02-19 Thread Alfred Reynolds
ideal). - Alfred Kamran wrote: Access to GameUi, I think. It'd be nice if we could manipulate the menu dialogs further... ;-) Alfred Reynolds wrote: We have already released the VGUI2 interfaces, see public/vgui for the interface headers. Was there some functionality in particular you

RE: [hlcoders] Pipes.cpp assertion?

2006-02-21 Thread Alfred Reynolds
Can you send the exact text of the assert? I suspect you are hitting the 60 second timeout in the IPC pipe logic on the client (if for example, you break in the debugger for a while). The Friends Beta release should NOT have this problem (we moved from a purely time based assert to a queue depth

RE: [hlcoders] PS 3.0

2006-02-27 Thread Alfred Reynolds
You have the wit of a programmer... I have passed on this request to our graphics ninjas. - Alfred John Sheu wrote: I'm going to put this in as many languages as I think I know so it should be impossible to miss :) Dear Valve: Please add SupportsPixelShaders_3_0() in

RE: [hlcoders] sprites path bad in SDK?

2006-02-27 Thread Alfred Reynolds
The PrecacheModel() call appends the materials/ directory onto the filename under the hood. - Alfred [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Why does srcsdk reference various vmts via sprites/ when the GCFs show these to be in materials/sprites?nbsp; Even

RE: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-03 Thread Alfred Reynolds
There hasn't been a srcds update since mid Dec 2005. We have a beta update in testing now, do you mean that one perhaps? - Alfred [EMAIL PROTECTED] wrote: I'm getting reports that the latest srcds steam update has increased the amount of vphysics bugs. I'm fairly certain now there was a

RE: [hlcoders] Linux Compile

2006-03-06 Thread Alfred Reynolds
The HL2 filesystem is case insenstive where possible (most everywhere). In particular, it will always find the lower case version of a file name if it is on disk (i.e under linux make all your mods files lower case and you will be fine). - Alfred John Sheu wrote: On Mon, 2006-03-06 at 02:02

RE: [hlcoders] These pesky hud elements...

2006-03-10 Thread Alfred Reynolds
Use the vgui_drawtree* set of engine commands to view the list of visible VGUI panels. - Alfred Scott Loyd wrote: -- [ Picked text/plain from multipart/alternative ] http://3dwire.net/bin/what_elements.jpg Anyways, I have been digging through the code and my res files trying to figure out

RE: [hlcoders] HLMV suddenly trying to access the web?

2006-03-19 Thread Alfred Reynolds
That IP address is the Microsoft certificate revocation server, nothing to do with the Source engine. A quick google suggests that this is a feature in dx9 when starting up a driver. - Alfred l3fty wrote: Ive noticed theres a significant delay when opening model viewer that only started

RE: [hlcoders] Works in debug mode, does not it release mode.

2006-03-30 Thread Alfred Reynolds
Debug mode has a lot more padding between memory allocations typically. This call: vgui::localize()-ConvertANSIToUnicode( sString, unicode, 1024) Would cause a random piece of memory 512 bytes beyond the end of unicode to be zero to 0 (null terminating the unicode string). In debug you were

RE: [hlcoders] Works in debug mode, does not it release mode.

2006-03-30 Thread Alfred Reynolds
this in vgui_BasePanel.cpp and found this: void CBasePanel::OnTick( void ) { // Nothing } How is this function called within the engine? And what is it good for? On 3/30/06, Alfred Reynolds [EMAIL PROTECTED] wrote: Debug mode has a lot more padding between memory allocations typically. This call

RE: [hlcoders] Works in debug mode, does not it release mode.

2006-03-30 Thread Alfred Reynolds
I have added a new page to the wiki with some VGUI2 programming best practices to follow: http://developer.valvesoftware.com/wiki/VGUI2_Programming_Best_Practices - Alfred Alfred Reynolds wrote: OnThink() would work as well. You can use the ::OnTick() function by making the ivgui

RE: [hlcoders] Works in debug mode, does not it release mode.

2006-03-30 Thread Alfred Reynolds
Its definitely sciving. - Alfred Matt Judge wrote: Alfred Reynolds wrote: I have added a new page to the wiki with some VGUI2 programming best practices to follow: http://developer.valvesoftware.com/wiki/VGUI2_Programming_Best_Practices - Alfred Alfred Reynolds wrote: Does this burst

RE: [hlcoders] Bringing up the main menu?

2006-04-11 Thread Alfred Reynolds
Issue the gameui_activate con command. - Alfred Tom Parker wrote: I'm sure this topic has been mentioned many times on this list, but I missed it all But, is there any way to bring up the main menu via code? I mean, some other way of bringing it up, instead of the ESC key. We have a

RE: [hlcoders] Works in debug mode, does not it release mode.

2006-04-14 Thread Alfred Reynolds
difference that it is being called here. Besides, there's gotta be some overhead involved in complicating the hierarchy even more. John Sheu On Thu, 2006-03-30 at 11:00 -0800, Alfred Reynolds wrote: The third arg to ConvertANSIToUnicode() is the size of the output buffer in bytes. In this case you

RE: [hlcoders] Works in debug mode, does not it release mode.

2006-04-14 Thread Alfred Reynolds
a panel and a .res file for layout and see how it runs. If it is slow then use VPROF() to track down the problem and optimise as needed by crunching down the class hierarchy. - Alfred John Sheu wrote: On Fri, 2006-04-14 at 12:25 -0700, Alfred Reynolds wrote: It is a code maintainence, performance

RE: [hlcoders] VSTDLIB Whoes.

2006-05-06 Thread Alfred Reynolds
You are right, we do exactly that for HLDS and Source. You cannot do a full static link however as the embedded kernel accessing functions then crash on incompatible machines. - Alfred Jorge Rodriguez wrote: [EMAIL PROTECTED] wrote: If you're using a newer version of gcc than the version the

RE: [hlcoders] FW: Source Beta Engine Released

2006-05-12 Thread Alfred Reynolds
No, both the Steam UI and hldsupdatetool win32 dedicated server can participate in the Source Engine beta. - Alfred Jay C. wrote: The Linux Dedicated Server is not affected by this beta; Win32 Dedicated Server is updated by this beta. Im guessing this means only the Steam contained srcds

RE: [hlcoders] FW: Source Beta Engine Released

2006-05-13 Thread Alfred Reynolds
Remove the -beta part of the command line. Jay C. wrote: And how do I revert? -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: 13 May 2006 18:40 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] FW: Source

RE: [hlcoders] Source Engine Beta update

2006-05-22 Thread Alfred Reynolds
Stack trace? Gus wrote: I've just tried this beta with our mod and I got this crash error that happens at the start of every map. utlvector.h (210) : Assertion Failed: IsValidIndex(i) Btw, our mod is not heavily modified, its basicly HL2DM Gus Outlaws lawmen Mod

RE: RE: [hlcoders] Source Engine Beta update

2006-05-22 Thread Alfred Reynolds
Stack trace is a synonym for call stack. If you run your mod in the debugger with a debug build and hit Debug when you get the assert dialog and send the output of the MSVC call stack window. - Alfred Gus wrote: Hi Al, whats the correct way to call a Stack Trace? Would I just go into the

RE: RE: RE: [hlcoders] Source Engine Beta update

2006-05-23 Thread Alfred Reynolds
Is this mod released? Perhaps we could look at it here. - Alfred Gus wrote: Hi Al, I just can't get it to work, simply its not loading the symbols for debugging... any other shortcut? - Stack trace is a synonym for call stack. If you run your mod in the

RE: [hlcoders] [Source] Thread-safety ?

2006-05-28 Thread Alfred Reynolds
The Source engine is NOT thread safe. You will need to access the engine interface from the main thread and then use some safe dispatch mechanism to get them to your other threads. - Alfred Olef van de Stadt wrote: My plugin needs to create some threads for checking purposes. The concept is as

RE: [hlcoders] Getting srcds to work on newer linuxes?

2006-06-06 Thread Alfred Reynolds
What does ldd -d aoa/bin/server_i486.so return one you have run export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:. ? [EMAIL PROTECTED] wrote: Neither srcds_i486 nor srcds_i686 will load my mod on FC5. They will load hl2mp however. It's hard to say what's to blame because, as has been discussed ad

RE: [hlcoders] Getting srcds to work on newer linuxes?

2006-06-06 Thread Alfred Reynolds
to it in the .so, which is really the kosher thing to do anyway, and now it works. At 2006/06/06 11:29 PM, Alfred Reynolds wrote: What does ldd -d aoa/bin/server_i486.so return one you have run export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:. ? [EMAIL PROTECTED] wrote: Neither srcds_i486 nor srcds_i686

RE: [hlcoders] Round 2: srcds on newer linuxes

2006-06-11 Thread Alfred Reynolds
low warning levels it's hard to say which it might be. In any case I've reverted to gcc 3.4.4 and both issues have gone away. At 2006/06/11 06:17 PM, Alfred Reynolds wrote: The C++ ABI implemented in GCC 4.x differs significantly from 3.x, I am amazed the binary even loads. You will need

RE: [hlcoders] SteamAppId Update

2006-07-03 Thread Alfred Reynolds
to give everyone a heads up that the SteamAppId in your mod's gameinfo.txt should be either 320 or 240, not 220. I just received an e-mail from Alfred Reynolds in reply to my inquiry about a fix that was supposed to go into HL2 regarding my mod. My mod was still using 220 for it's SteamAppID

RE: [hlcoders] SteamAppId Update

2006-07-03 Thread Alfred Reynolds
-Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: July 3, 2006 6:51 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SteamAppId Update You should wait for the next SDK update to make this change unless you need to use functionality released in the recent

RE: [hlcoders] SteamAppId Update

2006-07-03 Thread Alfred Reynolds
You can expect it as soon as it is ready and not a moment before :) - Alfred Ryan Sheffer wrote: -- [ Picked text/plain from multipart/alternative ] So can we expect this update in acouple weeks? ;) On 7/3/06, Alfred Reynolds [EMAIL PROTECTED] wrote: There will be a new, special, appid

RE: [hlcoders] RE: SteamAppId Update

2006-07-04 Thread Alfred Reynolds
Yes, this new ID won't require HL2DM to be installed. The exact ownership requirements for the ID still need to be worked out. - Alfred Jed wrote: You should wait for the next SDK update to make this change unless you need to use functionality released in the recent Episode One engine update.

RE: [hlcoders] RE: SteamAppId Update

2006-07-04 Thread Alfred Reynolds
Users need to own all the games that your mod depends upon. In your example, using HL2MP and the CS:S caches the user would need to own both. - Alfred Scott Loyd wrote: -- [ Picked text/plain from multipart/alternative ] We also did the same thing with GES, started with hl2mp ID then moved

RE: [hlcoders] Client Crash in GetStudioHdr sometimes.

2006-07-11 Thread Alfred Reynolds
modelinfo pointer null??? Or this pointer null? - Alfred [EMAIL PROTECTED] wrote: Hi, playing my Mod, rarely made a client crash. When i show the .mdmp file, always crash at studio_shared.cpp in client.dll in this function: const studiohdr_t *virtualgroup_t::GetStudioHdr( ) const {

RE: [hlcoders] Mod link updates on storefront

2006-07-14 Thread Alfred Reynolds
You can send me that information. - Alfred sykes wrote: A while ago during the steam gui updates.. I remember alfred (valve) saying something about mailing valve to update mod links/screen shots for the new storefront site etc.. Is this still possible ? if so who do i contact to update my

RE: [hlcoders] Vac

2006-07-17 Thread Alfred Reynolds
Rolling back won't secure your mod, all you will do it expose your server to exploits we have since fixed and various other bugs. - Alfred Charles Solar wrote: -- [ Picked text/plain from multipart/alternative ] Just created it :) http://developer.valvesoftware.com/wiki/VAC_for_Mods On

RE: [hlcoders] Vac

2006-07-17 Thread Alfred Reynolds
Except for all the ones released before you using HL2MP (which != HL2) :-) - Alfred Charles Solar wrote: -- [ Picked text/plain from multipart/alternative ] www.prodod.net First and only mod released not requireing half life 2 On 7/17/06, LDuke [EMAIL PROTECTED] wrote: -- [ Picked

RE: [hlcoders] Crash on Startup

2006-07-19 Thread Alfred Reynolds
Looks like your kb_def.lst is corrupt, probably an invalid key string name. - Alfred John Sheu wrote: I've got one of those strange crash-on-startup issues, if anybody wants to take a look at the dump: http://www.eternal-silence.net/forums/index.php?act=Attachtype=postid= 42831 It's

RE: [hlcoders] Crash on Startup

2006-07-19 Thread Alfred Reynolds
That wouldn't be good. - Alfred John Sheu wrote: On Wednesday 19 July 2006 7:19 pm, Alfred Reynolds wrote: Looks like your kb_def.lst is corrupt, probably an invalid key string name. - Alfred How does the engine like an *empty* kb_def.lst

RE: [hlcoders] Crash on Startup

2006-07-19 Thread Alfred Reynolds
, it is hard wired into the engine). - Alfred John Sheu wrote: On Wednesday 19 July 2006 7:36 pm, Alfred Reynolds wrote: That wouldn't be good. - Alfred How would one go about emptying kb_def and kb_act correctly then? ___ To unsubscribe, edit your

RE: [hlcoders] Fundamental Source engine question

2006-07-20 Thread Alfred Reynolds
Gabe puts the cost for making Half-Life 2 (and its underlying technologies) in at $40+ million... (see http://www.ferrago.com/story/3217) That isn't counting the last 2 years of dev costs, so it ain't cheap to make. - Alfred Andrew (Bromfitsen) wrote: -- [ Picked text/plain from

RE: [hlcoders] Source SDK Base?

2006-07-29 Thread Alfred Reynolds
Good guess, mods currently using 220 should switch to 215 if they wish to use the new engine features (and some using 320 should consider switching to 215). Mike will provide all the details when the SDK is ready :) - Alfred Scott Loyd wrote: -- [ Picked text/plain from multipart/alternative ]

RE: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Alfred Reynolds
You should use 215 instead of 220. If you use 320 (HL2DM) then you can either keep it as is OR move to 215 if you don't depend on HL2DM specific content. 215 is owned by anyone that has any Valve Source engine product, 320 is only owned if the user owns Half-Life 2: Deathmatch (i.e a lot fewer

RE: [hlcoders] Alfred...

2006-08-04 Thread Alfred Reynolds
We have released an update that will allow all 3rd party mods of the Source engine to run in secure mode. You do not need to do anything to enable this change, it is automatic. If you want to run an insecure server then add -insecure to the command line of the server. - Alfred Scuzzy wrote:

RE: [hlcoders] New SDK Update is Out As Beta

2006-11-03 Thread Alfred Reynolds
64-bit game binaries are not supported for mods at this time. - Alfred Teddy wrote: Thanks for the SDK update Mike, everythings working beautifully! I've compiled my mod in vs2005 express, and made a linux .so using the 2005 .vcproj. One thing I'm wondering, what do we need to do to compile

RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-17 Thread Alfred Reynolds
These dumps are all from the same point in the Source engine (during initial client signon to the server), we will look into why/how this is happening. - Alfred Ben Everett wrote: Some of the beta testers are having this issue as well, we have MDMPs of the event and it's crashing inside of

RE: [hlcoders] Missing Entry Point??

2006-11-24 Thread Alfred Reynolds
Thanks to Joel's help this problem has been tracked down. A workaround is to delete this file: SteamApps\user name\source sdk base\bin\tier0_s.dll Note that this file will appear back on disk every time you run the Source SDK (but it won't come up if you are just debugging the game

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