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Plugin calls happen before the game dll calls.
- Alfred
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome
Sent: Wednesday, August
:55 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Server Plugins - Engine Callback Order
Alfred Reynolds said:
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Plugin calls happen before the game dll calls.
- Alfred
Alfred
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
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:
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
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
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,
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
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
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:
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:
@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
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
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
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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:
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
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
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:
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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
--
[
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
.
- 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
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
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
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
[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
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
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
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
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
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
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
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
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
/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
We are upgrading it to a newer media wiki version, should be back soon.
- Alfred
Benjamin Davison wrote:
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The 1 time you need to reference an article, the site dies :P
--
- Ben Davison
- http://www.shadow-phoenix.com
--
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,
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
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
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:
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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
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
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
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-
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
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
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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
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
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
The Steam subscriber agreement covers the Source SDK also:
http://www.steampowered.com/index.php?area=subscriber_agreement
LDuke wrote:
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I've seen several discussions on this list that referenced the SDK
license.
I've searched the wiki as
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
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
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
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
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
Nope.
- Alfred
[EMAIL PROTECTED] wrote:
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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;
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:
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Do you think Valve will ever release an interface for Steam's
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
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
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
The PrecacheModel() call appends the materials/ directory onto the
filename under the hood.
- Alfred
[EMAIL PROTECTED] wrote:
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Why does srcsdk reference various vmts via sprites/ when the GCFs
show these to be in materials/sprites?nbsp; Even
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
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
Use the vgui_drawtree* set of engine commands to view the list of
visible VGUI panels.
- Alfred
Scott Loyd wrote:
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http://3dwire.net/bin/what_elements.jpg
Anyways, I have been digging through the code and my res files trying
to
figure out
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
What does ldd -d aoa/bin/server_i486.so return one you have run
export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:. ?
[EMAIL PROTECTED] wrote:
Neither srcds_i486 nor srcds_i686 will load my mod on FC5. They will
load hl2mp however. It's hard to say what's to blame because, as has
been discussed ad
to it in the .so, which is really the kosher
thing to do anyway, and now it works.
At 2006/06/06 11:29 PM, Alfred Reynolds wrote:
What does ldd -d aoa/bin/server_i486.so return one you have run
export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:. ?
[EMAIL PROTECTED] wrote:
Neither srcds_i486 nor srcds_i686
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
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
-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
You can expect it as soon as it is ready and not a moment before :)
- Alfred
Ryan Sheffer wrote:
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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
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.
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:
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We also did the same thing with GES, started with hl2mp ID then moved
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
{
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
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:
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Just created it :)
http://developer.valvesoftware.com/wiki/VAC_for_Mods
On
Except for all the ones released before you using HL2MP (which != HL2)
:-)
- Alfred
Charles Solar wrote:
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www.prodod.net
First and only mod released not requireing half life 2
On 7/17/06, LDuke [EMAIL PROTECTED] wrote:
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[ Picked
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
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
, 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?
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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:
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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:
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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
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:
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
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
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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