is revoked for a couple days...
I'd like to remind everyone that cheating is lame. I feel that the game
becomes lame when you cheat
--
Alfred Reynolds
[EMAIL PROTECTED]
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To unsubscribe, edit your list preferences, or view the list
your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
--
Alfred Reynolds
[EMAIL PROTECTED]
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http
I haven't noticed any problems with my mouse under D3D, for either of the
two machines I worked on. In general I would use the OpenGL mode, it has
much better performance.
Marco Leise wrote:
No hurry, I read the posts about your lazyness with the signup. What I
meant WAS that you were not a
sorry, can't do. The dynamic destruction and recreation of the game engines
hdc would require major changes that we don't want to do at this time. Wait
for HL2 (its not long now).
jc wrote:
Well then how about a favor :)? There is gonna be another engine and
sdk update so...
(1) how about an
per entity per frame, i.e per unique player entity per rendered screen. So
if in a single frame 2 events were sent to the client then only one of them
(the last I believe) would get through.
zmeko wrote:
What do you mean by entity frame?
Alfred Reynolds wrote:
The deep recesses of my memory
The deep recesses of my memory seem to think that you can only have 1 event
per entity per frame. Perhaps the reload event is stomping over the top of
another event?
- Alfred
Tony omega Sergi wrote:
I don't even use those cl_lw checks at all, so its always just on.
But, after all kinds of
snip
You seem to have the opposite problem where the prediction is mucked.
I noticed also that checking cl_lw, the value seems to intermittently
change (tried to print to console based on it's value, and it seems
to decide to reset itself at random).
There is only one place in the engine
The only real difference between the two is that retry will reauthenticate
the users whereas reconnect skips this process and goes straight to putting
the client in the server (and it only works on clients that have already
been authenticated).
Where is m_pEdict comming from? You are getting that
We have taken the opportunity provided by the recent internet worms to
upgrade and relocate our list server. The IP address for the list server has
been changed (to 207.173.176.202), it may take a couple days for your ISP's
DNS servers to get this new address. The upgrade involved relocating the
provide the exact error message and we can provide the exact solution :)
It sounds like you have not compiled all the files you need into the dll (in
particular the files in pm_shared).
- Alfred
Cale 'Mazor' Dunlap wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain
We will be sending an email this week detailing exactly what is required to
interoperate with steam. In short the major change will simply be a change
in location for installing your mod.
We have addressed the cache size concern, Steam now shares caches amongst
each game so the total size of the
We have an unusually high load on our mail servers due to people OUTSIDE of
our network with the virus (as a hundreds of thousands of people have an
email address from our domain on their machines which the virus exploits).
We are not however sending infected emails OR producing bounce messages
There is a bug in hlds.exe that causes it to fail to load gfx.wad when
-console is specified on the command line. Remove that parameter and it
should work. We are working on a fix for this bug.
Ravenous Bugblatter Beast wrote:
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED
Can you give more details on the exact error message?
WON will not be retired until we have resolved all the important issues with
3rd party mods (i.e running and debugging them).
Pat Magnan wrote:
I seem to be unable to run our mod's dedicated server and connect to
it, it runs up, did all
The only change that should effect mods (that I can remember) is that the
various filesystem calls now return relative paths rather than full ones
(and they also only accept relative paths). The only point where this has
been an issue from my experience is when parsing the returned value of
To debug in steam you will need to do the following:
1) Install steam.
2) Run steam at least once and launch half-life and have it load.
3) Place your mod in the directory of the program you launched in step
2 (i.e c:\program files\steam\steamapps\email addr\Half-Life) 4) Copy
the SteamApp.cfg
go ahead.
Bulk wrote:
Mind if I reproduce that on TheWavelength.net Alfred?
Regards,
-- Bulk
Site Manager
http://www.thewavelength.net
-Original Message-
From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: 16
September 2003 01:37 To: '[EMAIL PROTECTED]'
Subject: [hlcoders
The WON change is at an engine level.
The only change you MUST make is to use g_Engfuncs.pfnGetPlayerAuthId()
(which returns a string) rather than g_Engfuncs.pfnGetPlayerWONId() (which
returns -1 all the time). This change was introduced in 3.1.1.1 (the
GetPlayerAuthID function that is).
-
There is no need for MODS to use the steam filesystem, just keep using the
usual engine callbacks to access files (i.e LoadFileForMe() and FreeFile() )
and everything will work. You can also keep using stdio filesystem functions
to write files directly to disk.
- Alfred
Taylor Sherman wrote:
We will be releasing detailed information soon on all the modifications you
can do to the UI for your mod.
- Alfred
DAV wrote:
And how to make stuff we made before Steam on Half-Life?
Stuff like costum splashscreen, costum menus, etc?
Davide (DAV)
Email: [EMAIL PROTECTED]
DAV Levels:
WeaponList is still being sent.
- Alfred
punisher wrote:
As of Counter-Strike 1.6 the engine no longer sends the WeaponList
message to the Client, so it cant be caught by a 3rd party plugin to
get all the Weapon Names plus their id's.
Any chance someone at valve could strip this definitions
-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Friday, September 19, 2003 7:31 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] CounterStrike 1.6 Weapon Definition
Information
WeaponList is still being sent.
- Alfred
punisher wrote:
As of Counter
to follow up on Tony's email, fog will only work under OpenGL.
Tony omega Sergi wrote:
Is it possible you could somehow not be in opengl mode? (I've not
checked to see if fog works for me or not via tri-api, I shall do that
and let you know my results when I finish what I'm working on at the
What do you mean? pfnGetPlayerAuthId will return the authid of any player in
the server. For lan play (sv_lan 1) all id's will be STEAM_ID_PENDING
(except for the local player which will be STEAM_ID_LOOPBACK).
[EMAIL PROTECTED] wrote:
Before pfnGetPlayerAuthId reutrned the wonid (as long as
what menu is clickable? And do you mean custom maps?
And which buttons?
[EMAIL PROTECTED] wrote:
While toying around with my mod in steam, I noticed that while steam
is downloading maps, the menu is still clickable. This causes various
strange things to happen, including the disruption of the
listen for the ScoreInfo message (this has not changed).
Brian A. Stumm wrote:
pfnMessageBegin: edict=0 dest=2 type=93
I have been intercepting this message in order to get information
about the team related scores in TFC. Since upgrading to steam my
code no longer works to get team scores
you would need to monitor the pfnRegUserMsg() at startup to map the string
to its number. See Botmans bot code for an example.
Brian A. Stumm wrote:
On Fri, 26 Sep 2003, Alfred Reynolds wrote:
listen for the ScoreInfo message (this has not changed).
What number is the ScoreInfo message
Right now if you host a server behind a NAT device and you connect with a
client from behind the SAME NAT device you MUST connect via its internal IP.
We will be making it possible to connect to either IPs in the near future.
- Alfred
Pat Magnan wrote:
This is something I've been having
not if you start it as a listen server (with sv_lan 1 set).
Daniel Koppes wrote:
re lated)
Does that include 127.0.0.1 ?
At 11:37 29/09/2003, you wrote:
Right now if you host a server behind a NAT device and you connect
with a client from behind the SAME NAT device you MUST connect via
Remove the -console line if you are trying to run the dedicated sever,
right now that doesn't work.
Charlie Cleveland wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey all,
I've done everything mentioned previously on this list, and
I want to change the functionality of the engine when a model fails to
load. Right now if you have developer mode set it will throw a fatal
error and quit. This is good for developers as it quickly exposes
problems BUT lots of users also have developer 1 set and they don't want
it exiting.
I
to hlcoders?
Alfred, will this only effect dedicated servers or will there be a
client update coming in the near future?
Original Message
Subject: [hlds_apps] Engine interface changes
Date: Mon, 10 Nov 2003 13:49:44 -0800
From: Alfred Reynolds [EMAIL PROTECTED]
Reply
This is a multi-part message in MIME format.
--
//---
// client_textmessage_t
//---
typedef struct client_textmessage_s
{
int effect;
byte r1, g1, b1,
Does this happen with CS?
I believe this is because TFC doesn't support the new VGUI2 style text
printing interface and the old interface had a weird timing dependency
on setting text colours. The change to the VGUI2 font printing (required
for Asiatic languages and for higher screen resolutions)
We have just released a new dedicated server engine binary to counter an
exploit published on Wednesday. This exploit allowed clients to download
any file from within the mod directory (such as the server.cfg).
Our fix was to disallow downloading of files with the following
extensions:
.cfg .ini
The recent Counter-Strike update on steam has exposed some differences
between the current SDK engine interface and the one currently used by
the engine. In the process of porting the engine to the 64-bit AMD
architecture we had to make changes to ensure data type size coherence
across
There are no changes to Admin Mod itself, it just needs to be recompiled
against a patched MetaMod src tree (to get the engine interface
changes).
- Alfred
-Original Message-
From: jules [mailto:[EMAIL PROTECTED]
Sent: Friday, November 28, 2003 12:58 PM
To: Alfred Reynolds; [EMAIL
{ svc_temp_entity, svc_temp_entity, CL_Parse_TempEntity }, //
23
Its temp ents, y'all have too many.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Cale 'Mazor' Dunlap
Sent: Wednesday, December 03, 2003 9:48 PM
To: [EMAIL PROTECTED]
]
Subject: RE: [hlcoders] pfnMessageBegin...
.
GREAAAT
Would sounds in maps cause that message to fire?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, December 04, 2003 12:03 AM
To: [EMAIL PROTECTED
systematic I
assume there's gotta be an explanation for this.
-Cale
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, December 04, 2003 12:03 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin
-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Thursday, December 04, 2003 1:25 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] pfnMessageBegin...
Sounds like you are sending too much data (too many
MESSAGE_BEGIN()'s or
too much data in each
This is a debug message that escaped as a general printf(). You can
ignore it :)
There is a 60 second maximum timelimit between frames (a fail safe), so
if your mod has too many resources or does too much processing on
startup it can cause this to kick in. You know you have this problem
when you
The print notify area has been removed from the HL engine. You will need
to use one of the other print areas.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Sniper
Sent: Saturday, December 20, 2003 10:59 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders]
Check the other threads, it looks like you broke into one of the Steam
threads (which won't effect you).
Have you tried putting a breakpoint at the start of your mod code and
stepping from there?
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
You should statically link to the stdc++ library (as there are way too
many versions in the wild to support via a shared library). Just find a
file called libstdc++.a or similar beneath the /usr/lib (or
/usr/local/lib) directory and add that to the gcc command line when
linking (just add the
The skill cvar is limited to a value between 0 and 3.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Caleb 'Ghoul' Delnay
Sent: Sunday, January 04, 2004 3:33 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Adding a new skill level and Steam
That is all the commands there are. There are two volume controls,
MP3Volume which is the global volume (ranges from 0 to 127) and
MP3FadeTime which is the time (in seconds) to fade the volume down of an
mp3 just before it ends (the cd fadeout command triggers this).
-Original Message-
All keys prepended with _ won't get passed to other clients, Admin Mod enforces
putting passwords in keyvalues prepended with _ (the server can always read all the
data in the buffer obviously, as it needs to check the passwords :)
-Original Message-
From: [EMAIL PROTECTED]
ClientCommand()
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Brian A. Stumm
Sent: Monday, February 09, 2004 3:31 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Server say (chat) messages
Can I get a push in the right direction here?
I'm
Ahh, it is I who lead you down the garden path. PF_WriteString_I
doesn't ever go through MetaMod (it stays inside the engine) so you
can't intercept it. Um, I don't think there is a good solution.
Perhaps you could use the logmod method of intercepting stdout and
parsing all that text, or try
Entities are now cached inside of CS rather using the engine lookup
routines (because they are too expensive to use so often). If you remove
entities from the world that CS knows about it will cause it to crash
(so don't).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Cstrike now uses a hash table in the mod to cache calls to
pfnFindEntityByString(), so you won't be able to intercept them any
longer. You could intercept pfnMessageBegin(), the following set of
calls should be unique to round start:
// reset all players health for HLTV
Last time I tried the mozilla activex control it just crashed on
startup. The game engine is using a direct to memory rendering mode of
the control so we can render to textures, and the Mozilla control
doesn't seem to support this mode.
-Original Message-
From: [EMAIL PROTECTED]
VGUI (Valve GUI btw) has been rewritten, and like a caterpillar emerges
from its cocoon to become a butterfly so has VGUI morphed into the
beautiful VGUI2. We use VGUI2 for both the in game and out of game UI
(i.e the steam windows on the desktop). It is also being used in the HL2
engine.
The
CS is caching entity calls inside of itself, with the (valid) assumption
that only it touches the entities. It cannot handle other code altering
the state of its entities.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
You should read the EULA and consult a lawyer on this.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Tan Theodore
Sent: Friday, February 20, 2004 2:35 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Need Valve's confirmation
I managed to extract
mods)
Ugh- I have a headache now .
~
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Friday, February 20, 2004 2:32 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Need Valve's confirmation
You should read
Actually it was virus from a random internet user :-(
It does prove that the plaintext patch has successfully being reapplied
to mailman.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jeffrey botman Broome
Sent: Monday, March 01, 2004 8:54 AM
To:
This is a multi-part message in MIME format.
--
The details for the servery querying in HL2 have not been finalized yet, but it will
be very similar to HL1 (at least for server browser style queries).
From: [EMAIL PROTECTED] on behalf of Jamie Robertson
Sent:
The problem with deleting mails with attachments is that stops anyone
with outlook being able to use the list (when using html or RTF email
modes, the defaults).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of BuzzKill
Sent: Saturday, March 13, 2004
You need to add support for all the new entities. This list was supplied
to Will about a week ago.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Tuesday, March 23, 2004 2:37 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders]
It will remain under control of the Mod team, we will simply provide the
delivery mechanism. You will need to go through us to publish updates
and we will do some very, very basic QA.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Daniel Koppes
I attempted a quick fix for this in todays release, can anyone confirm if the problem
still exists?
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kris Sum
Sent: Tuesday, March 30, 2004 3:51 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders]
-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Alfred Reynolds
Sent: 03 April 2004 04:12
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] CS:CZ rules query fragmentation
broken on random servers?
I attempted a quick fix for this in todays release, can
anyone confirm
This thread has gone on long enough, if anyway wants to continue it
please take it offlist.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
StealthMode
Sent: Sunday, May 16, 2004 7:23 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] ^_^
There is no usermsg 57, the engine defined ones stop at 56 (and mod
created ones start at 64). Sounds like you are corrupting your network
steam (by mismatching what the server sends and how the client parses it
typically).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
Just ask myself or Eric to add it. I have added your, it should appear
in the next hour or so.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED] Sent: Sunday, June 20, 2004 9:31 PM To:
[EMAIL PROTECTED] Subject: [hlcoders] steam
Change Debug-Exceptions-Microsoft C++ Exception to stop always and
see if that help.
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED] Sent: Friday, August 06, 2004 3:28 PM To:
[EMAIL PROTECTED] Subject: RE: [hlcoders] huge debug
problem
.
- Alfred
Original Message
From: Steven Hartland [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 11, 2004 6:32 PM
To: Alfred Reynolds
Subject: New query protocol for CS: Source?
Looks like you've implemented a new query protocol for the hl2 engine
do you have any details you can give me
1) appid (a steam magic number)
2) you can't right now.
3) see 2.
We are working on the player and rule info queries.
- Alfred
Original Message
From: Steven Hartland [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 11, 2004 7:59 PM
To: Alfred Reynolds
Cc: [EMAIL PROTECTED]; [EMAIL
and getting
nothing back. What's the difference?
Dave
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Wednesday, August 11, 2004 11:06 PM
To: Steven Hartland
Cc: [EMAIL PROTECTED]; [EMAIL PROTECTED]
Subject: [hlcoders] RE: New query
Win2k or above (so server 2k3 is fine).
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh Sent:
Friday, August 13, 2004 2:57 PM To: [EMAIL PROTECTED]
Subject: [hlcoders] Content Provider
I noticed on the FAQ on steampowered you have to be running
Here is my first pass at writing a spec for the RCON format, feel free
to ask questions.
Source Server RCON format
The protocol is based around command/response packets encapsulated in a
TCP/IP stream. The stream can have multiple
Check with the NS team to see if they know about it. If you have a way
to reproduce the problem please send that to me offlist so I can track
down the problem.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of NeoMatrix99
Sent: Thursday, August 26,
It just checks the from address. Vanilla SMTP can't do any more, you
need technologies like SPF (see http://spf.pobox.com/), none of which
are mature enough for our poor old list server.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stephen
It will be true (just as soon as I write it). Details will be sent to
the list when something is available.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Pavol Marko
Sent: Tuesday, October 12, 2004 10:34 AM To:
[EMAIL PROTECTED] Subject:
-like functionality?
[ Converted text/html to text/plain ]
Alfred can you give a ballpark timeline for when this will be
availible even in a basic form? There are alot of servers that
are screaming for controls to enforce server policy. Thanks.
Alfred Reynolds wrote:
It will be true
The SDK will include multiplayer examples.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Henry
Malthus Sent: Wednesday, October 06, 2004 8:05 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] sdk for css?
I was wondering about this the other
I just want to do a quick straw poll of how many people on this list
DON'T have access to MSVC.NET or above for their MOD development (we
hope to only release MSVC.NET project files with the SDK)?
- Alfred
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To unsubscribe, edit your list
Put down that spliff!
Linux will require GCC 3.4.1 and libc 2.3 and above (actually GCC 3.3
should be okay). However, as these tools are free I don't need to worry
about who can access them :)
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
We use 3.4.x because we require some of its advanced template support
and also its better processor support. I hope to create a vcproj to
makefile converter for the SDK so a linux build just requires typing
make (perhaps after editing a Makefile header to point to custom gcc
binaries or binary
?
On Thu, Oct 21, 2004 at 10:49:28AM -0700, Alfred Reynolds wrote:
HL2. There are no plans for another Half-Life SDK release.
- Alfred
In that case, how are HL1 modders supposed to get their hands on the
VGUI2 stuff, and all the other things that have been added to the
engine since SDK
:(
One other thing... I don't have a DVD-drive... Does that mean I
can't
buy a retail version? (I've read somewhere, that the release will be
DVD
only)
/ Gregor
Alfred Reynolds wrote:
The total download size of HL2 for the silver pack is around 2.5Gb
(on disk size is much
We have released the full Source SDK via Steam. It now contains all the
tools you need to make a Mod using the Source engine. To get the SDK you
need to have a Steam account that owns Half-Life 2 (either brought via
Steam or using a retail CD key).
The documentation for the SDK can be found at:
-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 17 October 2004 03:49
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Does HL2 have built-in metamod-like
functionality?
Nope, its release it tied with the SDK and I don't know the timing
The Source code is ANSI complaint (compiles clean on GCC 3.4.x, not 3.3
due to some templating problems with GCC however).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez Sent: Wednesday, December 01, 2004 4:51 AM To:
[EMAIL
linux?
Or do we actualy need to copy files from our windows system?
On Tue, 2004-11-30 at 21:55 -0800, Alfred Reynolds wrote:
We have released the full Source SDK via Steam. It now contains all
the tools you need to make a Mod using the Source engine. To get the
SDK you need to have a Steam
Try copying serverplugin_empty.dll to the base bin/ directory (rather
than cstrike/bin/).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of covert
Sent: Wednesday, December 01, 2004 7:12 AM To: hlcoders
Subject: [hlcoders] Running serverplugin_empty
What fraction of power are you missing? The plugin interface should have
all the relevant callbacks you need.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson Sent: Wednesday, December 01, 2004 8:03 PM To:
[EMAIL PROTECTED] Subject:
Dec 2004, Alfred Reynolds wrote:
What fraction of power are you missing? The plugin interface should
have all the relevant callbacks you need.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson Sent: Wednesday, December
to launch so the debuger reconsises the symbols
since it is being launched by steam.
On Wed, 1 Dec 2004 17:21:58 -0800, Alfred Reynolds wrote:
SPAN Run with -dev on the command line and if you don't see
any errors SPAN about failing to load the plugin then it
should be running. If you
Yes, read the game dll code and copy it. We haven't provided a sample of
this because it will be pretty involved. We have discussed providing
some interfaces to help manage entities between mods and plugins, but
nothing concrete has come out of it yet.
- Alfred
Original Message
From:
We just released a fix for server plugins note loading under Steam,
restart Steam to get it. The path details for loading a plugin have also
changed, the .vdf file should specify the filename relative to the bin/
directory of the server (i.e if you copy your binary into the base bin/
directory
: Thursday, December 02, 2004 5:29 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] Question on
Plugin Interface
Alfred Reynolds wrote:
Yes, read the game dll code and copy it. We haven't provided a
sample of this because it will be pretty involved. We have discussed
providing some interfaces
?
../../../../myplugin
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, December 03, 2004 1:35 AM
Subject: [hlcoders] Server plugins
We just released a fix for server plugins note loading under Steam,
restart Steam to get it. The path
How would I go about this?
else if ( FStrEq( pcmd, msg, stringinput ) )
{
KeyValues *kv = new KeyValues( menu );
char string1[24];
Q_snprintf( string1, sizeof(string1), Hello! );
kv-SetString( title, string1 );
CBasePlayer *pPlayer = UTIL_GetCommandClient();
pPlayer-GetNetworkIDString()
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent:
Friday, December 03, 2004 4:32 PM To: [EMAIL PROTECTED]
Subject: [hlcoders] SteamID?
Does anyone have a
Yes, you should be able to use all the ones exported by the engine,
material system, filesystem and studiorender. The game factory supplies
ones exported by the game dll. The missing factory is the vphysics
library, I will look at getting that added, in the mean time try this
snippet:
// Load
220, not 280.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Hoegl
Sent: Friday, December 03, 2004 5:40 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] can't debug!
Thanks for the info, but I am getting this error when I launch
The Source engine barely uses STL. It will run fine with VC6.0 (the
retail release was built using it), we have just moved onto VC7.1
internally (and only support it now).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez Sent:
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