Re: [hlcoders] ogc required to play??

2002-01-01 Thread Alfred Reynolds
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] ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Clientside events not matching the server

2002-03-01 Thread Alfred Reynolds
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

RE: [hlcoders] stencil buffer

2003-07-23 Thread Alfred Reynolds
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

RE: [hlcoders] stencil buffer

2003-07-24 Thread Alfred Reynolds
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

RE: [hlcoders] weapon prediction bug

2003-08-09 Thread Alfred Reynolds
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

RE: [hlcoders] weapon prediction bug

2003-08-10 Thread Alfred Reynolds
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

RE: [hlcoders] weapon prediction bug

2003-08-14 Thread Alfred Reynolds
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

RE: [hlcoders] client 'reconnect' results in segfault, 'retry' does not

2003-08-15 Thread Alfred Reynolds
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

[hlcoders] [hlds] List server upgrade

2003-08-23 Thread Alfred Reynolds
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

RE: [hlcoders] Linux: Undefined object PM_Move

2003-09-02 Thread Alfred Reynolds
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

RE: [hlcoders] Steam/Mod/Coding concerns- attn: Valve

2003-09-07 Thread Alfred Reynolds
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

RE: [hlcoders] sobig @ valve

2003-09-08 Thread Alfred Reynolds
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

RE: [hlcoders] Steam/Mod/Coding concerns- attn: Valve

2003-09-14 Thread Alfred Reynolds
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

RE: [hlcoders] Won being retired -- how do we test non-valve mods ?

2003-09-15 Thread Alfred Reynolds
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

RE: [hlcoders] Steam and pak files

2003-09-15 Thread Alfred Reynolds
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

[hlcoders] How to debug under steam

2003-09-15 Thread Alfred Reynolds
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

RE: [hlcoders] How to debug under steam

2003-09-15 Thread Alfred Reynolds
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

RE: [hlcoders] New Protocols?

2003-09-16 Thread Alfred Reynolds
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). -

RE: [hlcoders] Steam filesystem

2003-09-16 Thread Alfred Reynolds
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:

RE: [hlcoders] Steam filesystem

2003-09-16 Thread Alfred Reynolds
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:

RE: [hlcoders] CounterStrike 1.6 Weapon Definition Information

2003-09-19 Thread Alfred Reynolds
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

RE: [hlcoders] CounterStrike 1.6 Weapon Definition Information

2003-09-20 Thread Alfred Reynolds
- 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

RE: [hlcoders] TriAPI fog missing under steam?

2003-09-22 Thread Alfred Reynolds
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

RE: [hlcoders] Getting the Steam ID of a local player

2003-09-23 Thread Alfred Reynolds
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

RE: [hlcoders] Possible Steam Bug

2003-09-26 Thread Alfred Reynolds
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

RE: [hlcoders] pfnMessageBegin: type=93

2003-09-27 Thread Alfred Reynolds
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

RE: [hlcoders] pfnMessageBegin: type=93

2003-09-27 Thread Alfred Reynolds
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

RE: [hlcoders] Problem testing HLDS Linux (yes it's mod coding re lated)

2003-09-28 Thread Alfred Reynolds
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

RE: [hlcoders] Problem testing HLDS Linux (yes it's mod coding r e lated)

2003-09-29 Thread Alfred Reynolds
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

RE: [hlcoders] Debugging under Steam

2003-09-29 Thread Alfred Reynolds
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

[hlcoders] Model load failed functionality

2003-11-06 Thread Alfred Reynolds
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

RE: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-10 Thread Alfred Reynolds
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

RE: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-16 Thread Alfred Reynolds
This is a multi-part message in MIME format. -- //--- // client_textmessage_t //--- typedef struct client_textmessage_s { int effect; byte r1, g1, b1,

[hlcoders] RE: Strange behavior of Steam HUD say text?

2003-11-18 Thread Alfred Reynolds
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)

[hlcoders] Steam update: engine binaries changed

2003-11-20 Thread Alfred Reynolds
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

[hlcoders] Engine interface changes

2003-11-27 Thread Alfred Reynolds
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

[hlcoders] RE: metamod 1.17 and adminmod / mysql

2003-11-28 Thread Alfred Reynolds
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

RE: [hlcoders] pfnMessageBegin...

2003-12-03 Thread Alfred Reynolds
{ 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]

RE: [hlcoders] pfnMessageBegin...

2003-12-04 Thread Alfred Reynolds
] 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

RE: [hlcoders] pfnMessageBegin...

2003-12-04 Thread Alfred Reynolds
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

RE: [hlcoders] pfnMessageBegin...

2003-12-04 Thread Alfred Reynolds
- 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

RE: [hlcoders] Registry values for installs and other things

2003-12-19 Thread Alfred Reynolds
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

RE: [hlcoders] Deathmessages stopped working in Steam

2003-12-20 Thread Alfred Reynolds
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]

RE: [hlcoders] Registry values for installs and other things

2003-12-23 Thread Alfred Reynolds
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

RE: [hlcoders] linux server problems

2004-01-04 Thread Alfred Reynolds
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

RE: [hlcoders] Adding a new skill level and Steam

2004-01-04 Thread Alfred Reynolds
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

RE: [hlcoders] The mp3 command in Steam.

2004-01-06 Thread Alfred Reynolds
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-

RE: [hlcoders] Get setinfo data from client using server

2004-01-28 Thread Alfred Reynolds
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]

RE: [hlcoders] Server say (chat) messages

2004-02-09 Thread Alfred Reynolds
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

RE: [hlcoders] Server say (chat) messages

2004-02-09 Thread Alfred Reynolds
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

RE: [hlcoders] Steam changes 2-9

2004-02-11 Thread Alfred Reynolds
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

RE: [hlcoders] STEAM Update and messing up bots (Again)

2004-02-13 Thread Alfred Reynolds
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

RE: [hlcoders] [ot] Steam vs IE

2004-02-16 Thread Alfred Reynolds
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]

RE: [hlcoders] Open letter to Valve about VGUI

2004-02-16 Thread Alfred Reynolds
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

RE: [hlcoders] pfnRemoveEntity+stuff

2004-02-16 Thread Alfred Reynolds
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]

RE: [hlcoders] Need Valve's confirmation

2004-02-20 Thread Alfred Reynolds
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

RE: [hlcoders] Need Valve's confirmation

2004-02-20 Thread Alfred Reynolds
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

RE: [hlcoders] The account

2004-03-01 Thread Alfred Reynolds
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:

RE: [hlcoders] FAO Valve : HL2 Server Query Info

2004-03-06 Thread Alfred Reynolds
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:

RE: [hlcoders] pwd?

2004-03-13 Thread Alfred Reynolds
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

RE: [hlcoders] CS:CZ Metamod

2004-03-23 Thread Alfred Reynolds
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]

RE: [hlcoders] Steam and Mods

2004-03-26 Thread Alfred Reynolds
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

RE: [hlcoders] CS:CZ rules query fragmentation broken on random servers?

2004-04-02 Thread Alfred Reynolds
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]

RE: [hlcoders] CS:CZ rules query fragmentation broken on random servers?

2004-04-03 Thread Alfred Reynolds
- 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

RE: [hlcoders] ^_^ mew-mew (-:

2004-05-16 Thread Alfred Reynolds
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] ^_^

RE: [hlcoders] UserMsg 57..... ?

2004-05-23 Thread Alfred Reynolds
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]

RE: [hlcoders] steam mod stats page info

2004-06-21 Thread Alfred Reynolds
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

RE: [hlcoders] huge debug problem

2004-08-06 Thread Alfred Reynolds
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

[hlcoders] RE: New query protocol for CS: Source?

2004-08-11 Thread Alfred Reynolds
. - 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

[hlcoders] RE: New query protocol for CS: Source?

2004-08-11 Thread Alfred Reynolds
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

RE: [hlcoders] RE: New query protocol for CS: Source?

2004-08-11 Thread Alfred Reynolds
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

RE: [hlcoders] Content Provider

2004-08-13 Thread Alfred Reynolds
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

[hlcoders] Source RCON format

2004-08-22 Thread Alfred Reynolds
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

RE: [hlcoders] Spectator buffer overflow exploit

2004-08-26 Thread Alfred Reynolds
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,

RE: [hlcoders] RE: Incoming Msg

2004-09-01 Thread Alfred Reynolds
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

RE: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-10-12 Thread Alfred Reynolds
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:

RE: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-10-16 Thread Alfred Reynolds
-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

RE: [hlcoders] sdk for css?

2004-10-06 Thread Alfred Reynolds
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

[hlcoders] What MSVC version do you use/have?

2004-10-20 Thread Alfred Reynolds
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 ___ To unsubscribe, edit your list

RE: [hlcoders] What MSVC version do you use/have?

2004-10-20 Thread Alfred Reynolds
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

RE: [hlcoders] What MSVC version do you use/have?

2004-10-20 Thread Alfred Reynolds
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

RE: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Alfred Reynolds
? 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

RE: [hlcoders] Does Valve compress files?

2004-11-09 Thread Alfred Reynolds
:( 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

[hlcoders] Source SDK

2004-11-30 Thread Alfred Reynolds
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:

RE: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-12-01 Thread Alfred Reynolds
- 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

RE: [hlcoders] compiling the sdk

2004-12-01 Thread Alfred Reynolds
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

RE: [hlcoders] Source SDK

2004-12-01 Thread Alfred Reynolds
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

RE: [hlcoders] Running serverplugin_empty

2004-12-01 Thread Alfred Reynolds
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

RE: [hlcoders] ServerPlugin API

2004-12-01 Thread Alfred Reynolds
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:

RE: [hlcoders] ServerPlugin API

2004-12-01 Thread Alfred Reynolds
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

RE: [hlcoders] Running serverplugin_empty

2004-12-01 Thread Alfred Reynolds
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

RE: [hlcoders] Question on Plugin Interface

2004-12-02 Thread Alfred Reynolds
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:

[hlcoders] Server plugins

2004-12-02 Thread Alfred Reynolds
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

RE: [hlcoders] Question on Plugin Interface

2004-12-02 Thread Alfred Reynolds
: 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

RE: [hlcoders] Server plugins

2004-12-03 Thread Alfred Reynolds
? ../../../../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

RE: [hlcoders] Server Plugin - String Storage

2004-12-03 Thread Alfred Reynolds
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 );

RE: [hlcoders] SteamID?

2004-12-03 Thread Alfred Reynolds
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

RE: [hlcoders] Other interfaces in serverplugin

2004-12-03 Thread Alfred Reynolds
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

RE: [hlcoders] can't debug!

2004-12-03 Thread Alfred Reynolds
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

RE: [hlcoders] MS VS C++ 6.0 source compile info

2004-12-03 Thread Alfred Reynolds
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:

  1   2   3   4   5   >