For your debug question, here's a post of Alfred (from VALVe) 3 days ago :

##########
Alfred Reynolds wrote:
> 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" file (created from the text below) into the
> programs
> directory (i.e c:\program files\steam\steamapps\<email
> addr>\Half-Life\SteamApp.cfg 5) Edit "SteamApp.cfg" to point to the
> correct username, password, install path and AppID. The AppID value
> should be 70 (meaning Half-Life).
>
>  The version entry should be 0 for now, if we ever update the content
> for your chosen AppID you will need to increment this number (we will
> phase this field out soon).
>
> 6) Copy Steam.dll from the base steam directory into the program
> directory (i.e copy c:\program files\steam\steam.dll  c:\program
> files\steam\steamapps\<email addr>\Half-Life\).
>
> 7) Launch hl.exe in the debugger like usual, just add "-steam" to the
> command line. If you forget "-steam" you will launch hl.exe using
> steam.exe and you will be unable to use the debugger (unless you
> attach
> to the process).
>
>
> We will be releasing details on customizing the UI soon.
>
> - Alfred
>
>
>
> ------------ SteamApp.cfg -------- Cut Here
>
############################################################################
> ##
> # SteamApp.cfg
> #
> # Steam Client App configuration-override file
> #
> # This file is read by the Steam code in the Client
> # Application, and controls configurable parameters that
> # affect only that App.
> #
> # To be effective it must be placed in the App directory
> # (for example, c:[EMAIL PROTECTED]).
> #
>
############################################################################
> ##
> #
> # Debug-launch settings
> #
> # Use these settings when you are running your application directly
> # from your debugger (ie, not launching the App from the Steam UI)
> # In such cases, you need to tell Steam which application
> # you are running and the version you want to use.  Each application
> has # an ID number and each version of your application has a version
> ID
> number. # You also need to indicate the username you are running Steam
> under. #
> # SteamInstallPath should point to the directory where the
> corresponding Steam.exe # resides
> #
> # To do a debug launch:
> #
> # - do at least one launch from the UI first to ensure the Minimum
> Footprint files #   are present
> # - leave the Steam UI running
> # - copy this file into the App directory
> # - fill out the following config parameters
> # - copy Steam.dll into the App directory
> # - run the app directly or through the debugger, with "-steam" on the
> command line #
> # You may leave it setup and still do normal launches through the
> # Steam UI. However, if you comment out the SteamInstallPath
> parameter, # you must also REMOVE Steam.dll from the App directory,
> or else the # launch will fail with "The local Steam service is not
> running". #
> # SteamAppId=0
> # SteamAppVersionId=0
> # SteamInstallPath=u:\Steam
> # SteamAppUser=user
>
> ------------ End of SteamApp.cfg --------
################

For the others questions, I can't help you...

<=- Micha�l "Cortex" Monerau -=>


[EMAIL PROTECTED] wrote:
> Oh boy. I will say this first. I like the potential the software has,
> so don't
> get my wrong because my name is steamsucks. steamsucks because I don't
> understand it. So I am asking for some help in understanding the
> software so I
> can like steam and get my mod out to the public.  I think steam is a
> step in
> the right direction
>
> Having said that, i have some questions.
>
> 1. What is a .gcf file? Is that the new pak file or something? Where
> are the
> packfiles. I had a pak file for my mod, but it seems to try to
> download my
> whole pac every time I created or connected to a server! SO I
> unpacked the pack
> to just folders and that took care of that problem and loaded much
> much faster.
> I would guess this, it steam everyting in the pak is PURE serevr side
> and thus
> forces clients to download each time, otherwise the files are left to
> the
> client. IS this some kind of cheat protection, im confused. Also I
> called
> regards to this function: SPR_Load. I seems to produce an error
> message in the
> console when it fails to load a sprite (this was not the case in the
> old
> function). I am doing some very unique sprite loads in my mod which
> checks to
> see if first.. the files are my mod's dir, then in valve's and when
> it fails
> the first, it gets the next. And it worked great until steam came out
> because
> my now console gettings flooded with error message which I'm actually
> expecting
> to get. I guess I will have to do a search for the file name before
> calling
> SPR_Load. Not sure if anyone else had that problem.
>
> 2. How the heck am I going to package my mod! do I guess peoples
> emails
> address.. InstallPath + [EMAIL PROTECTED]/half-life/
> please make a reg key for each players email so We can use third party
> installation software with ease, or some other convention. I'm just
> not sure
> how I will have people install my software.
>
> 3. .src files. It looks like they are going be more robust, have
> these files
> improved or are they the exact same, just with a steam vgui around
> them? Also
> mine does not seem to work. Which ever settings i give it, get
> overwritten my
> my own code later on, i will have to debug this. In other words, It
> does not
> work like the old hl worked, which brings up my next question
>
> 3. Debugging, how the heck do I debug now? -console -game mymod  will
> that
> still work, do i exectue with steam.exe I don't really know what to
> do here.
>
> 4. The ESC key no longer works with client side stuff. I did some key
> checks
> and I had the ESC key overwritten in one part of my game so it did
> not open up
> the menu, but rather do something else. I really liked that so will
> there be a
> way I can get that key back or is steam going to be an asshole had
> whore it the
> whole time?
>
> 5. SDK, how soon for the new one!
>
> 6. cashed.wad relating to the splash screen, How do I change the
> splash screen
> and all those buttons back to what I had. I spent a significant
> amount of work
> and even paid for new sounds to work with the splash screen. I
> actually don't
> have sound right now because my speakers broke (blame klipsch )
> Anyway, will it
> be possible to edit the launch menu like before?
>
> 7. Icon next to my mod under "Third party mods" Can I put a cool icon
> like all
> the other valve mods have?
>
> 8. liblist, whets changed here, I would like to get rid of the single
> player
> stuff, "New game" "Load Game"
>
> 9. Any information of steam development, please give me URL's or what
> not, I am
> new to this forum, sorry if some of my questions are the same as many
> that have
> be posted here in the last few days.
>
> thanks guys.
>
> Ps: that steam forum is a waste of time to ask these, its a bunch of
> counter
> strike cry babies who cant cheat anymore!
>
>
>
>
>
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