Re: [hlcoders] Source SDK

2004-12-01 Thread covert
[ Converted text/html to text/plain ]

Not many modders are in the same situation as you. I don't believe there is
much of a situation to fix.



As for copying it to other computer you can back up your steam to a DVD-R /
CDR then load it to a new computer.



On Wed, 1 Dec 2004 09:18:14 +0200, Vyacheslav Djura wrote:
SPAN Hello Alfred,
SPAN
SPAN Wednesday, December 1, 2004, 7:55:12 AM, you wrote:
SPAN AR We have released the full Source SDK via Steam.
SPAN You made me crying!!! I have several questions to you, please reply
SPAN them.
SPAN
SPAN 1) I live in Kyiv, Ukraine. I have Half-Life 2 which can't reach my
SPAN country regarding political situation. How do I get the SDK?
SPAN 2) I want to install SDK on multiple computers - what should should
SPAN I
SPAN do - buy HL2 for each of the computers and install Steam there? :O
SPAN Or waste my friends ATI voucher just to download SDK? (internet is
SPAN 3kb/sec)
SPAN 3) What if I have slow connection (as I told previously - it is 3kb
SPAN a
SPAN second) and I want my friend to download SDK? How to do that?
SPAN If you won't fix the situation I guess you will loose a lot of
SPAN potential modders :(
SPAN
SPAN PLEASE SOMEONE AT VALVE REPLY.
SPAN
SPAN --
SPAN Best regards,
SPAN Vyacheslavmailto:[EMAIL PROTECTED]
SPAN
SPAN
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SPAN archives, please visit:
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RE: [hlcoders] Source SDK

2004-12-01 Thread Jay Stelly

 1) I live in Kyiv, Ukraine. I have Half-Life 2 which can't
 reach my country regarding political situation. How do I get the SDK?

I'm not sure I understand the question.  I would tell you that you get
the SDK through steam, but I assume you already know that.

 2) I want to install SDK on multiple computers - what should
 should I do - buy HL2 for each of the computers and install
 Steam there? :O Or waste my friends ATI voucher just to
 download SDK? (internet is
 3kb/sec)

You don't have to purchase HL2 for each computer, simply use the same
steam account on each computer.

 3) What if I have slow connection (as I told previously - it is 3kb a
 second) and I want my friend to download SDK? How to do that?

You can use your steam account on any computer.  You can use the steam
backup feature to move the SDK (or any other steam product) between
computers and save download time.  You can also just copy the GCF files
using other means.

Jay


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

2004-12-01 Thread Peter Holcroft
I had a look in the SDK and couldn't see any sign of this. Could we have an
update on it please Alfred?

Pete.

 -Original Message-
 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 on
 it.

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Lyme
 Marionette Sent: Saturday, October 16, 2004 11:19 AM To:
 [EMAIL PROTECTED] Subject: Re: [hlcoders] Does HL2 have
 built-in metamod-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 (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: [hlcoders] Does HL2 have
  built-in metamod-like functionality?
 
 
 
  Hello,
 
  I remember someone stating that the HL2 engine will have built-in
  metamod like functionality a while back. Is this actually true? Or is
  it only a myth?
 
  Thanks
  PM
 
 
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  ===References:===
1. mailto:[EMAIL PROTECTED]
2. mailto:[EMAIL PROTECTED]
3. mailto:[EMAIL PROTECTED]
4. http://list.valvesoftware.com/mailman/listinfo/hlcoders
5. http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
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RE: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-12-01 Thread Peter Holcroft
No matter I found it. I didn't realise I had to extract the HL1 single
player thingy.


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of Peter Holcroft
 Sent: 01 December 2004 09:12
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Does HL2 have built-in metamod-like functionality?

 I had a look in the SDK and couldn't see any sign of this. Could we have
 an
 update on it please Alfred?

 Pete.

  -Original Message-
  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 on
  it.
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Lyme
  Marionette Sent: Saturday, October 16, 2004 11:19 AM To:
  [EMAIL PROTECTED] Subject: Re: [hlcoders] Does HL2 have
  built-in metamod-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 (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: [hlcoders] Does HL2 have
   built-in metamod-like functionality?
  
  
  
   Hello,
  
   I remember someone stating that the HL2 engine will have built-in
   metamod like functionality a while back. Is this actually true? Or is
   it only a myth?
  
   Thanks
   PM
  
  
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   ===References:===
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 2. mailto:[EMAIL PROTECTED]
 3. mailto:[EMAIL PROTECTED]
 4. http://list.valvesoftware.com/mailman/listinfo/hlcoders
 5. http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
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RE: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-12-01 Thread Alfred Reynolds
Its released with the SDK, see:
http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html

The hlds_apps mailing list has been used as a discussion place for
plugin developers, you should subscribe to it also.


Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Peter
Holcroft Sent: Wednesday, December 01, 2004 1:12 AM To:
[EMAIL PROTECTED] Subject: RE: [hlcoders] Does HL2 have
built-in metamod-like functionality?

 I had a look in the SDK and couldn't see any sign of this. Could we
 have an update on it please Alfred?

 Pete.

  -Original Message-
  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
  on
  it.
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Lyme
  Marionette Sent: Saturday, October 16, 2004 11:19 AM To:
  [EMAIL PROTECTED] Subject: Re: [hlcoders] Does HL2
  have built-in metamod-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 (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: [hlcoders] Does HL2
   have built-in metamod-like functionality?
  
  
  
   Hello,
  
   I remember someone stating that the HL2 engine will have built-in
   metamod like functionality a while back. Is this actually true?
   Or is it only a myth?
  
   Thanks
   PM
  
  
   ___
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   archives, please visit:
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   ===References:===
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 2. mailto:[EMAIL PROTECTED]
 3. mailto:[EMAIL PROTECTED]
 4. http://list.valvesoftware.com/mailman/listinfo/hlcoders
 5. http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
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Re[2]: [hlcoders] Source SDK

2004-12-01 Thread Vyacheslav Djura
Hello Jay,

Wednesday, December 1, 2004, 10:15:34 AM, you wrote:
JS I'm not sure I understand the question.  I would tell you that you get
JS the SDK through steam, but I assume you already know that.

I guess you don't watch news reports ;) There is a revolution and that
is why all international mail is blocked\delayed.

JS You don't have to purchase HL2 for each computer, simply use the same
JS steam account on each computer.

Other computers are not connected to internet.

JS You can use your steam account on any computer.  You can use the steam
JS backup feature to move the SDK (or any other steam product) between
JS computers and save download time.

Will it work if I'll just copy my Steam folder to another computer?
What to do?

Also, if I'll use ATI voucher HL2 key in Steam before I'll receive HL2
(for example today), will I be able to receive retail version, or as
soon as I'll enter key into Steam it will be cancelled?

--
Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]


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[hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread Mike Blowers
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Are there any differences between Visual Studio .NET Professional (Academic 
License) and (normal license) ?  except about £700.00
--



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[hlcoders] compiling the sdk

2004-12-01 Thread Draco
Will we have to go out and buy yet another bloody compiler from those blood
sucking microsoft pricks to mod this game?!? It took me ages to get my hands
on a copy of MSVC 6 for HL1 and now I have to get MSVC 7 or something
ARGH This is so disapointing. I'd fiddle with it and get it to compile
myself, but I always mess up such things. anyone know of a way to run it on
msvc 6?

-Draco

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Re: [hlcoders] Source SDK

2004-12-01 Thread Marcelo Bezerra
Is there a way to download it from 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 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:
 http://www.valve-erc.com/srcsdk/


 - Alfred

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Re: [hlcoders] compiling the sdk

2004-12-01 Thread Jorge Rodriguez
Woah!! Calm down, my friend. Just because Valve uses another compiler doesn't 
mean that you are barred from compiling the game. Eventually someone will make 
a good ANSI-compliant port... sounds like a job for super-botman?!?

On Wed, Dec 01, 2004 at 09:10:49PM +1000, Draco wrote:
 Will we have to go out and buy yet another bloody compiler from those blood
 sucking microsoft pricks to mod this game?!? It took me ages to get my hands
 on a copy of MSVC 6 for HL1 and now I have to get MSVC 7 or something
 ARGH This is so disapointing. I'd fiddle with it and get it to compile
 myself, but I always mess up such things. anyone know of a way to run it on
 msvc 6?

 -Draco

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--
Jorge Vino Rodriguez

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Re: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread covert
[ Converted text/html to text/plain ]

afaik it is the licence terms of the Academic that prevents you from selling
or gaining profit from any code you compile on it.



On Wed, 1 Dec 2004 10:50:29 -, Mike Blowers wrote:
SPAN This is a multi-part message in MIME format.
SPAN --
SPAN [ Picked text/plain from multipart/alternative ]
SPAN Are there any differences between Visual Studio .NET Professional
SPAN (Academic License) and (normal license) ?  except about £700.00
SPAN --
SPAN
SPAN
SPAN ___
SPAN To unsubscribe, edit your list preferences, or view the list
SPAN archives, please visit:
SPAN http://list.valvesoftware.com/mailman/listinfo/hlcoders[1]
br
SPAN

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Re: [hlcoders] compiling the sdk

2004-12-01 Thread covert
[ Converted text/html to text/plain ]

Us



On Wed, 1 Dec 2004 07:50:41 -0500, Jorge Rodriguez wrote:
SPAN Woah!! Calm down, my friend. Just because Valve uses another
SPAN compiler doesn't mean that you are barred from compiling the game.
SPAN Eventually someone will make a good ANSI-compliant port... sounds
SPAN like a job for super-botman?!?
SPAN
SPAN On Wed, Dec 01, 2004 at 09:10:49PM +1000, Draco wrote:
SPAN Will we have to go out and buy yet another bloody compiler from
SPAN those blood
SPAN sucking microsoft pricks to mod this game?!? It took me ages to
SPAN get my hands
SPAN on a copy of MSVC 6 for HL1 and now I have to get MSVC 7 or
SPAN something
SPAN ARGH This is so disapointing. I'd fiddle with it and get it
SPAN to compile
SPAN myself, but I always mess up such things. anyone know of a way to
SPAN run it on
SPAN msvc 6?
SPAN
SPAN -Draco
SPAN
SPAN ___
SPAN To unsubscribe, edit your list preferences, or view the list
SPAN archives, please visit:
SPAN http://list.valvesoftware.com/mailman/listinfo/hlcoders[1]
SPAN
SPAN
SPAN --
SPAN Jorge Vino Rodriguez
SPAN
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RE: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread Napier, Kevin
Well the source sdk problably has a similar clause...so it's probably not a big 
loss.
Afaik though the content is the same.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of covert
Sent: Wednesday, December 01, 2004 8:41 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VS .NET Professional - Academic Version


[ Converted text/html to text/plain ]

afaik it is the licence terms of the Academic that prevents you from selling
or gaining profit from any code you compile on it.



On Wed, 1 Dec 2004 10:50:29 -, Mike Blowers wrote:
SPAN This is a multi-part message in MIME format.
SPAN --
SPAN [ Picked text/plain from multipart/alternative ]
SPAN Are there any differences between Visual Studio .NET Professional
SPAN (Academic License) and (normal license) ?  except about £700.00
SPAN --
SPAN
SPAN
SPAN ___
SPAN To unsubscribe, edit your list preferences, or view the list
SPAN archives, please visit:
SPAN http://list.valvesoftware.com/mailman/listinfo/hlcoders[1]
br
SPAN

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Re: [hlcoders] compiling the sdk

2004-12-01 Thread Jeffrey \botman\ Broome
Jorge Rodriguez wrote:
Woah!! Calm down, my friend. Just because Valve uses another compiler
doesn't mean that you are barred from compiling the game. Eventually
someone will make a good ANSI-compliant port... sounds like a job for
super-botman?!?
Yeah, I'll be working on that too (besides doing a bot for Source).
It's too bad Brothers In Arms is in crunch mode right now.  I'm spending
12-14 hours a day, seven days a week, at the office and have little time
for anything else besides sleeping and eating.
I'll probably have to wait until the Christmas holidays to get into some
serious Source hacking.
--
Jeffrey botman Broome
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Re: [hlcoders] sdk release and a surprise ideas..

2004-12-01 Thread Bob Aman
A converter can be found here:
http://www.codeproject.com/macro/vsconvert.asp

I haven't seen any converters that will convert to VC6 though unfortunately.

On Wed, 01 Dec 2004 08:07:47 +0100, tei [EMAIL PROTECTED] wrote:

 VC6 its only a handy IDE, maybe can be posible to recreate a vc6 project
 file from the vc7 alien thing, or from the makefile (a import
 somewhere?), or by hand (if else fail). Maybe with small changes you can
 directly use the linux makefile to compile on windows for windows with
 msys or cygwin.

 Time to work! :D




 Alfred Reynolds wrote:
  Only VC7.1 (.NET 2003) will be supported for the Source SDK under
  Windows. The SDK includes linux makefiles (in the linux_sdk directory).
  You can read more details on how to compile under linux here:
  http://www.valve-erc.com/srcsdk/linux_compiling.html
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ruari
  O'Sullivan Sent: Tuesday, November 30, 2004 9:58 PM To:
  [EMAIL PROTECTED] Subject: Re: [hlcoders] sdk release and
  a surprise ideas..
 
 
 Hey, there it is.
 
 Didn't most people say they were still using MSVC++ 6? I know I am.
 Any chance of project files? If not, how about a makefile for g++?
 
 Digging the documentation so far. It's good to have something there.
 
 -randomnine-
 
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--
Bob Aman
http://www.rapidcanvas.com

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Re: [hlcoders] sdk release and a surprise ideas..

2004-12-01 Thread Bob Aman
On Wed, 1 Dec 2004 08:53:49 -0500, Bob Aman [EMAIL PROTECTED] wrote:
 A converter can be found here:
 http://www.codeproject.com/macro/vsconvert.asp

 I haven't seen any converters that will convert to VC6 though unfortunately.

Supposedly there's a better converter that uses the previously linked
one as a code base that can be found here:
http://www.eggheadcafe.com/articles/20030425.asp

--
Bob Aman
http://www.rapidcanvas.com

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Re: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread Bruce \Bahamut\ Andrews
Does it prevent you from distributing the code?  I know the beta version
of the next visual studio does... :/
- Bruce Bahamut Andrews

Napier, Kevin wrote:
Well the source sdk problably has a similar clause...so it's probably not a big 
loss.
Afaik though the content is the same.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of covert
Sent: Wednesday, December 01, 2004 8:41 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VS .NET Professional - Academic Version
[ Converted text/html to text/plain ]
afaik it is the licence terms of the Academic that prevents you from selling
or gaining profit from any code you compile on it.

On Wed, 1 Dec 2004 10:50:29 -, Mike Blowers wrote:

SPAN This is a multi-part message in MIME format.
SPAN --
SPAN [ Picked text/plain from multipart/alternative ]
SPAN Are there any differences between Visual Studio .NET Professional
SPAN (Academic License) and (normal license) ?  except about 700.00
SPAN --
SPAN
SPAN
SPAN ___
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Re: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread SB Childe Roland
On Wed, 1 Dec 2004 08:50:20 -0500, Napier, Kevin [EMAIL PROTECTED] wrote:
 Well the source sdk problably has a similar clause...so it's probably not a 
 big loss.
 Afaik though the content is the same.




 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of covert
 Sent: Wednesday, December 01, 2004 8:41 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] VS .NET Professional - Academic Version

 [ Converted text/html to text/plain ]

 afaik it is the licence terms of the Academic that prevents you from selling
 or gaining profit from any code you compile on it.

 On Wed, 1 Dec 2004 10:50:29 -, Mike Blowers wrote:
 SPAN This is a multi-part message in MIME format.
 SPAN --
 SPAN [ Picked text/plain from multipart/alternative ]
 SPAN Are there any differences between Visual Studio .NET Professional
 SPAN (Academic License) and (normal license) ?  except about £700.00
 SPAN --
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Re: [hlcoders] compiling the sdk

2004-12-01 Thread Jorge Rodriguez
I feel you man, I'm all tied up here too or I'd be hacking right now.

On Wed, Dec 01, 2004 at 07:52:50AM -0600, Jeffrey botman Broome wrote:
 Yeah, I'll be working on that too (besides doing a bot for Source).

 It's too bad Brothers In Arms is in crunch mode right now.  I'm spending
 12-14 hours a day, seven days a week, at the office and have little time
 for anything else besides sleeping and eating.

 I'll probably have to wait until the Christmas holidays to get into some
 serious Source hacking.

 --
 Jeffrey botman Broome

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--
Jorge Vino Rodriguez

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RE: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread Napier, Kevin
Actually as far as I can tell based on ms's current education and acedemic 
sites, and there are no restriction on the academic version.  Certainly not in 
the eula, and nothing I found on thier site mentions a word about it.  Google 
only turns up issues with the MSDNAA version which is a seperate program.

Now the whole issue of if you actually qualify for the academic pricing is a 
whole other issue, but if you buy the academic package say for instance in your 
school bookstore your golden full comercial rights and all.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Bruce
Bahamut Andrews
Sent: Wednesday, December 01, 2004 9:17 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VS .NET Professional - Academic Version


Does it prevent you from distributing the code?  I know the beta version
of the next visual studio does... :/

- Bruce Bahamut Andrews



Napier, Kevin wrote:

Well the source sdk problably has a similar clause...so it's probably not a 
big loss.
Afaik though the content is the same.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of covert
Sent: Wednesday, December 01, 2004 8:41 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VS .NET Professional - Academic Version


[ Converted text/html to text/plain ]

afaik it is the licence terms of the Academic that prevents you from selling
or gaining profit from any code you compile on it.



On Wed, 1 Dec 2004 10:50:29 -, Mike Blowers wrote:


SPAN This is a multi-part message in MIME format.
SPAN --
SPAN [ Picked text/plain from multipart/alternative ]
SPAN Are there any differences between Visual Studio .NET Professional
SPAN (Academic License) and (normal license) ?  except about 700.00
SPAN --
SPAN
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Re: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread Bob Aman
And if all else fails and you have your school ID and some handy way
of scanning it, there's always http://www.academicsuperstore.com
--
Bob Aman
http://www.rapidcanvas.com

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[hlcoders] (no subject)

2004-12-01 Thread covert
[ Converted text/html to text/plain ]

SPAN
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[hlcoders] Running serverplugin_empty

2004-12-01 Thread covert
[ Converted text/html to text/plain ]

I have compiled the serverplugin_empty. I have made the .vdf file in the
addons folder. When I ran my mod and do a map lt;mapnamegt; the map loads
and I get a found pluging serverplugin_empty.vdfSPAN



So upto this point all seems fine. But I cannot trigger it to do anything.



I thinking I need to do a plugin_load but I can not seem to find a working
filename for it to load. Tried both the dll file and the vdf file. both with
and without correct paths set.



Anyone got an idea ?
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Re: [hlcoders] (no subject)

2004-12-01 Thread covert
[ Converted text/html to text/plain ]

Sorry. I dont know how I manage to send a empty message



On Thu, 2 Dec 2004 01:07:21 +1000, covert wrote:
SPAN [ Converted text/html to text/plain ]
SPAN
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RE: [hlcoders] (no subject)

2004-12-01 Thread McCormack, Chris
Disgraceful, remove yourself from the list immediately and go stand in the 
corner until mailed to do otherwise !

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of covert
Sent: 01 December 2004 15:22
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] (no subject)


[ Converted text/html to text/plain ]

Sorry. I dont know how I manage to send a empty message



On Thu, 2 Dec 2004 01:07:21 +1000, covert wrote:
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SPAN
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Re: [hlcoders] compiling the sdk

2004-12-01 Thread Hasan Aljudy
http://www.codeproject.com/tools/prjconverter.asp

try this, I got the proj working in VC++ 6 .. didn't try compiling yet.


On Wed, 1 Dec 2004 09:28:23 -0500, Jorge Rodriguez
[EMAIL PROTECTED] wrote:
 I feel you man, I'm all tied up here too or I'd be hacking right now.



 On Wed, Dec 01, 2004 at 07:52:50AM -0600, Jeffrey botman Broome wrote:
  Yeah, I'll be working on that too (besides doing a bot for Source).
 
  It's too bad Brothers In Arms is in crunch mode right now.  I'm spending
  12-14 hours a day, seven days a week, at the office and have little time
  for anything else besides sleeping and eating.
 
  I'll probably have to wait until the Christmas holidays to get into some
  serious Source hacking.
 
  --
  Jeffrey botman Broome
 
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 --
 Jorge Vino Rodriguez



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Re: SV: [hlcoders] sdk release and a surprise ideas..

2004-12-01 Thread Michael Fischer
Visual C++ 2005 Express Beta might be of interest to some of you,
downloadable for free at
http://lab.msdn.microsoft.com/express/visualc/default.aspx .  Game
mods is even listed as one of the possible uses for the software.
Looks like an almost full-featured IDE for free.  Not sure what the
license restrictions are though.
I haven't tried it myself, so I can't vouch for it yet (I have VS.NET
2002).  Anyone who does try it, let us know how it does with the SDK.
-Mike
Jakob W. Nielsen wrote:
Having VS7.1 myself and only just now downloading the sdk I have no idea
but...
Will the linux makefiles work with the free VC7.1 compiler ?
If not is there any chance you will make makefiles for that?, as this
would be great for people not able to gather the amount of money needed
for the entire Visual Studio...
Jakob Nielsen
-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af Alfred
Reynolds
Sendt: 1. december 2004 07:13
Til: [EMAIL PROTECTED]
Emne: RE: [hlcoders] sdk release and a surprise ideas..
Only VC7.1 (.NET 2003) will be supported for the Source SDK under
Windows. The SDK includes linux makefiles (in the linux_sdk directory).
You can read more details on how to compile under linux here:
http://www.valve-erc.com/srcsdk/linux_compiling.html
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ruari
O'Sullivan Sent: Tuesday, November 30, 2004 9:58 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] sdk release and
a surprise ideas..

Hey, there it is.
Didn't most people say they were still using MSVC++ 6? I know I am.
Any chance of project files? If not, how about a makefile for g++?
Digging the documentation so far. It's good to have something there.
-randomnine-
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Re: [hlcoders] HL2 SDK Docs Available Online

2004-12-01 Thread James Williams
On Wed, 1 Dec 2004 13:17:08 -0500, ChessMess [EMAIL PROTECTED] wrote:
 Are the SDK available anywhere online? I'd like to grab and read
 during my lunch hour at work.

Docs can be found at http://www.valve-erc.com/srcsdk/ .

-James Corvidae Williams ([EMAIL PROTECTED])

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[hlcoders] Face Poser.

2004-12-01 Thread Ben Davison
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Any word? I'm really looking forward to playing with this, and it's not
included with the full SDK.





--


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Re: [hlcoders] HL2 SDK Docs Available Online

2004-12-01 Thread ChessMess
Thanks!


On Wed, 1 Dec 2004 13:22:15 -0500, James Williams [EMAIL PROTECTED] wrote:
 On Wed, 1 Dec 2004 13:17:08 -0500, ChessMess [EMAIL PROTECTED] wrote:
  Are the SDK available anywhere online? I'd like to grab and read
  during my lunch hour at work.

 Docs can be found at http://www.valve-erc.com/srcsdk/ .

 -James Corvidae Williams ([EMAIL PROTECTED])

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Stratactic Studios
http://www.StratacticStudios.com

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[hlcoders] SDK - Valve vs. Epic

2004-12-01 Thread ChessMess
Out of curiosity, how do you feel Valve's efforts compare with Epics?

--
ChessMess
Stratactic Studios
http://www.StratacticStudios.com

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[hlcoders] New Physics Feature?

2004-12-01 Thread ChessMess
Original Post: http://www.halflife2.net/forums/showthread.php?t=58378

 Source's Awesome (NEW?) Physics Feature!



I tend to type too much, so if you just want the info, go down to
DISCOVERY below. The rest of this is just back-story.

I'm a real fan of the physics made available in the Source engine.
Ever since I buddied up with a guy at Havok who let me try out a few
of their super secret   concepts for the Source physics engine, I've
been playing with the physics like crazy.

Well today I booted up HL DM to play around in my own private server
to experiment with the hundreds of items featured in DM_overlook.

I decided to stack up some explosive barrels against the combine
retaining wall, then pack as much of the physics enabled stuff around
them, blow them up, and watch my CPU explode trying to calculate all
the trajectories of the different objects.

Here is a pic of about halfway through the stacking process.
Hunk O Junk

After that, I gravgunned the car and dumpster right up against the
pile. It was around this point that I noticed something odd. None of
the objects were jostling around, floating or hovering in odd ways.
When I walked into the pile and bumped against it, it didn't budge,
and was solid.

I exploded the barrels with a well-placed magnum shot (could you
imagine how much fun satchel charges would be? Someone make them!)

Most of the outer objects flew off, but I noticed a good number of the
larger tables, etc, hadn't moved an inch. In an attempt to
investigate, I jumped on top of the remaining pile, only to find it
was rock-solid! I threw grenades, rockets, even launched the dumpster
at it from close range. It didn't budge. I was able to climb all over
the structure without my weight causing any of them to move or jostle
at all.

Then, I took the manipulator gun out and tried to pick up a cabinet
that was wedged in tight. It didn't move either. These objects had
become a solid mass that no longer reacted to physics! Now at first, I
thought that Valve, perhaps had written in coding that would turn off
physics for a certain number of physics-enabled brushes that were
touching each other at the same time. This would be a smart move to
save CPU power.

Then I booted up the console and lo and behold:

*DISCOVERY**

The brushes had not suddenly lost their physics-enabled status,
rather, they had become dependant on the other objects they were
resting on or under. The top items could be removed with the
manipulator, but they could also be stepped on without that strange
tipping sensation.

The processes in the console told the story:
Essentially this feature is a structure-building aspect to the coding.
It allows a stable (extremely stable) structure to be created out of
individual, physics enabled objects. These structures can be
dissassembled, but only in a realistic manner, in which objects are
only removed from the top down. Untill they are freed this 'stasis'
one by one by the gravity gun, the objects function as one immovable
entity.

This melding stasis is initated by a specific script apparently, and
theoretically should be able to be enabled and disabled via console.

The implications of this script (which I have not heard mentioned yet)
are far-reaching, especially in the multiplayer mode. A large
structure fashioned by players working together on the same team could
serve as a bridge critical to reaching a mission objective. This
script is special in this case, because as anyone who has stacked
brushes in singleplayer to reach out-of-the-way areas knows, they are
very unstable normally, and it is easy to destabilize an object
stacked upon another object simply by walking or jumping on it if you
don't do it just right.

What I do not know about this script is EXACTLY what triggers the
stability script to engage a series of objects. I do know that
stacking an extremely large number of heavy, non destructable brushes
together creates the effect. I do not know if it is simply the number
of objects stacked or the collective weight of the brushes touching
each other that causes the script to engage.

I would really appreciate some of the more code-savy users out there
to attempt to re-create this phenomenon while monitoring the console
and other physics statistics.

If you do attempt to re-create what I have done in the above
screenshot, you will notice at a certain point objects launched via
gravity gun into the pile no-longer bounce off as they would a wall or
another group of brushes like barrels. Instead, they seem to impact
and lock into the mass, almost as though the stack had become
magnetic.

I would be more than willing to create a demo of this phenomenon if
someone could direct me to a link explaining how to record a demo,
where the demo is saved, and how to export the demo to another user.

P.S. I know I can be long winded, sorry about that, but I hate posting
to forums and getting 

RE: [hlcoders] New Physics Feature?

2004-12-01 Thread Jay Stelly
I haven't duplicated this experiment, but this is most likely a poor
explanation of a performance tuning parameter.  If you're working with
the Source SDK, you can bound the CPU cost per simulation step of
vphysics using a parameter:

physenv-SetPerformanceSettings()

After you initialize your physics environment.  Note that there are two
of these in most games (one on the client and one of the server) which
can be tuned independently.

Look at public/vphysics/performance.h

struct physics_performanceparams_t
{
int maxCollisionsPerObjectPerTimestep;
// object will be frozen after this many collisions (visual hitching vs.
CPU cost)


Increasing that value will change the tradeoff.  It will cost more CPU,
but allow more interactions per object per step.  For HL2 it's set to 6
(the default).

Jay


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of ChessMess
 Sent: Wednesday, December 01, 2004 11:40 AM
 To: [EMAIL PROTECTED]; [EMAIL PROTECTED]
 Subject: [hlcoders] New Physics Feature?

 Original Post: http://www.halflife2.net/forums/showthread.php?t=58378

  Source's Awesome (NEW?) Physics Feature!

 --
 --

 I tend to type too much, so if you just want the info, go down to
 DISCOVERY below. The rest of this is just back-story.

 I'm a real fan of the physics made available in the Source engine.
 Ever since I buddied up with a guy at Havok who let me try
 out a few of their super secret   concepts for the Source
 physics engine, I've been playing with the physics like crazy.

 Well today I booted up HL DM to play around in my own private
 server to experiment with the hundreds of items featured in
 DM_overlook.

 I decided to stack up some explosive barrels against the
 combine retaining wall, then pack as much of the physics
 enabled stuff around them, blow them up, and watch my CPU
 explode trying to calculate all the trajectories of the
 different objects.

 Here is a pic of about halfway through the stacking process.
 Hunk O Junk

 After that, I gravgunned the car and dumpster right up
 against the pile. It was around this point that I noticed
 something odd. None of the objects were jostling around,
 floating or hovering in odd ways.
 When I walked into the pile and bumped against it, it didn't
 budge, and was solid.

 I exploded the barrels with a well-placed magnum shot (could
 you imagine how much fun satchel charges would be? Someone make them!)

 Most of the outer objects flew off, but I noticed a good
 number of the larger tables, etc, hadn't moved an inch. In an
 attempt to investigate, I jumped on top of the remaining
 pile, only to find it was rock-solid! I threw grenades,
 rockets, even launched the dumpster at it from close range.
 It didn't budge. I was able to climb all over the structure
 without my weight causing any of them to move or jostle at all.

 Then, I took the manipulator gun out and tried to pick up a
 cabinet that was wedged in tight. It didn't move either.
 These objects had become a solid mass that no longer reacted
 to physics! Now at first, I thought that Valve, perhaps had
 written in coding that would turn off physics for a certain
 number of physics-enabled brushes that were touching each
 other at the same time. This would be a smart move to save CPU power.

 Then I booted up the console and lo and behold:

 *DISCOVERY**

 The brushes had not suddenly lost their physics-enabled
 status, rather, they had become dependant on the other
 objects they were resting on or under. The top items could be
 removed with the manipulator, but they could also be stepped
 on without that strange tipping sensation.

 The processes in the console told the story:
 Essentially this feature is a structure-building aspect to the coding.
 It allows a stable (extremely stable) structure to be created
 out of individual, physics enabled objects. These structures
 can be dissassembled, but only in a realistic manner, in
 which objects are only removed from the top down. Untill they
 are freed this 'stasis'
 one by one by the gravity gun, the objects function as one
 immovable entity.

 This melding stasis is initated by a specific script
 apparently, and theoretically should be able to be enabled
 and disabled via console.

 The implications of this script (which I have not heard
 mentioned yet) are far-reaching, especially in the
 multiplayer mode. A large structure fashioned by players
 working together on the same team could serve as a bridge
 critical to reaching a mission objective. This script is
 special in this case, because as anyone who has stacked
 brushes in singleplayer to reach out-of-the-way areas knows,
 they are very unstable normally, and it is easy to
 destabilize an object stacked upon another object simply by
 walking or jumping on it if you don't do it just right.

 What I do not know about this script is EXACTLY what 

[hlcoders] VC++ 8 Express Compiling

2004-12-01 Thread John Bellone
I hit some errors while compiling (clean copy) of the SDK. Anyone else
hit them? Want to make sure that I set everything up right. It converted
it from VC++ 7 to VC++ 8 (when I clicked on Game_SDK).

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Re: [hlcoders] VC++ 8 Express Compiling

2004-12-01 Thread Mark Ettinger

I managed to successfully compile under Express Beta by using casts in
several spots and copying various include files (e.g. windows.h) from my
VC6 directories which Express Beta seemed to lack.  However I ran into
possibly serious (and certainly fatal) link errors which are worrisome
with regard to this ad hoc methodology.  After work, I intend to see if
using VC7.1 includes and libraries will work in place of my VC6 files
under Express Beta.

There is a good thread on compilation here:

http://www.chatbear.com/board.plm?a=viewthreadt=551,1101914362,14458id=738023b=4991v=flatold

On Wed, 1 Dec 2004, John Bellone wrote:

 I hit some errors while compiling (clean copy) of the SDK. Anyone else
 hit them? Want to make sure that I set everything up right. It converted
 it from VC++ 7 to VC++ 8 (when I clicked on Game_SDK).



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email: [EMAIL PROTECTED]  (PGP public key available on request)
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[hlcoders] Need Help compiling SDK example (vs.net 2003)

2004-12-01 Thread Colin Dabritz
[ As a thread on HL2.NET:
http://www.halflife2.net/forums/showthread.php?t=58204 ]
Hi all, I'm new to the list, but I didn't see this in the archive.
I was trying to walk through the
http://www.valve-erc.com/srcsdk/MyFirstMod.htm example.  I have
visualstudio.net 2003, and I was careful to set my VPROJECT environment
variable ( http://www.valve-erc.com/srcsdk/dev_environment.html ).
The first thing I would like to note is that it complains bitterly about
not having a sourcesafe server.  If that aspect could be removed from
the project, I'd apreciate it, as I doubt valve wants people to check
out the HL2 source from them.  Anyhow, I click through the errors, and
then choose to 'work disconnected' to get those out of the way.
The rest of the how-to goes well up until compiling.  The output window
gives me this:
-- Build started: Project: client, Configuration: Debug SDK Win32 --
Build log was saved at
file://g:\MyTestMod\src\cl_dll\Debug_SDK\BuildLog.htm
client - 1 error(s), 0 warning(s)
-- Build started: Project: hl, Configuration: Debug SDK Win32 --
Build log was saved at
file://g:\MyTestMod\src\dlls\Release_SDK\BuildLog.htm
hl - 1 error(s), 0 warning(s)
-- Done --
   Build: 0 succeeded, 2 failed, 0 skipped

Which is odd, because it fails to specify what the errors are.  I've
never seen it do that.  I looked at the build logs, but they don't make
much sense to me, and they don't seem to indicate any kind of error.  I
can provide them if they will help.  I would also note that these
results come up nearly instantly, meaning nothing at all is being compiled.
I have also tried compiling the debug version, compiling the everything
sln in both version, setting up a 'from scratch' mod, and do all of the
above.  I've tried clean builds.  I have no idea how to procede.  I'm
hopeing its not a sourcesafe issue, because I don't understand version
control very well.  (I tried to remove the version controll, but was unable)
Has anyone (outside of valve) gotten the SDK to compile?  with vs.net?
(2003?)
How would someone go about removeing source control (source safe) from a
vs.net solution/project?
Where do I go from here?  What else can I look at and/or provide to help
debug this?
Any other suggestions?
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[hlcoders] Source MP Mod

2004-12-01 Thread Chris Adams
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey all,

I'm now at the stage where I have a set of source code made with the
'Start from scratch' option in the SDK, and I've made a few changes here
and there to .res files and I have done things like adding in CVARs,
etc. Basically, how on earth does one unlock the MOTD screen,
scoreboard, team selection screens (if there are any), etc, etc. Right
now when I start a server I'm just spawned straight into the map?

Thanks,
---
Chris Adams
Fragzzhost
T (07005) 964 855
F (07005) 964 857
www.fragzzhost.com


--




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Re: [hlcoders] VC++ 8 Express Compiling

2004-12-01 Thread r00t 3:16
To compile source sdk what is needed?
Microsoft Visual Studio .NET ?
What version?


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: John Bellone [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, December 01, 2004 3:11 PM
Subject: [hlcoders] VC++ 8 Express Compiling


 I hit some errors while compiling (clean copy) of the SDK. Anyone else
 hit them? Want to make sure that I set everything up right. It converted
 it from VC++ 7 to VC++ 8 (when I clicked on Game_SDK).



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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 PROTECTED] Subject: Re: [hlcoders] compiling the
sdk

 Woah!! Calm down, my friend. Just because Valve uses another compiler
 doesn't mean that you are barred from compiling the game. Eventually
 someone will make a good ANSI-compliant port... sounds like a job for
 super-botman?!?

 On Wed, Dec 01, 2004 at 09:10:49PM +1000, Draco wrote:
  Will we have to go out and buy yet another bloody compiler from
  those
  blood sucking microsoft pricks to mod this game?!? It took me ages
  to
  get my hands on a copy of MSVC 6 for HL1 and now I have to get MSVC
  7
  or something ARGH This is so disapointing. I'd fiddle with it
  and
  get it to compile myself, but I always mess up such things. anyone
  know of a way to run it on msvc 6?
 
  -Draco
 
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RE: [hlcoders] Source SDK

2004-12-01 Thread Alfred Reynolds
You need to copy it from a Windows install.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marcelo
Bezerra Sent: Wednesday, December 01, 2004 4:44 AM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] Source SDK

 Is there a way to download it from 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 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:
  http://www.valve-erc.com/srcsdk/
 
 
  - Alfred
 
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Re: [hlcoders] New Physics Feature?

2004-12-01 Thread Humpty Bogarter
Something I noticed trying to follow a tutorial on making a hinged door :

At some point my door collided with another physics door.  One of them
went flying through the air and it got wedged into a non physics
brush.  There a small amount of smoke/particles where the two objects
were intersecting but there was nothing I could do to un-wedge the
objects.

When I move two of these doors on top of each other, they both bounced
around until they were flat on the ground.  Instead of just sitting
still on top of each other like they should.

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[hlcoders] SDK issues: a list

2004-12-01 Thread James Williams
I've managed to find a few bugs/issues with the Source SDK. Some have
been repeated elsewhere, but it might be a good idea to start a list
for Valve's sake. :) If you've found any others, feel free to post
them here.

* Dropdown box in SDK window doesn't resize with window: Trivial.

* run_mod.bat chokes on paths with spaces: This appears to be an issue
with Steam itself, not the SDK. I like having my code and such under
My Documents, which is all fine and dandy with the Create A Mod
wizard. However, when you run the batch file, Steam chokes and dies
saying it can't find the gameinfo.txt file in C:\Documents. Doesn't
look like it handles spaces in the -game parameter very well.

* Source control: This has been mentioned on the list already, but I
figured I'd throw it in here too. The solutions the SDK ships with are
bound to Valve's SCC source, which appears to be rather difficult to
remove or replace with your own versioning system.

* Can't edit dropdown box entries: As far as I can tell, there's no
way to add or remove entries the Create a Mod wizard adds in the SDK
dropdown box. This is a bit problematic, as it makes it
near-impossible to have multiple developers working on the same source
(i.e. with some SCC solution). You also can't get rid of them, so I
have about a half-dozen entries in there I've managed to create and
can't get rid of now. :/

An update to fix these ASAP would be _greatly_ appreciated. TIA.

-James Corvidae Williams ([EMAIL PROTECTED])

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RE: [hlcoders] compiling the sdk

2004-12-01 Thread Steven Guy
what I want to know is what major changes did Microsoft make from VS 7 to VS
7.1 that renders VS 7 unable to open VS 7.1 files. I bet there is no reason
at all why VS 7 won't work. Just got to find a way to let VS 7 open VS 7.1
files (who knows maybe just have to change a string :) )

From: Alfred Reynolds [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] compiling the sdk
Date: Wed, 1 Dec 2004 12:59:29 -0800
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 PROTECTED] Subject: Re: [hlcoders] compiling the
sdk
 Woah!! Calm down, my friend. Just because Valve uses another compiler
 doesn't mean that you are barred from compiling the game. Eventually
 someone will make a good ANSI-compliant port... sounds like a job for
 super-botman?!?

 On Wed, Dec 01, 2004 at 09:10:49PM +1000, Draco wrote:
  Will we have to go out and buy yet another bloody compiler from
  those
  blood sucking microsoft pricks to mod this game?!? It took me ages
  to
  get my hands on a copy of MSVC 6 for HL1 and now I have to get MSVC
  7
  or something ARGH This is so disapointing. I'd fiddle with it
  and
  get it to compile myself, but I always mess up such things. anyone
  know of a way to run it on msvc 6?
 
  -Draco
 
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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

 [ Converted text/html to text/plain ]

  I have compiled the serverplugin_empty. I have made the .vdf file in
  the
 addons folder. When I ran my mod and do a map lt;mapnamegt; the map
 loads and I get a found pluging serverplugin_empty.vdfSPAN



 So upto this point all seems fine. But I cannot trigger it to do
 anything.



 I thinking I need to do a plugin_load but I can not seem to find a
 working filename for it to load. Tried both the dll file and the vdf
 file. both with and without correct paths set.



 Anyone got an idea ?
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SV: [hlcoders] Need Help compiling SDK example (vs.net 2003)

2004-12-01 Thread Jakob W. Nielsen
Sry I can't be of much help, I just used the create mp mod wizard,
compiled and ran the thing no probs... *shrugs*

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af Colin Dabritz
Sendt: 1. december 2004 21:33
Til: [EMAIL PROTECTED]
Emne: [hlcoders] Need Help compiling SDK example (vs.net 2003)

[ As a thread on HL2.NET:
http://www.halflife2.net/forums/showthread.php?t=58204 ]

Hi all, I'm new to the list, but I didn't see this in the archive.

I was trying to walk through the
http://www.valve-erc.com/srcsdk/MyFirstMod.htm example.  I have
visualstudio.net 2003, and I was careful to set my VPROJECT environment
variable ( http://www.valve-erc.com/srcsdk/dev_environment.html ).

The first thing I would like to note is that it complains bitterly about
not having a sourcesafe server.  If that aspect could be removed from
the project, I'd apreciate it, as I doubt valve wants people to check
out the HL2 source from them.  Anyhow, I click through the errors, and
then choose to 'work disconnected' to get those out of the way.

The rest of the how-to goes well up until compiling.  The output window
gives me this:

-- Build started: Project: client, Configuration: Debug SDK Win32
--


Build log was saved at
file://g:\MyTestMod\src\cl_dll\Debug_SDK\BuildLog.htm
client - 1 error(s), 0 warning(s)


-- Build started: Project: hl, Configuration: Debug SDK Win32 --


Build log was saved at
file://g:\MyTestMod\src\dlls\Release_SDK\BuildLog.htm
hl - 1 error(s), 0 warning(s)


-- Done --

Build: 0 succeeded, 2 failed, 0 skipped



Which is odd, because it fails to specify what the errors are.  I've
never seen it do that.  I looked at the build logs, but they don't make
much sense to me, and they don't seem to indicate any kind of error.  I
can provide them if they will help.  I would also note that these
results come up nearly instantly, meaning nothing at all is being
compiled.

I have also tried compiling the debug version, compiling the everything
sln in both version, setting up a 'from scratch' mod, and do all of the
above.  I've tried clean builds.  I have no idea how to procede.  I'm
hopeing its not a sourcesafe issue, because I don't understand version
control very well.  (I tried to remove the version controll, but was
unable)

Has anyone (outside of valve) gotten the SDK to compile?  with vs.net?
(2003?)
How would someone go about removeing source control (source safe) from a
vs.net solution/project?
Where do I go from here?  What else can I look at and/or provide to help
debug this?
Any other suggestions?

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RE: [hlcoders] Source MP Mod

2004-12-01 Thread Chris Adams
I'm not sure if that was clear enough - basically the map loads up as if
it were a single-player map (no record of frags, etc, etc)

---
Chris Adams
Fragzzhost

T (07005) 964 855
F (07005) 964 857
www.fragzzhost.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams
Sent: 01 December 2004 20:42
To: [EMAIL PROTECTED]
Subject: [hlcoders] Source MP Mod

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hey all,

I'm now at the stage where I have a set of source code made with the
'Start from scratch' option in the SDK, and I've made a few changes here
and there to .res files and I have done things like adding in CVARs,
etc. Basically, how on earth does one unlock the MOTD screen,
scoreboard, team selection screens (if there are any), etc, etc. Right
now when I start a server I'm just spawned straight into the map?

Thanks,
---
Chris Adams
Fragzzhost
T (07005) 964 855
F (07005) 964 857
www.fragzzhost.com


--




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RE: [hlcoders] SDK issues: a list

2004-12-01 Thread Steven Guy
use  around the path, it's not steam it's the dos emu, whenever you use
spaces in paths make sure to enclose it in 
From: James Williams [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] SDK issues: a list
Date: Wed, 1 Dec 2004 16:15:17 -0500
I've managed to find a few bugs/issues with the Source SDK. Some have
been repeated elsewhere, but it might be a good idea to start a list
for Valve's sake. :) If you've found any others, feel free to post
them here.
* run_mod.bat chokes on paths with spaces: This appears to be an issue
with Steam itself, not the SDK. I like having my code and such under
My Documents, which is all fine and dandy with the Create A Mod
wizard. However, when you run the batch file, Steam chokes and dies
saying it can't find the gameinfo.txt file in C:\Documents. Doesn't
look like it handles spaces in the -game parameter very well.
An update to fix these ASAP would be _greatly_ appreciated. TIA.
-James Corvidae Williams ([EMAIL PROTECTED])
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Re: SV: [hlcoders] Need Help compiling SDK example (vs.net 2003)

2004-12-01 Thread Colin Dabritz
So you compiled it on vs.net 2003?  Can you list the exact steps, incase
I'm missing something?
Also, I've posted my build logs incase there is any useful info there,
but I can only find one instance of 'error' in the summary at the end
(1 error(s)).
http://abysmalstudios.com/files/Release_hl2-BuildLog.htm
http://abysmalstudios.com/files/cl_dll___Win32_HL2-Release-BuildLog.htm
Jakob W. Nielsen wrote:
Sry I can't be of much help, I just used the create mp mod wizard,
compiled and ran the thing no probs... *shrugs*
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Re: [hlcoders] SDK issues: a list

2004-12-01 Thread James Williams
On Wed, 01 Dec 2004 15:12:29 -0700, Steven Guy
[EMAIL PROTECTED] wrote:
 use  around the path, it's not steam it's the dos emu, whenever you use
 spaces in paths make sure to enclose it in 

This is what it looks like, and it doesn't work:

c:\program files\valve\steam\steam.exe -applaunch 220 -dev -game
C:\Documents and Settings\James\My Documents\HL2
Mods\*censored1*\*censored2* -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9

The *censored* bits are actual, real values, BTW. If moved out to the
root, like this:

C:\*censored1*\*censored2*

it works great.

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RE: [hlcoders] SDK issues: a list

2004-12-01 Thread Mike Dussault
Thanks for the list, this is helpful. The dropdown box entries are
shared with the configurations in Hammer, so you can remove them in
Hammer. We'll add a way to do this in the launcher, too.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Williams
Sent: Wednesday, December 01, 2004 1:15 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] SDK issues: a list

I've managed to find a few bugs/issues with the Source SDK. Some have
been repeated elsewhere, but it might be a good idea to start a list for
Valve's sake. :) If you've found any others, feel free to post them
here.

* Dropdown box in SDK window doesn't resize with window: Trivial.

* run_mod.bat chokes on paths with spaces: This appears to be an issue
with Steam itself, not the SDK. I like having my code and such under My
Documents, which is all fine and dandy with the Create A Mod
wizard. However, when you run the batch file, Steam chokes and dies
saying it can't find the gameinfo.txt file in C:\Documents. Doesn't
look like it handles spaces in the -game parameter very well.

* Source control: This has been mentioned on the list already, but I
figured I'd throw it in here too. The solutions the SDK ships with are
bound to Valve's SCC source, which appears to be rather difficult to
remove or replace with your own versioning system.

* Can't edit dropdown box entries: As far as I can tell, there's no way
to add or remove entries the Create a Mod wizard adds in the SDK
dropdown box. This is a bit problematic, as it makes it near-impossible
to have multiple developers working on the same source (i.e. with some
SCC solution). You also can't get rid of them, so I have about a
half-dozen entries in there I've managed to create and can't get rid of
now. :/

An update to fix these ASAP would be _greatly_ appreciated. TIA.

-James Corvidae Williams ([EMAIL PROTECTED])

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Re: [hlcoders] VC++ 8 Express Compiling

2004-12-01 Thread Marcelo Bezerra
The project files are version 7.1.
r00t 3:16 wrote:
To compile source sdk what is needed?
Microsoft Visual Studio .NET ?
What version?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: John Bellone [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, December 01, 2004 3:11 PM
Subject: [hlcoders] VC++ 8 Express Compiling


I hit some errors while compiling (clean copy) of the SDK. Anyone else
hit them? Want to make sure that I set everything up right. It converted
it from VC++ 7 to VC++ 8 (when I clicked on Game_SDK).

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SV: [hlcoders] sdk release and a surprise ideas..

2004-12-01 Thread Jakob W. Nielsen
OK we have run a few tests, and it seems Visual Studio .NET 2002 can be
fooled
In the .vcproj files you can change the
Version=7.10
To
Version=7.00

And it will load in that one as well, I hope that helps some of you

/Jakob Nielsen

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af Jakob W.
Nielsen
Sendt: 1. december 2004 17:36
Til: [EMAIL PROTECTED]
Emne: SV: [hlcoders] sdk release and a surprise ideas..

Having VS7.1 myself and only just now downloading the sdk I have no idea
but...
Will the linux makefiles work with the free VC7.1 compiler ?
If not is there any chance you will make makefiles for that?, as this
would be great for people not able to gather the amount of money needed
for the entire Visual Studio...

Jakob Nielsen

-Oprindelig meddelelse-
Fra: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] På vegne af Alfred
Reynolds
Sendt: 1. december 2004 07:13
Til: [EMAIL PROTECTED]
Emne: RE: [hlcoders] sdk release and a surprise ideas..

Only VC7.1 (.NET 2003) will be supported for the Source SDK under
Windows. The SDK includes linux makefiles (in the linux_sdk directory).
You can read more details on how to compile under linux here:
http://www.valve-erc.com/srcsdk/linux_compiling.html

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ruari
O'Sullivan Sent: Tuesday, November 30, 2004 9:58 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] sdk release and
a surprise ideas..

 Hey, there it is.

 Didn't most people say they were still using MSVC++ 6? I know I am.
 Any chance of project files? If not, how about a makefile for g++?

 Digging the documentation so far. It's good to have something there.

 -randomnine-

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Re[2]: [hlcoders] Source SDK

2004-12-01 Thread Vyacheslav Djura
Hello Jay,

Wednesday, December 1, 2004, 10:15:34 AM, you wrote:
JS I'm not sure I understand the question.  I would tell you that you get
JS the SDK through steam, but I assume you already know that.

I guess you don't watch news reports ;) There is a revolution and that
is why all international mail is blocked\delayed.

JS You don't have to purchase HL2 for each computer, simply use the same
JS steam account on each computer.

Other computers are not connected to internet. Why don't you make SDK
independent (or partially independent) from Steam, becase now it
causes *A LOT* of headache to people with low-bandwidth (for example 80% of 
former
CIS countries) ? :(

--
Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]


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Re: [hlcoders] compiling the sdk

2004-12-01 Thread Draco
Thank you:)

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[hlcoders] VC++ 6

2004-12-01 Thread Hasan Aljudy
I converted the project files using
http://www.codeproject.com/tools/prjconverter.asp

now, I'm trying to compile the game_sdk but I get an error
Error: Could not delete file
C:\Hasan\Mods\src\dlls\$(IntDir)\$(InputName)1.obj : Access is
denied.

I also get tens of could not find some header file.h like:
C:\Hasan\Mods\src\game_shared\baseparticleentity.h(21): Could not find
the file particlemgr.h.
C:\Hasan\Mods\src\public\tier1\interface.h(31): Could not find the file dlfcn.h.

I know it's meant to compile in .NET, but for the time being I have no choice.

anyway to et it working in VC++6?

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[hlcoders] compiling with vc6

2004-12-01 Thread tei
Here its a lobotomized version of hl_sdk.dsp, so you can compile
server.dll with VC6.
http://www.servicios-dpi.com/hl_sdk_vc6.zip
More work can be needed to make a usefull proyect file, but that may help
to start tweaking something.
Whas created with prjconverter, then edited by hand.
--Tei
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RE: [hlcoders] Running serverplugin_empty

2004-12-01 Thread covert
[ Converted text/html to text/plain ]

I have started my own mod. I copied the serverplugin_empty.dll file from
c:\myhl2mod\bin to c:\myhl2mod\test\bin (my mod is called test) and I have
also created a directory called c:\myhl2mod\test\addons with a
serverplugin_empty.vdf with the example text from
http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[1] in it.



The console says it found the plugin but when I join the server it does not
seem to run any of its code.



On Wed, 1 Dec 2004 13:17:22 -0800, Alfred Reynolds wrote:
SPAN Try copying serverplugin_empty.dll to the base bin/ directory
SPAN (rather
SPAN than cstrike/bin/).
SPAN
SPAN - Alfred
SPAN
SPAN Original Message
SPAN From: [EMAIL PROTECTED]
SPAN [mailto:[EMAIL PROTECTED] On Behalf Of covert
SPAN Sent: Wednesday, December 01, 2004 7:12 AM To: hlcoders
SPAN Subject: [hlcoders] Running serverplugin_empty
SPAN
SPAN [ Converted text/html to text/plain ]
SPAN
SPAN I have compiled the serverplugin_empty. I have made the .vdf
SPAN file in
SPAN the
SPAN addons folder. When I ran my mod and do a map lt;mapnamegt; the
SPAN map
SPAN loads and I get a found pluging serverplugin_empty.vdfSPAN
SPAN
SPAN
SPAN So upto this point all seems fine. But I cannot trigger it to do
SPAN anything.
SPAN
SPAN
SPAN I thinking I need to do a plugin_load but I can not seem to
SPAN find a
SPAN working filename for it to load. Tried both the dll file and the
SPAN vdf
SPAN file. both with and without correct paths set.
SPAN
SPAN
SPAN Anyone got an idea ?
SPAN ___
SPAN To unsubscribe, edit your list preferences, or view the list
SPAN archives, please visit:
SPAN http://list.valvesoftware.com/mailman/listinfo/hlcoders[3]
SPAN
SPAN ___
SPAN To unsubscribe, edit your list preferences, or view the list
SPAN archives, please visit:
SPAN http://list.valvesoftware.com/mailman/listinfo/hlcoders[4]
br
SPAN

===References:===
  1. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html
  2. mailto:[EMAIL PROTECTED]
  3. http://list.valvesoftware.com/mailman/listinfo/hlcoders
  4. http://list.valvesoftware.com/mailman/listinfo/hlcoders

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Re: [hlcoders] SDK - Valve vs. Epic

2004-12-01 Thread Bruce \Bahamut\ Andrews
...blasphemy.
I can't stand Epic.  I have to admin some UT2004 servers and it's a
nightmare to do even the simplest things you can do in HL1.  The -ONLY-
good thing they have over valve is the mutators, that's it.
- Bruce Bahamut Andrews

ChessMess wrote:
Out of curiosity, how do you feel Valve's efforts compare with Epics?
--
ChessMess
Stratactic Studios
http://www.StratacticStudios.com
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[hlcoders] Compile SDK under VS .NET 2002

2004-12-01 Thread Dustin
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I think it was already said here, but to confirm, if you are not able to get / 
afford the 2003 version...
You can do a search for the .vcproj files in your mod directory and open them 
with notepad or WordPad and just change the Version=7.10 line to 
Version=7.0  then open the Game_SDK.sln file (with WordPad or notepad) and 
change the Format Version 8.00 to Format Version 7.00. Doing this, I have been 
able to open and get a clean compile of the SDK with no problems on the 2002 
version of .NET
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RE: [hlcoders] Running serverplugin_empty

2004-12-01 Thread covert
[ Converted text/html to text/plain ]

the only message I see in the console is

Plugins: found file serverplugin_empty.vdf



I am running the server via the run_mod.bat file



c:\program files\valve\steam\steam.exe -applaunch 220 -dev -game
c:\myhl2mod\test -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9



As for running the dll in the debuger I am having a hard time working out how
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
SPAN run
SPAN under the debugger put a breakpoint on GameFrame() to check it is
SPAN being
SPAN called.
SPAN
SPAN - Alfred
SPAN
SPAN Original Message
SPAN From: [EMAIL PROTECTED]
SPAN [mailto:[EMAIL PROTECTED] On Behalf Of covert
SPAN Sent: Wednesday, December 01, 2004 5:14 PM To:
SPAN [EMAIL PROTECTED] Subject: RE: [hlcoders] Running
SPAN serverplugin_empty
SPAN
SPAN [ Converted text/html to text/plain ]
SPAN
SPAN I have started my own mod. I copied the serverplugin_empty.dll
SPAN file
SPAN from c:\myhl2mod\bin to c:\myhl2mod\test\bin (my mod is called
SPAN test)
SPAN and I have also created a directory called c:\myhl2mod\test\addons
SPAN with a serverplugin_empty.vdf with the example text from
SPAN http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[1][2] in it.
SPAN
SPAN
SPAN The console says it found the plugin but when I join the server it
SPAN does not seem to run any of its code.
SPAN
SPAN
SPAN On Wed, 1 Dec 2004 13:17:22 -0800, Alfred Reynolds wrote:
SPAN SPAN Try copying serverplugin_empty.dll to the base bin/
SPAN directory SPAN (rather SPAN than cstrike/bin/).
SPAN SPAN
SPAN SPAN - Alfred
SPAN SPAN
SPAN SPAN Original Message
SPAN SPAN From: [EMAIL PROTECTED]
SPAN SPAN [mailto:[EMAIL PROTECTED] On
SPAN Behalf
SPAN Of covert SPAN Sent: Wednesday, December 01, 2004 7:12 AM To:
SPAN hlcoders SPAN Subject: [hlcoders] Running serverplugin_empty
SPAN SPAN SPAN [ Converted text/html to text/plain ] SPAN
SPAN SPAN I have compiled the serverplugin_empty. I have made
SPAN the
SPAN .vdf SPAN file in SPAN the SPAN addons folder.
SPAN When I
SPAN ran my mod and do a map lt;mapnamegt; the SPAN map
SPAN SPAN
SPAN loads and I get a found pluging serverplugin_empty.vdfSPAN
SPAN SPAN SPAN SPAN So upto this point all seems fine.
SPAN But I
SPAN cannot trigger it to do SPAN anything. SPAN
SPAN SPAN
SPAN SPAN I thinking I need to do a plugin_load but I can not
SPAN seem
SPAN to SPAN find a SPAN working filename for it to load.
SPAN Tried
SPAN both the dll file and the SPAN vdf SPAN file. both with
SPAN and
SPAN without correct paths set. SPAN
SPAN SPAN
SPAN SPAN Anyone got an idea ?
SPAN SPAN ___
SPAN SPAN To unsubscribe, edit your list preferences, or view the
SPAN list SPAN archives, please visit:
SPAN SPAN
SPAN http://list.valvesoftware.com/mailman/listinfo/hlcoders[3][4]
SPAN SPAN SPAN ___
SPAN SPAN To unsubscribe, edit your list preferences, or view the
SPAN list
SPAN SPAN archives, please visit:
SPAN SPAN
SPAN http://list.valvesoftware.com/mailman/listinfo/hlcoders[4][5]
SPAN br SPAN
SPAN
SPAN ===References:===
SPAN 1. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[6]
SPAN 2. mailto:[EMAIL PROTECTED]
SPAN 3. http://list.valvesoftware.com/mailman/listinfo/hlcoders[8]
SPAN 4. http://list.valvesoftware.com/mailman/listinfo/hlcoders[9]
SPAN
SPAN ___
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SPAN archives, please visit:
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SPAN
SPAN ___
SPAN To unsubscribe, edit your list preferences, or view the list
SPAN archives, please visit:
SPAN http://list.valvesoftware.com/mailman/listinfo/hlcoders[11]
br
SPAN

===References:===
  1. mailto:[EMAIL PROTECTED]
  2. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[1]
  3. mailto:[EMAIL PROTECTED]
  4. http://list.valvesoftware.com/mailman/listinfo/hlcoders[3]
  5. http://list.valvesoftware.com/mailman/listinfo/hlcoders[4]
  6. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html
  7. mailto:[EMAIL PROTECTED]
  8. http://list.valvesoftware.com/mailman/listinfo/hlcoders
  9. http://list.valvesoftware.com/mailman/listinfo/hlcoders
 10. http://list.valvesoftware.com/mailman/listinfo/hlcoders
 11. http://list.valvesoftware.com/mailman/listinfo/hlcoders

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Re: [hlcoders] Running serverplugin_empty

2004-12-01 Thread Dustin
I am also having problems with the plugin system.
First, got a clean compile of serverplugin_empty.dll
Next, placed it in mod\bin\
Next, created a folder: mod\addons\
Next, created a file named plugins.vdf inside the mod\addons\ folder
Next, started the mod with -dev
Got the message on load: Plugins: found file plugins.vdf
But, trying any command in the plugin: menu, empty_version, plugin_empty,
etc...all just return a unknown command error
- Original Message -
From: covert [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, December 01, 2004 8:20 PM
Subject: RE: [hlcoders] Running serverplugin_empty

[ Converted text/html to text/plain ]
the only message I see in the console is
Plugins: found file serverplugin_empty.vdf

I am running the server via the run_mod.bat file

c:\program files\valve\steam\steam.exe -applaunch 220 -dev -game
c:\myhl2mod\test -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9

As for running the dll in the debuger I am having a hard time working out
how
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
SPAN run
SPAN under the debugger put a breakpoint on GameFrame() to check it is
SPAN being
SPAN called.
SPAN
SPAN - Alfred
SPAN
SPAN Original Message
SPAN From: [EMAIL PROTECTED]
SPAN [mailto:[EMAIL PROTECTED] On Behalf Of
covert
SPAN Sent: Wednesday, December 01, 2004 5:14 PM To:
SPAN [EMAIL PROTECTED] Subject: RE: [hlcoders] Running
SPAN serverplugin_empty
SPAN
SPAN [ Converted text/html to text/plain ]
SPAN
SPAN I have started my own mod. I copied the serverplugin_empty.dll
SPAN file
SPAN from c:\myhl2mod\bin to c:\myhl2mod\test\bin (my mod is called
SPAN test)
SPAN and I have also created a directory called
c:\myhl2mod\test\addons
SPAN with a serverplugin_empty.vdf with the example text from
SPAN http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[1][2] in
it.
SPAN
SPAN
SPAN The console says it found the plugin but when I join the server
it
SPAN does not seem to run any of its code.
SPAN
SPAN
SPAN On Wed, 1 Dec 2004 13:17:22 -0800, Alfred Reynolds wrote:
SPAN SPAN Try copying serverplugin_empty.dll to the base bin/
SPAN directory SPAN (rather SPAN than cstrike/bin/).
SPAN SPAN
SPAN SPAN - Alfred
SPAN SPAN
SPAN SPAN Original Message
SPAN SPAN From: [EMAIL PROTECTED]
SPAN SPAN [mailto:[EMAIL PROTECTED] On
SPAN Behalf
SPAN Of covert SPAN Sent: Wednesday, December 01, 2004 7:12 AM To:
SPAN hlcoders SPAN Subject: [hlcoders] Running serverplugin_empty
SPAN SPAN SPAN [ Converted text/html to text/plain ] SPAN
SPAN SPAN I have compiled the serverplugin_empty. I have made
SPAN the
SPAN .vdf SPAN file in SPAN the SPAN addons folder.
SPAN When I
SPAN ran my mod and do a map lt;mapnamegt; the SPAN map
SPAN SPAN
SPAN loads and I get a found pluging serverplugin_empty.vdfSPAN
SPAN SPAN SPAN SPAN So upto this point all seems fine.
SPAN But I
SPAN cannot trigger it to do SPAN anything. SPAN
SPAN SPAN
SPAN SPAN I thinking I need to do a plugin_load but I can not
SPAN seem
SPAN to SPAN find a SPAN working filename for it to load.
SPAN Tried
SPAN both the dll file and the SPAN vdf SPAN file. both with
SPAN and
SPAN without correct paths set. SPAN
SPAN SPAN
SPAN SPAN Anyone got an idea ?
SPAN SPAN ___
SPAN SPAN To unsubscribe, edit your list preferences, or view the
SPAN list SPAN archives, please visit:
SPAN SPAN
SPAN http://list.valvesoftware.com/mailman/listinfo/hlcoders[3][4]
SPAN SPAN SPAN ___
SPAN SPAN To unsubscribe, edit your list preferences, or view the
SPAN list
SPAN SPAN archives, please visit:
SPAN SPAN
SPAN http://list.valvesoftware.com/mailman/listinfo/hlcoders[4][5]
SPAN br SPAN
SPAN
SPAN ===References:===
SPAN 1. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[6]
SPAN 2. mailto:[EMAIL PROTECTED]
SPAN 3. http://list.valvesoftware.com/mailman/listinfo/hlcoders[8]
SPAN 4. http://list.valvesoftware.com/mailman/listinfo/hlcoders[9]
SPAN
SPAN ___
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SPAN archives, please visit:
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SPAN
===References:===
 1. mailto:[EMAIL PROTECTED]
 2. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[1]
 3. mailto:[EMAIL PROTECTED]
 4. http://list.valvesoftware.com/mailman/listinfo/hlcoders[3]
 5. http://list.valvesoftware.com/mailman/listinfo/hlcoders[4]
 6. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html
 7. mailto:[EMAIL PROTECTED]
 8. 

[hlcoders] ServerPlugin API

2004-12-01 Thread David Anderson
With HL1 metamod, it was possible to hook Engine and GameDLL calls
directly because Metamod literally sat in between the engine and gamedll.
With HL2's server plugin interface, it appears that it sits on the side,
and that you only get a fraction of this power through the IServerPlugin
interface.
Is this the case?  Do we still have the ability to intercept
engine/gamedll calls?  Or have I missed something in the SDK (I only took
a cursory look).
Thanks,
 -David Anderson
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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: [hlcoders] ServerPlugin API

 With HL1 metamod, it was possible to hook Engine and GameDLL calls
 directly because Metamod literally sat in between the engine and
 gamedll.
 With HL2's server plugin interface, it appears that it sits on the
 side, and that you only get a fraction of this power through the
 IServerPlugin interface.

 Is this the case?  Do we still have the ability to intercept
 engine/gamedll calls?  Or have I missed something in the SDK (I only
 took a cursory look).

 Thanks,

   -David Anderson


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RE: [hlcoders] ServerPlugin API

2004-12-01 Thread David Anderson
For example, how would it be possible to hook anything in IServerGameDLL,
or say something more useful like IVEngineServer::ChangeLevel or
IVEngineServer::CreateEdict or IVEngineServer::LogPrint?
 -David Anderson
On Wed, 1 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 01, 2004 8:03 PM To:
[EMAIL PROTECTED] Subject: [hlcoders] ServerPlugin API
With HL1 metamod, it was possible to hook Engine and GameDLL calls
directly because Metamod literally sat in between the engine and
gamedll.
With HL2's server plugin interface, it appears that it sits on the
side, and that you only get a fraction of this power through the
IServerPlugin interface.
Is this the case?  Do we still have the ability to intercept
engine/gamedll calls?  Or have I missed something in the SDK (I only
took a cursory look).
Thanks,
  -David Anderson
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RE: [hlcoders] ServerPlugin API

2004-12-01 Thread covert
[ Converted text/html to text/plain ]

I would think most of this would be found with IGameEventManager



On Thu, 2 Dec 2004 00:09:53 -0500 (EST), David Anderson wrote:
SPAN For example, how would it be possible to hook anything in
SPAN IServerGameDLL,
SPAN or say something more useful like IVEngineServer::ChangeLevel or
SPAN IVEngineServer::CreateEdict or IVEngineServer::LogPrint?
SPAN
SPAN -David Anderson
SPAN
SPAN On Wed, 1 Dec 2004, Alfred Reynolds wrote:
SPAN
SPAN What fraction of power are you missing? The plugin interface
SPAN should have
SPAN all the relevant callbacks you need.
SPAN
SPAN - Alfred
SPAN
SPAN Original Message
SPAN From: [EMAIL PROTECTED]
SPAN [mailto:[EMAIL PROTECTED] On Behalf Of David
SPAN Anderson Sent: Wednesday, December 01, 2004 8:03 PM To:
SPAN [EMAIL PROTECTED] Subject: [hlcoders] ServerPlugin
SPAN API
SPAN
SPAN With HL1 metamod, it was possible to hook Engine and GameDLL
SPAN calls
SPAN directly because Metamod literally sat in between the engine and
SPAN gamedll.
SPAN With HL2's server plugin interface, it appears that it sits on
SPAN the
SPAN side, and that you only get a fraction of this power through the
SPAN IServerPlugin interface.
SPAN
SPAN Is this the case?  Do we still have the ability to intercept
SPAN engine/gamedll calls?  Or have I missed something in the SDK (I
SPAN only
SPAN took a cursory look).
SPAN
SPAN Thanks,
SPAN
SPAN -David Anderson
SPAN
SPAN
SPAN ___
SPAN To unsubscribe, edit your list preferences, or view the list
SPAN archives, please visit:
SPAN http://list.valvesoftware.com/mailman/listinfo/hlcoders[2]
SPAN
SPAN ___
SPAN To unsubscribe, edit your list preferences, or view the list
SPAN archives, please visit:
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SPAN
SPAN
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SPAN archives, please visit:
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br
SPAN

===References:===
  1. mailto:[EMAIL PROTECTED]
  2. http://list.valvesoftware.com/mailman/listinfo/hlcoders
  3. http://list.valvesoftware.com/mailman/listinfo/hlcoders
  4. http://list.valvesoftware.com/mailman/listinfo/hlcoders

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[hlcoders] Drop down list fix for create mod

2004-12-01 Thread r00t 3:16
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Someone had posted this was a pain because they had a bunch of mods created in 
the drop down list in the Source SDK dialog box.

I found a fix for removing the entries in the drop down list..

First close steam if it is running :P

D:\Program Files\Valve\Steam\SteamApps\STEAMLOGINNAME\sourcesdk\bin


open up gamecfg.ini [GameCFG#] between these towards the bottom you will see 
you mods listed just remove the entries that you do not want any more
I wanted remove the default entries however



r00t 3:16
CQC Gaming
www.cqc-gaming.com
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RE: [hlcoders] ServerPlugin API

2004-12-01 Thread Alfred Reynolds
You can use IVEngineServer right now (its an engine to plugin
interface). The plugin API hooks various calls from IServerGameDLL
already.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Anderson Sent: Wednesday, December 01, 2004 9:10 PM To:
[EMAIL PROTECTED] Subject: RE: [hlcoders] ServerPlugin API

 For example, how would it be possible to hook anything in
 IServerGameDLL, or say something more useful like
 IVEngineServer::ChangeLevel or IVEngineServer::CreateEdict or
 IVEngineServer::LogPrint?

   -David Anderson

 On Wed, 1 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 01, 2004 8:03 PM To:
  [EMAIL PROTECTED] Subject: [hlcoders] ServerPlugin API
 
   With HL1 metamod, it was possible to hook Engine and GameDLL calls
   directly because Metamod literally sat in between the engine and
   gamedll. With HL2's server plugin interface, it appears that it
   sits on the side, and that you only get a fraction of this power
   through the IServerPlugin interface.
  
   Is this the case?  Do we still have the ability to intercept
   engine/gamedll calls?  Or have I missed something in the SDK (I
   only took a cursory look).
  
   Thanks,
  
 -David Anderson
  
  
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Re: [hlcoders] Drop down list fix for create mod

2004-12-01 Thread Brian \Satertek\ Irelan
Or you can just use Hammer.  (Delete the config of the mod)


On Wed, 1 Dec 2004 23:48:24 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Someone had posted this was a pain because they had a bunch of mods created 
 in the drop down list in the Source SDK dialog box.

 I found a fix for removing the entries in the drop down list..

 First close steam if it is running :P

 D:\Program Files\Valve\Steam\SteamApps\STEAMLOGINNAME\sourcesdk\bin

 open up gamecfg.ini [GameCFG#] between these towards the bottom you will see 
 you mods listed just remove the entries that you do not want any more
 I wanted remove the default entries however

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
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RE: [hlcoders] Running serverplugin_empty

2004-12-01 Thread Alfred Reynolds
Okay, we have identified the problem. Right now you can't load a plugin
if you run under steam, we are working on a fix. In the mean time you
will need to use a dedicated server using the hldsupdatetool to run the
plugin.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dustin
Sent: Wednesday, December 01, 2004 6:54 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] Running
serverplugin_empty

 I am also having problems with the plugin system.

 First, got a clean compile of serverplugin_empty.dll Next, placed it
 in mod\bin\ Next, created a folder: mod\addons\ Next, created a file
 named plugins.vdf inside the mod\addons\ folder Next, started the mod
 with -dev

 Got the message on load: Plugins: found file plugins.vdf

 But, trying any command in the plugin: menu, empty_version,
 plugin_empty, etc...all just return a unknown command error


 - Original Message -
 From: covert [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, December 01, 2004 8:20 PM
 Subject: RE: [hlcoders] Running serverplugin_empty


  [ Converted text/html to text/plain ]
 
  the only message I see in the console is
 
  Plugins: found file serverplugin_empty.vdf
 
 
 
  I am running the server via the run_mod.bat file
 
 
 
  c:\program files\valve\steam\steam.exe -applaunch 220 -dev -game
  c:\myhl2mod\test -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9
 
 
 
  As for running the dll in the debuger I am having a hard time
  working out how 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 SPAN run SPAN under the debugger
   put a breakpoint on GameFrame() to check it is SPAN being
   SPAN called. SPAN
   SPAN - Alfred
   SPAN
   SPAN Original Message
   SPAN From: [EMAIL PROTECTED]
   SPAN [mailto:[EMAIL PROTECTED] On
   Behalf Of covert SPAN Sent: Wednesday, December 01, 2004 5:14
   PM To: SPAN [EMAIL PROTECTED] Subject: RE:
   [hlcoders] Running SPAN serverplugin_empty SPAN
   SPAN [ Converted text/html to text/plain ]
   SPAN
   SPAN I have started my own mod. I copied the
   serverplugin_empty.dll SPAN file SPAN from
   c:\myhl2mod\bin to c:\myhl2mod\test\bin (my mod is called
   SPAN test) SPAN and I have also created a directory
   called c:\myhl2mod\test\addons SPAN with a
   serverplugin_empty.vdf with the example text from SPAN
   http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[1][2] in
   it. SPAN SPAN SPAN The console says it found the
   plugin but when I join the server it SPAN does not seem to
   run any of its code. SPAN
   SPAN
   SPAN On Wed, 1 Dec 2004 13:17:22 -0800, Alfred Reynolds wrote:
   SPAN SPAN Try copying serverplugin_empty.dll to the base
   bin/ SPAN directory SPAN (rather SPAN than
   cstrike/bin/). SPAN SPAN SPAN SPAN - Alfred
   SPAN SPAN
   SPAN SPAN Original Message
   SPAN SPAN From: [EMAIL PROTECTED]
   SPAN SPAN
   [mailto:[EMAIL PROTECTED] On SPAN
   Behalf SPAN Of covert SPAN Sent: Wednesday, December 01,
   2004 7:12 AM To: SPAN hlcoders SPAN Subject: [hlcoders]
   Running serverplugin_empty SPAN SPAN SPAN [ Converted
   text/html to text/plain ] SPAN SPAN SPAN I have
   compiled the serverplugin_empty. I have made SPAN the
   SPAN .vdf SPAN file in SPAN the SPAN addons
   folder. SPAN When I SPAN ran my mod and do a map
   lt;mapnamegt; the SPAN map SPAN SPAN SPAN
   loads and I get a found pluging serverplugin_empty.vdfSPAN
   SPAN SPAN SPAN SPAN So upto this point all seems
   fine. SPAN But I SPAN cannot trigger it to do SPAN
   anything. SPAN SPAN SPAN SPAN SPAN I
   thinking I need to do a plugin_load but I can not SPAN
   seem SPAN to SPAN find a SPAN working filename for
   it to load. SPAN Tried SPAN both the dll file and the
   SPAN vdf SPAN file. both with SPAN and SPAN
   without correct paths set. SPAN SPAN SPAN SPAN
   SPAN Anyone got an idea ? SPAN SPAN
   ___ SPAN
   SPAN To unsubscribe, edit your list preferences, or view the
   SPAN list SPAN archives, please visit: SPAN
   SPAN SPAN
   http://list.valvesoftware.com/mailman/listinfo/hlcoders[3][4]
   SPAN SPAN SPAN
   ___ SPAN SPAN
   To unsubscribe, edit your list preferences, or view the SPAN
   list SPAN SPAN archives, please visit: SPAN SPAN
   SPAN
   http://list.valvesoftware.com/mailman/listinfo/hlcoders[4][5]
   SPAN br SPAN SPAN SPAN ===References:===
   SPAN 1.
   http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[6]
   SPAN 2. mailto:[EMAIL PROTECTED]
   SPAN 3.
   http://list.valvesoftware.com/mailman/listinfo/hlcoders[8]
   SPAN 4.
   http://list.valvesoftware.com/mailman/listinfo/hlcoders[9]
   SPAN SPAN ___
   SPAN To unsubscribe, edit your 

[hlcoders] testing mod multiplayer

2004-12-01 Thread r00t 3:16
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
How would you test the mod multiplayer on the same computer?
I know you can just run_mod.bat ..
But didn't really read anything about where or how to test things on the same 
machine...


r00t 3:16
CQC Gaming
www.cqc-gaming.com
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RE: [hlcoders] Running serverplugin_empty

2004-12-01 Thread Peter Holcroft
Also even in a DS it doesn't look for the file in the correct places.
Filemon output:

srcds.exe:864   QUERY INFORMATION
C:\hlserver\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\hlserver\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\hlserver\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\hlserver\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\hlserver\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\hlserver\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\serverplugin_empty.dll   FILE NOT FOUND
Attributes: Error
srcds.exe:864   QUERY INFORMATION
C:\HLServer\source\bin\bin\serverplugin_empty.dll   PATH NOT FOUND
Attributes: Error
svchost.exe QUERY INFORMATION
C:\HLSERVER\SOURCE\BIN\SERVERPLUGIN_EMPTY.DLL   FILE NOT FOUND
Attributes: Error

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
 Sent: 02 December 2004 04:56
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] Running serverplugin_empty

 Okay, we have identified the problem. Right now you can't load a plugin
 if you run under steam, we are working on a fix. In the mean time you
 will need to use a dedicated server using the hldsupdatetool to run the
 plugin.

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Dustin
 Sent: Wednesday, December 01, 2004 6:54 PM To:
 [EMAIL PROTECTED] Subject: Re: [hlcoders] Running
 serverplugin_empty

  I am also having problems with the plugin system.
 
  First, got a clean compile of serverplugin_empty.dll Next, placed it
  in mod\bin\ Next, created a folder: mod\addons\ Next, created a file
  named plugins.vdf inside the mod\addons\ folder Next, started the mod
  with -dev
 
  Got the message on load: Plugins: found file plugins.vdf
 
  But, trying any command in the plugin: menu, empty_version,
  plugin_empty, etc...all just return a unknown command error
 
 
  - Original Message -
  From: covert [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Wednesday, December 01, 2004 8:20 PM
  Subject: RE: [hlcoders] Running serverplugin_empty
 
 
   [ Converted text/html to text/plain ]
  
   the only message I see in the console is
  
   Plugins: found file serverplugin_empty.vdf
  
  
  
   I am running the server via the run_mod.bat file
  
  
  
   c:\program files\valve\steam\steam.exe -applaunch 220 -dev -game
   c:\myhl2mod\test -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9
  
  
  
   As for running the dll in the debuger I am having a hard time
   working out how 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 SPAN run SPAN under the debugger
put a breakpoint on GameFrame() to check it is SPAN being
SPAN called. SPAN
SPAN - Alfred
SPAN
SPAN Original Message
SPAN From: [EMAIL PROTECTED]
SPAN [mailto:[EMAIL PROTECTED] On
Behalf Of covert SPAN Sent: Wednesday, December 01, 2004 5:14
PM To: SPAN [EMAIL PROTECTED] Subject: RE:
[hlcoders] Running SPAN serverplugin_empty SPAN
SPAN [ Converted text/html to text/plain ]
SPAN
SPAN I have started my own mod. I copied the
serverplugin_empty.dll SPAN file SPAN from
c:\myhl2mod\bin to c:\myhl2mod\test\bin (my mod is called
SPAN test) SPAN and I have also created a directory
called c:\myhl2mod\test\addons SPAN with a

RE: [hlcoders] Running serverplugin_empty

2004-12-01 Thread covert
Thanks Alfred. Hope to hear about a fix for it soon :)

On Wed, 1 Dec 2004 20:55:53 -0800, Alfred Reynolds wrote:
 Okay, we have identified the problem. Right now you can't load a
 plugin
 if you run under steam, we are working on a fix. In the mean time
 you
 will need to use a dedicated server using the hldsupdatetool to run
 the
 plugin.

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Dustin
 Sent: Wednesday, December 01, 2004 6:54 PM To:
 [EMAIL PROTECTED] Subject: Re: [hlcoders] Running
 serverplugin_empty

 I am also having problems with the plugin system.

 First, got a clean compile of serverplugin_empty.dll Next, placed
 it
 in mod\bin\ Next, created a folder: mod\addons\ Next, created a
 file
 named plugins.vdf inside the mod\addons\ folder Next, started the
 mod
 with -dev

 Got the message on load: Plugins: found file plugins.vdf

 But, trying any command in the plugin: menu, empty_version,
 plugin_empty, etc...all just return a unknown command error


 - Original Message -
 From: covert [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, December 01, 2004 8:20 PM
 Subject: RE: [hlcoders] Running serverplugin_empty


 [ Converted text/html to text/plain ]

 the only message I see in the console is

 Plugins: found file serverplugin_empty.vdf


 I am running the server via the run_mod.bat file


 c:\program files\valve\steam\steam.exe -applaunch 220 -dev -
 game
 c:\myhl2mod\test -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9


 As for running the dll in the debuger I am having a hard time
 working out how 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 SPAN run SPAN under the
 debugger
 put a breakpoint on GameFrame() to check it is SPAN being
 SPAN called. SPAN
 SPAN - Alfred
 SPAN
 SPAN Original Message
 SPAN From: [EMAIL PROTECTED]
 SPAN [mailto:[EMAIL PROTECTED] On
 Behalf Of covert SPAN Sent: Wednesday, December 01, 2004
 5:14
 PM To: SPAN [EMAIL PROTECTED] Subject: RE:
 [hlcoders] Running SPAN serverplugin_empty SPAN
 SPAN [ Converted text/html to text/plain ]
 SPAN
 SPAN I have started my own mod. I copied the
 serverplugin_empty.dll SPAN file SPAN from
 c:\myhl2mod\bin to c:\myhl2mod\test\bin (my mod is called
 SPAN test) SPAN and I have also created a directory
 called c:\myhl2mod\test\addons SPAN with a
 serverplugin_empty.vdf with the example text from SPAN
 http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[1][2]
 in
 it. SPAN SPAN SPAN The console says it found the
 plugin but when I join the server it SPAN does not seem to
 run any of its code. SPAN
 SPAN
 SPAN On Wed, 1 Dec 2004 13:17:22 -0800, Alfred Reynolds
 wrote:
 SPAN SPAN Try copying serverplugin_empty.dll to the
 base
 bin/ SPAN directory SPAN (rather SPAN than
 cstrike/bin/). SPAN SPAN SPAN SPAN - Alfred
 SPAN SPAN
 SPAN SPAN Original Message
 SPAN SPAN From: [EMAIL PROTECTED]
 SPAN SPAN
 [mailto:[EMAIL PROTECTED] On
 SPAN
 Behalf SPAN Of covert SPAN Sent: Wednesday, December
 01,
 2004 7:12 AM To: SPAN hlcoders SPAN Subject:
 [hlcoders]
 Running serverplugin_empty SPAN SPAN SPAN [
 Converted
 text/html to text/plain ] SPAN SPAN SPAN I have
 compiled the serverplugin_empty. I have made SPAN the
 SPAN .vdf SPAN file in SPAN the SPAN addons
 folder. SPAN When I SPAN ran my mod and do a map
 lt;mapnamegt; the SPAN map SPAN SPAN SPAN
 loads and I get a found pluging serverplugin_empty.vdfSPAN
 SPAN SPAN SPAN SPAN So upto this point all
 seems
 fine. SPAN But I SPAN cannot trigger it to do
 SPAN
 anything. SPAN SPAN SPAN SPAN SPAN I
 thinking I need to do a plugin_load but I can not SPAN
 seem SPAN to SPAN find a SPAN working filename
 for
 it to load. SPAN Tried SPAN both the dll file and
 the
 SPAN vdf SPAN file. both with SPAN and SPAN
 without correct paths set. SPAN SPAN SPAN
 SPAN
 SPAN Anyone got an idea ? SPAN SPAN
 ___ SPAN
 SPAN To unsubscribe, edit your list preferences, or view
 the
 SPAN list SPAN archives, please visit: SPAN
 SPAN SPAN
 http://list.valvesoftware.com/mailman/listinfo/hlcoders[3][4]
 SPAN SPAN SPAN
 ___ SPAN
 SPAN
 To unsubscribe, edit your list preferences, or view the
 SPAN
 list SPAN SPAN archives, please visit: SPAN
 SPAN
 SPAN
 http://list.valvesoftware.com/mailman/listinfo/hlcoders[4][5]
 SPAN br SPAN SPAN SPAN ===References:===
 SPAN 1.
 http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[6]
 SPAN 2. mailto:[EMAIL PROTECTED]
 SPAN 3.
 http://list.valvesoftware.com/mailman/listinfo/hlcoders[8]
 SPAN 4.
 http://list.valvesoftware.com/mailman/listinfo/hlcoders[9]
 SPAN SPAN
 ___
 SPAN To unsubscribe, edit your list preferences, or view
 

RE: [hlcoders] Compile SDK under VS .NET 2002

2004-12-01 Thread Steven Guy
LOL I knew it would be that easy. But lucky for me I got VS 7.1 for free
(and yes it was legal).
From: Dustin [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] Compile SDK under VS .NET 2002
Date: Wed, 1 Dec 2004 19:34:11 -0600
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I think it was already said here, but to confirm, if you are not able to
get / afford the 2003 version...
You can do a search for the .vcproj files in your mod directory and open
them with notepad or WordPad and just change the Version=7.10 line to
Version=7.0  then open the Game_SDK.sln file (with WordPad or notepad)
and change the Format Version 8.00 to Format Version 7.00. Doing this, I
have been able to open and get a clean compile of the SDK with no problems
on the 2002 version of .NET
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[hlcoders] (no subject)

2004-12-01 Thread r00t 3:16
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Anyone know where the sample maps are?

Besides the test.bsp and sdk_vehicle.bsp

In the doc's run this map to see the example but I do not see any of those maps?


r00t 3:16
CQC Gaming
www.totalretribution.com
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