Re: [hlcoders] Cwaterbullet Source SDK scratch

2008-04-12 Thread Emiel Regis
You need to add a proper client class and a matching RecvTable too.

On Sat, 12 Apr 2008 03:13:01 +0200, Marshall [EMAIL PROTECTED] wrote:

 Hello all, I have run into a problem when creating a mod from the source  
 scratch.  It compiles successfully and there were no fixes or anything I  
 needed to apply, but when I go ingame and try to create a server, it  
 loads to about 1 small loading box remaining then drops me and goes back  
 to the menu, and I open console and this is listed..:


 DataTable warning: No matching RecvTable for SendTable 'DT_WaterBullet'.
 DataTable warning: No matching RecvTable for SendTable 'DT_WeaponCycler'.
 Client missing DT class CWaterBullet
 Client missing DT class CWeaponCycler
 Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.

 So im guessing that the client side files are missing Cwaterbullet and C  
 weaponcycler, but I cant seem to find anything on this from google or  
 the steam coding forums, Is this a problem for anyone else or am I  
 missing something, and if so has someone found a fix.

 Thanks
 Marshall

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Re: [hlcoders] help !!

2008-04-12 Thread steven belmans

nope nothing happenedoo well i screw around with it some more how knows 
maybe i will get lucky
 
 Date: Fri, 11 Apr 2008 23:03:03 -0400 From: [EMAIL PROTECTED] To: 
 hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !!  You also 
 need to add tier0.lib, tier1.lib, vsdtlib.lib, and mathlib.lib  On Fri, Apr 
 11, 2008 at 3:34 PM, steven belmans [EMAIL PROTECTED] wrote:its 
 already in there ! Date: Fri, 11 Apr 2008 19:19:09 +0100 From:  [EMAIL 
 PROTECTED] To: hlcoders@list.valvesoftware.com Subject:  Re: [hlcoders] 
 help !!  You need to add user32.lib to your linker  additional 
 dependencies for  the client.  steven belmans wrote:  Trying  to 
 compile with C++ 2005 express but I got an error :in_mouse.obj :  
 error LNK2019: unresolved external symbol [EMAIL PROTECTED] in function 
 public: virtual void __thiscall  CInput::ActivateMouse(void) ([EMAIL 
 PROTECTED]@@UAEXXZ) editor_sendcommand.obj : error LNK2019: 
 unresolved external symbol  [EMAIL PROTECTED] referenced in function enum 
 EditorSendResult_t  __cdecl Editor_SendCommand(char const *,bool) 
 (?Editor_SendCommand@  @YA?AW4EditorSendResult_t@@[EMAIL PROTECTED])
   I have: platform sdk / dx  sdk / and SP2 of the program. I also added 
 user32.lib winmm.lib to  linker-inputcan someone help?
 sorry for the noob question  thanks in advance   
 _  Update 
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Re: [hlcoders] Cwaterbullet Source SDK scratch

2008-04-12 Thread ncl
All I did was go to the server project and delete those classes. You don't
need them.

On Fri, Apr 11, 2008 at 11:50 PM, Emiel Regis [EMAIL PROTECTED] wrote:

 You need to add a proper client class and a matching RecvTable too.

 On Sat, 12 Apr 2008 03:13:01 +0200, Marshall [EMAIL PROTECTED]
 wrote:

  Hello all, I have run into a problem when creating a mod from the source
  scratch.  It compiles successfully and there were no fixes or anything I
  needed to apply, but when I go ingame and try to create a server, it
  loads to about 1 small loading box remaining then drops me and goes back
  to the menu, and I open console and this is listed..:
 
 
  DataTable warning: No matching RecvTable for SendTable 'DT_WaterBullet'.
  DataTable warning: No matching RecvTable for SendTable
 'DT_WeaponCycler'.
  Client missing DT class CWaterBullet
  Client missing DT class CWeaponCycler
  Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.
 
  So im guessing that the client side files are missing Cwaterbullet and C
  weaponcycler, but I cant seem to find anything on this from google or
  the steam coding forums, Is this a problem for anyone else or am I
  missing something, and if so has someone found a fix.
 
  Thanks
  Marshall
 
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[hlcoders] Spam

2008-04-12 Thread Dominik Tugend
http://www.list.org/mailman-admin/node10.html

I think anonymous_list should be realy considered (sadly it can't be set by 
the list user himself as far as I know), even if it has some downsides.

I am not sure, but spambots might havrest this list and use complete 
mailheaders to imposter people from this list when sending spam.

At least that is what happend / is happening to me and where I guess they 
got the mail headers from. 


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Re: [hlcoders] Spam

2008-04-12 Thread Tony omega Sergi
and what is this spam that you are referring to?
-Tony

On Sat, Apr 12, 2008 at 6:47 PM, Dominik Tugend [EMAIL PROTECTED] wrote:

 http://www.list.org/mailman-admin/node10.html

 I think anonymous_list should be realy considered (sadly it can't be set
 by
 the list user himself as far as I know), even if it has some downsides.

 I am not sure, but spambots might havrest this list and use complete
 mailheaders to imposter people from this list when sending spam.

 At least that is what happend / is happening to me and where I guess they
 got the mail headers from.


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Re: [hlcoders] Spam

2008-04-12 Thread Dominik Tugend
Here is the data part of a randomly picked example that did not make it
through the filters, with the spam removed and some (but not all) parts
anonymized (as you can see the target server refused to deliver the faked
message I never sent and sent it back to my address):

 Failed Recipients 

[EMAIL PROTECTED]


Host not found.

 Contents of the undelivered mail 

From __IP__ (__IP_OR_DNS__) by __MAILSERVER__ (__MAILSOFTWARE__);
id 1207986948234; Sat, 12 Apr 2008 03:55:48 -0400
Message-ID: [EMAIL PROTECTED]
From: __NAME_RELATED_TO_SPAM__ [EMAIL PROTECTED]
To: __NAME_RELATED_TO_SPAM__ [EMAIL PROTECTED]
Subject: __SPAM_SUBJECT__
Date: Sat, 12 Apr 2008 06:06:41 +
MIME-Version: 1.0
Content-Type: multipart/alternative;
boundary==_NextPart_000_0004_01C89C72.02ACDC28
X-Priority: 3
X-MSMail-Priority: Normal
X-Mailer: Microsoft Outlook Express 6.00.2900.3138
X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2900.3198

This is a multi-part message in MIME format.

--=_NextPart_000_0004_01C89C72.02ACDC28
Content-Type: text/plain;
charset=iso-8859-1
Content-Transfer-Encoding: quoted-printable

__SPAM_IN_PLAIN_TEXT__
--=_NextPart_000_0004_01C89C72.02ACDC28
Content-Type: text/html;
charset=iso-8859-1
Content-Transfer-Encoding: quoted-printable

__SPAM_IN_HTML__
--=_NextPart_000_0004_01C89C72.02ACDC28--




- Original Message - 
From: Tony omega Sergi [EMAIL PROTECTED]
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Sunday, April 13, 2008 1:07 AM
Subject: Re: [hlcoders] Spam


 and what is this spam that you are referring to?
 -Tony

 On Sat, Apr 12, 2008 at 6:47 PM, Dominik Tugend [EMAIL PROTECTED]
 wrote:

 http://www.list.org/mailman-admin/node10.html

 I think anonymous_list should be realy considered (sadly it can't be set
 by
 the list user himself as far as I know), even if it has some downsides.

 I am not sure, but spambots might havrest this list and use complete
 mailheaders to imposter people from this list when sending spam.

 At least that is what happend / is happening to me and where I guess they
 got the mail headers from.


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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




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Re: [hlcoders] Spam

2008-04-12 Thread Tony omega Sergi
Ah, okay. Cuz we didn't get anything from you, and I read your email and the
only words that popped into my head were .. Well that's random.
lol.

-Tony


On Sat, Apr 12, 2008 at 7:56 PM, Dominik Tugend [EMAIL PROTECTED] wrote:

 Here is the data part of a randomly picked example that did not make it
 through the filters, with the spam removed and some (but not all) parts
 anonymized (as you can see the target server refused to deliver the faked
 message I never sent and sent it back to my address):

 Failed Recipients 

 [EMAIL PROTECTED]


 Host not found.

 Contents of the undelivered mail 

 From __IP__ (__IP_OR_DNS__) by __MAILSERVER__ (__MAILSOFTWARE__);
id 1207986948234; Sat, 12 Apr 2008 03:55:48 -0400
 Message-ID: [EMAIL PROTECTED]
 From: __NAME_RELATED_TO_SPAM__ [EMAIL PROTECTED]
 To: __NAME_RELATED_TO_SPAM__ [EMAIL PROTECTED]
 Subject: __SPAM_SUBJECT__
 Date: Sat, 12 Apr 2008 06:06:41 +
 MIME-Version: 1.0
 Content-Type: multipart/alternative;
boundary==_NextPart_000_0004_01C89C72.02ACDC28
 X-Priority: 3
 X-MSMail-Priority: Normal
 X-Mailer: Microsoft Outlook Express 6.00.2900.3138
 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2900.3198

 This is a multi-part message in MIME format.

 --=_NextPart_000_0004_01C89C72.02ACDC28
 Content-Type: text/plain;
charset=iso-8859-1
 Content-Transfer-Encoding: quoted-printable

 __SPAM_IN_PLAIN_TEXT__
 --=_NextPart_000_0004_01C89C72.02ACDC28
 Content-Type: text/html;
charset=iso-8859-1
 Content-Transfer-Encoding: quoted-printable

 __SPAM_IN_HTML__
 --=_NextPart_000_0004_01C89C72.02ACDC28--




 - Original Message -
 From: Tony omega Sergi [EMAIL PROTECTED]
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Sent: Sunday, April 13, 2008 1:07 AM
 Subject: Re: [hlcoders] Spam


  and what is this spam that you are referring to?
  -Tony
 
  On Sat, Apr 12, 2008 at 6:47 PM, Dominik Tugend [EMAIL PROTECTED]
  wrote:
 
  http://www.list.org/mailman-admin/node10.html
 
  I think anonymous_list should be realy considered (sadly it can't be
 set
  by
  the list user himself as far as I know), even if it has some downsides.
 
  I am not sure, but spambots might havrest this list and use complete
  mailheaders to imposter people from this list when sending spam.
 
  At least that is what happend / is happening to me and where I guess
 they
  got the mail headers from.
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
  --
  -omega
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  please visit:
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Re: [hlcoders] Proper mod versioning?

2008-04-12 Thread bloodykenny
Well Valve dodges the issue entirely because Steam enforces client 
updates prior to the client HL2 even being launched.

If there was no client/server mod version identification system 
implemented, then simplified third-party integration with Steam would be 
a solution.

Jeremy wrote:
 -- 
 [ Picked text/plain from multipart/alternative ]
 Haven't been modding long? Because mod versioning has generally been 
 exposed
 to the modders, such as in the Q3 engine. Foxbot didn't need 
 versioning for
 HL1, being server side only so I don't know if HL1 was missing the
 functionality too.

 From the Q3 source
 // check version
 s = CG_ConfigString( CS_GAME_VERSION );
 if ( strcmp( s, GAME_VERSION ) ) {
   CG_Error( Client/Server game mismatch: %s/%s, GAME_VERSION, s );
 }

 Appreciate the responses, but none of them really address the core issue.
 That being that there doesn't appear to be any exposed versioning 
 support. A
 proper solution shouldn't be that difficult to add. The entire point 
 of this
 question for valve is that they have the ability to add something 
 relatively
 easily and more 'proper' than any of the do it yourself solutions 
 mentioned
 thus far. Notifying them that theres a more recent version doesn't 
 solve our
 problem. As I already mentioned, our clients are generally updated. 
 It's a
 number of the servers who are slow to update. It's a little late to 
 change
 game folders for each version change(and a hack as well). Nowhere do I
 expect valve to provide update notification to clients.

 Servers being generally unattended kinda ruin the usefulness of a nag
 message, and I'd question how useful a command line nag message would 
 even
 be on the server side. To me the only real solution is real versioning.
 Clients should not see nor be able to join incompatible servers, period.
 It's common sense. Given that versioning depends very much on the mod, 
 there
 should be a hook for that provided somewhere in the mod, like quake 3 did
 8-9 years ago. Until then each release of a mod does significant 
 damage to
 itself with user frustrations of not knowing what servers on a long 
 list of
 them is compatible. Frustrated users don't stick with a game long.

 A response from Valve would be most useful. How does Valve do it? Maybe
 there's some way that hasn't been mentioned yet.

 J

 On Dec 10, 2007 5:07 AM, Tobias Kammersgaard 
 [EMAIL PROTECTED]
 wrote:

 -- 
 [ Picked text/plain from multipart/alternative ]
 Why not make some sort of huge label, element or whatever on the Main 
 Menu
 screen that tells you if there's been released a new version (maybe a
 flashing sign that would annoy the crap out of the users ;D)?

 Bet you could turn this into something usable :-)
 http://developer.valvesoftware.com/wiki/Custom_Menu_Screen

 /ProZak


 On 10/12/2007, Tony omega Sergi [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  The thing that gets me:
  Mod versioning has been up to the mod author for the past 11-12
  years..without problem..
  yet now it's all of a sudden an issue..
  -Tony
 
  On Dec 10, 2007 1:13 AM, Stephen Micheals [EMAIL PROTECTED]
  wrote:
 
   --
   [ Picked text/plain from multipart/alternative ]
   yes but the end effect is just about the same. (minus the wasted 
 time
  the
   user spends loading/connecting to the game before the warning is
 shown)
  
   the idea i posted is just a simple method that should work, other
 fixes
   can
   be more complex then needed.
  
   a proper version system would be a hell of a lot better.
  
   On Dec 9, 2007 9:51 PM, Mark Chandler  [EMAIL PROTECTED] wrote:
  
Think they are talking about before that function ever gets 
 called (
  i.e
   .
in
the processes of connecting)
   --
  
   ___
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 archives,
   please visit:
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  --
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  --
 
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Re: [hlcoders] Proper mod versioning?

2008-04-12 Thread Garry Newman
Hah, was that message stuck in your outbox for a few months?

garry

On Sun, Apr 13, 2008 at 1:15 AM,  [EMAIL PROTECTED] wrote:
 Well Valve dodges the issue entirely because Steam enforces client
  updates prior to the client HL2 even being launched.

  If there was no client/server mod version identification system
  implemented, then simplified third-party integration with Steam would be
  a solution.



  Jeremy wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Haven't been modding long? Because mod versioning has generally been
   exposed
   to the modders, such as in the Q3 engine. Foxbot didn't need
   versioning for
   HL1, being server side only so I don't know if HL1 was missing the
   functionality too.
  
   From the Q3 source
   // check version
   s = CG_ConfigString( CS_GAME_VERSION );
   if ( strcmp( s, GAME_VERSION ) ) {
 CG_Error( Client/Server game mismatch: %s/%s, GAME_VERSION, s );
   }
  
   Appreciate the responses, but none of them really address the core issue.
   That being that there doesn't appear to be any exposed versioning
   support. A
   proper solution shouldn't be that difficult to add. The entire point
   of this
   question for valve is that they have the ability to add something
   relatively
   easily and more 'proper' than any of the do it yourself solutions
   mentioned
   thus far. Notifying them that theres a more recent version doesn't
   solve our
   problem. As I already mentioned, our clients are generally updated.
   It's a
   number of the servers who are slow to update. It's a little late to
   change
   game folders for each version change(and a hack as well). Nowhere do I
   expect valve to provide update notification to clients.
  
   Servers being generally unattended kinda ruin the usefulness of a nag
   message, and I'd question how useful a command line nag message would
   even
   be on the server side. To me the only real solution is real versioning.
   Clients should not see nor be able to join incompatible servers, period.
   It's common sense. Given that versioning depends very much on the mod,
   there
   should be a hook for that provided somewhere in the mod, like quake 3 did
   8-9 years ago. Until then each release of a mod does significant
   damage to
   itself with user frustrations of not knowing what servers on a long
   list of
   them is compatible. Frustrated users don't stick with a game long.
  
   A response from Valve would be most useful. How does Valve do it? Maybe
   there's some way that hasn't been mentioned yet.
  
   J
  
   On Dec 10, 2007 5:07 AM, Tobias Kammersgaard
   [EMAIL PROTECTED]
   wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Why not make some sort of huge label, element or whatever on the Main
   Menu
   screen that tells you if there's been released a new version (maybe a
   flashing sign that would annoy the crap out of the users ;D)?
  
   Bet you could turn this into something usable :-)
   http://developer.valvesoftware.com/wiki/Custom_Menu_Screen
  
   /ProZak
  
  
   On 10/12/2007, Tony omega Sergi [EMAIL PROTECTED] wrote:
   
--
[ Picked text/plain from multipart/alternative ]
The thing that gets me:
Mod versioning has been up to the mod author for the past 11-12
years..without problem..
yet now it's all of a sudden an issue..
-Tony
   
On Dec 10, 2007 1:13 AM, Stephen Micheals [EMAIL PROTECTED]
wrote:
   
 --
 [ Picked text/plain from multipart/alternative ]
 yes but the end effect is just about the same. (minus the wasted
   time
the
 user spends loading/connecting to the game before the warning is
   shown)

 the idea i posted is just a simple method that should work, other
   fixes
 can
 be more complex then needed.

 a proper version system would be a hell of a lot better.

 On Dec 9, 2007 9:51 PM, Mark Chandler  [EMAIL PROTECTED] wrote:

  Think they are talking about before that function ever gets
   called (
i.e
 .
  in
  the processes of connecting)
 --

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--
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--
   
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[hlcoders] Crashing an npc_helicopter

2008-04-12 Thread Some Person

Hi,


Trying to crash a helicopter into a billboard (func_brush with solidity set to 
never solid).

Helicopter approaches (on a path track--that goes through the billboard) slows 
down, and turns away.

We want it to just plow right into the billboard. It's too smart, I guess.


How is this done?

Thanks


Chad

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Re: [hlcoders] Crashing an npc_helicopter

2008-04-12 Thread Cory de La Torre
Try setting the Flag: 'Do not avoid obstacles.'

On Sat, Apr 12, 2008 at 5:54 PM, Some Person [EMAIL PROTECTED] wrote:


 Hi,


 Trying to crash a helicopter into a billboard (func_brush with solidity
 set to never solid).

 Helicopter approaches (on a path track--that goes through the billboard)
 slows down, and turns away.

 We want it to just plow right into the billboard. It's too smart, I guess.


 How is this done?

 Thanks


 Chad

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 Messenger.

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Re: [hlcoders] Crashing an npc_helicopter

2008-04-12 Thread Some Person

Hi,

Thank you for your response.

There's a flag Ignore avoid spheres+boxes for npc_helicopter... but I don't 
see Do not avoid obstacles.

That flag Ignore avoid didn't seem to work.


Chad

 Date: Sat, 12 Apr 2008 18:03:39 -0700
 From: [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Crashing an npc_helicopter
 
 Try setting the Flag: 'Do not avoid obstacles.'
 
 On Sat, Apr 12, 2008 at 5:54 PM, Some Person [EMAIL PROTECTED] wrote:
 
 
  Hi,
 
 
  Trying to crash a helicopter into a billboard (func_brush with solidity
  set to never solid).
 
  Helicopter approaches (on a path track--that goes through the billboard)
  slows down, and turns away.
 
  We want it to just plow right into the billboard. It's too smart, I guess.
 
 
  How is this done?
 
  Thanks
 
 
  Chad
 
  _
  More immediate than e-mail? Get instant access with Windows Live
  Messenger.
 
  http://www.windowslive.com/messenger/overview.html?ocid=TXT_TAGLM_WL_Refresh_instantaccess_042008
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  please visit:
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Re: [hlcoders] Crashing an npc_helicopter

2008-04-12 Thread Cory de La Torre
Hmmm oddly he might be acting like this due to the path going right through
the Brush itself. One of the things you can do is maybe use a scripted
sequence, and have it take over his AI, and override it. By doing this, you
might be able to very well have him continue through a path without avoiding
a obstacle. Sadly I've not worked much with Helicopters, so I might not be
as of much help to you. Sorry for that.

On Sat, Apr 12, 2008 at 6:17 PM, Some Person [EMAIL PROTECTED] wrote:


 Hi,

 Thank you for your response.

 There's a flag Ignore avoid spheres+boxes for npc_helicopter... but I
 don't see Do not avoid obstacles.

 That flag Ignore avoid didn't seem to work.


 Chad

  Date: Sat, 12 Apr 2008 18:03:39 -0700
  From: [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Crashing an npc_helicopter
 
  Try setting the Flag: 'Do not avoid obstacles.'
 
  On Sat, Apr 12, 2008 at 5:54 PM, Some Person [EMAIL PROTECTED]
 wrote:
 
  
   Hi,
  
  
   Trying to crash a helicopter into a billboard (func_brush with
 solidity
   set to never solid).
  
   Helicopter approaches (on a path track--that goes through the
 billboard)
   slows down, and turns away.
  
   We want it to just plow right into the billboard. It's too smart, I
 guess.
  
  
   How is this done?
  
   Thanks
  
  
   Chad
  
   _
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   Messenger.
  
  
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Re: [hlcoders] Spam

2008-04-12 Thread Nick
Spam is bad, please give me every email address you know, and I will
try to find a solution to this problem. Please ensure the list is
easily parsed also kthx.

On Sat, Apr 12, 2008 at 7:07 PM, Tony omega Sergi [EMAIL PROTECTED] wrote:
 Ah, okay. Cuz we didn't get anything from you, and I read your email and the
  only words that popped into my head were .. Well that's random.
  lol.

  -Tony




  On Sat, Apr 12, 2008 at 7:56 PM, Dominik Tugend [EMAIL PROTECTED] wrote:

   Here is the data part of a randomly picked example that did not make it
   through the filters, with the spam removed and some (but not all) parts
   anonymized (as you can see the target server refused to deliver the faked
   message I never sent and sent it back to my address):
  
   Failed Recipients 
  
   [EMAIL PROTECTED]
  
  
   Host not found.
  
   Contents of the undelivered mail 
  
   From __IP__ (__IP_OR_DNS__) by __MAILSERVER__ (__MAILSOFTWARE__);
  id 1207986948234; Sat, 12 Apr 2008 03:55:48 -0400
   Message-ID: [EMAIL PROTECTED]
   From: __NAME_RELATED_TO_SPAM__ [EMAIL PROTECTED]
   To: __NAME_RELATED_TO_SPAM__ [EMAIL PROTECTED]
   Subject: __SPAM_SUBJECT__
   Date: Sat, 12 Apr 2008 06:06:41 +
   MIME-Version: 1.0
   Content-Type: multipart/alternative;
  boundary==_NextPart_000_0004_01C89C72.02ACDC28
   X-Priority: 3
   X-MSMail-Priority: Normal
   X-Mailer: Microsoft Outlook Express 6.00.2900.3138
   X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2900.3198
  
   This is a multi-part message in MIME format.
  
   --=_NextPart_000_0004_01C89C72.02ACDC28
   Content-Type: text/plain;
  charset=iso-8859-1
   Content-Transfer-Encoding: quoted-printable
  
   __SPAM_IN_PLAIN_TEXT__
   --=_NextPart_000_0004_01C89C72.02ACDC28
   Content-Type: text/html;
  charset=iso-8859-1
   Content-Transfer-Encoding: quoted-printable
  
   __SPAM_IN_HTML__
   --=_NextPart_000_0004_01C89C72.02ACDC28--
  
  
  
  
   - Original Message -
   From: Tony omega Sergi [EMAIL PROTECTED]
   To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
   
   Sent: Sunday, April 13, 2008 1:07 AM
   Subject: Re: [hlcoders] Spam
  
  
and what is this spam that you are referring to?
-Tony
   
On Sat, Apr 12, 2008 at 6:47 PM, Dominik Tugend [EMAIL PROTECTED]
wrote:
   
http://www.list.org/mailman-admin/node10.html
   
I think anonymous_list should be realy considered (sadly it can't be
   set
by
the list user himself as far as I know), even if it has some downsides.
   
I am not sure, but spambots might havrest this list and use complete
mailheaders to imposter people from this list when sending spam.
   
At least that is what happend / is happening to me and where I guess
   they
got the mail headers from.
   
   
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Re: [hlcoders] Proper mod versioning?

2008-04-12 Thread Nick
No he just thought it would be a good idea to bump an inactive thread
because obviously if valve didn't give a crap the first time, maybe
after 6 months they might change their minds.

On Sat, Apr 12, 2008 at 7:38 PM, Garry Newman [EMAIL PROTECTED] wrote:
 Hah, was that message stuck in your outbox for a few months?

  garry



  On Sun, Apr 13, 2008 at 1:15 AM,  [EMAIL PROTECTED] wrote:
   Well Valve dodges the issue entirely because Steam enforces client
updates prior to the client HL2 even being launched.
  
If there was no client/server mod version identification system
implemented, then simplified third-party integration with Steam would be
a solution.
  
  
  
Jeremy wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Haven't been modding long? Because mod versioning has generally been
 exposed
 to the modders, such as in the Q3 engine. Foxbot didn't need
 versioning for
 HL1, being server side only so I don't know if HL1 was missing the
 functionality too.

 From the Q3 source
 // check version
 s = CG_ConfigString( CS_GAME_VERSION );
 if ( strcmp( s, GAME_VERSION ) ) {
   CG_Error( Client/Server game mismatch: %s/%s, GAME_VERSION, s );
 }

 Appreciate the responses, but none of them really address the core 
 issue.
 That being that there doesn't appear to be any exposed versioning
 support. A
 proper solution shouldn't be that difficult to add. The entire point
 of this
 question for valve is that they have the ability to add something
 relatively
 easily and more 'proper' than any of the do it yourself solutions
 mentioned
 thus far. Notifying them that theres a more recent version doesn't
 solve our
 problem. As I already mentioned, our clients are generally updated.
 It's a
 number of the servers who are slow to update. It's a little late to
 change
 game folders for each version change(and a hack as well). Nowhere do I
 expect valve to provide update notification to clients.

 Servers being generally unattended kinda ruin the usefulness of a nag
 message, and I'd question how useful a command line nag message would
 even
 be on the server side. To me the only real solution is real versioning.
 Clients should not see nor be able to join incompatible servers, period.
 It's common sense. Given that versioning depends very much on the mod,
 there
 should be a hook for that provided somewhere in the mod, like quake 3 
 did
 8-9 years ago. Until then each release of a mod does significant
 damage to
 itself with user frustrations of not knowing what servers on a long
 list of
 them is compatible. Frustrated users don't stick with a game long.

 A response from Valve would be most useful. How does Valve do it? Maybe
 there's some way that hasn't been mentioned yet.

 J

 On Dec 10, 2007 5:07 AM, Tobias Kammersgaard
 [EMAIL PROTECTED]
 wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Why not make some sort of huge label, element or whatever on the Main
 Menu
 screen that tells you if there's been released a new version (maybe a
 flashing sign that would annoy the crap out of the users ;D)?

 Bet you could turn this into something usable :-)
 http://developer.valvesoftware.com/wiki/Custom_Menu_Screen

 /ProZak


 On 10/12/2007, Tony omega Sergi [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  The thing that gets me:
  Mod versioning has been up to the mod author for the past 11-12
  years..without problem..
  yet now it's all of a sudden an issue..
  -Tony
 
  On Dec 10, 2007 1:13 AM, Stephen Micheals [EMAIL PROTECTED]
  wrote:
 
   --
   [ Picked text/plain from multipart/alternative ]
   yes but the end effect is just about the same. (minus the wasted
 time
  the
   user spends loading/connecting to the game before the warning is
 shown)
  
   the idea i posted is just a simple method that should work, other
 fixes
   can
   be more complex then needed.
  
   a proper version system would be a hell of a lot better.
  
   On Dec 9, 2007 9:51 PM, Mark Chandler  [EMAIL PROTECTED] wrote:
  
Think they are talking about before that function ever gets
 called (
  i.e
   .
in
the processes of connecting)
   --
  
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   To unsubscribe, edit your list preferences, or view the list
 archives,
   please visit:
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Re: [hlcoders] Crashing an npc_helicopter

2008-04-12 Thread Some Person

Have tried Scripted Sequences, and they don't seem to work.

Have put in info_air_nodes, and they don't seem to help.

The helicopter will follow the path_track until it gets close to the billboard, 
and then it backs away.

Thanks anyway. 

Still looking for a way to do this :/


Chad

 Date: Sat, 12 Apr 2008 18:22:12 -0700
 From: [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Crashing an npc_helicopter
 
 Hmmm oddly he might be acting like this due to the path going right through
 the Brush itself. One of the things you can do is maybe use a scripted
 sequence, and have it take over his AI, and override it. By doing this, you
 might be able to very well have him continue through a path without avoiding
 a obstacle. Sadly I've not worked much with Helicopters, so I might not be
 as of much help to you. Sorry for that.
 
 On Sat, Apr 12, 2008 at 6:17 PM, Some Person [EMAIL PROTECTED] wrote:
 
 
  Hi,
 
  Thank you for your response.
 
  There's a flag Ignore avoid spheres+boxes for npc_helicopter... but I
  don't see Do not avoid obstacles.
 
  That flag Ignore avoid didn't seem to work.
 
 
  Chad
 
   Date: Sat, 12 Apr 2008 18:03:39 -0700
   From: [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Crashing an npc_helicopter
  
   Try setting the Flag: 'Do not avoid obstacles.'
  
   On Sat, Apr 12, 2008 at 5:54 PM, Some Person [EMAIL PROTECTED]
  wrote:
  
   
Hi,
   
   
Trying to crash a helicopter into a billboard (func_brush with
  solidity
set to never solid).
   
Helicopter approaches (on a path track--that goes through the
  billboard)
slows down, and turns away.
   
We want it to just plow right into the billboard. It's too smart, I
  guess.
   
   
How is this done?
   
Thanks
   
   
Chad
   
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Re: [hlcoders] help !!

2008-04-12 Thread Olly
List the libs that you have included.

BTW Your mail client is Fubaring this thread lol 

On 12/04/2008, steven belmans [EMAIL PROTECTED] wrote:


 nope nothing happenedoo well i screw around with it some more how
 knows maybe i will get lucky

  Date: Fri, 11 Apr 2008 23:03:03 -0400 From: [EMAIL PROTECTED] To:
 hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] help !!  You
 also need to add tier0.lib, tier1.lib, vsdtlib.lib, and mathlib.lib  On
 Fri, Apr 11, 2008 at 3:34 PM, steven belmans [EMAIL PROTECTED]
 wrote:its already in there ! Date: Fri, 11 Apr 2008 19:19:09
 +0100 From:  [EMAIL PROTECTED] To:
 hlcoders@list.valvesoftware.com Subject:  Re: [hlcoders] help !!  You
 need to add user32.lib to your linker  additional dependencies for  the
 client.  steven belmans wrote:  Trying  to compile with C++ 2005
 express but I got an error :in_mouse.obj :  error LNK2019:
 unresolved external symbol [EMAIL PROTECTED] in
 function public: virtual void __thiscall  CInput::ActivateMouse(void)
 ([EMAIL PROTECTED]@@UAEXXZ) editor_sendcommand.obj : error
 LNK2019: unresolved external symbol  [EMAIL PROTECTED] referenced in
 function enum EditorSendResult_t  __cdecl Editor_SendCommand(char const
 *,bool) (?Editor_SendCommand@  @YA?AW4EditorSendResult_t@@[EMAIL 
 PROTECTED])  
I have: platform sdk / dx  sdk / and SP2 of the program. I also
 added user32.lib winmm.lib to  linker-inputcan someone help?  
  sorry for the noob question  thanks in advance  
 _  Update
  vandaag nog in één klik je hele online leven!  http://get.live.com 
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 your  list preferences, or view the list archives, please visit:  
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Re: [hlcoders] Proper mod versioning?

2008-04-12 Thread Tobias Kammersgaard
 /Facepalm.

On 13/04/2008, Nick [EMAIL PROTECTED] wrote:

 No he just thought it would be a good idea to bump an inactive thread
 because obviously if valve didn't give a crap the first time, maybe
 after 6 months they might change their minds.

 On Sat, Apr 12, 2008 at 7:38 PM, Garry Newman [EMAIL PROTECTED]
 wrote:
  Hah, was that message stuck in your outbox for a few months?
 
   garry
 
 
 
   On Sun, Apr 13, 2008 at 1:15 AM,  [EMAIL PROTECTED]
 wrote:
Well Valve dodges the issue entirely because Steam enforces client
 updates prior to the client HL2 even being launched.
   
 If there was no client/server mod version identification system
 implemented, then simplified third-party integration with Steam
 would be
 a solution.
   
   
   
 Jeremy wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Haven't been modding long? Because mod versioning has generally
 been
  exposed
  to the modders, such as in the Q3 engine. Foxbot didn't need
  versioning for
  HL1, being server side only so I don't know if HL1 was missing the
  functionality too.
 
  From the Q3 source
  // check version
  s = CG_ConfigString( CS_GAME_VERSION );
  if ( strcmp( s, GAME_VERSION ) ) {
CG_Error( Client/Server game mismatch: %s/%s,
 GAME_VERSION, s );
  }
 
  Appreciate the responses, but none of them really address the core
 issue.
  That being that there doesn't appear to be any exposed versioning
  support. A
  proper solution shouldn't be that difficult to add. The entire
 point
  of this
  question for valve is that they have the ability to add something
  relatively
  easily and more 'proper' than any of the do it yourself solutions
  mentioned
  thus far. Notifying them that theres a more recent version doesn't
  solve our
  problem. As I already mentioned, our clients are generally
 updated.
  It's a
  number of the servers who are slow to update. It's a little late
 to
  change
  game folders for each version change(and a hack as well). Nowhere
 do I
  expect valve to provide update notification to clients.
 
  Servers being generally unattended kinda ruin the usefulness of a
 nag
  message, and I'd question how useful a command line nag message
 would
  even
  be on the server side. To me the only real solution is real
 versioning.
  Clients should not see nor be able to join incompatible servers,
 period.
  It's common sense. Given that versioning depends very much on the
 mod,
  there
  should be a hook for that provided somewhere in the mod, like
 quake 3 did
  8-9 years ago. Until then each release of a mod does significant
  damage to
  itself with user frustrations of not knowing what servers on a
 long
  list of
  them is compatible. Frustrated users don't stick with a game long.
 
  A response from Valve would be most useful. How does Valve do it?
 Maybe
  there's some way that hasn't been mentioned yet.
 
  J
 
  On Dec 10, 2007 5:07 AM, Tobias Kammersgaard
  [EMAIL PROTECTED]
  wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Why not make some sort of huge label, element or whatever on the
 Main
  Menu
  screen that tells you if there's been released a new version
 (maybe a
  flashing sign that would annoy the crap out of the users ;D)?
 
  Bet you could turn this into something usable :-)
  http://developer.valvesoftware.com/wiki/Custom_Menu_Screen
 
  /ProZak
 
 
  On 10/12/2007, Tony omega Sergi [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   The thing that gets me:
   Mod versioning has been up to the mod author for the past 11-12
   years..without problem..
   yet now it's all of a sudden an issue..
   -Tony
  
   On Dec 10, 2007 1:13 AM, Stephen Micheals 
 [EMAIL PROTECTED]
   wrote:
  
--
[ Picked text/plain from multipart/alternative ]
yes but the end effect is just about the same. (minus the
 wasted
  time
   the
user spends loading/connecting to the game before the warning
 is
  shown)
   
the idea i posted is just a simple method that should work,
 other
  fixes
can
be more complex then needed.
   
a proper version system would be a hell of a lot better.
   
On Dec 9, 2007 9:51 PM, Mark Chandler  [EMAIL PROTECTED]
 wrote:
   
 Think they are talking about before that function ever gets
  called (
   i.e
.
 in
 the processes of connecting)
--
   
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Re: [hlcoders] Crashing an npc_helicopter

2008-04-12 Thread Marshall
try making the the billboard a func_breakable and having a trigger before 
the billboard that breaks it so when the helicopter triggers it destroys the 
billboard, and clears the helicopters path so the ai doesn't see anything 
blocking it, idk if this will work buts its worth a try imo :P
--
From: Some Person [EMAIL PROTECTED]
Sent: Saturday, April 12, 2008 6:58 PM
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Crashing an npc_helicopter


 Have tried Scripted Sequences, and they don't seem to work.

 Have put in info_air_nodes, and they don't seem to help.

 The helicopter will follow the path_track until it gets close to the 
 billboard, and then it backs away.

 Thanks anyway.

 Still looking for a way to do this :/


 Chad

 Date: Sat, 12 Apr 2008 18:22:12 -0700
 From: [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Crashing an npc_helicopter

 Hmmm oddly he might be acting like this due to the path going right 
 through
 the Brush itself. One of the things you can do is maybe use a scripted
 sequence, and have it take over his AI, and override it. By doing this, 
 you
 might be able to very well have him continue through a path without 
 avoiding
 a obstacle. Sadly I've not worked much with Helicopters, so I might not 
 be
 as of much help to you. Sorry for that.

 On Sat, Apr 12, 2008 at 6:17 PM, Some Person [EMAIL PROTECTED] wrote:

 
  Hi,
 
  Thank you for your response.
 
  There's a flag Ignore avoid spheres+boxes for npc_helicopter... but I
  don't see Do not avoid obstacles.
 
  That flag Ignore avoid didn't seem to work.
 
 
  Chad
 
   Date: Sat, 12 Apr 2008 18:03:39 -0700
   From: [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Crashing an npc_helicopter
  
   Try setting the Flag: 'Do not avoid obstacles.'
  
   On Sat, Apr 12, 2008 at 5:54 PM, Some Person [EMAIL PROTECTED]
  wrote:
  
   
Hi,
   
   
Trying to crash a helicopter into a billboard (func_brush with
  solidity
set to never solid).
   
Helicopter approaches (on a path track--that goes through the
  billboard)
slows down, and turns away.
   
We want it to just plow right into the billboard. It's too smart, I
  guess.
   
   
How is this done?
   
Thanks
   
   
Chad
   
_
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archives,
please visit:
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