Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base
The DLL provides a thunk layer from the older Steam2 based filesystem API's into the VPK format. - Alfred From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Foo Bar Sent: Wednesday, March 05, 2014 6:47 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base Is there any additional information about the compatibility dll? I haven't found anything on the dev wiki or elsewhere. Where can it be found? I've tried messing with the stdio dll but the engine won't start with it. On Mar 5, 2014 5:16 PM, Netshroud netshr...@gmail.commailto:netshr...@gmail.com wrote: IIRC pre-SteamPipe games have a compatibility layer Steam.dll. It may be the case that the Source SDK Base does a similar thing. On 5 Mar 2014, at 7:55 pm, Foo Bar fooba...@gmail.commailto:fooba...@gmail.com wrote: Is the Steam client loading a compatibility DLL for mounting the dependent VPKs? If so, how do I use it? Isn't file system access all handled by Source SDK Base/hl2.exe and its libraries? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers
Make sure sv_lan is set to 0, it is set to 1 by default (and design) when running a listen server. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jan Hartung Sent: Thursday, September 12, 2013 9:41 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers This thread got kinda messy so I gotta bump this again: any idea on what code must be run to have the listen servers register with the master servers? Apart from the removed HL2 DLL and HL2MP DLL folders I checked all files we removed from our project, but there's nothing that looks like it's responsible for registering the server. Besides, dedicated servers with the same DLLs register just fine. Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Jan Hartung Gesendet: Dienstag, 10. September 2013 19:18 An: 'Discussion of Half-Life Programming' Betreff: Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers I have to bring the listen servers up again. Can't put my finger on what's causing our mod's listen servers not to appear in the server browsers. The folders HL2 DLL and HL2MP DLL are not part of our project and the other files we removed do not contain any code which looks like it's talking to the master servers. Actually, I cannot find any code that does. Maybe Joe has a hint on what code the listen server runs/must run to register with the master servers? Jan Von: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Jan Hartung Gesendet: Sonntag, 8. September 2013 20:51 An: 'Discussion of Half-Life Programming' Betreff: Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers When I use the sample mod files and compile the sample project, the listen server shows up on both tabs - no matter if sv_lan is set to 1 or 0. That means, something must be wrong/missing in our code which prevents our listen servers from showing up in the server browser. I'll get that sorted and let you know once I find out what's causing the issue - might be useful to other modders. That means, once all the betas are out of the beta status all issues are fixed. Thanks to everyone involved with the fixes. Jan Von: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Neico Gesendet: Samstag, 7. September 2013 22:21 An: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers Well my Listen Server shows up on Internet and LAN tab just fine. And I believe that those lines never showed up on listen servers, even on older engines, as the validation has been done already trough the steam client when starting the mod. It looks like it that you're doing something wrong there, have you tried to compile the binaries from an unchanged code base at https://github.com/ValveSoftware/source-sdk-2013? if it shows up with those binaries then you most likely have some faulty code in the other code base... Kind Regards, Neico On 07.09.2013 20:44 GMT+2, Jan Hartung wrote: First, the internet tab still shows mod servers, additionally the beta update which enables Source 2013 MP servers to show up on the Steam server browser seems to be online already. At least I was able to see my dedicated server on it just now. Regarding the listen server: sv_lan ist set to 0 when I run the listen server, the game is run directly from Steam and is placed in the sourcemods folder. The biggest difference between the dedicated and listen server is, that my dedicated server prints these lines once it's up: Connection to Steam servers successful. Public IP is ip_address. Assigned anonymous gameserver Steam ID [id]. VAC secure mode is activated. I don't see these lines ever for the listen server. Jan Von: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Joe Ludwig Gesendet: Samstag, 7. September 2013 01:14 An: 'Discussion of Half-Life Programming' Betreff: Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers Can you confirm that the Internet tab is still showing your mod server? We made some config changes today that may have broken it but should have fixed it again. What is sv_lan set to when you're running your listen server? They are definitely showing up in both the internet and LAN tabs for me with sv_lan 0. Have you
Re: [hlcoders] Half-Life SDK updated
Half-Life was just updated with a fix for this. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saint Thoth (hotmail) Sent: Tuesday, September 03, 2013 1:18 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Half-Life SDK updated Well, I'm not getting anything, so I guess all I can do is harass the GIT hub, on the misting tier1/interface.h end, and submit yet another client's demonstration on the plz fix things u break end: http://www.youtube.com/watch?v=MF-CZCe7rCIhd=1#t=43s Granted, his is working better than most. (Certainly better than mine, I can't even close inventory.) I'm getting similar behavior in Wizard Wars team selection UI, which would be unusuable if not for the ability to use number keys and skip the mouse. Not tested with a lot of other mods yet. But yeah, I suspect every mod, not updated to deal with Steam Pipe, that uses a menu, is so affected. Granted, the above mod WAS modified to deal with Steam Pipe (last update was in July), but it's been all work-arounds. The SDL2 interface can't be integrated with that file missing. I've yet to find a work around for this one. It *looks* like the SDL2 interface and the old reliable interface, are both going off every frame, disagreeing as to where the mouse cursor's X/Y is, and thus causing it to go in and out of focus, every frame. One would think that m_rawinput 1 would bypass the SDL2 and resolve that, but no such luck. There must be some way to force disable the SDL2... :\ (Dunno why Valve would switch to a proprietary third party system when their own was working just fine for over a decade.) - Thothie ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life SDK updated
The whole code base had a spring cleaning to make it compile on current gen compilers plus adding OSX and Linux support. Important changes to get are in inputw32.cpp for the SDL mouse changes. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saint Thoth (hotmail) Sent: Saturday, August 31, 2013 9:44 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Half-Life SDK updated Ah, sweet... Is there a detailed changelog someplace? I doubt we could update our mod to this SDK, given so many different folks have had their hand in the mod code between its initial release in 1998, and the 50,000 lines of modified code between then and 2013. (Think the last time we switched SDK's was back in 2002.) We've been having tons and tons of fun problems with the Steam Pipe variant that we're only now starting to get any kind of handle on. So it'd be good to know if there were any specific fixes for various issues we could carve out and port over. - Thothie ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life SDK updated
Sigh. Something like this would be a perfect example of an appropriate change to add a pull request too, but I can fix it up too. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Kitten Fiddlers Sent: Saturday, August 31, 2013 8:27 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Half-Life SDK updated The DSPs are pitching a fit when loading with Visual Studio 6.0. I'm unsure if it's because im using a older version or not. To fix, you have to change the EOL from Unix to Windows in both DSP files. Cheers. On Sat, Aug 31, 2013 at 12:59 PM, Florian Zschocke zscho...@gmx.netmailto:zscho...@gmx.net wrote: Oh, wow, the HL1 SDK on Github! Tiny detail about your license you may want to fix, unless I am confused about what is Source, nowadays. =) Half Life 1 SDK LICENSE ... You may, free of charge, download and use the SDK to develop a modified Valve game running on the *Source* engine. Best, Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Half-Life SDK updated
We have released an update to the Half-Life 1 SDK, you can download the code from our GitHub repository https://github.com/ValveSoftware/halflife and get the other tools by installing the Half-Life SDK app in the Tools part of the Steam Library. This update adds support for OSX and Linux builds of your Half-Life 1 mods along with assorted bug fixes from the recent conversion to Steampipe. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Steam Community Hub for the Source SDK
Hey guys, we have made a community hub for the Source SDK available here, http://steamcommunity.com/app/211/discussions/. When we do updates to the SDK (either the tools or the code) we will use that hub to post an announcement with the details. We will also be scanning those forums along with the GitHub issue tracker we are already using over here https://github.com/ValveSoftware/source-sdk-2013/issues. This mailing list won't be changed, we can keep using it as before, but I would suggest that if you find a legitimate bug then using the GitHub link above would be a better place to record the issue so it doesn't get lost. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level
Opt into the HL2 beta to get the missing dxsupport files for hl2. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony omega Sergi Sent: Wednesday, July 03, 2013 9:36 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level FYI, hl2, episode 1/2 etc, detect the same. On Wed, Jul 3, 2013 at 8:56 PM, Jan Hartung jan.hart...@gmx.demailto:jan.hart...@gmx.de wrote: There's always something to miss when looking for info ;) Anyway, manually setting the DX_Level1 value to 95 resolves the issue. However, when I run the game with -autoconfig it defaults back to DX level 80 - and that's still plainly wrong for my system. Von: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Netshroud Gesendet: Mittwoch, 3. Juli 2013 12:37 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level Have you seen https://github.com/ValveSoftware/source-sdk-2013/issues/9 ? On 03/07/2013, at 8:32 PM, Jan Hartung jan.hart...@gmx.demailto:jan.hart...@gmx.de wrote: Hi list, When first running the Source SDK 2013 Multiplayer test app I noticed that the graphics options tell me that my hardware DirectX level was 8.0. That's not true, as I'm running a Geforce GTX 660 here which is clearly a DX11 card. With the DX level being detected as 8.0, there is no motion blur or HDR rendering and that's in fact an issue for games/mods released in 2013. To check whether it's the graphics driver I thoroughly cleansed my system from any Nvidia components and installed the 320.49 WHQL driver which was released two days ago - which did not resolve the issue. This is what the advanced graphics options look like here in Source SDK 2013 Multiplayer:http://maennertechnik.net/sourcesdk2013dxissue.jpg And this is what the same dialog looks like when I run TF2: http://maennertechnik.net/tf2gfxsettings.jpg Does anyone else see the same issue and is there maybe already a solution to it? Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
1. We will fix that 2. Hammer makes a gameconfig.txt on first launch if one isn't present on disk 3. We will fix that. 4. We will look into it (we may or may not fix it), you may want to check out GCFScape in the meantime, it will let you explode VPK files to disk to get you around this for now. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 7:21 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release some bug to fix : 1. set_sdk_env.bat is missing in /Common/half-life 2/bin/ directory 2. Gameconfig.txt is missing in /Common/half-life 2/bin/ directory ( hammer need it ) 3. mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the Source sdk base 2013 solo and must be change by 243750 4. Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF files are not stored on the disk, instead of the VPK package, hlmv just can't open the assets. It's not only for HL2 but it's the same problem with all the source engine game excepted SFM but all model are unpacked, so it can't count, and i can't say if the problem is the same. 2013/6/27 Riley theda...@gmail.commailto:theda...@gmail.com Any chance that we could get access to the materialsystem like we had back in 06/07? On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes fuzzz...@gmail.commailto:fuzzz...@gmail.com wrote: steam://rungameid/243730 or try that one, sorry for the two quick posts, i don't want to spam everyone on the list :) 2013/6/27 fuZZ RedEyes fuzzz...@gmail.commailto:fuzzz...@gmail.com create a shortcut on your desktop and add that as target steam://rungameid/243730 (SP) and enjoy 2013/6/27 Stephen Swires st...@swires.memailto:st...@swires.me This doesn't appear to have been fixed yet. I have also tried restarting the Steam client. On 27 June 2013 02:07, Joe Ludwig j...@valvesoftware.commailto:j...@valvesoftware.com wrote: The SDK Base apps hadn't been published yet, but that should be fixed now. You should see Source SDK Base 2013 Multiplayer and Source SDK Base 2013 Singleplayer in your tools list. Install those and your mod should show up. (You'll need to build it first so you have binaries to load.) From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 6:02 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version. The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into steamapps/Sourcemods/ and restart steam, nothing appears. something goes wrong ,no ? //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 5:07 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F Sent: Wednesday, June 26, 2013 4:46 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders
Re: [hlcoders] Source SDK 2013 Release
https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F Sent: Wednesday, June 26, 2013 4:46 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01tel:27.06.2013%2001:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- Jesse ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlcoders] Source SDK 2013 Release
The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 5:07 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F Sent: Wednesday, June 26, 2013 4:46 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Is hammer going to work on mac and linux now? I like that I can use not VS to build the sdk now. On Wed, Jun 26, 2013 at 4:44 PM, Alfred Reynolds alf...@valvesoftware.commailto:alf...@valvesoftware.com wrote: There is a new Source SDK Base 2013 app (one for MP and one for SP) that ships with a complete suite of the modding tools, you should use those and set a custom VPROJECT (actually, you can use the tools from any game, just set that vproject environment). - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Neico Sent: Wednesday, June 26, 2013 4:33 PM To: hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2013 Release One question does appear in my mind with that tough... How are mods going to be able to use the tools like Hammer in the future? Games ship it with themselves, but for mods there would be a customizable solution needed, or do you expect us to rip the tools stuff from one of the games and modify it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01tel:27.06.2013%2001:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013 That is where you want to go for the code. -Original Message- From: hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.commailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joe Ludwig Sent: Wednesday, June 26, 2013 3:49 PM To: 'hlcoders@list.valvesoftware.commailto:hlcoders@list.valvesoftware.com' Subject: [hlcoders] Source SDK 2013 Release http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod
Re: [hlcoders] Working Around the Latest Goldsrc (Half-Life) Changes
You should be using the HKCU\Software\Valve\Steam\ModInstallPath registry key to locate the correct folder for a mod install (this has been true for years now), that key points to the correct location after the recent move. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Marchant Sent: Monday, February 18, 2013 3:53 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Working Around the Latest Goldsrc (Half-Life) Changes If you're getting the VGUI camera lock after exiting a fullscreen VGUI panel, you can do various things such as type centerview in the console. I guess if your mod is VGUI heavy you'll have to record the user's view angles on the client and set them back after closing the VGUI as a hacky workaround. -nofbo as a launch option will fix a lot of the graphical errors that pop up, and gl_vsync 0 may fix performance issues. From: st_th...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Mon, 18 Feb 2013 14:26:35 -0800 Subject: [hlcoders] Working Around the Latest Goldsrc (Half-Life) Changes Seems that Valve thought it might be fun to move the Half-Life installation folder from user/half-life to common/half-life, thus breaking every self installer ever. In addition, something about the new DLL's or folder priorities seems to break mouse functionality for most users. Was wondering if any mod developers or coders out there may have found work arounds for this latest insanity yet? - Thothie ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Latest Source SDK Base 2007 update breaks it entirely
Hey everyone, depot 216 (Source SDK Base) was updated by accident, we are rolling it back now and your mod should start working again. If your mod was based upon HL2DM, TF2, CS:S or DoD:S (so you set the SteamAppId in your gameinfo.txt to not 216 or 218) then you will still have a problem loading your mod due to an unresolved symbol in tier0. We are working on the right fix for that still. - Alfred From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of RedEyes Fuzz Sent: Friday, November 30, 2012 1:51 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Latest Source SDK Base 2007 update breaks it entirely Thank you mates But I regret to not have read my mail box before to restart steam today... same here for Jurassic-life mod... ( episodic source code) red 2012/11/30 Sammy sam...@gmail.commailto:sam...@gmail.com I don't think it's failing to locate the dll, I'm pretty sure it has to do with some changes on how hl2.exe deals with the dlls, which makes it fail to load. 2012/11/30 J. McBroom jimbo...@gmail.commailto:jimbo...@gmail.com Same happening with my mod, last time we had an issue with this error we used Process Monitor to track down the missing DLL and found out the cause (a missing VS2010 C++ Redist). This time it looks like it's trying to find the source sdk base 2007 client.dll, failing and then crashing out directly after. I can't specifically recall if the mods need to load this but if so, that's the problem. Kinda sucks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Alien Swarm
Right, no Mac support yet, they got ahead of us :) -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders- boun...@list.valvesoftware.com] On Behalf Of Tom Edwards Sent: Friday, July 16, 2010 3:37 PM To: hlcoders Subject: [hlcoders] Alien Swarm If you hadn't heard already, the SDK is being updated on Monday with the complete source code to Alien Swarm, a brand new Source 2009 game by the team who made the original UT2004 mod (and who now work for Valve). It's going to be a sample project in the same vein as TFC. AS has a tile-based map editor, omnidirectional projected textures, real-time depth of field and Steamworks integration...but apparently no Mac support? http://store.steampowered.com/app/630 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.
Right, if you have a mod based on the 2007 engine you need these lines in your gameinfo.txt now: SteamAppId 218 ToolsAppId 211 AdditionalContentID 420 You cannot have SteamAppId 420 in there. We are working on an SDK update for this new engine, adding support for you guys to do Mac builds of your mods if you wish. - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders- boun...@list.valvesoftware.com] On Behalf Of Cory de La Torre Sent: Wednesday, May 26, 2010 4:02 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero. Be sure to restart steam after editing the gameinfo file. On Wed, May 26, 2010 at 4:00 PM, Dexter Haslem dexter.has...@gmail.comwrote: I updated my mod AppIds and am still getting the error like crazy! On Wed, May 26, 2010 at 4:55 PM, Sam samuelga...@gmail.com wrote: The new engine update to the HL2 games broke *everything* again, there's a hotfix that should fix your problem by using this in your gameinfo: SteamAppId 218 ToolsAppId 211 AdditionalContentID 420 On Wed, May 26, 2010 at 7:47 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: Am I the only one that gets this error when I want to run my mod? I'm pretty sure its caused by the new update :o Its happening even though my mod uses the Source SDK Base 2007 as its base. - ScarT ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.
Mac builds will require a Mac to do them on, you need to use the Mac compiler (a GCC 4.2 with apple patches). We will be releasing appropriate makefile skeletons to get you guys up and running. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders- boun...@list.valvesoftware.com] On Behalf Of Jeffrey botman Broome Sent: Wednesday, May 26, 2010 4:20 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero. Does Mac builds of a mod require a Mac to build them on? On 5/26/2010 6:06 PM, Alfred Reynolds wrote: Right, if you have a mod based on the 2007 engine you need these lines in your gameinfo.txt now: SteamAppId 218 ToolsAppId 211 AdditionalContentID 420 You cannot have SteamAppId 420 in there. We are working on an SDK update for this new engine, adding support for you guys to do Mac builds of your mods if you wish. - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders- boun...@list.valvesoftware.com] On Behalf Of Cory de La Torre Sent: Wednesday, May 26, 2010 4:02 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero. Be sure to restart steam after editing the gameinfo file. On Wed, May 26, 2010 at 4:00 PM, Dexter Haslem dexter.has...@gmail.comwrote: I updated my mod AppIds and am still getting the error like crazy! On Wed, May 26, 2010 at 4:55 PM, Samsamuelga...@gmail.com wrote: The new engine update to the HL2 games broke *everything* again, there's a hotfix that should fix your problem by using this in your gameinfo: SteamAppId 218 ToolsAppId 211 AdditionalContentID 420 On Wed, May 26, 2010 at 7:47 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: Am I the only one that gets this error when I want to run my mod? I'm pretty sure its caused by the new update :o Its happening even though my mod uses the Source SDK Base 2007 as its base. - ScarT ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
We will be releasing code support for OSX so you can compile your mods for OSX. The timing of that will be shortly after release. - Alfred On Mar 10, 2010, at 5:34 AM, Tom Edwards wrote: Two questions for Valve: * Will there be a Mac SDK release? * Will we be able to fill in Steam's new detail view for our mods? Getting Steam to display our news feeds would be particularly useful. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
The Orange Box era engine will be supported for mods on OSX. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders- boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez Sent: Wednesday, March 10, 2010 11:38 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac It's not a question of how easy it is to port to Linux, it's a question of what kind of market there is for video games on Linux, and the answer to that is not big. Alfred, what engine would that be available on? Will the OSX support be backported to Orange Box or would it require an update to whatever engine Portal 2 is being developed on (which I presume is based on the L4D2 engine?) -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ILocalize Find return
It is actually a const (there is a large string table in memory with all these strings), so don't free the returned value. - Alfred -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders- boun...@list.valvesoftware.com] On Behalf Of Giancarlo Rivas Sent: Monday, January 05, 2009 9:01 PM To: Discussion of Half-Life Programming Subject: [hlcoders] ILocalize Find return Hi, I haven't seen the latest sdk, I only merged the first upgrade ever whatever that is called. When using localize()-Find( tempvar ) I wanted to know whether to delete the result or not after using it, the usual would be not to delete the result. But the prototype says wchar_t* Find() without const so I assume I must handle the deletion myself, am I correct or is it actually a const and the engine will handle the deletion? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Servers browser
We will look into it, can you please tell me the app your mod is based off (HL2, HL2:DM, SourceSDK Base, etc). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Yorg Kuijs Sent: Friday, November 07, 2008 7:23 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Steam Servers browser All mod's seem to have the problem at the moment except the ones that are downloadable of steam. I assume with that many mods having the problem a fix will come out soon enough. Janek wrote: Hi, Last Steam update sounds to have a bad effect in Servers list browser as now none of servers of my mod are listed when my mod is not started. I have to launch my mod to be able to see servers in servers list browser. Does any of you are experiencing the same issue with your mod ? Does Valve has any explaination about this problem, and if so is it planned to be fixed ? Best regards, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Servers browser
It has been fix, has been for a while I just spent some time grabbing more mods to make sure. - Alfred -Original Message- 2008/11/7 Janek [EMAIL PROTECTED] Problem sounds to be fixed for me now. Great job Alfred. Thank you very much. 2008/11/7 Tobias H. [EMAIL PROTECTED] I can confirm that for our mod. (using 215) servers can not be found in master server list. the only workaround so far ist to manually add them to favorites. not so elegant. On Fri, Nov 7, 2008 at 7:30 PM, Janek [EMAIL PROTECTED] wrote: Oh I'm sorry. I did a mistake, my mod is using 215 as well and not 320. 320 is mounted. 2008/11/7 Nick [EMAIL PROTECTED] Also mods based on 215 also have the problem. http://www.empiresmod.com/ You cannot see empiresmod servers from the desktop server browser, but from ingame-server brower all servers are available. On Fri, Nov 7, 2008 at 11:49 AM, Janek [EMAIL PROTECTED] wrote: I forgot to mention thank you alfred for taking care of this issue. J. 2008/11/7 Janek [EMAIL PROTECTED] HL2:DM (320) Ep1 engine 2008/11/7 Alfred Reynolds [EMAIL PROTECTED] We will look into it, can you please tell me the app your mod is based off (HL2, HL2:DM, SourceSDK Base, etc). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Yorg Kuijs Sent: Friday, November 07, 2008 7:23 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Steam Servers browser All mod's seem to have the problem at the moment except the ones that are downloadable of steam. I assume with that many mods having the problem a fix will come out soon enough. Janek wrote: Hi, Last Steam update sounds to have a bad effect in Servers list browser as now none of servers of my mod are listed when my mod is not started. I have to launch my mod to be able to see servers in servers list browser. Does any of you are experiencing the same issue with your mod ? Does Valve has any explaination about this problem, and if so is it planned to be fixed ? Best regards, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Servers browser
A config bug, missing 2 characters in our app system, all fixed. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Zach Kanzler Sent: Friday, November 07, 2008 2:42 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Steam Servers browser If you don't mind me asking, what was the issue? On Fri, Nov 7, 2008 at 5:29 PM, Alfred Reynolds [EMAIL PROTECTED]wrote: It has been fix, has been for a while I just spent some time grabbing more mods to make sure. - Alfred -Original Message- 2008/11/7 Janek [EMAIL PROTECTED] Problem sounds to be fixed for me now. Great job Alfred. Thank you very much. 2008/11/7 Tobias H. [EMAIL PROTECTED] I can confirm that for our mod. (using 215) servers can not be found in master server list. the only workaround so far ist to manually add them to favorites. not so elegant. On Fri, Nov 7, 2008 at 7:30 PM, Janek [EMAIL PROTECTED] wrote: Oh I'm sorry. I did a mistake, my mod is using 215 as well and not 320. 320 is mounted. 2008/11/7 Nick [EMAIL PROTECTED] Also mods based on 215 also have the problem. http://www.empiresmod.com/ You cannot see empiresmod servers from the desktop server browser, but from ingame-server brower all servers are available. On Fri, Nov 7, 2008 at 11:49 AM, Janek [EMAIL PROTECTED] wrote: I forgot to mention thank you alfred for taking care of this issue. J. 2008/11/7 Janek [EMAIL PROTECTED] HL2:DM (320) Ep1 engine 2008/11/7 Alfred Reynolds [EMAIL PROTECTED] We will look into it, can you please tell me the app your mod is based off (HL2, HL2:DM, SourceSDK Base, etc). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Yorg Kuijs Sent: Friday, November 07, 2008 7:23 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Steam Servers browser All mod's seem to have the problem at the moment except the ones that are downloadable of steam. I assume with that many mods having the problem a fix will come out soon enough. Janek wrote: Hi, Last Steam update sounds to have a bad effect in Servers list browser as now none of servers of my mod are listed when my mod is not started. I have to launch my mod to be able to see servers in servers list browser. Does any of you are experiencing the same issue with your mod ? Does Valve has any explaination about this problem, and if so is it planned to be fixed ? Best regards, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo
Re: [hlcoders] Limiting access by Steam ID
You really don't want to do this in shipping code, we are about to release an update that would break this as we have changed those private API's we export from steamclient.dll. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Ashley Cowey Sent: Tuesday, June 03, 2008 7:00 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Limiting access by Steam ID Yes this is possible. Get the steamid by typedef unsigned __int32 HSteamPipe; typedef unsigned __int32 HSteamUser; typedef unsigned __int32 uint32; typedef unsigned __int16 uint16; typedef unsigned __int64 uint64; typedef UINT64 (*pfnGetUserSteamID)(void *phSteamHandle); typedef void *(*pfnSteam_GetGSHandle)(HSteamUser hUser, HSteamPipe hSteamPipe); typedef HSteamUser (*pfnSteam_CreateGlobalUser)(HSteamPipe *phSteamPipe); typedef HSteamPipe (*pfnSteam_CreateSteamPipe)(void); typedef void (*pfnSteam_ReleaseUser)(HSteamPipe hSteamPipe, HSteamUser hUser); typedef BOOL (*pfnSteam_BReleaseSteamPipe)(HSteamPipe hSteamPipe); pfnGetUserSteamID GetUserSteamID; pfnSteam_GetGSHandle GetSteamHandle; pfnSteam_CreateGlobalUser CreateGlobalUser; pfnSteam_CreateSteamPipe CreateSteamPipe; pfnSteam_ReleaseUser ReleaseUser; pfnSteam_BReleaseSteamPipe ReleaseSteamPipe; int main() { UINT64uiSteamID; HINSTANCESteamClientLibrary; HSteamUser hSteamUser; HSteamPipe hPipe; void *hSteam; BOOL ret; SteamClientLibrary = LoadLibrary(steamclient.dll); if ( SteamClientLibrary != 0 ) { printf([steamclient.dll] loaded successfully ...\n); } else { printf([steamclient.dll] failed to load ...\n); return 1; } CreateSteamPipe = (pfnSteam_CreateSteamPipe)GetProcAddress(SteamClientLibrary, Steam_CreateSteamPipe); CreateGlobalUser = (pfnSteam_CreateGlobalUser)GetProcAddress(SteamClientLibrary, Steam_CreateGlobalUser); GetSteamHandle = (pfnSteam_GetGSHandle)GetProcAddress(SteamClientLibrary, Steam_GetGSHandle); GetUserSteamID = (pfnGetUserSteamID)GetProcAddress(SteamClientLibrary, Steam_GSGetSteamID); ReleaseUser = (pfnSteam_ReleaseUser)GetProcAddress(SteamClientLibrary, Steam_ReleaseUser); ReleaseSteamPipe = (pfnSteam_BReleaseSteamPipe)GetProcAddress(SteamClientLibrary, Steam_BReleaseSteamPipe); // // uint64 Steam_GSGetSteamID(void *phSteamHandle) //--- // It would appear that the return value is // the numerical value of the SteamID * 2. // hPipe = CreateSteamPipe(); if (hPipe) { printf(Steam_CreateSteamPipe returned [%i]\n, hPipe); hSteamUser = CreateGlobalUser(hPipe); if (hSteamUser) { printf(Steam_CreateGlobalUser returned [%i]\n, hSteamUser); hSteam = GetSteamHandle(hSteamUser, hPipe); if (hSteam!=NULL) { printf(Recieved handle [%i]\n, hSteam); uiSteamID = GetUserSteamID(hSteam); printf(Steam_GSGetSteamID returned [%i]\n, uiSteamID); printf(SteamID for current user is [%i]\n, (((int)uiSteamID) / 2)); SetFromUint64( uiSteamID ); ReleaseUser( hPipe, hSteamUser ); ret = ReleaseSteamPipe( hPipe ); printf(ReleaseSteamPipe returned [%i]\n, ret); FreeLibrary(SteamClientLibrary); } else { ReleaseUser( hPipe, hSteamUser ); ReleaseSteamPipe( hPipe ); FreeLibrary(SteamClientLibrary); return 1; } } else { ReleaseSteamPipe( hPipe ); FreeLibrary(SteamClientLibrary); return 1; } } return 0; } I know this can be done using the steamapi lib but when i wrote this i wasnt aware of its existence. hope this helps On Wed, Jun 4, 2008 at 6:26 AM, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: You can use the Steam Client API to get their FriendID, which converts to their STEAM ID, this would be implemented on the client. Then for the server end you put some protection there as well. - voogru. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of vivoli Sent: Tuesday, June 03, 2008 6:01 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Limiting access by Steam ID You can't because in LAN (or localhost), the SteamID is STEAM_PENDING. So you can't limiting access by SteamID. Nuclear Dawn does something like this, with Steam ID's as far as I know. I imagine a good place would be the DLL's init function (server client?). That's my best guess. /ScarT On
Re: [hlcoders] Limiting access by Steam ID
Its improvements to better support HL1 (in particular the fact it needs to use C exports) and bringing it forward to some new subsystems, so all these exports the code below is pulling in are going to change as they weren't written for general consumption. If you want to access Steam functions use the steam/isteam*.h headers and functionality. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Ashley Cowey Sent: Tuesday, June 03, 2008 9:18 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Limiting access by Steam ID Alfred, Is the update to make the Steam API more or less accessible? Sorry for off topic. On Wed, Jun 4, 2008 at 11:42 AM, Alfred Reynolds [EMAIL PROTECTED] wrote: You really don't want to do this in shipping code, we are about to release an update that would break this as we have changed those private API's we export from steamclient.dll. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Ashley Cowey Sent: Tuesday, June 03, 2008 7:00 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Limiting access by Steam ID Yes this is possible. Get the steamid by typedef unsigned __int32 HSteamPipe; typedef unsigned __int32 HSteamUser; typedef unsigned __int32 uint32; typedef unsigned __int16 uint16; typedef unsigned __int64 uint64; typedef UINT64 (*pfnGetUserSteamID)(void *phSteamHandle); typedef void *(*pfnSteam_GetGSHandle)(HSteamUser hUser, HSteamPipe hSteamPipe); typedef HSteamUser (*pfnSteam_CreateGlobalUser)(HSteamPipe *phSteamPipe); typedef HSteamPipe (*pfnSteam_CreateSteamPipe)(void); typedef void (*pfnSteam_ReleaseUser)(HSteamPipe hSteamPipe, HSteamUser hUser); typedef BOOL (*pfnSteam_BReleaseSteamPipe)(HSteamPipe hSteamPipe); pfnGetUserSteamID GetUserSteamID; pfnSteam_GetGSHandle GetSteamHandle; pfnSteam_CreateGlobalUser CreateGlobalUser; pfnSteam_CreateSteamPipe CreateSteamPipe; pfnSteam_ReleaseUser ReleaseUser; pfnSteam_BReleaseSteamPipe ReleaseSteamPipe; int main() { UINT64uiSteamID; HINSTANCESteamClientLibrary; HSteamUser hSteamUser; HSteamPipe hPipe; void *hSteam; BOOL ret; SteamClientLibrary = LoadLibrary(steamclient.dll); if ( SteamClientLibrary != 0 ) { printf([steamclient.dll] loaded successfully ...\n); } else { printf([steamclient.dll] failed to load ...\n); return 1; } CreateSteamPipe = (pfnSteam_CreateSteamPipe)GetProcAddress(SteamClientLibrary, Steam_CreateSteamPipe); CreateGlobalUser = (pfnSteam_CreateGlobalUser)GetProcAddress(SteamClientLibrary, Steam_CreateGlobalUser); GetSteamHandle = (pfnSteam_GetGSHandle)GetProcAddress(SteamClientLibrary, Steam_GetGSHandle); GetUserSteamID = (pfnGetUserSteamID)GetProcAddress(SteamClientLibrary, Steam_GSGetSteamID); ReleaseUser = (pfnSteam_ReleaseUser)GetProcAddress(SteamClientLibrary, Steam_ReleaseUser); ReleaseSteamPipe = (pfnSteam_BReleaseSteamPipe)GetProcAddress(SteamClientLibrary, Steam_BReleaseSteamPipe); // // uint64 Steam_GSGetSteamID(void *phSteamHandle) //--- // It would appear that the return value is // the numerical value of the SteamID * 2. // hPipe = CreateSteamPipe(); if (hPipe) { printf(Steam_CreateSteamPipe returned [%i]\n, hPipe); hSteamUser = CreateGlobalUser(hPipe); if (hSteamUser) { printf(Steam_CreateGlobalUser returned [%i]\n, hSteamUser); hSteam = GetSteamHandle(hSteamUser, hPipe); if (hSteam!=NULL) { printf(Recieved handle [%i]\n, hSteam); uiSteamID = GetUserSteamID(hSteam); printf(Steam_GSGetSteamID returned [%i]\n, uiSteamID); printf(SteamID for current user is [%i]\n, (((int)uiSteamID) / 2)); SetFromUint64( uiSteamID ); ReleaseUser( hPipe, hSteamUser ); ret = ReleaseSteamPipe( hPipe ); printf(ReleaseSteamPipe returned [%i]\n, ret); FreeLibrary(SteamClientLibrary); } else { ReleaseUser( hPipe, hSteamUser ); ReleaseSteamPipe( hPipe ); FreeLibrary(SteamClientLibrary); return 1; } } else { ReleaseSteamPipe( hPipe ); FreeLibrary(SteamClientLibrary); return 1
Re: [hlcoders] Truncated/Shortened A2S_INFO for TF2
Game tags are appended to the end of the packet using the EDF flag (the wiki documents this). There isn't any intended feature that would cause this truncation, can you send me some server IP's to look at (in a personal email, don't spam the list :). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Chris Allan Sent: Wednesday, May 07, 2008 10:15 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Truncated/Shortened A2S_INFO for TF2 On 7 May 2008, at 17:21, Tom Edwards wrote: Maybe this has to do with the addition of server tags. Certainly possible, the server in question does indeed have: sv_tags increased_maxplayers,norespawntime,respawntimes For those interested, the code snippet and results: [EMAIL PROTECTED] ~/src/SRCDS $ python Python 2.5.1 (r251:54863, Jan 17 2008, 19:35:17) [GCC 4.0.1 (Apple Inc. build 5465)] on darwin Type help, copyright, credits or license for more information. import socket udpsock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM) udpsock.connect((213.228.232.26, 27015)) udpsock.send(\xFF\xFF\xFF\xFFTSource Engine Query\x00) 25 a = udpsock.recv(1400) f = open(payload, w) f.write(a) f.close() ^D [EMAIL PROTECTED] ~/src/SRCDS $ hexdump -C payload ff ff ff ff 49 0e 55 4b 43 53 3a 54 46 32 23 32 | I.UKCS:TF2#2| 0010 20 2d 20 4d 65 67 61 20 47 61 6d 65 20 53 65 72 | - Mega Game Ser| 0020 76 65 72 20 2d 20 2a 4e 65 77 20 53 74 61 74 73 |ver - *New Stats| 0030 2a 20 2d 20 77 77 77 2e 75 6b 63 73 2e 6e 65 74 |* - www.ukcs.net | 0040 00 63 70 5f 67 72 61 76 65 6c 70 69 74 00 74 66 |.cp_gravelpit.tf| 0050 00 54 65 61 6d 20 46 6f 72 74 72 65 73 73 00 b8 |.Team Fortress.?| 0060 01 19 1a 00 || 0064 Ciao. -Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SteamWorks we should get a piece of that pie ;)
Not at this time, we don't have a pipeline in place to support arbitrary mods let alone the infrastructure for it :) - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Adam Buckland Sent: Tuesday, January 29, 2008 2:27 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SteamWorks we should get a piece of that pie ;) Actually, on another note, there's the achievement manager code in the SDK code. Does this mean that mod authors will be able to incorporate achievements in their mods? On 29 Jan 2008, at 22:21, Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] http://www.steampowered.com/steamworks/ Are mod authors ever going to be able to get in on this action? Some of the features look mighty tasty. -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam account phishing
You are going to want to change your password right away. Right now the only place you should ever enter your Steam password is the Steam Client and the Steam Community Website. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Garry Newman Sent: Friday, January 18, 2008 10:31 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam account phishing It is legit I think.. I logged in just fine, joined a tournament. Gonna win some games once they email me my confirmation codes. On Jan 18, 2008 6:19 PM, Tony Paloma [EMAIL PROTECTED] wrote: I must say, the ads and lycos banners help make it look legit. :/ -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Grzegorz SieQ Labuzek Sent: Friday, January 18, 2008 7:04 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam account phishing Received via Steam (chat): [???]Julie[T$](Teh Shovle: Cs1.6 - Css - TF2 - DoD:S - COD4 Tournaments On http://steam-gaming.tk/ : For The Winners Valve Complete Packs :) WARNING! It is supposed to be steam account phishing. The web page is located at membres.lycos.fr/steamonline/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam account phishing
I am worried about people reading this in archives in the future and getting the wrong idea, we get all sorts :) I do have a good deal on a bridge if you are interested... - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Garry Newman Sent: Friday, January 18, 2008 10:41 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam account phishing That was a joke by the way.. :x On Jan 18, 2008 6:38 PM, Alfred Reynolds [EMAIL PROTECTED] wrote: You are going to want to change your password right away. Right now the only place you should ever enter your Steam password is the Steam Client and the Steam Community Website. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Garry Newman Sent: Friday, January 18, 2008 10:31 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam account phishing It is legit I think.. I logged in just fine, joined a tournament. Gonna win some games once they email me my confirmation codes. On Jan 18, 2008 6:19 PM, Tony Paloma [EMAIL PROTECTED] wrote: I must say, the ads and lycos banners help make it look legit. :/ -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Grzegorz SieQ Labuzek Sent: Friday, January 18, 2008 7:04 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam account phishing Received via Steam (chat): [???]Julie[T$](Teh Shovle: Cs1.6 - Css - TF2 - DoD:S - COD4 Tournaments On http://steam-gaming.tk/ : For The Winners Valve Complete Packs :) WARNING! It is supposed to be steam account phishing. The web page is located at membres.lycos.fr/steamonline/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Get users steam lang setting
That call won't be reliable with orange box era games, when the SDK code comes out you should use the SteamApps()-GetAppData( app id, language, ...) call to get the language the user wants to run the game in. App id would be the value you put in your mods gameinfo.txt. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: Wednesday, December 26, 2007 9:47 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Get users steam lang setting Found this function: vgui::system()- GetRegistryString(HKEY_LOCAL_MACHINE\\Software\\Valve\\Stea m\\Language, language, 128) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer Sent: Thursday, December 27, 2007 2:37 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Get users steam lang setting Not sure, but I always laugh when I see code like if ( g_Language.GetInt() == LANGUAGE_GERMAN ) { m_iGibModelIndex = PrecacheModel (models/germanygibs.mdl); } else { m_iGibModelIndex = PrecacheModel (models/gibs/hgibs.mdl); } that what you're looking for? I was looking in the engine header files but couldn't see a function which would return this value. Does any one know how to get it? Mark Perfect Dark Source ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Get users steam lang setting
215 would be fine, and this function will be in the new SDK not the old one. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Ondrej Hošek Sent: Wednesday, December 26, 2007 10:02 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Get users steam lang setting Merry Boxing/St. Stephen's Day, Alfred! I didn't know until now that the 26th isn't a holiday in the US. I do hope you have had a relaxing vacation. :) (And, of course, same wishes to the list.) Two questions: 1. Is app id the ID of the engine product behind the mod (such as the current Source SDK Base's 215) or will Valve start distributing IDs to mod makers? 2. Will this function be back-ported to the Ep1 engine? Thanks, ~~ Ondra On 26.12.07 18:54 Uhr, Alfred Reynolds wrote: That call won't be reliable with orange box era games, when the SDK code comes out you should use the SteamApps()-GetAppData( app id, language, ...) call to get the language the user wants to run the game in. App id would be the value you put in your mods gameinfo.txt. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: Wednesday, December 26, 2007 9:47 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Get users steam lang setting Found this function: vgui::system()- GetRegistryString(HKEY_LOCAL_MACHINE\\Software\\Valve\\Stea m\\Language, language, 128) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer Sent: Thursday, December 27, 2007 2:37 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Get users steam lang setting Not sure, but I always laugh when I see code like if ( g_Language.GetInt() == LANGUAGE_GERMAN ) { m_iGibModelIndex = PrecacheModel (models/germanygibs.mdl); } else { m_iGibModelIndex = PrecacheModel (models/gibs/hgibs.mdl); } that what you're looking for? I was looking in the engine header files but couldn't see a function which would return this value. Does any one know how to get it? Mark Perfect Dark Source ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] AdminMod
I am just a simple man who is lucky enough to be emailed by you guys :) - Alfred Ook wrote: He wrote it with edlin. And Alfred doesn't use this manby pamby assembler stuff, he wrote it in raw machine code. With one hand, even! You've never seen anything like it - one hand on the keyboard flying faster then the eye can see, the other hand shoving chips and soda down his throat (the fuel of programmers). It was a serious blow to my manhood, watching Alfred work. He is indeed tehmansauce :-) - Original Message - From: Nick [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, August 25, 2007 11:06 PM Subject: Re: [hlcoders] AdminMod If you are implying that Alfred Chuck Norris. I have to agree 100%. Now, I am not saying Alfred wrote the entire source engine himself (in NOTEPAD[using assembly]), but I am not saying he didn't. On 8/26/07, Andrew Forsberg [EMAIL PROTECTED] wrote: TBH, I was sure hlcoders and hlds_linux list members had to acknowledge Alfred was tehmansauce when they signed up. - Original Message - From: Nick [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, August 26, 2007 5:47 PM Subject: Re: [hlcoders] AdminMod Alfred Reynolds knows a great deal and he is very helpful to modders, Valve is very lucky to have him. He helped me once figure out why linux dedicated server was crashing, and windows dedicated server was not crashing. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Weird request ... sound logs?
12345 will not be unique. - Alfred Spencer 'voogru' MacDonald wrote: Yeah, but the numbers following, could they be repeated? For example: STEAM_0:0:12345 STEAM_0:1:12345 I'm asking if the 12345 is unique regardless of the auth server (least that's what I have been told what the 1 is. - voogru -Original Message- From: Kevin Ottalini [mailto:[EMAIL PROTECTED] Sent: Tuesday, August 14, 2007 9:11 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Weird request ... sound logs? Steamids can be STEAM_0: or STEAM_1: - Original Message - From: Spencer 'voogru' MacDonald To: hlcoders@list.valvesoftware.com Sent: Tuesday, August 14, 2007 4:24 PM Subject: RE: [hlcoders] Weird request ... sound logs? Also, another quick question about steamids. Say I have a STEAMID of STEAM_0:1:1182... Does that mean there could also be a STEAM_0:0:1182 or no? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Beta not ok?
The only problem I know of is with multi-proc linux based servers, I am still working on that. This is the first report of a new crash with the win32 build, make sure you remove all plugins and run a -verify_all so you are up to date. If it still happens email me off list with the .mdmp files it makes when it crashes. - Alfred Keeper wrote: To my knowledge on Friday he was still working on the problem. I don't know if they do much work on the weekends. Hopefully they'll have it figured out early in the week. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jay C. Sent: Saturday, May 19, 2007 9:15 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Beta not ok? Has this been addressed yet? I've only seen one official answer from Alfred on hlcoders_linux and he says he didn't know what the problem was :( Alfred my Win32 srcds is crashing instantly, anything I can do to help track down the bug?? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] IFileSystem loading UTF8 Files
Sounds like you need to load the file as a set of unicode strings and then do an explicit conversion to UTF8 before sending the string to the client (that will then convert from UTF8 back into unicode). If you try to treat the unicode string as a simple char array then you will see the problem you describe. - Alfred oLLy wrote: -- [ Picked text/plain from multipart/alternative ] Yes. I am writing a server plugin, so 'resource\mod_name_language.txt' is not available to me. I have been doing some more testing with my own file reader, and it seems to have no effect, so this is not an issue with KeyFiles. I have managed to load a Unicode encoded text file into my plugin, and process the strings. I have stepped through all of the code, and there is no problem with accented character files showing while in debug. But once they get sent to the UserMessage, all of the accented characters are removed. An example. I have this line in my language file: 'Custom pályára szavazás kezdése a következokkel' but when it shows in the chat message in CSS, it only shows as this 'Custom plyra szavazs kezdse a kvetkezokkel' (note all of the accents have been removed) So this topic is more about accented characters in UserMessages than the IFileSystem problem loading UTF8 files (which still exists, but i dont need it now) Thanks Olly On 28/03/07, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] He said he's writing a plugin.. On 3/28/07, Mulchman [EMAIL PROTECTED] wrote: Are you aware of the role of the resource\mod_name_language.txt file? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of oLLy Sent: Tuesday, March 27, 2007 17:27 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] IFileSystem loading UTF8 Files -- [ Picked text/plain from multipart/alternative ] Hello, I have a keyvalues file with strings for my plugin, and i want to use this file as a language file so it will have multiple languages of each string. Example Language { EN { MsgSettingReloadReloaded settings. } FR { MsgSettingReloadRéglages rechargés. } } But when i get the value for 'MsgSettingReload' all of the accents are left off when creating a usermessage from it. I tried saving the file with UTF8, and UNICODE encoding; but this time when i tried to load the file, Visual Studio crashes with this error ( http://img90.imageshack.us/img90/3373/erroris5.jpg) Anyone managed to load a UTF8 encoded file into KeyValues? Olly -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] IFileSystem loading UTF8 Files
Under windows use WideCharToMultiByte( CP_UTF8,... ). oLLy wrote: -- [ Picked text/plain from multipart/alternative ] Can someone point me in the right direction for converting unicode into utf8 please, i have given it a try, and i just get the same problem :( Thanks, Olly On 28/03/07, Alfred Reynolds [EMAIL PROTECTED] wrote: Sounds like you need to load the file as a set of unicode strings and then do an explicit conversion to UTF8 before sending the string to the client (that will then convert from UTF8 back into unicode). If you try to treat the unicode string as a simple char array then you will see the problem you describe. - Alfred oLLy wrote: -- [ Picked text/plain from multipart/alternative ] Yes. I am writing a server plugin, so 'resource\mod_name_language.txt' is not available to me. I have been doing some more testing with my own file reader, and it seems to have no effect, so this is not an issue with KeyFiles. I have managed to load a Unicode encoded text file into my plugin, and process the strings. I have stepped through all of the code, and there is no problem with accented character files showing while in debug. But once they get sent to the UserMessage, all of the accented characters are removed. An example. I have this line in my language file: 'Custom pályára szavazás kezdése a következokkel' but when it shows in the chat message in CSS, it only shows as this 'Custom plyra szavazs kezdse a kvetkezokkel' (note all of the accents have been removed) So this topic is more about accented characters in UserMessages than the IFileSystem problem loading UTF8 files (which still exists, but i dont need it now) Thanks Olly On 28/03/07, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] He said he's writing a plugin.. On 3/28/07, Mulchman [EMAIL PROTECTED] wrote: Are you aware of the role of the resource\mod_name_language.txt file? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of oLLy Sent: Tuesday, March 27, 2007 17:27 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] IFileSystem loading UTF8 Files -- [ Picked text/plain from multipart/alternative ] Hello, I have a keyvalues file with strings for my plugin, and i want to use this file as a language file so it will have multiple languages of each string. Example Language { EN { MsgSettingReloadReloaded settings. } FR { MsgSettingReloadRéglages rechargés. } } But when i get the value for 'MsgSettingReload' all of the accents are left off when creating a usermessage from it. I tried saving the file with UTF8, and UNICODE encoding; but this time when i tried to load the file, Visual Studio crashes with this error ( http://img90.imageshack.us/img90/3373/erroris5.jpg) Anyone managed to load a UTF8 encoded file into KeyValues? Olly -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Compiling linux server code (Battlegrounds 2)
We are using GCC 3.3 and have no upgrade plans at the moment (upgrading would break all existing mods so it would be a rare event if it ever happens). - Alfred Ondrej Hošek wrote: (Transplanted from [hlds_linux]...) Actually, GCC 3.4 and 4.x have the same ABI. The big change happened 3.3 - 3.4. I don't know what Valve compiled their current engine versions with (please tell), but is there a plan to move to one of these versions (3.4, 4.0, 4.1)? What would the timeframe be? You may wish to read about the ABIs at http://gcc.gnu.org/onlinedocs/libstdc++/abi.html. It's the major version (first number) of libstdc++.so that matters. Since GCC 3.4 (versions of 4.2 and 4.3 are not known yet), they're at major 6. Oh... and here's a tip: DON'T add -Wall -Werror -pedantic to and remove -fpermissive from the CCFLAGS. g++ will hate you. ;-) ~~ Ondra Alfred Reynolds wrote: This question is better asked on the hlcoders list (subscribe via http://list.valvesoftware.com). The reason you need to do it is because the Source engine is compiled with GCC 3.x and GCC 4.x binaries aren't binary compatible for the C++ ABI. - Alfred Dave Dodd wrote: Hi, Can someone either point me towards discussion of why the linux_sdk need to be compiled under GCC 3.?.? I am trying to resolve a problem with my Battlegrounds 2 server and I don't want to downgrade my compiler from 4.1.1 . I was able to compile a server under 4.1.1 by simply tweaking two source files lightglow.cpp mathlib.cpp Anyone ? -- Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Compiling linux server code (Battlegrounds 2)
So guess who does the builds? :) And you are right, it is GCC 3.4.1. - Alfred Ondrej Hošek wrote: (OMG doublepost sorry!) Oh, and... $ strings srcds_i686 | grep libstdc++ [...] /home/alfred/src/gcc-3.4.1/libstdc++-v3/../gcc [...] [more paths with gcc-3.4.1 in them] ~~ Ondra Alfred Reynolds wrote: We are using GCC 3.3 and have no upgrade plans at the moment (upgrading would break all existing mods so it would be a rare event if it ever happens). - Alfred Ondrej Hošek wrote: (Transplanted from [hlds_linux]...) Actually, GCC 3.4 and 4.x have the same ABI. The big change happened 3.3 - 3.4. I don't know what Valve compiled their current engine versions with (please tell), but is there a plan to move to one of these versions (3.4, 4.0, 4.1)? What would the timeframe be? You may wish to read about the ABIs at http://gcc.gnu.org/onlinedocs/libstdc++/abi.html. It's the major version (first number) of libstdc++.so that matters. Since GCC 3.4 (versions of 4.2 and 4.3 are not known yet), they're at major 6. Oh... and here's a tip: DON'T add -Wall -Werror -pedantic to and remove -fpermissive from the CCFLAGS. g++ will hate you. ;-) ~~ Ondra Alfred Reynolds wrote: This question is better asked on the hlcoders list (subscribe via http://list.valvesoftware.com). The reason you need to do it is because the Source engine is compiled with GCC 3.x and GCC 4.x binaries aren't binary compatible for the C++ ABI. - Alfred Dave Dodd wrote: Hi, Can someone either point me towards discussion of why the linux_sdk need to be compiled under GCC 3.?.? I am trying to resolve a problem with my Battlegrounds 2 server and I don't want to downgrade my compiler from 4.1.1 . I was able to compile a server under 4.1.1 by simply tweaking two source files lightglow.cpp mathlib.cpp Anyone ? -- Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] How to retrieve master server list?
This page is the best source: http://dev.kquery.com/index.php?article=5 Note that the correct address to query is hl1master.steampowered.com, the one in the artcile is out of date. - Alfred Ronny Schedel wrote: Hello readers, does anyone knows how to retrieve the master server list like the steam client does? I did not find any information about this on developer.valvesoftware.com. Thanks for your help. Best regards Ronny Schedel ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [SPAM] [hlcoders] callback when steamid becomes valid?
There isn't one currently which is an oversight, I will see if we can get it added for ya. In the meantime the ugly solution is to poll inside of your gameframe() function and detect the change yourself. - Alfred [EMAIL PROTECTED] wrote: Is there a server callback when a client's steamid becomes valid? Strangely there seems to be a server plugin interface for this called NetworkIDValidated, but I can find no analogous interface for a server callback. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Where'd Mike Durand go?
He has been busy preparing for GDC (which he is now at). - Alfred Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] Hello there HLCoders! I know this probably belongs in a private email to someone inside Valve, but I'm putting on the list, since I guess somebody else must have been wondering. I've noticed that Yahn have started to answer most of the questions that occur on the list, and it made me wonder the other day, that it's been awhile since we've heard anything from Mike Durand?! Did anything happen to him? I hope someone at Valve will answer this. Thanks in advance. /ProZak -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] FW: [hlds_apps] Half-Life 1/2 master servers
Alfred Reynolds wrote: We are doing some network re-arrangements and the external master servers for Half-Life 1 and Half-Life 2 games are moving to a new location. You should now use: Half-Life 1 games (CS 1.6, HLDM, DoD, etc): hl1master.steampowered.com:27010 Half-Life 2 games (CS:S, DoD:S, HL2DM, etc) and 3rd party games (The Ship, Dark Messiah): hl2master.steampowered.com:27011 We expect to move the location of the master servers on a more regular basis going forward so it is important that you update any software requesting details from these servers to uses these DNS entries to track the correct endpoints to use (and have them check that the entry has not changed on a daily basis). The existing server on 207.173.177.11 will cease answering requests at the end of this month. - Alfred ___ hlds_apps mailing list hlds_apps@list.valvesoftware.com http://list.valvesoftware.com/mailman/listinfo/hlds_apps ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] FW: [hlds_apps] Half-Life 1/2 master servers
Mods are unaffected by this change, as Mr Bloody says it is only for external applications that run outside of our Mod environment. - Alfred [EMAIL PROTECTED] wrote: My guess is that he wasn't talking about mods. He was talking about like a PHP page or whatever that queries the master server and shows a list of game servers. At 2007/02/09 03:12 PM, Greg Scott wrote: -- [ Picked text/plain from multipart/alternative ] Question on as this applying to Mods:: Does steam take care of the master server tracking for mods from the steam browser, or is there a code section that will need to be changed? did a quick serch through code for the old IP and came up with nothing, but better to make sure than run into unexpected errors. On 2/9/07, Alfred Reynolds [EMAIL PROTECTED] wrote: Alfred Reynolds wrote: We are doing some network re-arrangements and the external master servers for Half-Life 1 and Half-Life 2 games are moving to a new location. You should now use: Half-Life 1 games (CS 1.6, HLDM, DoD, etc): hl1master.steampowered.com:27010 Half-Life 2 games (CS:S, DoD:S, HL2DM, etc) and 3rd party games (The Ship, Dark Messiah): hl2master.steampowered.com:27011 We expect to move the location of the master servers on a more regular basis going forward so it is important that you update any software requesting details from these servers to uses these DNS entries to track the correct endpoints to use (and have them check that the entry has not changed on a daily basis). The existing server on 207.173.177.11 will cease answering requests at the end of this month. - Alfred ___ hlds_apps mailing list hlds_apps@list.valvesoftware.com http://list.valvesoftware.com/mailman/listinfo/hlds_apps ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Any thing we need to know about Steam V4?
No, and what is Steam V4? The release today was focused on primarily client features, not on the Steam engine itself or the backend services it provides :) - Alfred Adam amckern Mckern wrote: Hey! Is there any changes in the front, or backend that Gold Source, and Source developers need to know in order to be able to retool asap? Ie, are there any changes in the shortcut code line's or anything we need to change in gameinfo.txt? Thanks Valve! Adam Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Linux DS Build problem
Try rm ./vcpm make vcpm and then run your make again. Sylvain Rochette wrote: I having hard time to build the linux version of our mod. One year ago, the linux build was building fine, but we did not use the linux the last year (2006). With the big sdk update from the last summer, stuff probably changed. But i am not sure if its related to that (i think not) Here the error, i am not sure if its related to the parsing with hl_sdk or its because i really miss the compiler. But i did not change anything on this computer, the last time i open it (one year ago) was to compile the mod and was working fine. make if [ -z /usr/bin/gcc-3.4 ]; then echo Compiler not defined.; exit; fi if [ ! -d /home/srochette/srcds_l/ii/src/linux_ii];then mkdir /home/srochette/srcds_l/ii/src/linux_ii;fi cd /home/srochette/srcds_l/ii/src/linux_ii if [ ! -f tier0_i486.so ]; then ln -s ./bin/tier0_i486.so .; fi if [ ! -f vstdlib_i486.so ]; then ln -s ./bin/vstdlib_i486.so .; fi ./vcpm /mnt/ii_source/dlls/hl_sdk.vcproj make: *** [mod] Segmentation fault ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Map not loading in mod, steams fault? :)
We have been unable to reproduce it to date, if you can send me more details offlist then we might get traction. Ben Everett wrote: Any word on an ETA for this fix, Alfred? We have two new beta testers encountering this specific crash. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Monday, November 27, 2006 12:30 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Map not loading in mod, steams fault? :) No, that was unrelated. Ben Everett wrote: Was this issue fixed in the Nov 21st Steam client update? I noticed that one of the items fixed was Fixed Source engine mods not launching correctly on 64-bit systems and didn't know if that was related. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Friday, November 17, 2006 5:35 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Map not loading in mod, steams fault? :) These dumps are all from the same point in the Source engine (during initial client signon to the server), we will look into why/how this is happening. - Alfred Ben Everett wrote: Some of the beta testers are having this issue as well, we have MDMPs of the event and it's crashing inside of HL2 with no trace-back into my code. Going into offline mode solved the issue only temporarily before Steam won't let them launch anymore This operation can't be completed while Steam is in offline mode. Of course they also couldn't join any other games ;) You can access the MDMP files at http://obike.thecodevault.net/forsaken_hl2_crashes.rar -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Wednesday, November 15, 2006 7:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Map not loading in mod, steams fault? :) What happens if you put Steam in Offline mode and try to run the map? I realize that not a fix for a multi-player game but maybe it would be an interesting data point. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Swigart Sent: Wednesday, November 15, 2006 4:46 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map not loading in mod, steams fault? :) -- [ Picked text/plain from multipart/alternative ] I'm one of the people experiencing the problem. I'm not sure what I could be running to cause the problem. It's nothing different than what I run and play any other map just fine. Attempting to debug it with a forced breakpoint isn't proving very useful. It would appears to be something steam is doing, and I can't really debug steam. We've been playtesting several maps regularly and this is the first map that this problem has come up in. Not sure where to go next with this. The biggest annoyance of the problem is how it leaves the system in a jacked up state that only seems to be resolved by a reboot. Jeremy On 11/15/06, Nate Nichols [EMAIL PROTECTED] wrote: I'm experiencing a possibly related bug. I have experienced similar problems (map almost loads, then Steam goes to 99% CPU) when running other software. Specifically, Stani's Python Editor ( http://stani.be/python/spe/blog/ ) causes the problem regularly. My workaround is just exiting SPE before running my mod. Other Steam programs cause the same problem, I can't open Hammer when running SPE either. If I'm not running SPE, though, everything's fine. Is it possible that other members of your team happen to be running other software when testing that map? Nate On 15/11/06, Patrick O'Leary [sui4] [EMAIL PROTECTED] wrote: Well, these 4-5 people can run other maps just fine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jed Sent: Wednesday, November 15, 2006 08:27 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map not loading in mod, steams fault? :) Check what firewall software their using. Peerguardian2 with certain block lists will prevent Steam accessing Valve's servers. It's best to disable it while Steam loads. ZoneAlarm, if set in fire and forget mode blocks HL2.EXE from connecting and even if running a local listen server it stops it looping back on itself and it'll make things hang. It's often hard to notice if you're running in fullscreen as it covers the alert. It's best to put it into Game Mode with Allow as the default response. I've had similar problems experiences that came down to those two pieces of software. - Jed On 15/11/06, Jeremy Swigart [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] We're having an issue in our mod where one of the maps won't load for like 5 of the mod members. Most of us can load it fine, but for about 5 members the map begins to load normally, at when the loading bar fills up, the game hangs, the computer
RE: [hlcoders] CommandLine_Tier0
Half-Life 2 is running an older binary set, you need to use app ID 215 (Source SDK Base) if you want to use current SDK drops. Open up your gameinfo.txt and change its app ID to 215. - Alfred Jorge Rodriguez wrote: When trying to update my HL2SDK in CMake project to the latest SDK I now get this error: The procedure entry point CommandLine_Tier0 could not be located in the dynamic link library tier0.dll I understand that the CommandLine() function was moved from vstdlib to tier0 but since I am fully updated my tier0.dll should have this symbol. It apparently doesn't. The dll that is being loaded is C:\Steam\steamapps\myemail\half-life 2\bin\tier0.dll which is fully updated because I loaded up HL2 and let the game update before I tried to rebuild the SDK. I have searched the web for this error and it used to appear during one of the SDK updates, but I tried the fixes posted for it and none of them worked. If someone from Valve wants to try to reproduce this error I would be happy to send him my binaries and instructions on how to build the source code in CMake, and any help at all would be much appreciated. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Nov 29 Source Update: New interface?
The implementation is modelled on the final cvar API that exists in HL1 (so it has the cvar name in it). - Alfred David Anderson wrote: Thanks for the info! A quick question about the implementation: When this was done for HL1, there were a few problems that were corrected with an eventual second API change. It was impossible to pair the call and the callback, because the callback didn't return the cvar name (later this was fixed and a request ID was added). Also, originally the callback wasn't always guaranteed to fire, for example if the CVAR didn't exist or the client disconnected. Are there any quirks like this in the HL2 version? Thanks, ~dvander http://www.bailopan.net/ Mike Durand wrote: Hi All- Here's some elaboration: There's a new function in IVEngineServer and IServerPluginHelpers called StartQueryCvarValue that the server can use to query cvars on the clients. IServerGameDLL and IServerPluginCallbacks have new callbacks to handle the cvar's value coming back from the client, and their interface versions have been increased. This shouldn't cause any trouble for anyone, but when people pickup the new SDK, they'll have to implement the new callback in their mods in order to get their mods to compile. I'll add some details to the VDC Wiki and the release notes when the next SDK goes out. It shouldn't be a concern before then, but let me know if it is. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mattie Casper Sent: Wednesday, November 29, 2006 4:40 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Nov 29 Source Update: New interface? Hello, The Source update today mentions Added an interface to allow servers to query most cvar values on the clients. Can someone point me to more details on this? Is it via the existing engine-GetClientConVarValue()? Or is there going to be a new API or engine-mechanism for doing this? Thanks for the details, -Mattie P.S. Just to have them in print, here are the Source updates today that might be of most interest to plugin developers: * Added cvars to let the server prevent clients setting unreasonable network settings: sv_mincmdrate, sv_maxcmdrate, sv_client_predict, sv_client_interpolate, sv_client_interp, and sv_client_cmdrate_difference * Added protection against servers manipulating the cl_restrict_server_commands cvar * Allow servers to execute the play command on clients * Added an interface to allow servers to query most cvar values on the clients * Removed cl_cmdbackup ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Map not loading in mod, steams fault? :)
No, that was unrelated. Ben Everett wrote: Was this issue fixed in the Nov 21st Steam client update? I noticed that one of the items fixed was Fixed Source engine mods not launching correctly on 64-bit systems and didn't know if that was related. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Friday, November 17, 2006 5:35 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Map not loading in mod, steams fault? :) These dumps are all from the same point in the Source engine (during initial client signon to the server), we will look into why/how this is happening. - Alfred Ben Everett wrote: Some of the beta testers are having this issue as well, we have MDMPs of the event and it's crashing inside of HL2 with no trace-back into my code. Going into offline mode solved the issue only temporarily before Steam won't let them launch anymore This operation can't be completed while Steam is in offline mode. Of course they also couldn't join any other games ;) You can access the MDMP files at http://obike.thecodevault.net/forsaken_hl2_crashes.rar -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Wednesday, November 15, 2006 7:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Map not loading in mod, steams fault? :) What happens if you put Steam in Offline mode and try to run the map? I realize that not a fix for a multi-player game but maybe it would be an interesting data point. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Swigart Sent: Wednesday, November 15, 2006 4:46 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map not loading in mod, steams fault? :) -- [ Picked text/plain from multipart/alternative ] I'm one of the people experiencing the problem. I'm not sure what I could be running to cause the problem. It's nothing different than what I run and play any other map just fine. Attempting to debug it with a forced breakpoint isn't proving very useful. It would appears to be something steam is doing, and I can't really debug steam. We've been playtesting several maps regularly and this is the first map that this problem has come up in. Not sure where to go next with this. The biggest annoyance of the problem is how it leaves the system in a jacked up state that only seems to be resolved by a reboot. Jeremy On 11/15/06, Nate Nichols [EMAIL PROTECTED] wrote: I'm experiencing a possibly related bug. I have experienced similar problems (map almost loads, then Steam goes to 99% CPU) when running other software. Specifically, Stani's Python Editor ( http://stani.be/python/spe/blog/ ) causes the problem regularly. My workaround is just exiting SPE before running my mod. Other Steam programs cause the same problem, I can't open Hammer when running SPE either. If I'm not running SPE, though, everything's fine. Is it possible that other members of your team happen to be running other software when testing that map? Nate On 15/11/06, Patrick O'Leary [sui4] [EMAIL PROTECTED] wrote: Well, these 4-5 people can run other maps just fine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jed Sent: Wednesday, November 15, 2006 08:27 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map not loading in mod, steams fault? :) Check what firewall software their using. Peerguardian2 with certain block lists will prevent Steam accessing Valve's servers. It's best to disable it while Steam loads. ZoneAlarm, if set in fire and forget mode blocks HL2.EXE from connecting and even if running a local listen server it stops it looping back on itself and it'll make things hang. It's often hard to notice if you're running in fullscreen as it covers the alert. It's best to put it into Game Mode with Allow as the default response. I've had similar problems experiences that came down to those two pieces of software. - Jed On 15/11/06, Jeremy Swigart [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] We're having an issue in our mod where one of the maps won't load for like 5 of the mod members. Most of us can load it fine, but for about 5 members the map begins to load normally, at when the loading bar fills up, the game hangs, the computer becomes very unresponsive, and steam.exe chews up 99% cpu, while the hl2.exe sits idle. Shutting down hl2.exe through task manager is the only way to get out of this mess, and afterwards the system is screwed up, and running hl2 again won't even get to the main menu without doing the same thing, so we must reboot, even restarting steam doesn't fix this part. Seems that steam possibly gets stuck in an infinite loop doing something near the end of the loading process
RE: [hlcoders] Missing Entry Point??
Thanks to Joel's help this problem has been tracked down. A workaround is to delete this file: SteamApps\user name\source sdk base\bin\tier0_s.dll Note that this file will appear back on disk every time you run the Source SDK (but it won't come up if you are just debugging the game server/client). We will work on a SDK update to permanently remove this problem. - Alfred Skillet wrote: -- [ Picked text/plain from multipart/alternative ] I get the message both using the pre VS2005 compatibility update code on VS2003, and the new code on VS2005 (two separate projects). On 11/24/06, Nick [EMAIL PROTECTED] wrote: I am also getting it..(using the new code) On 11/24/06, Oliver [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This may have something to do with it. I get these error messages when compiling: tier1.lib(datamanager.obj) : warning LNK4204: 'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging information for referencing module; linking object as if no debug info tier1.lib(generichash.obj) : warning LNK4204: 'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging information for referencing module; linking object as if no debug info tier1.lib(strtools.obj) : warning LNK4204: 'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging information for referencing module; linking object as if no debug info On 11/24/06, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Same here. On 11/24/06, Jeremy Swigart [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm getting that too. Very annoying. On 11/23/06, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yes, I received this too, just after restarting steam and grabbing the new update. I thought it was something I did with my code. I'll try your fix, it's really annoying having it pop up 2 times as my server loads, and I load it up a lot for testing my mod. On 11/24/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: I normaly get it if i run the game on a screen size my lcd wont support in windowed mode - just make a new mod, export the reigestry key, and change the path, install the key, and it should work. It might be another entry point for you, but this fixed my error Adam --- Daniel Menard [EMAIL PROTECTED] wrote: Is anybody else getting this error when starting their mod? It also happens while loading a map (after getting it on startup). hl2.exe - Entry Point Not Found The procedure entry point IsLogActive could not be located in the dynamic link library tier0_s.dll It started cropping up right around the SDK Update being rolled in. I updated our codebase but it hasn't disappeared. It's pretty intermittent, but happens more often while running with the debugger. I have reports from at least 1 tester having it by starting from the steam menu. It's not a fatal error, the mod still runs fine, but it's very annoying. It happens while the main menu is loading, and also while the map loads. Is there some way to get rid of this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com Do you Yahoo!? Everyone is raving about the all-new Yahoo! Mail beta. http://new.mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
RE: [hlcoders] Map not loading in mod, steams fault? :)
These dumps are all from the same point in the Source engine (during initial client signon to the server), we will look into why/how this is happening. - Alfred Ben Everett wrote: Some of the beta testers are having this issue as well, we have MDMPs of the event and it's crashing inside of HL2 with no trace-back into my code. Going into offline mode solved the issue only temporarily before Steam won't let them launch anymore This operation can't be completed while Steam is in offline mode. Of course they also couldn't join any other games ;) You can access the MDMP files at http://obike.thecodevault.net/forsaken_hl2_crashes.rar -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Wednesday, November 15, 2006 7:28 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Map not loading in mod, steams fault? :) What happens if you put Steam in Offline mode and try to run the map? I realize that not a fix for a multi-player game but maybe it would be an interesting data point. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Swigart Sent: Wednesday, November 15, 2006 4:46 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map not loading in mod, steams fault? :) -- [ Picked text/plain from multipart/alternative ] I'm one of the people experiencing the problem. I'm not sure what I could be running to cause the problem. It's nothing different than what I run and play any other map just fine. Attempting to debug it with a forced breakpoint isn't proving very useful. It would appears to be something steam is doing, and I can't really debug steam. We've been playtesting several maps regularly and this is the first map that this problem has come up in. Not sure where to go next with this. The biggest annoyance of the problem is how it leaves the system in a jacked up state that only seems to be resolved by a reboot. Jeremy On 11/15/06, Nate Nichols [EMAIL PROTECTED] wrote: I'm experiencing a possibly related bug. I have experienced similar problems (map almost loads, then Steam goes to 99% CPU) when running other software. Specifically, Stani's Python Editor ( http://stani.be/python/spe/blog/ ) causes the problem regularly. My workaround is just exiting SPE before running my mod. Other Steam programs cause the same problem, I can't open Hammer when running SPE either. If I'm not running SPE, though, everything's fine. Is it possible that other members of your team happen to be running other software when testing that map? Nate On 15/11/06, Patrick O'Leary [sui4] [EMAIL PROTECTED] wrote: Well, these 4-5 people can run other maps just fine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jed Sent: Wednesday, November 15, 2006 08:27 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map not loading in mod, steams fault? :) Check what firewall software their using. Peerguardian2 with certain block lists will prevent Steam accessing Valve's servers. It's best to disable it while Steam loads. ZoneAlarm, if set in fire and forget mode blocks HL2.EXE from connecting and even if running a local listen server it stops it looping back on itself and it'll make things hang. It's often hard to notice if you're running in fullscreen as it covers the alert. It's best to put it into Game Mode with Allow as the default response. I've had similar problems experiences that came down to those two pieces of software. - Jed On 15/11/06, Jeremy Swigart [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] We're having an issue in our mod where one of the maps won't load for like 5 of the mod members. Most of us can load it fine, but for about 5 members the map begins to load normally, at when the loading bar fills up, the game hangs, the computer becomes very unresponsive, and steam.exe chews up 99% cpu, while the hl2.exe sits idle. Shutting down hl2.exe through task manager is the only way to get out of this mess, and afterwards the system is screwed up, and running hl2 again won't even get to the main menu without doing the same thing, so we must reboot, even restarting steam doesn't fix this part. Seems that steam possibly gets stuck in an infinite loop doing something near the end of the loading process or something. As of yet we haven't identified any common traits among the people it happens to, but it's a serious problem that we can't really debug. Anyone hear of any issues like this and/or have any ideas as to what may be the problem? Thanks Jeremy -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] New SDK Update is Out As Beta
64-bit game binaries are not supported for mods at this time. - Alfred Teddy wrote: Thanks for the SDK update Mike, everythings working beautifully! I've compiled my mod in vs2005 express, and made a linux .so using the 2005 .vcproj. One thing I'm wondering, what do we need to do to compile a 64 bit dll? And will Source SDK Base detect it/support it? And is there any way to do it with vs2005 express? Or will we need professional for that? Thanks! Teddy On 11/2/06, Eric Van Huss [EMAIL PROTECTED] wrote: [ Converted text/html to text/plain ] Yep it's the free one. It compiles and runs HL2MP fine with debug and release builds. You can even run it through the debugger. There are still asserts and missing resources(mentioned previously in this list). You can fix most of the resource bugs my transfering them from certain gcf files. EJ -- From: Adam Foster [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] New SDK Update is Out As Beta Date: Thu, 2 Nov 2006 11:54:54 +0100 On 2 Nov 2006, at 02:05, Eric Van Huss wrote: Using C++ 2005 Express it wouldn't compile. It's a simple fix though! Visual C++ 2005 Express is the free-download one, isn't it? Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK Update Is Released
You should use 215 instead of 220. If you use 320 (HL2DM) then you can either keep it as is OR move to 215 if you don't depend on HL2DM specific content. 215 is owned by anyone that has any Valve Source engine product, 320 is only owned if the user owns Half-Life 2: Deathmatch (i.e a lot fewer people). - Alfred Gus wrote: This is a cryptographically signed message in MIME format. -- Thanks alot for this update! On the release note there's one line that I need more explanation.. Mod makers should always use its SteamAppId (215) in their single player and multi-player mods. Does that mean I have to open Gameinfo.txt and make changes like this below? SteamAppId320// This will mount all the GCFs we need (240=CS:S, 220=HL2). to SteamAppId215 // This will mount all the GCFs we need (240=CS:S, 220=HL2). Gus http://wantedmod.planethalflife.gamespy.com/cantina/ Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Alfred...
We have released an update that will allow all 3rd party mods of the Source engine to run in secure mode. You do not need to do anything to enable this change, it is automatic. If you want to run an insecure server then add -insecure to the command line of the server. - Alfred Scuzzy wrote: Alfred wrote: Rolling back won't secure your mod, all you will do it expose your server to exploits we have since fixed and various other bugs. Original Question: Could someone at valve comment on the official situation regarding VAC and third party mods? Alfred, could you explain the official situation reguarding VAC and third party mods? Why doesn't VAC work with them anymore and how can we fix that situation? Scuzzy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK Base?
Good guess, mods currently using 220 should switch to 215 if they wish to use the new engine features (and some using 320 should consider switching to 215). Mike will provide all the details when the SDK is ready :) - Alfred Scott Loyd wrote: -- [ Picked text/plain from multipart/alternative ] New AppID (215), same build as hl2dm (version 7 (2768)). Switched my mods appid to 215, seems to work fine so far. This must be the game in common to anyone with one of valves titles for mods to use. On 7/29/06, Jonathan Murphy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Interesting.. On 7/29/06, Tobias Kammersgaard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hello there! I just checked out the Tools tab in Steam, and noticed a new program called Source SDK Base, what would that be for :)? Rumors says it's Lost Coast-like thingy but haven't downloaded it yet. /ProZak -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Fundamental Source engine question
Gabe puts the cost for making Half-Life 2 (and its underlying technologies) in at $40+ million... (see http://www.ferrago.com/story/3217) That isn't counting the last 2 years of dev costs, so it ain't cheap to make. - Alfred Andrew (Bromfitsen) wrote: -- [ Picked text/plain from multipart/alternative ] $500,000 seems like a load of cash to drop on an Engine from an independent point of view, but I'm curious how much the Source engine has cost Valve to develop. Live Jeff said, TF2 is looking GREAT. Can't wait to see more about all the upcomming Valve projects and Source Engine updates :D -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Crash on Startup
Looks like your kb_def.lst is corrupt, probably an invalid key string name. - Alfred John Sheu wrote: I've got one of those strange crash-on-startup issues, if anybody wants to take a look at the dump: http://www.eternal-silence.net/forums/index.php?act=Attachtype=postid= 42831 It's crashing in engine code, and the unfortunate victim says it occurs even before the New Game, Find Servers, etc. buttons come up on the main screen. At this time, the window is already up, with the appropriate background. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Crash on Startup
That wouldn't be good. - Alfred John Sheu wrote: On Wednesday 19 July 2006 7:19 pm, Alfred Reynolds wrote: Looks like your kb_def.lst is corrupt, probably an invalid key string name. - Alfred How does the engine like an *empty* kb_def.lst? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Crash on Startup
Why would you want to prevent the user having any keys to use while in game? Anyway, for kb_act.lst try having just a title block and nothing else (i.e a couple blank lines) and for kb_def.lst just have: ~ toggleconsole (you can't remove the binding for ~ anyway, it is hard wired into the engine). - Alfred John Sheu wrote: On Wednesday 19 July 2006 7:36 pm, Alfred Reynolds wrote: That wouldn't be good. - Alfred How would one go about emptying kb_def and kb_act correctly then? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Vac
Rolling back won't secure your mod, all you will do it expose your server to exploits we have since fixed and various other bugs. - Alfred Charles Solar wrote: -- [ Picked text/plain from multipart/alternative ] Just created it :) http://developer.valvesoftware.com/wiki/VAC_for_Mods On 7/12/06, Chris Janes [EMAIL PROTECTED] wrote: A number of admins on the hidden forums found that rolling back their srcds files allowed them to run secured servers - though I'm not sure if VAC is running in a complete sense or if it's just indicating a false secure status in the server browser, I can provide a link to 'rolled back' linux files if anyone wants them for testing. Could someone at valve comment on the official situation regarding VAC and third party mods? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Charles Solar Sent: 12 July 2006 02:25 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Vac -- [ Picked text/plain from multipart/alternative ] Well thats what I thought too, but then I created a new mod from scratch, and copied the dods's dlls into it. Then I started it and presto, no vac either... Which is what led me to beleive that it has to be configured valve side like the steam stats. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Vac
Except for all the ones released before you using HL2MP (which != HL2) :-) - Alfred Charles Solar wrote: -- [ Picked text/plain from multipart/alternative ] www.prodod.net First and only mod released not requireing half life 2 On 7/17/06, LDuke [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What's a dods source mod? Do you just mean you tested it using Day of Defeat: Source? Isn't it already VAC secure? On 7/17/06, Charles Solar [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Just created it :) http://developer.valvesoftware.com/wiki/VAC_for_Mods On 7/12/06, Chris Janes [EMAIL PROTECTED] wrote: A number of admins on the hidden forums found that rolling back their srcds files allowed them to run secured servers - though I'm not sure if VAC is running in a complete sense or if it's just indicating a false secure status in the server browser, I can provide a link to 'rolled back' linux files if anyone wants them for testing. Could someone at valve comment on the official situation regarding VAC and third party mods? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Charles Solar Sent: 12 July 2006 02:25 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Vac -- [ Picked text/plain from multipart/alternative ] Well thats what I thought too, but then I created a new mod from scratch, and copied the dods's dlls into it. Then I started it and presto, no vac either... Which is what led me to beleive that it has to be configured valve side like the steam stats. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Mod link updates on storefront
You can send me that information. - Alfred sykes wrote: A while ago during the steam gui updates.. I remember alfred (valve) saying something about mailing valve to update mod links/screen shots for the new storefront site etc.. Is this still possible ? if so who do i contact to update my mod info ? regards James sykes Moverley ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Client Crash in GetStudioHdr sometimes.
modelinfo pointer null??? Or this pointer null? - Alfred [EMAIL PROTECTED] wrote: Hi, playing my Mod, rarely made a client crash. When i show the .mdmp file, always crash at studio_shared.cpp in client.dll in this function: const studiohdr_t *virtualgroup_t::GetStudioHdr( ) const { return modelinfo-FindModel( this-cache ); } This is the call: client.dll!virtualgroup_t::GetStudioHdr() Line 28 + 0x6 C++ client.dll!studiohdr_t::pSeqdesc(int i=1023) Line 459 C++ client.dll!C_BaseAnimating::DoAnimationEvents() Line 2498 + 0xe C++ client.dll!C_BaseAnimatingOverlay::DoAnimationEvents() Line 417 C++ client.dll!C_BaseAnimating::Simulate() Line 3688 C++ client.dll!C_BasePlayer::Simulate() Line 1377 + 0x7C++ client.dll!SimulateEntities() Line 1086 + 0xa C++ client.dll!OnRenderStart() Line 1210 C++ client.dll!CHLClient::FrameStageNotify(ClientFrameStage_t curStage=) Line 1263 C++ Can you help me?. Thanks in advance -- This message was sent on behalf of [EMAIL PROTECTED] at openSubscriber.com http://www.opensubscriber.com/messages/hlcoders@list.valvesoftware.com/t opic.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RE: SteamAppId Update
Yes, this new ID won't require HL2DM to be installed. The exact ownership requirements for the ID still need to be worked out. - Alfred Jed wrote: You should wait for the next SDK update to make this change unless you need to use functionality released in the recent Episode One engine update. This SDK update will walk you through the update process properly. Using 220 is still perfectly fine to do. - Alfred Just out of curiosity, the functionality in EP1 - does that include the phong shading? I'm curious about what ID to use actually for our mod. It started using 340 as it was a mod of HL2MP but after a while we realised we weren't actually using anything from HL2MP or its GCF and switched to 220 mainly to remove the pre-requisit of having HL2DM installed to play our mod. When you've release the SDK I assume there will be an ID we can use to get the latest HL2 engine stuff without having to have our users install HL2DM as well? - Jed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RE: SteamAppId Update
Users need to own all the games that your mod depends upon. In your example, using HL2MP and the CS:S caches the user would need to own both. - Alfred Scott Loyd wrote: -- [ Picked text/plain from multipart/alternative ] We also did the same thing with GES, started with hl2mp ID then moved to HL2 ID. I am sure this has been answered before but the ID is the pre-req to run the mod, and the additional GCFs mounted are optional? meaning if we develop using cstrike weapons, mount the gcf in the gameinfo.txt and then release; joe blow doesn't have cstrike gcf, what is the result? What is/will be the best practice for allowing someone w/ any engine game to play our mod? On 7/4/06, Jed [EMAIL PROTECTED] wrote: You should wait for the next SDK update to make this change unless you need to use functionality released in the recent Episode One engine update. This SDK update will walk you through the update process properly. Using 220 is still perfectly fine to do. - Alfred Just out of curiosity, the functionality in EP1 - does that include the phong shading? I'm curious about what ID to use actually for our mod. It started using 340 as it was a mod of HL2MP but after a while we realised we weren't actually using anything from HL2MP or its GCF and switched to 220 mainly to remove the pre-requisit of having HL2DM installed to play our mod. When you've release the SDK I assume there will be an ID we can use to get the latest HL2 engine stuff without having to have our users install HL2DM as well? - Jed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SteamAppId Update
You should wait for the next SDK update to make this change unless you need to use functionality released in the recent Episode One engine update. This SDK update will walk you through the update process properly. Using 220 is still perfectly fine to do. - Alfred Justin Krenz wrote: I just want to give everyone a heads up that the SteamAppId in your mod's gameinfo.txt should be either 320 or 240, not 220. I just received an e-mail from Alfred Reynolds in reply to my inquiry about a fix that was supposed to go into HL2 regarding my mod. My mod was still using 220 for it's SteamAppID, and thus, it was not running off of the latest HL2 engine. I know there are others out there who are still using 220 and need to change it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SteamAppId Update
There will be a new, special, appid for multi-player Source engine apps that don't directly derive from a particular game (so rather than using the basic 220 you will have a new number). This new app depends on some SDK work before it will be enabled. - Alfred Tony omega Sergi wrote: So, what does this mena? There isn't going to be an hl2mp gcf anymore? Cuz hl2sp is 220 and hl2mp is 320.. So are they going to share the same cache? -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com -Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: July 3, 2006 6:51 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SteamAppId Update You should wait for the next SDK update to make this change unless you need to use functionality released in the recent Episode One engine update. This SDK update will walk you through the update process properly. Using 220 is still perfectly fine to do. - Alfred Justin Krenz wrote: I just want to give everyone a heads up that the SteamAppId in your mod's gameinfo.txt should be either 320 or 240, not 220. I just received an e-mail from Alfred Reynolds in reply to my inquiry about a fix that was supposed to go into HL2 regarding my mod. My mod was still using 220 for it's SteamAppID, and thus, it was not running off of the latest HL2 engine. I know there are others out there who are still using 220 and need to change it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1.1454 (20060321) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SteamAppId Update
You can expect it as soon as it is ready and not a moment before :) - Alfred Ryan Sheffer wrote: -- [ Picked text/plain from multipart/alternative ] So can we expect this update in acouple weeks? ;) On 7/3/06, Alfred Reynolds [EMAIL PROTECTED] wrote: There will be a new, special, appid for multi-player Source engine apps that don't directly derive from a particular game (so rather than using the basic 220 you will have a new number). This new app depends on some SDK work before it will be enabled. - Alfred Tony omega Sergi wrote: So, what does this mena? There isn't going to be an hl2mp gcf anymore? Cuz hl2sp is 220 and hl2mp is 320.. So are they going to share the same cache? -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com -Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: July 3, 2006 6:51 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SteamAppId Update You should wait for the next SDK update to make this change unless you need to use functionality released in the recent Episode One engine update. This SDK update will walk you through the update process properly. Using 220 is still perfectly fine to do. - Alfred Justin Krenz wrote: I just want to give everyone a heads up that the SteamAppId in your mod's gameinfo.txt should be either 320 or 240, not 220. I just received an e-mail from Alfred Reynolds in reply to my inquiry about a fix that was supposed to go into HL2 regarding my mod. My mod was still using 220 for it's SteamAppID, and thus, it was not running off of the latest HL2 engine. I know there are others out there who are still using 220 and need to change it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1.1454 (20060321) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Round 2: srcds on newer linuxes
Libraries under Linux make use of C bindings, their binary format is static and well defined. The Source engine makes use of C++ entities between its shared libraries (in particular pure virtual interfaces), the C++ ABI is NOT stable between GCC major versions. A quick google of this will give you plenty of details. - Alfred [EMAIL PROTECTED] wrote: I've updated http://developer.valvesoftware.com/wiki/Compiling_under_Linux to mention that gcc 4.x will not work. However this behavior is surprising as I've extensively used cross-gcc version libraries before, due to the need to interface with third party products on old OSes. Generally you should be able to load a library with a new gcc as long as both libraries link to the correct runtimes dynamically. For instance http://gcc.gnu.org/onlinedocs/libstdc++/abi.html#ABI_multi_testing contains an example of essentially the exact scenario that I attempted, and it should work. My current suspicion is that gcc 4 is generating code that is invalid, possibly due to a gcc bug, or possibly due to the code containing undefined behavior, which gcc 4 interprets differently than gcc 3 did. Unfortunately due to the necessity low warning levels it's hard to say which it might be. In any case I've reverted to gcc 3.4.4 and both issues have gone away. At 2006/06/11 06:17 PM, Alfred Reynolds wrote: The C++ ABI implemented in GCC 4.x differs significantly from 3.x, I am amazed the binary even loads. You will need to use the 3.x series of GCC to compile your mod. - Alfred [EMAIL PROTECTED] wrote: I've updated the KI list with the code issues that prevent compiling on gcc 4: http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Mod_fails_ to_compile_with_gcc_4.x Unfortunately there are now run-time issues. The first big issue is that every time you respawn, your vision is stuck very close to the ground. This seems to be very similar to the long-standing #15 Deeper Underground HL2DM bug as listed on the http://forums.steampowered.com/forums/showthread.php?s=threadid=248425 HL2DM bug list page, however it occurs every time. Crouching and uncrouching fixes the issue. Has anyone else seen this? I may try reverting to gcc3.x... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Getting srcds to work on newer linuxes?
What does ldd -d aoa/bin/server_i486.so return one you have run export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:. ? [EMAIL PROTECTED] wrote: Neither srcds_i486 nor srcds_i686 will load my mod on FC5. They will load hl2mp however. It's hard to say what's to blame because, as has been discussed ad nauseam on the Verc forums, the srcds has a bug where it gives no indication as to why it fails to load your .so, it simply skips it and tries the hl2mp one. The usual tricks I've helped others perform in the past when they couldn't get their mods to load don't help here, because my .so really is loadable and exports the CreateInterface symbol, so something new is at work. Anyone seen something like this? Or, alternatively, know of any way to get helpful info out of srcds? strace only reveals that it loaded the .so, but then unloaded it shortly thereafter. What it might have disliked about the .so is not clear from the trace. open(/home/bk/source/aoa/bin/server_i486.so, O_RDONLY) = 4 read(4, \177ELF\1\1\1\0\0\0\0\0\0\0\0\0\3\0\3\0\1\0\0\0\240\207..., 512) = 512 fstat64(4, {st_mode=S_IFREG|0664, st_size=15746804, ...}) = 0 mmap2(NULL, 11697696, PROT_READ|PROT_EXEC, MAP_PRIVATE|MAP_DENYWRITE, 4, 0) = 0x4e84000 mmap2(0x58cb000, 458752, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_FIXED|MAP_DENYWRITE, 4, 0xa46) = 0x58cb000 mmap2(0x593b000, 462368, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_FIXED|MAP_ANONYMOUS, -1, 0) = 0x593b000 close(4)= 0 mprotect(0x4e84000, 10776576, PROT_READ|PROT_WRITE) = 0 munmap(0x4e84000, 11697696) = 0 open(/home/bk/source/hl2mp/bin/server_i486.so, O_RDONLY) = 4 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Getting srcds to work on newer linuxes?
Linking to libstdc++ will cause your mod to fail to run on numerous Linux distributions (the reason we statically link to it). You should statically link also, the sample Makefile ship with an example of how to do that. - Alfred [EMAIL PROTECTED] wrote: Ah - I should've thought of this, but it's rather late, thanks for leading me down the right path there! There were several gnu symbols undefined because srcds_i486 and srcds_i686 don't link to libstdc++.so, unlike the test program I was using to check the validity of my .so, which of course was compiled with g++. I linked to it in the .so, which is really the kosher thing to do anyway, and now it works. At 2006/06/06 11:29 PM, Alfred Reynolds wrote: What does ldd -d aoa/bin/server_i486.so return one you have run export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:. ? [EMAIL PROTECTED] wrote: Neither srcds_i486 nor srcds_i686 will load my mod on FC5. They will load hl2mp however. It's hard to say what's to blame because, as has been discussed ad nauseam on the Verc forums, the srcds has a bug where it gives no indication as to why it fails to load your .so, it simply skips it and tries the hl2mp one. The usual tricks I've helped others perform in the past when they couldn't get their mods to load don't help here, because my .so really is loadable and exports the CreateInterface symbol, so something new is at work. Anyone seen something like this? Or, alternatively, know of any way to get helpful info out of srcds? strace only reveals that it loaded the .so, but then unloaded it shortly thereafter. What it might have disliked about the .so is not clear from the trace. open(/home/bk/source/aoa/bin/server_i486.so, O_RDONLY) = 4 read(4, \177ELF\1\1\1\0\0\0\0\0\0\0\0\0\3\0\3\0\1\0\0\0\240\207..., 512) = 512 fstat64(4, {st_mode=S_IFREG|0664, st_size=15746804, ...}) = 0 mmap2(NULL, 11697696, PROT_READ|PROT_EXEC, MAP_PRIVATE|MAP_DENYWRITE, 4, 0) = 0x4e84000 mmap2(0x58cb000, 458752, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_FIXED|MAP_DENYWRITE, 4, 0xa46) = 0x58cb000 mmap2(0x593b000, 462368, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_FIXED|MAP_ANONYMOUS, -1, 0) = 0x593b000 close(4)= 0 mprotect(0x4e84000, 10776576, PROT_READ|PROT_WRITE) = 0 munmap(0x4e84000, 11697696) = 0 open(/home/bk/source/hl2mp/bin/server_i486.so, O_RDONLY) = 4 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] [Source] Thread-safety ?
The Source engine is NOT thread safe. You will need to access the engine interface from the main thread and then use some safe dispatch mechanism to get them to your other threads. - Alfred Olef van de Stadt wrote: My plugin needs to create some threads for checking purposes. The concept is as follows: When a player has got a successfull Steam-ID, that ID is checked against an SQL database. To prevent the server from stalling, I use the threads (pthreads for linux, windows threads for... you guessed it.) In that thread I make calls to engine-GetPlayerNetworkIDString and playerinfo-GetPlayerNetworkIDString. Both crash every now and then on those calls or return NULL pointers. Is there any way I can get those classes to work in threads ? Or are there specific functions to call prior to accessing these class' functions ? Thanks, - Olef van de Stadt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: RE: RE: [hlcoders] Source Engine Beta update
Is this mod released? Perhaps we could look at it here. - Alfred Gus wrote: Hi Al, I just can't get it to work, simply its not loading the symbols for debugging... any other shortcut? - Stack trace is a synonym for call stack. If you run your mod in the debugger with a debug build and hit Debug when you get the assert dialog and send the output of the MSVC call stack window. - Alfred Gus wrote: Hi Al, whats the correct way to call a Stack Trace? Would I just go into the properties of your server and client projects within the solution, under debugging and just copy the contents of our run_mod.bat file to this field? Gus - Stack trace? Gus wrote: I've just tried this beta with our mod and I got this crash error that happens at the start of every map. utlvector.h (210) : Assertion Failed: IsValidIndex(i) Btw, our mod is not heavily modified, its basicly HL2DM Gus Outlaws lawmen Mod http://wantedmod.planethalflife.gamespy.com/saloon/ This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have just released a Source Engine Beta update. Please feel free to try out the newest version of the engine. Mod-makers: Please run your mod with this beta engine to ensure compatibility!!! The following changes are included in this update: Source Engine Fixes for beta user submitted bugs *video stress test and audio settings test no longer crash *fixed broken server browser info buttons *fixed cursor disappearing after being kicked from server *avi recording no longer stops after 1 frame *fixed white areas in de_aztec *fixed demo playback of old demos in new engine *de_nuke loads in all mat_dxlevel configurations *fixed bug where mat_colorcorrection wasn't set properly in -autoconfig *added newer video cards to dxsupport.cfg *added video memory detection support for dxsupport.cfg *added mod-specific support to dxsupport.cfg *fixed full-screen flicker when alt-tabbing out of fullscreen -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source Engine Beta update
Stack trace? Gus wrote: I've just tried this beta with our mod and I got this crash error that happens at the start of every map. utlvector.h (210) : Assertion Failed: IsValidIndex(i) Btw, our mod is not heavily modified, its basicly HL2DM Gus Outlaws lawmen Mod http://wantedmod.planethalflife.gamespy.com/saloon/ This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have just released a Source Engine Beta update. Please feel free to try out the newest version of the engine. Mod-makers: Please run your mod with this beta engine to ensure compatibility!!! The following changes are included in this update: Source Engine Fixes for beta user submitted bugs *video stress test and audio settings test no longer crash *fixed broken server browser info buttons *fixed cursor disappearing after being kicked from server *avi recording no longer stops after 1 frame *fixed white areas in de_aztec *fixed demo playback of old demos in new engine *de_nuke loads in all mat_dxlevel configurations *fixed bug where mat_colorcorrection wasn't set properly in -autoconfig *added newer video cards to dxsupport.cfg *added video memory detection support for dxsupport.cfg *added mod-specific support to dxsupport.cfg *fixed full-screen flicker when alt-tabbing out of fullscreen -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: RE: [hlcoders] Source Engine Beta update
Stack trace is a synonym for call stack. If you run your mod in the debugger with a debug build and hit Debug when you get the assert dialog and send the output of the MSVC call stack window. - Alfred Gus wrote: Hi Al, whats the correct way to call a Stack Trace? Would I just go into the properties of your server and client projects within the solution, under debugging and just copy the contents of our run_mod.bat file to this field? Gus - Stack trace? Gus wrote: I've just tried this beta with our mod and I got this crash error that happens at the start of every map. utlvector.h (210) : Assertion Failed: IsValidIndex(i) Btw, our mod is not heavily modified, its basicly HL2DM Gus Outlaws lawmen Mod http://wantedmod.planethalflife.gamespy.com/saloon/ This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have just released a Source Engine Beta update. Please feel free to try out the newest version of the engine. Mod-makers: Please run your mod with this beta engine to ensure compatibility!!! The following changes are included in this update: Source Engine Fixes for beta user submitted bugs * video stress test and audio settings test no longer crash * fixed broken server browser info buttons * fixed cursor disappearing after being kicked from server * avi recording no longer stops after 1 frame * fixed white areas in de_aztec * fixed demo playback of old demos in new engine * de_nuke loads in all mat_dxlevel configurations * fixed bug where mat_colorcorrection wasn't set properly in -autoconfig * added newer video cards to dxsupport.cfg * added video memory detection support for dxsupport.cfg * added mod-specific support to dxsupport.cfg * fixed full-screen flicker when alt-tabbing out of fullscreen -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] FW: Source Beta Engine Released
Remove the -beta part of the command line. Jay C. wrote: And how do I revert? -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: 13 May 2006 18:40 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] FW: Source Beta Engine Released Add it to the hldsupdatetool command line (just like other betas we have run with the dedicated server :) Jay C. wrote: Oh thanks for the reply, so to use it with hldsupdatetool, do I add the -beta engine to the srcds start up line with -autoupdate or do I add it to the hldsupdatetool cmd line? Sorry for being a pest. -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: 12 May 2006 19:18 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] FW: Source Beta Engine Released No, both the Steam UI and hldsupdatetool win32 dedicated server can participate in the Source Engine beta. - Alfred Jay C. wrote: The Linux Dedicated Server is not affected by this beta; Win32 Dedicated Server is updated by this beta. Im guessing this means only the Steam contained srcds and not hldsupdatetool srcds right? It would be nice if you could display somewhere on the GUI that it has in fact loaded the beta engine. -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Jason Deakins Sent: 12 May 2006 01:05 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] FW: Source Beta Engine Released This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have enabled a beta version of the Source engine. This ongoing beta will allow you to test new engine updates with your system's configuration. It also allows mod makers to ensure a new engine drop will be compatible with their released games before it is made publicly available. To learn about the beta, please go read the Source Beta Engine page here: http://developer.valvesoftware.com/wiki/Source_Engine_Beta . Please let us know of any issues you find with the new engine by sending reports to this mailing list, or by joining the discussion on the Valve Developer Community. Thanks, -Jason -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] FW: Source Beta Engine Released
No, both the Steam UI and hldsupdatetool win32 dedicated server can participate in the Source Engine beta. - Alfred Jay C. wrote: The Linux Dedicated Server is not affected by this beta; Win32 Dedicated Server is updated by this beta. Im guessing this means only the Steam contained srcds and not hldsupdatetool srcds right? It would be nice if you could display somewhere on the GUI that it has in fact loaded the beta engine. -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Jason Deakins Sent: 12 May 2006 01:05 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] FW: Source Beta Engine Released This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have enabled a beta version of the Source engine. This ongoing beta will allow you to test new engine updates with your system's configuration. It also allows mod makers to ensure a new engine drop will be compatible with their released games before it is made publicly available. To learn about the beta, please go read the Source Beta Engine page here: http://developer.valvesoftware.com/wiki/Source_Engine_Beta . Please let us know of any issues you find with the new engine by sending reports to this mailing list, or by joining the discussion on the Valve Developer Community. Thanks, -Jason -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VSTDLIB Whoes.
You are right, we do exactly that for HLDS and Source. You cannot do a full static link however as the embedded kernel accessing functions then crash on incompatible machines. - Alfred Jorge Rodriguez wrote: [EMAIL PROTECTED] wrote: If you're using a newer version of gcc than the version the host box came with, you may need to ship libstdc++.so, libc.so or others with your game .so. GNU/Linux does an absolutely abysmal job of helping you in this respect. There is, for instance, no way to fully statically link a dynamically linkable library. I was under the impression that you could link in libstdc++.a, and that would let you distribute your binary onto a box with an incompatible version of GCC. Correct me if I'm wrong. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Works in debug mode, does not it release mode.
It is a code maintainence, performance and reuse issue. If you roll your own Paint() code you end up having to rewrite functionality in each paint call and you tend to make your layout logic code rather than data driven. Paint also gets called many times per second, it is easy to blow away performance by making expensive calls on data that rarely changes (like the ConvertANSIToUnicode() call below), the VGUI2 framework is event driven and expensive calls only get made when they need to be. Writing your own complex paint function because of performance sounds like the catch cry of a premature optimiser and you wouldn't want to be one of those would you? In the past any VGUI2 performance problems we have had have been solved by algorithmic changes (mainly moving from a polling model that Paint() enables to an event driven model) and not by optmising individual lines of code. - Alfred John Sheu wrote: Reviving an old thread of a month ago since I'm still not certain what the implications are. So exactly why is it better to avoid complex Paint() methods? Methinks that eventually down the line, the vgui::ISurface calls are still being made, so it would make little difference that it is being called here. Besides, there's gotta be some overhead involved in complicating the hierarchy even more. John Sheu On Thu, 2006-03-30 at 11:00 -0800, Alfred Reynolds wrote: The third arg to ConvertANSIToUnicode() is the size of the output buffer in bytes. In this case you should use sizeof(unicode). This kind of code is the wrong pattern for VGUI2. It will perform really badly (because of the expensive operations you are running every time you paint) and makes your layout really fragile. A better model is to use a label to contain the text you want to draw and use an event to update text. The position, size and font the label uses should be contained in a .res file that is loaded by the base frame that owns the label ( it looks like CBBHudTaskList should be a frame in your case). If you cannot implement an event driven method then at least use the OnTick() method and only change the label text if the state changes. You can use the ::SetText() label call to set the string to render, and you don't need to do the unicode translation manually then. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Works in debug mode, does not it release mode.
If you only call surface()-DrawTexturedRect() and the like in your Paint() function it won't defeat any VGUI2 functionality, but you will make your code hard to maintain. I would decompose the UI into the basic components, right a class to support each widget you need, put them together using a panel and a .res file for layout and see how it runs. If it is slow then use VPROF() to track down the problem and optimise as needed by crunching down the class hierarchy. - Alfred John Sheu wrote: On Fri, 2006-04-14 at 12:25 -0700, Alfred Reynolds wrote: It is a code maintainence, performance and reuse issue. If you roll your own Paint() code you end up having to rewrite functionality in each paint call and you tend to make your layout logic code rather than data driven. Paint also gets called many times per second, it is easy to blow away performance by making expensive calls on data that rarely changes (like the ConvertANSIToUnicode() call below), the VGUI2 framework is event driven and expensive calls only get made when they need to be. Premature optimization is the root of all evil -- Donald Knuth (or Tony Hoare, depending on who you talk to) Right then. In any case, my specific issue is with surface()-DrawTexturedRect() calls. Gauges and icons seem to call this one a lot; is it a good idea to do this manually as part of Paint()? Or is there some behind-the-scenes VGUI caching functionality that would make this a bad idea? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Bringing up the main menu?
Issue the gameui_activate con command. - Alfred Tom Parker wrote: I'm sure this topic has been mentioned many times on this list, but I missed it all But, is there any way to bring up the main menu via code? I mean, some other way of bringing it up, instead of the ESC key. We have a mostly mouseable UI, and we'd like to make a HUD button bring up the main menu. I've searched the engine interface high and low, and it seems that there is no clean way to do it, though, perhaps it can be done by hacking the VGUI, but I'd rather just do it the way the engine does. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Works in debug mode, does not it release mode.
Debug mode has a lot more padding between memory allocations typically. This call: vgui::localize()-ConvertANSIToUnicode( sString, unicode, 1024) Would cause a random piece of memory 512 bytes beyond the end of unicode to be zero to 0 (null terminating the unicode string). In debug you were probably zeroing unused memory so it had no impact, in release you were smashing the stack or the like causing a crash. Moral is, use sizeof(variable) when passing in buffer length parameters, never hard code them :) - Alfred Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Thanks Jay, I'll take those pointers away(rim shot) when I rewrite it in accordance with Alfred's suggestions. Still confusing that it worked in debug mode but displayed nothing in release mode. On 3/30/06, Jay Stelly [EMAIL PROTECTED] wrote: Actually looking at the code you're using, you probably should just skip string_t entirely (since the unicode conversion takes a char * anyway): const char *pString = ; then replace sString with pString... Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly Sent: Thursday, March 30, 2006 11:02 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Works in debug mode, does not it release mode. Unless someone has defined a valid assignment or conversion path for this that I don't normally use you have to do this to your constant strings: sString = MAKE_STRING(Find the case!); at least that's why MAKE_STRING exists in the first place. It's not surprising that ConvertANSIToUnicode() would crash if these assignments were producing an invalid pointer. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Thursday, March 30, 2006 10:50 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Works in debug mode, does not it release mode. -- [ Picked text/plain from multipart/alternative ] Very weird indeed, I'm working on some VGUI code and for some reason it works in debug mode with the IDE attatched and fails to work in release mode, and for the life of me I am stumped for a soloution. Here is some code to see if you guys have run into this problem. void CBBHudTaskList::Paint( void ) { // getting a pointer to the game rules CHL2MPRules *pRules = HL2MPRules(); if ( !pRules ) return; // local player C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; string_t sString = ; wchar_t unicode[256]; int x, y; int textSizeWide, textSizeTall; int iShown = 0; // number of lines shown int fontTall = vgui::surface()-GetFontTall( m_hLargeFont ); int border = 20; x = border / 2; // ScreenWidth() - border - textSizeWide; y = iShown * fontTall; // border + iShown * fontTall; SetSize( 300 + border, 40 ); if (pRules-m_bCaptureObjectActive == true) { sString = Find the case!; } else if (pRules-m_bCaptureZoneActivated == true) { sString = Get to this location and do something; } else { sString = No mission selected!; } vgui::localize()-ConvertANSIToUnicode( sString, unicode, 256); // --- Set up default font and get character height for line spacing vgui::surface()-DrawSetTextFont( m_hLargeFont ); //vgui::surface()-DrawSetTextFont( m_hLargeFont ); vgui::surface()-DrawSetTextPos(x, y); vgui::surface()-DrawPrintText( unicode, wcslen(unicode) ); // print text BaseClass::Paint(); } Now for some reason vgui::localize()-ConvertANSIToUnicode( sString, unicode, 256); was crashing the release mode(not the debug) if I put the buffer to 1024 Have any of you guys run into this problem? Or can you see some error I have overlooked? -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Works in debug mode, does not it release mode.
::OnThink() would work as well. You can use the ::OnTick() function by making the ivgui()-AddTickSignal( GetVPanel() ) to subscribe your panel to tick events. The AddTickSignal() lets you optionally choose the tick interval (rather than just once per frame) which can be a useful feature. Just make the label large enough to contain any text it could potentially display rather than dynamically resizing it (or use the ::SizeToContents() function if you really need to resize it). - Alfred Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Thanks for the tip, but I implemented your sizeof(); suggestion :) It ain't crashing anymore, but it's not displaying text weirdly enough. Debug is still working :E Well anyway I'll be rewriting it anyway :D I'm thinking of how I am gonna do that. Do you think using an ::OnThink() function like most hud elements use would be the best way? Possibly in the OnThink(); Check if pRules-foo has changed. If it has call a function to change the size and text of the label? And ::OnTick() There are only a couple of examples around the SDK and I was trying to find the base function and I came across this in vgui_BasePanel.cpp and found this: void CBasePanel::OnTick( void ) { // Nothing } How is this function called within the engine? And what is it good for? On 3/30/06, Alfred Reynolds [EMAIL PROTECTED] wrote: Debug mode has a lot more padding between memory allocations typically. This call: vgui::localize()-ConvertANSIToUnicode( sString, unicode, 1024) Would cause a random piece of memory 512 bytes beyond the end of unicode to be zero to 0 (null terminating the unicode string). In debug you were probably zeroing unused memory so it had no impact, in release you were smashing the stack or the like causing a crash. Moral is, use sizeof(variable) when passing in buffer length parameters, never hard code them :) - Alfred Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Thanks Jay, I'll take those pointers away(rim shot) when I rewrite it in accordance with Alfred's suggestions. Still confusing that it worked in debug mode but displayed nothing in release mode. On 3/30/06, Jay Stelly [EMAIL PROTECTED] wrote: Actually looking at the code you're using, you probably should just skip string_t entirely (since the unicode conversion takes a char * anyway): const char *pString = ; then replace sString with pString... Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly Sent: Thursday, March 30, 2006 11:02 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Works in debug mode, does not it release mode. Unless someone has defined a valid assignment or conversion path for this that I don't normally use you have to do this to your constant strings: sString = MAKE_STRING(Find the case!); at least that's why MAKE_STRING exists in the first place. It's not surprising that ConvertANSIToUnicode() would crash if these assignments were producing an invalid pointer. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Thursday, March 30, 2006 10:50 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Works in debug mode, does not it release mode. -- [ Picked text/plain from multipart/alternative ] Very weird indeed, I'm working on some VGUI code and for some reason it works in debug mode with the IDE attatched and fails to work in release mode, and for the life of me I am stumped for a soloution. Here is some code to see if you guys have run into this problem. void CBBHudTaskList::Paint( void ) { // getting a pointer to the game rules CHL2MPRules *pRules = HL2MPRules(); if ( !pRules ) return; // local player C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; string_t sString = ; wchar_t unicode[256]; int x, y; int textSizeWide, textSizeTall; int iShown = 0; // number of lines shown int fontTall = vgui::surface()-GetFontTall( m_hLargeFont ); int border = 20; x = border / 2; // ScreenWidth() - border - textSizeWide; y = iShown * fontTall; // border + iShown * fontTall; SetSize( 300 + border, 40 ); if (pRules-m_bCaptureObjectActive == true) { sString = Find the case!; } else if (pRules-m_bCaptureZoneActivated == true) { sString = Get to this location and do something; } else { sString = No mission selected!; } vgui::localize()-ConvertANSIToUnicode( sString, unicode, 256); // --- Set up default font and get character height for line spacing vgui::surface()-DrawSetTextFont( m_hLargeFont ); //vgui::surface()-DrawSetTextFont( m_hLargeFont ); vgui::surface()-DrawSetTextPos(x, y); vgui::surface
RE: [hlcoders] Works in debug mode, does not it release mode.
I have added a new page to the wiki with some VGUI2 programming best practices to follow: http://developer.valvesoftware.com/wiki/VGUI2_Programming_Best_Practices - Alfred Alfred Reynolds wrote: OnThink() would work as well. You can use the ::OnTick() function by making the ivgui()-AddTickSignal( GetVPanel() ) to subscribe your panel to tick events. The AddTickSignal() lets you optionally choose the tick interval (rather than just once per frame) which can be a useful feature. Just make the label large enough to contain any text it could potentially display rather than dynamically resizing it (or use the SizeToContents() function if you really need to resize it). - Alfred Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Thanks for the tip, but I implemented your sizeof(); suggestion :) It ain't crashing anymore, but it's not displaying text weirdly enough. Debug is still working :E Well anyway I'll be rewriting it anyway :D I'm thinking of how I am gonna do that. Do you think using an ::OnThink() function like most hud elements use would be the best way? Possibly in the OnThink(); Check if pRules-foo has changed. If it has call a function to change the size and text of the label? And ::OnTick() There are only a couple of examples around the SDK and I was trying to find the base function and I came across this in vgui_BasePanel.cpp and found this: void CBasePanel::OnTick( void ) { // Nothing } How is this function called within the engine? And what is it good for? On 3/30/06, Alfred Reynolds [EMAIL PROTECTED] wrote: Debug mode has a lot more padding between memory allocations typically. This call: vgui::localize()-ConvertANSIToUnicode( sString, unicode, 1024) Would cause a random piece of memory 512 bytes beyond the end of unicode to be zero to 0 (null terminating the unicode string). In debug you were probably zeroing unused memory so it had no impact, in release you were smashing the stack or the like causing a crash. Moral is, use sizeof(variable) when passing in buffer length parameters, never hard code them :) - Alfred Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Thanks Jay, I'll take those pointers away(rim shot) when I rewrite it in accordance with Alfred's suggestions. Still confusing that it worked in debug mode but displayed nothing in release mode. On 3/30/06, Jay Stelly [EMAIL PROTECTED] wrote: Actually looking at the code you're using, you probably should just skip string_t entirely (since the unicode conversion takes a char * anyway): const char *pString = ; then replace sString with pString... Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly Sent: Thursday, March 30, 2006 11:02 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Works in debug mode, does not it release mode. Unless someone has defined a valid assignment or conversion path for this that I don't normally use you have to do this to your constant strings: sString = MAKE_STRING(Find the case!); at least that's why MAKE_STRING exists in the first place. It's not surprising that ConvertANSIToUnicode() would crash if these assignments were producing an invalid pointer. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Thursday, March 30, 2006 10:50 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Works in debug mode, does not it release mode. -- [ Picked text/plain from multipart/alternative ] Very weird indeed, I'm working on some VGUI code and for some reason it works in debug mode with the IDE attatched and fails to work in release mode, and for the life of me I am stumped for a soloution. Here is some code to see if you guys have run into this problem. void CBBHudTaskList::Paint( void ) { // getting a pointer to the game rules CHL2MPRules *pRules = HL2MPRules(); if ( !pRules ) return; // local player C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; string_t sString = ; wchar_t unicode[256]; int x, y; int textSizeWide, textSizeTall; int iShown = 0; // number of lines shown int fontTall = vgui::surface()-GetFontTall( m_hLargeFont ); int border = 20; x = border / 2; // ScreenWidth() - border - textSizeWide; y = iShown * fontTall; // border + iShown * fontTall; SetSize( 300 + border, 40 ); if (pRules-m_bCaptureObjectActive == true) { sString = Find the case!; } else if (pRules-m_bCaptureZoneActivated == true) { sString = Get to this location and do something; } else { sString = No mission selected!; } vgui::localize()-ConvertANSIToUnicode( sString, unicode, 256); // --- Set up default font and get character
RE: [hlcoders] Works in debug mode, does not it release mode.
Its definitely sciving. - Alfred Matt Judge wrote: Alfred Reynolds wrote: I have added a new page to the wiki with some VGUI2 programming best practices to follow: http://developer.valvesoftware.com/wiki/VGUI2_Programming_Best_Practices - Alfred Alfred Reynolds wrote: Does this burst of free time creativity mean that voice_speex and the updated SDK are going to be released soon? Or, are you sciving and doing the easy jobs? :p ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HLMV suddenly trying to access the web?
That IP address is the Microsoft certificate revocation server, nothing to do with the Source engine. A quick google suggests that this is a feature in dx9 when starting up a driver. - Alfred l3fty wrote: Ive noticed theres a significant delay when opening model viewer that only started recently. It could be that my hardware firewall is blocking these web accesses and causing this delay. Very strange. - Original Message - From: Jurgen Knops [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, March 19, 2006 2:33 PM Subject: RE: [hlcoders] HLMV suddenly trying to access the web? Indeed, since the last update I had the same thing with HLMV yesterday ( 18th march ) http://www.jurgenknops.nl/uploads/half-life2/overigen/HalfLifeModelViewe r_In ternetToegang.jpg When I applied the rule for HLMV I had exact the same IP address where HLMV will communicate with.. ( 131.107.115.28 ). - Jurgen Knops -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens Jed Verzonden: zondag 19 maart 2006 15:10 Aan: hlcoders@list.valvesoftware.com Onderwerp: [hlcoders] HLMV suddenly trying to access the web? Has this happened to anyone else since the last Steam update? Suddenly, every time I run HLMV my firewall pops up telling me its trying to contact an IP on port 80 (http) for some reason. I've checked my firewall settings, I've checked my system for viruses and I've checked that the executable is the same as the one in the GCF. I haven't, that I'm aware of, installed or updated anything on my system but at the moment its ONLY HLMV that has started doing this. My firewall output is as follows: http://img116.imageshack.us/img116/2599/hlmvfirewall5qx.gif - Jed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] These pesky hud elements...
Use the vgui_drawtree* set of engine commands to view the list of visible VGUI panels. - Alfred Scott Loyd wrote: -- [ Picked text/plain from multipart/alternative ] http://3dwire.net/bin/what_elements.jpg Anyways, I have been digging through the code and my res files trying to figure out what HUD elements I have left that are causing these 2 highlights to show up... Any ideas as to what elements those are, with the highlight? I remember running across a thread on VERC about this, but couldn't find that thread :(. Thanks guys. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Linux Compile
The HL2 filesystem is case insenstive where possible (most everywhere). In particular, it will always find the lower case version of a file name if it is on disk (i.e under linux make all your mods files lower case and you will be fine). - Alfred John Sheu wrote: On Mon, 2006-03-06 at 02:02 -0500, Justin Krenz wrote: I finally managed to get my mod to compile in Linux. However, some of the maps cause a segfault. I guess I'll have to figure out how to use the gcc debugger for that. However, the one map that does work does not have any collisions between the player and models spawned in the level. When compiling, I ran into problems with case-sensitive names and files. Could this also be the issue with the lack of collisions? If a server tries to load a file that has a different case than what is specified, would the server just ignore it and continue on? Is srcds internally case-sensitive when running on Linux? In Linux, file names are case-sensitive. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] the vphysics bug worse in latest srcds?
There hasn't been a srcds update since mid Dec 2005. We have a beta update in testing now, do you mean that one perhaps? - Alfred [EMAIL PROTECTED] wrote: I'm getting reports that the latest srcds steam update has increased the amount of vphysics bugs. I'm fairly certain now there was a vphysics change. Does anyone know when the last one occured? It apparently has introduced more bugs in the srcds core. My vphysics.so is dated Feb 18 22:26 but I'm not certain if that's the compile time, or the install time. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] PS 3.0
You have the wit of a programmer... I have passed on this request to our graphics ninjas. - Alfred John Sheu wrote: I'm going to put this in as many languages as I think I know so it should be impossible to miss :) Dear Valve: Please add SupportsPixelShaders_3_0() in imaterialsystemhardwareconfig.h. Thanks. -John Hallo Valve: Bitte stecken sie SupportsPixelShaders_3_0() im imaterialsystemhardwareconfig.h. Danke. -John y0 Valve d00dz: could u guyz put SupportsPixelShaders_3_0() in imaterialsystemhardwareconfig.h kthnx -John [EMAIL PROTECTED] ~ $ ssh [EMAIL PROTECTED] Password: Last login: Wed Jan 18 23:29:47 2006 from 127.0.0.1 [EMAIL PROTECTED] ~ $ write alfred We need SupportsPixelShaders_3_0() in imaterialsystemhardwareconfig.h. Thanks. ^D [EMAIL PROTECTED] ~ $ exit logout Connection to valvesoftware closed. [EMAIL PROTECTED] ~ $ exit ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] sprites path bad in SDK?
The PrecacheModel() call appends the materials/ directory onto the filename under the hood. - Alfred [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Why does srcsdk reference various vmts via sprites/ when the GCFs show these to be in materials/sprites?nbsp; Even my unmodifed copy of srcsdk complains about this missing model. -- void CNPC_Stalker::Precache( void ) { nbsp;nbsp; nbsp;PrecacheModel(models/stalker.mdl); nbsp;nbsp; nbsp;PrecacheModel(sprites/laser.vmt);nbsp;nbsp; nbsp; nbsp;nbsp; nbsp;PrecacheModel(sprites/redglow1.vmt); -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Pipes.cpp assertion?
Can you send the exact text of the assert? I suspect you are hitting the 60 second timeout in the IPC pipe logic on the client (if for example, you break in the debugger for a while). The Friends Beta release should NOT have this problem (we moved from a purely time based assert to a queue depth warning which shouldn't trigger in normal operation). - Alfred Tom Parker wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] No, actuallyI've never heard anything about that until now. ...But educational now that I know that we aren't isolated. I guess we can hope for it to go away with an upcoming steam update. Garry Newman wrote: Are you using the friends beta? I've noticed that about 1 in 10 times when launching my mod in debug mode it'll crash in the steamclient.dll when I have the friends beta enabled. On 2/21/06, Tom Parker [EMAIL PROTECTED] wrote: Hello all I'm wondering if any of you sporadically get an assertion from pipes.cpp? This started happening in our mod a little while ago, and we naturally thought that it was something that we were doing, so we've been pulling our hair out trying to debug it. Desperate, we created a new mod project, and compiled with fresh code. And and it still happens! We were relieved to find this out, but its going to get old real fast during the rest of our development. Anybody have any ideas? Obviously, by the callstacks below, it is Steamdoes anyone know if a recent update caused this? Can we turn off Steam asserts? we are running with: -dev -sw -allowdebug It happens sporadically, but you can always duplicate it by disabling your network while the game is running. And, of course, it doesn't affect the game in release mode. pipes.cpp: There is no code location and the callstack is: steamclient.dll!103d861e() steamclient.dll!103def8b() steamclient.dll!103c140b() ServerBrowser.dll!1e73f04a() ServerBrowser.dll!1e774bcc() ServerBrowser.dll!1e738018() ServerBrowser.dll!1e7953f5() vgui2.dll!0d7fb398() vgui2.dll!0d8009b8() vgui2.dll!0d7fd56e() vgui2.dll!0d7fcdbe() engine.dll!0db45f68() engine.dll!0db31012() engine.dll!0d9e3be7() engine.dll!0da6fe86() engine.dll!0da7a9dc() engine.dll!0da7b073() engine.dll!0da85b75() engine.dll!0da85c62() engine.dll!0da85cff() engine.dll!0db2605c() engine.dll!0db25c27() MaterialSystem.dll!0d58d135() engine.dll!0daa58fb() engine.dll!0db25eae() engine.dll!0db25ce4() engine.dll!0db25cef() engine.dll!0db25d8c() launcher.dll!1000369b() launcher.dll!10007f70() launcher.dll!10007f70() launcher.dll!100057f8() And then another always occurs when the assertion is ignored, and quit is typed into the console. in steamclient.cpp: steamclient.dll!103e352c() engine.dll!0db05684() engine.dll!0da7a14d() engine.dll!0db238dd() engine.dll!0db25e48() engine.dll!0db25cfa() engine.dll!0db25d8c() launcher.dll!1000369b() launcher.dll!10007f70() launcher.dll!10007f70() launcher.dll!100057f8() ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] vgui2.dll
We have already released the VGUI2 interfaces, see public/vgui for the interface headers. Was there some functionality in particular you were after? - Alfred Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] Do you think Valve will ever release an interface for Steam's version of vgui2.dll? It would be very useful to the modding community! -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] vgui2.dll
GameUI is built on top of the VGUI2 functionality (as you may well have guessed). I will have to chat with the team to see what our future plans are for allowing access to that interface (for the hackers amongst you, you can already manipulate it via the VGUI2 interfaces, but obviously that isn't ideal). - Alfred Kamran wrote: Access to GameUi, I think. It'd be nice if we could manipulate the menu dialogs further... ;-) Alfred Reynolds wrote: We have already released the VGUI2 interfaces, see public/vgui for the interface headers. Was there some functionality in particular you were after? - Alfred Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] Do you think Valve will ever release an interface for Steam's version of vgui2.dll? It would be very useful to the modding community! -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] unannounced SDK changes?
Nope. - Alfred [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Does the SDK get updated by Valve without an announcement or mention in Steam news?nbsp; I could swear the HL2DM code generated by the Source SDK just changed significantly in the last 4 weeks.nbsp; For example, the new Ragdoll Violence settings.nbsp; Yet there's no mention of an update since the 1/17/06 update in news. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VGUI2 Masking
VGUI2 already supports rendering transparent textures, just override the paint() function of the panel and don't draw where you don't want pixels (your source TGA art for the textures needs to have an alpha channel to make use of this functionality). - Alfred William Ravaine wrote: Hey, Im trying to perform masking with VGUI surfaces. My goal is to take a base texture and apply a binary mask texture to it (white = transparent, black = solid) so that I can give my rectangular texture rounded edges or any other kind of shape I want. This is usually done by rendering the mask texture on the destination surface, and then rendering the base texture on top using a special blend function that will only retain the parts of the base texture where the color of the mask texture underneath is black. Now I've been searching a bit in the HL2 SDK code, and the only potential tool I've found is RenderTarget and procedural textures. However, there doesnt seem to be any way of modifying the blend function from the material system, since I guess the blending formulas are defined in the material shaders themselves. So i'm wondering if there's an obvious, easy way of doing masking that I would have missed, or if I'm going ot have to resort to writting a shader for this? Any help appreciated! Spk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Server Browser? Alfred?
The master server lists are sorted by IP (taking the IP as a numerical 32 bit value). The list is returned to clients starting from their IP address and fanning outwards (both up and down the list). - Alfred Ratman2000 wrote: Nobody can helps me? Alfred? Hello and Thanks, i have the Servers from 4netplayers.de! i have talked with other kustomers from 4netplayers and all say the same! The Server has an nice ping and sv_lan is set to 0 The Game iss Counter-Strike: Source! Yes the server comes up after 5 min waiting! WITH NICE PING !!! So i dont understand why we have to wait so long! When i add the server to my favorites, the server has every time an nice ping! The problem is not only with my server... its by all 4netplayers CS:S Server the same :( But when i create an local dedicated server, players join realy fast! Same slots, same name same settings... So i think the sorting is by ip ??? How is the Server List sorted? Please Help! With friendly Greatings Michael ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Server Browser? Alfred?
I am not sure what you want, could you re-phrase the question? The returned list is customized to each client, there is no global priority concept. - Alfred Ratman2000 wrote: Hello Alfred! Thanks for your fast replay! Is there a way or an simple tool to calculate the IP in 32 bit to check the priority of an ip? Becouse i like to see the difference between the ips! (An snippet from the claculation in the server browser?) Thank you!!! With friendly reguards Michael - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, January 17, 2006 12:21 AM Subject: RE: [hlcoders] Server Browser? Alfred? The master server lists are sorted by IP (taking the IP as a numerical 32 bit value). The list is returned to clients starting from their IP address and fanning outwards (both up and down the list). - Alfred Ratman2000 wrote: Nobody can helps me? Alfred? Hello and Thanks, i have the Servers from 4netplayers.de! i have talked with other kustomers from 4netplayers and all say the same! The Server has an nice ping and sv_lan is set to 0 The Game iss Counter-Strike: Source! Yes the server comes up after 5 min waiting! WITH NICE PING !!! So i dont understand why we have to wait so long! When i add the server to my favorites, the server has every time an nice ping! The problem is not only with my server... its by all 4netplayers CS:S Server the same :( But when i create an local dedicated server, players join realy fast! Same slots, same name same settings... So i think the sorting is by ip ??? How is the Server List sorted? Please Help! With friendly Greatings Michael ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Re: Server Browser? Alfred?
The order of 81.209.167.94 and 81.209.167.151 showing up depends on the clients IP address, as the servers are traversed both forward and backwards in the list at the same time (interleaved into the response). So for addresses a b c d e in ascending order, if the client comes from c, then the list for them would be returned c b d a e. If the client comes from a it would be a e b d b. - Alfred Ratman2000 wrote: Hello, thanks for all replays!!! So my last question :) So its right, that when i calculate this ips: ( integer / IP ) 3271823784 = 195.4.17.168:27015 1372694423 = 81.209.167.151 1382045446 = 82.96.87.6 1372694366 = 81.209.167.94 1381183346 = 82.83.47.114 that standard the IP with the lowest integer shows as first up? So i mean that ip 81.209.167.94 shows as first than 81.209.167.151 and the other becouse there calculated integer is the lowest? Rigth? Thanks for your help!!! With friendly greatings Michael - Original Message - From: Steve Rabouin [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, January 17, 2006 1:00 AM Subject: [hlcoders] Re: Server Browser? Alfred? http://www.aboutmyip.com/AboutMyXApp/IP2Integer.jsp will convert for you ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders