Re: [hlcoders] source sdk 2006 mod on steampipe doesn't mount vpk but vpks mount when from source sdk base

2014-03-06 Thread Alfred Reynolds
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?


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Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-12 Thread Alfred Reynolds
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

2013-09-04 Thread Alfred Reynolds
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
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Re: [hlcoders] Half-Life SDK updated

2013-09-02 Thread Alfred Reynolds
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
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Re: [hlcoders] Half-Life SDK updated

2013-09-02 Thread Alfred Reynolds
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

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[hlcoders] Half-Life SDK updated

2013-08-30 Thread Alfred Reynolds
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

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[hlcoders] Steam Community Hub for the Source SDK

2013-07-03 Thread Alfred Reynolds
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

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Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level

2013-07-03 Thread Alfred Reynolds
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

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--
-Tony
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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Alfred Reynolds
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

2013-06-26 Thread Alfred Reynolds
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.


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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Alfred Reynolds
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.


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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Alfred Reynolds
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.


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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Alfred Reynolds
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

2013-02-18 Thread Alfred Reynolds
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

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Re: [hlcoders] Latest Source SDK Base 2007 update breaks it entirely

2012-11-30 Thread Alfred Reynolds
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.


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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Alfred Reynolds
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
 
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Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.

2010-05-26 Thread Alfred Reynolds
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
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Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.

2010-05-26 Thread Alfred Reynolds
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
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  archives,
 
  please visit:
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  please visit:
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  please visit:
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Alfred Reynolds
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.
 
 
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Alfred Reynolds
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
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Re: [hlcoders] ILocalize Find return

2009-01-06 Thread Alfred Reynolds
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?
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Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Alfred Reynolds
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,
 
 
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Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Alfred Reynolds
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,
  
 
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Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Alfred Reynolds
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,

   
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Re: [hlcoders] Limiting access by Steam ID

2008-06-03 Thread Alfred Reynolds
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

2008-06-03 Thread Alfred Reynolds
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

2008-05-07 Thread Alfred Reynolds
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
 
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RE: [hlcoders] SteamWorks we should get a piece of that pie ;)

2008-01-29 Thread Alfred Reynolds
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
  --
 
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RE: [hlcoders] Steam account phishing

2008-01-18 Thread Alfred Reynolds
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/
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 archives, please visit:
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RE: [hlcoders] Steam account phishing

2008-01-18 Thread Alfred Reynolds
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/
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RE: [hlcoders] Get users steam lang setting

2007-12-26 Thread Alfred Reynolds
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
 
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RE: [hlcoders] Get users steam lang setting

2007-12-26 Thread Alfred Reynolds
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
 

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RE: [hlcoders] AdminMod

2007-08-27 Thread Alfred Reynolds
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.


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RE: [hlcoders] Weird request ... sound logs?

2007-08-14 Thread Alfred Reynolds
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.



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RE: [hlcoders] Beta not ok?

2007-05-19 Thread Alfred Reynolds
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??



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RE: [hlcoders] IFileSystem loading UTF8 Files

2007-03-28 Thread Alfred Reynolds
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
 --

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 --

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RE: [hlcoders] IFileSystem loading UTF8 Files

2007-03-28 Thread Alfred Reynolds
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
 --

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 --
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RE: [hlcoders] Compiling linux server code (Battlegrounds 2)

2007-03-20 Thread Alfred Reynolds
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


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RE: [hlcoders] Compiling linux server code (Battlegrounds 2)

2007-03-20 Thread Alfred Reynolds
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


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RE: [hlcoders] How to retrieve master server list?

2007-03-13 Thread Alfred Reynolds
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


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RE: [SPAM] [hlcoders] callback when steamid becomes valid?

2007-03-10 Thread Alfred Reynolds
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.

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RE: [hlcoders] Where'd Mike Durand go?

2007-03-07 Thread Alfred Reynolds
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
 --

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[hlcoders] FW: [hlds_apps] Half-Life 1/2 master servers

2007-02-09 Thread Alfred Reynolds

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


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RE: [hlcoders] FW: [hlds_apps] Half-Life 1/2 master servers

2007-02-09 Thread Alfred Reynolds
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


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RE: [hlcoders] Any thing we need to know about Steam V4?

2007-01-08 Thread Alfred Reynolds
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

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RE: [hlcoders] Linux DS Build problem

2007-01-05 Thread Alfred Reynolds
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




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RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-12-20 Thread Alfred Reynolds
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

2006-12-11 Thread Alfred Reynolds
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


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RE: [hlcoders] Nov 29 Source Update: New interface?

2006-11-29 Thread Alfred Reynolds
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


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RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-27 Thread Alfred Reynolds
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??

2006-11-24 Thread Alfred Reynolds
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?

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RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-17 Thread Alfred Reynolds
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
 --

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RE: [hlcoders] New SDK Update is Out As Beta

2006-11-03 Thread Alfred Reynolds
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/


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RE: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Alfred Reynolds
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




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RE: [hlcoders] Alfred...

2006-08-04 Thread Alfred Reynolds
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




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RE: [hlcoders] Source SDK Base?

2006-07-29 Thread Alfred Reynolds
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
 --

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 Lead Programmer for Resistance and Liberation
 www.resistanceandliberation.com
 --

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RE: [hlcoders] Fundamental Source engine question

2006-07-20 Thread Alfred Reynolds
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
 --

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RE: [hlcoders] Crash on Startup

2006-07-19 Thread Alfred Reynolds
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

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RE: [hlcoders] Crash on Startup

2006-07-19 Thread Alfred Reynolds
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?

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RE: [hlcoders] Crash on Startup

2006-07-19 Thread Alfred Reynolds
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?

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RE: [hlcoders] Vac

2006-07-17 Thread Alfred Reynolds
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.


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RE: [hlcoders] Vac

2006-07-17 Thread Alfred Reynolds
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.


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RE: [hlcoders] Mod link updates on storefront

2006-07-14 Thread Alfred Reynolds
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

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RE: [hlcoders] Client Crash in GetStudioHdr sometimes.

2006-07-11 Thread Alfred Reynolds
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

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RE: [hlcoders] RE: SteamAppId Update

2006-07-04 Thread Alfred Reynolds
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

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RE: [hlcoders] RE: SteamAppId Update

2006-07-04 Thread Alfred Reynolds
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

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RE: [hlcoders] SteamAppId Update

2006-07-03 Thread Alfred Reynolds
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.

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RE: [hlcoders] SteamAppId Update

2006-07-03 Thread Alfred Reynolds
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.

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RE: [hlcoders] SteamAppId Update

2006-07-03 Thread Alfred Reynolds
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.

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RE: [hlcoders] Round 2: srcds on newer linuxes

2006-06-11 Thread Alfred Reynolds
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...

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RE: [hlcoders] Getting srcds to work on newer linuxes?

2006-06-06 Thread Alfred Reynolds
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

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RE: [hlcoders] Getting srcds to work on newer linuxes?

2006-06-06 Thread Alfred Reynolds
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

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RE: [hlcoders] [Source] Thread-safety ?

2006-05-28 Thread Alfred Reynolds
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.


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RE: RE: RE: [hlcoders] Source Engine Beta update

2006-05-23 Thread Alfred Reynolds
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

 --

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RE: [hlcoders] Source Engine Beta update

2006-05-22 Thread Alfred Reynolds
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

 --

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RE: RE: [hlcoders] Source Engine Beta update

2006-05-22 Thread Alfred Reynolds
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

 --

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RE: [hlcoders] FW: Source Beta Engine Released

2006-05-13 Thread Alfred Reynolds
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
 --

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RE: [hlcoders] FW: Source Beta Engine Released

2006-05-12 Thread Alfred Reynolds
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
 --

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RE: [hlcoders] VSTDLIB Whoes.

2006-05-06 Thread Alfred Reynolds
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


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RE: [hlcoders] Works in debug mode, does not it release mode.

2006-04-14 Thread Alfred Reynolds
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


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RE: [hlcoders] Works in debug mode, does not it release mode.

2006-04-14 Thread Alfred Reynolds
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?


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RE: [hlcoders] Bringing up the main menu?

2006-04-11 Thread Alfred Reynolds
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.



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RE: [hlcoders] Works in debug mode, does not it release mode.

2006-03-30 Thread Alfred Reynolds
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
 --

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 --
 - Benjamin Davison
 --

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RE: [hlcoders] Works in debug mode, does not it release mode.

2006-03-30 Thread Alfred Reynolds
::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.

2006-03-30 Thread Alfred Reynolds
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.

2006-03-30 Thread Alfred Reynolds
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

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RE: [hlcoders] HLMV suddenly trying to access the web?

2006-03-19 Thread Alfred Reynolds
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


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RE: [hlcoders] These pesky hud elements...

2006-03-10 Thread Alfred Reynolds
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.
 --

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RE: [hlcoders] Linux Compile

2006-03-06 Thread Alfred Reynolds
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.


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RE: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-03 Thread Alfred Reynolds
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.

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RE: [hlcoders] PS 3.0

2006-02-27 Thread Alfred Reynolds
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


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RE: [hlcoders] sprites path bad in SDK?

2006-02-27 Thread Alfred Reynolds
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);
 --


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RE: [hlcoders] Pipes.cpp assertion?

2006-02-21 Thread Alfred Reynolds
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()




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RE: [hlcoders] vgui2.dll

2006-02-19 Thread Alfred Reynolds
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
 --

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RE: [hlcoders] vgui2.dll

2006-02-19 Thread Alfred Reynolds
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
 --

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 http://www.spreadfirefox.com/?q=affiliatesid=0t=85
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RE: [hlcoders] unannounced SDK changes?

2006-02-15 Thread Alfred Reynolds
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.


 --


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RE: [hlcoders] VGUI2 Masking

2006-02-09 Thread Alfred Reynolds
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



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RE: [hlcoders] Server Browser? Alfred?

2006-01-16 Thread Alfred Reynolds
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




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RE: [hlcoders] Server Browser? Alfred?

2006-01-16 Thread Alfred Reynolds
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




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RE: [hlcoders] Re: Server Browser? Alfred?

2006-01-16 Thread Alfred Reynolds
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

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