[hlcoders] Source SDK Base 2013 Multiplayer beta release

2015-09-07 Thread Eric Smith
We've released a beta update for the Source SDK Base 2013 Multiplayer depot. 
The updated depots include several security fixes. The name for the beta branch 
is "beta_test". If you're running a game that depends on the Source SDK Base 
2013 Multiplayer tool, please give the beta a try and report any problems. You 
can email me directly with any problems you find.

* Clients can opt-in to the beta using the Betas tab of the Properties 
dialog for the Source SDK Base 2013 Multiplayer tool (select "beta_test" in the 
dropdown menu)

* Dedicated servers can find information about how to use a beta here:
https://developer.valvesoftware.com/wiki/SteamCMD

We're also working on updates for Counter-Strike: Source, Day of Defeat: 
Source, and Half-Life 2: Deathmatch. We'll have more information about those 
soon.

Thanks.

-Eric


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Re: [hlcoders] Today's update breaks my game.

2014-10-02 Thread Eric Smith
We’ve rolled back the updates while we investigate what happened. The 
“upcoming” beta versions will still get you the new content if you need it.



-Eric


From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Zehnich
Sent: Thursday, October 02, 2014 9:04 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Today's update breaks my game.

Same for Dystopia (SDK 2013), I believe after a VGUI element pops up is what 
the players are saying.

On Thu, Oct 2, 2014 at 10:15 AM, Jesse Oak 
wazanato...@gmail.commailto:wazanato...@gmail.com wrote:

Can confirm this issue as well. Mod is now crashing on map load
On Oct 2, 2014 8:27 AM, Nick 
xnicho...@gmail.commailto:xnicho...@gmail.com wrote:
update us every 12 hours please

On Wed, Oct 1, 2014 at 11:23 PM, Jorge Rodriguez 
bs.v...@gmail.commailto:bs.v...@gmail.com wrote:
Here's a stack trace: http://codepad.org/5IUFpgD4
Here's another: http://codepad.org/tz0nEpKd
Here's a third: http://codepad.org/kRUAaFFA
All unreliable of course since I don't have engine symbols but there you have 
it.
Crash occurs on creating a listenserver and on connecting to existing servers. 
Crash does not occur when running Source SDK 2013 rendering test.

This is at a very bad time for me since I'm trying to release the game on Steam 
in the next few days and a really popular French YouTuber just made a video of 
the game, and now all of the traffic he sent my way is DOA. I'd very, very much 
appreciate a rollback.

--
Jorge Vino Rodríguez
[ Twhttp://twitter.com/vinobs | Fbhttp://www.facebook.com/bsvino | 
G+http://www.google.com/profiles/bs.vino | Hthttp://vinoisnotouzo.com ]

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[hlcoders] RE: tags maybe messing up mods?

2008-03-04 Thread Eric Smith
What tags are you seeing for your mod? (check the value of sv_tags on
the server)

-Eric


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer
Sent: Monday, March 03, 2008 8:50 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Latest engine updates breaking sdk?

Hey

So with the latest steam updates I've noticed a couple things with our
mod.
Scoreboard avatars no longer work, and the only way you can see servers
is
through the custom tag server window. Anyone else noticed these?

--
~Ryan
--

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[hlcoders] Test

2006-07-07 Thread Eric Smith

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[hlcoders] RE: [hlds_linux] Engine update

2005-09-23 Thread Eric Smith
This was only a Windows Source engine update.  It should fix the
problems servers and clients were having running Source Mods
(modname\gameinfo.txt missing).

This does *not* address the problems people are reporting with Mani.

-Eric


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Friday, September 23, 2005 4:13 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Engine update

We've released another Source engine update to fix the problems people
have been having with Source Mods.

-Eric



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[hlcoders] RE: [hlds_linux] Engine update

2005-09-23 Thread Eric Smith
Sorry for the confusion, the last release was only a client Source
engine update to fix the problem described (below) with Source Mods.

You need to contact the authors of the server plugins/mods if you're
having problems with them.  Many of the server plugins/mods don't use
the APIs provided by the SDK.

-Eric


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Friday, September 23, 2005 4:38 PM
To: hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]; hlds@list.valvesoftware.com;
hlcoders@list.valvesoftware.com
Subject: RE: [hlds_linux] Engine update

This was only a Windows Source engine update.  It should fix the
problems servers and clients were having running Source Mods
(modname\gameinfo.txt missing).

This does *not* address the problems people are reporting with Mani.

-Eric

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RE: [hlcoders] Bugs in localized HL2

2005-02-11 Thread Eric Smith
We've fixed this for localized versions and will be releasing the fix soon.

-Eric

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of lb.cortina
Sent: Tuesday, January 25, 2005 1:06 AM
To: hlcoders
Subject: [hlcoders] Bugs in localized HL2

Localized versions of Source games (HL2, CSS) doesn't know where write some 
files.

First time I've seen it, it was with screen-shots.
The file isn't written because the game doesn't find the hl2/screenshots folder.
This folder doesnt exist because it is named hl2_french/screenshots in my 
French version.
The game doesnt find the English folder and doesn't try to go into the 
French folder.

I've just found that this bug is more annoying with the buildcubemaps 
command. The game doesn't find the correct folder to write picture files and 
crash!

Somewhere in the Source code the game use hl2 instead of hl2_xxx folder. I 
think it's easy to fix for the next update.

Bye,
LeBourrin

Accdez au courrier lectronique de La Poste : www.laposte.net ;
3615 LAPOSTENET (0,34/mn) ; tl : 08 92 68 13 50 (0,34/mn)




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RE: [hlcoders] Hey Eric

2004-07-02 Thread Eric Smith
There are a bunch of details that we still need to work out.  When we're
ready, we'll send email to this list.

Thanks for being patient.

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, July 02, 2004 4:19 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Hey Eric

Hey Eric is Valve Every going to release mods via steam??? I been
Waiting so Long.  :(

Munra

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[hlcoders] [OT]: New Mailing List HLMappers

2004-05-20 Thread Eric Smith
We've created a new mailing list for Half-Life mapping discussions.  You
can subscribe to the mailing list here:

http://list.valvesoftware.com/mailman/listinfo/hlmappers

Feel free to spread the word.  Thanks.

Eric Smith
Valve


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RE: [hlcoders] Steam and Mods

2004-05-11 Thread Eric Smith
Still working out some details.  Thanks for your patience.

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Friday, April 23, 2004 10:31 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam and Mods

Just a quick update on this:

We're still working out the details and getting things ready.  I've
received e-mails from various Mod teams and have been collecting builds.

As soon as we're ready, I'll post more information to this mailing list
and contact the individual Mod teams directly.

Thanks.

-Eric

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RE: [hlcoders] Steam and Mods

2004-04-23 Thread Eric Smith
Just a quick update on this:

We're still working out the details and getting things ready.  I've
received e-mails from various Mod teams and have been collecting builds.

As soon as we're ready, I'll post more information to this mailing list
and contact the individual Mod teams directly.

Thanks.

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Friday, March 26, 2004 1:03 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam and Mods
Importance: High

We'd like to begin collecting builds from Mod teams interested in
distributing their Mod on Steam.

Players will be able to click on the icon for your Mod in the Games list
to install your Mod and then get all of the files they need.  This means
they won't need to visit a web site to download the content and install
it manually.  We will be able to release new versions of your Mod on
Steam so everyone will automatically get the updates.

Dedicated servers will also be able to get the content for your Mod.

We should be ready to start distributing Mods on Steam in the next few
weeks.  In the meantime, if you'd like to have your team's Mod included,
please put together a complete build of what you'd like to release (.zip
or .exe) and send me an e-mail with a link to the file so I can download
it and get things ready on our end.  Make sure the build you give us has
been tested with Steam.

Please also include contact information for a Mod team member for us to
communicate with if we have any questions/problems.

Let me know if you have any questions.

Eric Smith
Valve


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RE: [hlcoders] Steam and Mods

2004-03-30 Thread Eric Smith
I've had a couple people e-mail me directly and ask about Half-Life 2
Mods.  Yes, we'll be distributing Half-Life 2 Mods the same way.

-Eric


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RE: [hlcoders] Steam and Mods

2004-03-29 Thread Eric Smith
For now, we're going to focus on getting Mods running on Steam.  Later,
we'll implement a system for custom maps and other content to be
distributed on Steam.

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K. Mike
Bradley
Sent: Saturday, March 27, 2004 7:08 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam and Mods

Alfred, Eric, Erik,

Here is a question from a map maker.

Could there also be a program to submit maps for these and any mod to be
included in the Steam update?

Maybe if they pass muster as a quality map and one that play tests well?



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RE: [hlcoders] Steam and Mods

2004-03-29 Thread Eric Smith
Same answer...for now, we're going to focus on getting Mods running on
Steam.  What sort of stuff are you wanting to charge people for?

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez
Sent: Saturday, March 27, 2004 1:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods

On Fri, Mar 26, 2004 at 01:03:28PM -0800, Eric Smith wrote:
 We'd like to begin collecting builds from Mod teams interested in
 distributing their Mod on Steam.

Two questions for now:

- Is Valve also interested in distributing other types of content, such
as machinimas, or demos, or developer tools?
- Is the option available yet for third parties to charge people to
download content?

--
Jorge Vino Rodriguez

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RE: [hlcoders] Steam and Mods

2004-03-29 Thread Eric Smith
When we have the details for something like this worked out, we'll send
the information to the mailing list.

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez
Sent: Monday, March 29, 2004 8:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods

On Mon, Mar 29, 2004 at 01:40:27PM -0800, Eric Smith wrote:
 Same answer...for now, we're going to focus on getting Mods running on

 Steam.  What sort of stuff are you wanting to charge people for?

 -Eric

Well, if not the mod itself, for example, Sven Coop and Natural
Selection have an option method to pay, perhaps these things would be
incorporated into Steam. Or perhaps if someone makes a totally new mod
that they wish to sell as a game. Or, for example, if I'm making a
machinima, and I have a hi res and a low res version, the high res
people pay for and the low res is free. Things like that. I'm really
only speaking in a general sense.

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[hlcoders] Steam and Mods

2004-03-26 Thread Eric Smith
We'd like to begin collecting builds from Mod teams interested in
distributing their Mod on Steam.

Players will be able to click on the icon for your Mod in the Games list
to install your Mod and then get all of the files they need.  This means
they won't need to visit a web site to download the content and install
it manually.  We will be able to release new versions of your Mod on
Steam so everyone will automatically get the updates.

Dedicated servers will also be able to get the content for your Mod.

We should be ready to start distributing Mods on Steam in the next few
weeks.  In the meantime, if you'd like to have your team's Mod included,
please put together a complete build of what you'd like to release (.zip
or .exe) and send me an e-mail with a link to the file so I can download
it and get things ready on our end.  Make sure the build you give us has
been tested with Steam.

Please also include contact information for a Mod team member for us to
communicate with if we have any questions/problems.

Let me know if you have any questions.

Eric Smith
Valve


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RE: [hlcoders] Steam and Mods

2004-03-26 Thread Eric Smith
I don't have answers for your questions yet.  We'll be using this
mailing list to communicate information when we're ready.

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Caleb
'Ghoul' Delnay
Sent: Friday, March 26, 2004 5:41 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods
Importance: High

I have a few questions.

How is Valve going to determine what is Steam supported (content
delivery
wise) and what isn't?  What I mean is how high are the quality standards
going to be?  Obviously it would be illogical to throw every submitted
mod onto the content servers, there would be thousands.

That brings up my second question.  Is there going to be a better method
of organization besides just a games list?  As the list of supported
mods gets larger and larger, thats a lot more scrolling to do.  I
picture some kind of folder view with all the third party mods,
following some kind of organization and filtering method.  Would be neat
to just filter in Oh I want any single player only mods that were
released from May 1st and forward or something similar.  Have you guys
already taken this in to account?

--
Caleb 'Ghoul' Delnay
www.nocensmundus.net


 We'd like to begin collecting builds from Mod teams interested in
 distributing their Mod on Steam.

 Players will be able to click on the icon for your Mod in the Games
 list to install your Mod and then get all of the files they need.
 This means they won't need to visit a web site to download the content

 and install it manually.  We will be able to release new versions of
 your Mod on Steam so everyone will automatically get the updates.

 Dedicated servers will also be able to get the content for your Mod.

 We should be ready to start distributing Mods on Steam in the next few

 weeks.  In the meantime, if you'd like to have your team's Mod
 included, please put together a complete build of what you'd like to
 release (.zip or .exe) and send me an e-mail with a link to the file
 so I can download it and get things ready on our end.  Make sure the
 build you give us has been tested with Steam.

 Please also include contact information for a Mod team member for us
 to communicate with if we have any questions/problems.

 Let me know if you have any questions.

 Eric Smith
 Valve



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RE: [hlcoders] *non coder* I have found new bug - Spectator/Play Camera bug

2004-02-24 Thread Eric Smith
Title: Message



You can send the details directly to 
me.

Thanks.

-Eric


From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf Of Frank 
F.Sent: Tuesday, February 24, 2004 2:30 AMTo: 
[EMAIL PROTECTED]Subject: [hlcoders] *non coder* I have 
found new bug - Spectator/Play  Camera bug

Hi 
coders,

I would like that 
Valve contact me about this.
It's not a coders' 
question but it's a new (major??) bug.


My little brother 
has found a new major bug.
With this bug you 
can play as Terror/CT, have the enemy skin, spectate/using in-game 
camera's.
For example: I play 
in CS_Office, there are 5 camera's there (I guess). I have a CT skin but I am a 
terrorist. Every 5-6 seconds the camera will change so I will spawn to another 
place. This bug was never used and I don't want it to be 
leaked...
I played with it a 
couple of times to see how it actually works and how to activate it. You can 
just spectate (fly/free look), have a gun and rescuehostages. If I'm in 
1st person (spectating), the person I'm spectating can't see anymore because of 
the modelin front of him. They can't walk anymor (realy strange..only in 
mirror-ways [sorry for english]).And now I know how to 
activate

So my question is if 
ValvE can contact be about this, because when using the form you nearly will 
receive a response. 


Thanks in 
advance,
Frank 
Frieswijk
[EMAIL PROTECTED]
--Outgoing mail is certified Virus Free.Checked by AVG 
Anti-Virus (http://www.grisoft.com).Version: 7.0.211 / Virus Database: 
261.9.7 - Release Date: 20-2-2004


RE: [hlcoders] *non coder* I have found new bug - Spectator/Play Camera bug

2004-02-24 Thread Eric Smith
Title: Message



Yes, we're fixing it.

-Eric


From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf Of 
SimonSent: Tuesday, February 24, 2004 10:19 AMTo: 
[EMAIL PROTECTED]Subject: Re: [hlcoders] *non coder* I 
have found new bug - Spectator/Play  Camera bug

did you get my email because of the white 
models?
cheers

  - Original Message - 
  From: 
  Eric 
  Smith 
  To: [EMAIL PROTECTED] 
  
  Sent: Tuesday, February 24, 2004 6:22 
  PM
  Subject: RE: [hlcoders] *non coder* I 
  have found new bug - Spectator/Play  Camera bug
  
  You can send the details directly to 
  me.
  
  Thanks.
  
  -Eric
  
  
  From: [EMAIL PROTECTED] 
  [mailto:[EMAIL PROTECTED] On Behalf Of Frank 
  F.Sent: Tuesday, February 24, 2004 2:30 AMTo: [EMAIL PROTECTED]Subject: 
  [hlcoders] *non coder* I have found new bug - Spectator/Play  Camera 
  bug
  
  Hi 
  coders,
  
  I would like that 
  Valve contact me about this.
  It's not a coders' 
  question but it's a new (major??) bug.
  
  
  My little brother 
  has found a new major bug.
  With this bug you 
  can play as Terror/CT, have the enemy skin, spectate/using in-game 
  camera's.
  For example: I 
  play in CS_Office, there are 5 camera's there (I guess). I have a CT skin but 
  I am a terrorist. Every 5-6 seconds the camera will change so I will spawn to 
  another place. This bug was never used and I don't want it to be 
  leaked...
  I played with it a 
  couple of times to see how it actually works and how to activate it. You can 
  just spectate (fly/free look), have a gun and rescuehostages. If I'm in 
  1st person (spectating), the person I'm spectating can't see anymore because 
  of the modelin front of him. They can't walk anymor (realy strange..only 
  in mirror-ways [sorry for english]).And now I know how to 
  activate
  
  So my question is 
  if ValvE can contact be about this, because when using the form you nearly 
  will receive a response. 
  
  
  Thanks in 
  advance,
  Frank 
  Frieswijk
  [EMAIL PROTECTED]
  --Outgoing mail is certified Virus Free.Checked by AVG 
  Anti-Virus (http://www.grisoft.com).Version: 7.0.211 / Virus Database: 
  261.9.7 - Release Date: 20-2-2004


RE: [hlcoders] Respawn Cheat

2004-02-11 Thread Eric Smith
You can send cheat information directly to me.

Thanks.

Eric Smith
Valve

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of McCormack, Chris
Sent: Wednesday, February 11, 2004 12:54 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Respawn Cheat

I have a demo of this cheat in action from about 2 months ago on a VAC server. I saw 
it again last night on a VAC server (both got banned). This is one of the worst cheats 
I have ever seen imo.

-Original Message-
From: Jonny Bergström [mailto:[EMAIL PROTECTED]
Sent: 10 February 2004 22:01
To: [EMAIL PROTECTED]
Subject: SV: [hlcoders] Respawn Cheat


Just be sure first that the server on which you played did not have let's say a 
Metamod/AMX/etc plugin that makes any of that possible.
Because it is very easy to make...

-Ursprungligt meddelande-
Från: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] För StealthMode
Skickat: den 8 februari 2004 18:26
Till: [EMAIL PROTECTED]
Ämne: Re: [hlcoders] Respawn Cheat


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Actually send that and any further 
info to [EMAIL PROTECTED], if not check out their employee list and email the guys who 
code vac. I am sure they would be interested in hearing about this as this is a hack I 
have not seen myself in a while.

-StealthMode
www.team-holy.com
--


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Registered number of Littlewoods Limited is 262152.



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RE: [hlcoders] Registry values for installs and other things

2003-12-04 Thread Eric Smith
The ModInstallPath key points to the location where third-party Mods
should be installed for the current user.  If you want to find
Counter-Strike, you could back up one level and check for a folder
called counter-strike.

counter-strike
day of defeat
deathmatch classic
dedicated server
half-life
ricochet
team fortress classic

-Eric


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Florian
Zschocke
Sent: Wednesday, December 03, 2003 10:24 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Registry values for installs and other things

Eric Smith wrote:

Eric,

 Steam Install Path (for Mods)
 =
 HKEY_CURRENT_USER\Software\Valve\Steam\ModInstallPath

Can this key be used to reliably find VALVe Steam Mods, e.g. CS?
That would be interesting for addons and bots. What we currently do is
using this key and going two directory levels up from it's value to find
the directory for the Steam accounts. I was just wondering if this is a
safe method.

Thanks,
Florian


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RE: [hlcoders] Registry values for installs and other things

2003-12-04 Thread Eric Smith
That should be fine.

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Florian
Zschocke
Sent: Thursday, December 04, 2003 12:52 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Registry values for installs and other things

Eric Smith wrote:

 If you want to find
 Counter-Strike, you could back up one level and check for a folder
 called counter-strike.

Okay, cool, that's what I wanted to know. Actually we are backing up two
levels in order to check for multiple installations for different users.
I just wanted to make sure this is a valid method.

Thank you,
Florian

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RE: [hlcoders] Registry values for installs and other things

2003-12-03 Thread Eric Smith
Keep in mind that people can have multiple installations that may not be
identified in the registry.  You can use the registry keys (below) to
see if you can detect an existing installation, but you should also give
people the opportunity to confirm/change the path.

-Eric


Steam Install Path (for Mods)
=
HKEY_CURRENT_USER\Software\Valve\Steam\ModInstallPath

Half-Life
=
HKEY_CURRENT_USER\Software\Valve\Half-Life\InstallPath
HKEY_LOCAL_MACHINE\SOFTWARE\Sierra OnLine\Setup\HALFLIFE\Directory
HKEY_LOCAL_MACHINE\SOFTWARE\Valve\Half-Life\InstallPath

Counter-Strike Retail
=
HKEY_CURRENT_USER\Software\Valve\Counter-Strike\InstallPath
HKEY_LOCAL_MACHINE\SOFTWARE\Sierra OnLine\Setup\CSTRIKE\Directory

Day of Defeat Retail
=
HKEY_CURRENT_USER\SOFTWARE\Valve\DOD\InstallPath
HKEY_LOCAL_MACHINE\SOFTWARE\Valve\DOD\InstallPath



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cale 'Mazor'
Dunlap
Sent: Tuesday, December 02, 2003 10:17 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Registry values for installs and other things

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Can someone tell me
what values the Valve installers use from the registry for both WON and
Steam installers?

I'm trying to make a quick little command line tool that moves the
firearms content into the proper folders for Steam from WON. I've gotten
it to work with the HL retail version, but I'm not sure if it'll work
for the platinum pack, CS, or DoD retail boxes. Could someone please
tell me?

-Cale 'Mazor' Dunlap
Programmer
Firearms Half-Life
http://www.firearmsmod.com/


--



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RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?]

2003-07-01 Thread Eric Smith
It's okay to include the hw.dll/sw.dll files that come with DoD 1.0 (mod)
with your mod.  Thanks for checking with us first.

-Eric

 Original Message 
Subject: [hlcoders] DOD hw/sw.dll redistribution?
Date: Mon, 30 Jun 2003 20:09:09 -0400
From: Jonah Sherman [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]

DOD 1.0 replaces the engine hw.dll and sw.dll with new ones that support
transparent models.  This would be a very cool feature for other mods
too.  Obviously valve is allowed to redistribute their own engine dlls
however they want, but can a non-valve mod include the DOD hw/sw.dll's
so transparent models can be used?  I would really appreciate it if
someone from valve would answer this so we know if we can include them
or not...

-Jonah
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RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?]

2003-07-01 Thread Eric Smith
I'm sure everyone already knows this, but once we do our next client update
you won't want to include the old hw.dll and sw.dll anymore.  You'll need to
update your mod installer so it doesn't include those files after we've
updated, or your clients will have problems.

-Eric

-Original Message-
From: Eric Smith
Sent: Tuesday, July 01, 2003 11:02 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?]


It's okay to include the hw.dll/sw.dll files that come with DoD 1.0 (mod)
with your mod.  Thanks for checking with us first.

-Eric

 Original Message 
Subject: [hlcoders] DOD hw/sw.dll redistribution?
Date: Mon, 30 Jun 2003 20:09:09 -0400
From: Jonah Sherman [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]

DOD 1.0 replaces the engine hw.dll and sw.dll with new ones that support
transparent models.  This would be a very cool feature for other mods
too.  Obviously valve is allowed to redistribute their own engine dlls
however they want, but can a non-valve mod include the DOD hw/sw.dll's
so transparent models can be used?  I would really appreciate it if
someone from valve would answer this so we know if we can include them
or not...

-Jonah
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RE: [hlcoders] anti-cheat ricochet

2002-12-11 Thread Eric Smith
We can fix this for the next client update.  The code that slows down the
player when they hit their use key is in \pm_shared\pm_shared.c inside the
function PM_PlayerMove().

// Slow down, I'm pulling it! (a box maybe) but only when I'm standing on
ground
if ( ( pmove-onground != -1 )  ( pmove-cmd.buttons  IN_USE) )
{
VectorScale( pmove-velocity, 0.3, pmove-velocity );
}

-Eric

- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, December 11, 2002 12:36 PM
Subject: [hlcoders] anti-cheat ricochet


 Sorry...forgot to update the subject

 I am an admin for a couple of Ricochet servers which I play frequently.
For
 those of you who haven't played it consists of 2 or more players throwing
2
 types of discs, one a push disc and the other a decap disc.

 There is a bug in the program which allows a player to press the +USE key
(left
 over bind from HL) that can block the push discs only.

 I would like to come up with a way to prevent players from exploiting this
bug
 without actually playing them, calling them on it and kick/banning them. I
know
 I can go into the SDK and fix it but was wondering if there might be a way
to
 rebind the alias +USE when players enter the server. Since +USE is not
 legally used in Ricochet there is no need for it. Is it possible to do
 something like bind +USE say I just pressed USE or maybe unbind +USE.

 Thanks for the help,

 desNotes
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RE: [hlcoders] VAC

2002-12-02 Thread Eric Smith
We're working on having additional mods take advantage of the VAC security
modules.  We'll release more information when we're ready.  We don't have a
date for this yet.

Mods using the VAC security modules will *not* need to have Valve buy them
out.

-Eric

-Original Message-
From: Mazor [mailto:[EMAIL PROTECTED]]
Sent: Monday, December 02, 2002 8:36 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] VAC

My understanding was that valve needs to 'buy your mod out' for them to
let you use the VAC technology. I remember asking Valve about it a while
back about using it with Firearms. Too bad I have a horrible memory and
can't remember what they said in reply, but I think it was somewhere
along those same lines.

-Cale 'Mazor'
Firearms Programmer
http://www.firearmsmod.com/


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Mark Gornall
Sent: Monday, December 02, 2002 9:58 AM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] VAC

What's the word on using this regarding us 'normal' mods?

(feeling community pressure here...)

thanks,
Mark.
www.planethalflife.com/vampire
www.planethalflife.com/ios

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RE: [hlcoders] Question about decreasing clipping rectangle

2002-10-24 Thread Eric Smith
This has already been fixed for the next update.

-Eric

-Original Message-
From: MoD [mailto:mod;mossadnet.net]
Sent: Thursday, October 24, 2002 12:29 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Question about decreasing clipping rectangle
.
.
.
It's also in TFC, and in TFC its not coded as percentage of total armor, but
as parts of 100...
As in, if you're a hwguy (total 300 armor) and have 100 armor, the hud icon
will be fully 'charged', and only then start drop.

Maybe it will be fixed in the 1.1.1.1. release? *hint*
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RE: [hlcoders] More hud difficulties

2002-10-23 Thread Eric Smith
All of the commands listed below are line parameters.

-Eric


Windowed mode
=
-sw
-startwindowed
-windowed
-window

Full screen
===
-full
-fullscreen

Software mode
=
-soft
-software

GL mode
===
-gl

D3D mode

-d3d

-Original Message-
From: MoD [mailto:mod;mossadnet.net]
Sent: Wednesday, October 23, 2002 10:58 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] More hud difficulties


 use: -game frontline -developer -console -sw
 NOTE: -sw runs HL in a window, so if you got a old Voodoo based card, the
 only way you can run it in a window is by running software mode

Correct me if I'm mistaken, but dont you need -win for windowed mode?

-sw only forces software rendering AFAICR

--
  MoD,

Always @ your service.


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[hlcoders] Valve File Depot

2002-10-08 Thread Eric Smith

The active projects from the Valve File Depot have been moved to a new site.
The login/password information will stay the same for any accounts you've
been using.

The URL for the new site is:

http://dev.valve-erc.com/

For example, the login for the beta server is still:

login: server_beta
 pass: server_beta

The old URL for the Valve File Depot has information regarding the new site.
Anyone who uses the old URL will be redirected to the new site.

-Eric
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RE: [hlcoders] SDK Licence Question

2002-10-03 Thread Eric Smith

These types of requests can be e-mailed directly to me.  I'll make sure they
get forwarded to the appropriate people.

I've already forwarded your request here at Valve.

-Eric

-Original Message-
From: Kuja [mailto:[EMAIL PROTECTED]]
Sent: Thursday, October 03, 2002 5:39 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] SDK Licence Question

Do you happen to know the proper email I should send my request to?
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RE: [hlcoders] Half-life SDK v2.3

2002-10-03 Thread Eric Smith

In the past, we've released the Full SDK (which included the AI/monster
source for single-player) and the Standard SDK (which did not include the
AI/monster source).  Now there will just be one SDK and it will include
folders called Single-Player Source and Multiplayer Source.  These
folders are the same, with the exception of the AI/monster source in the
Single-Player Source folder.

Most of the bugs that were fixed have been mentioned on this mailing list at
some point since the last SDK release.  I don't have a list right now.  The
main bug I remember is the gauss fix (client prediction problem).

The login is case sensitive, so make sure you're entering the information
correctly.  I just tested it again and it appears to be working okay.

-Eric

-Original Message-
From: Persuter [mailto:[EMAIL PROTECTED]]
Sent: Thursday, October 03, 2002 6:15 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Half-life SDK v2.3

I have a question. What does it mean that the source code for both
single-player and multiplayer mods will be included in the same installer?
Weren't they always, or are you simply discontinuing the Standard SDK?

Also, is there a list of these bugs?

And finally, I can't log in to the server. :)

Persuter
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[hlcoders] Half-Life Beta Server Release (x.1.0.9.c)

2002-05-10 Thread Eric Smith

We have another new beta version of the Half-Life Server for you guys to
start using.  The issues addressed with this version are:

Engine
==
- Added sv_logbans to turn the logging of player bans on and off.  Default
is 0 (off).
- Format change for logging kicks/bans.  Removed '.' at the end of the line.

HLTV

- Fixed rcon bug.
- Fixed delay being reset to default value during changelevel.
- Fixed a problem with propagating HLTV banners.

hlds_run script
===
- Linux: now does auto-restart by default, to disable it you need to define
-norestart on the command line.
- Linux: uses exec when you define the -norestart option.

HLDS

- Linux: Fixed another server freeze when using -pingboost 1.


You can download the new beta server here:

http://files.valve-erc.com/
login: server_beta
 pass: kalafornia

Windows
===
filename: hlds_4109c_beta.zip
engine build: 2024
md5: 3e95b66d9547b4176239458d70fe8748
files: 4109c_changes.txt
   hw.dll
   sw.dll
   swds.dll
   hlds.exe
   hltv.exe
   cstrike\dlls\mp.dll
   dmc\dlls\dmc.dll

Linux
=
filename: hlds_l_3109c_beta.tar.gz
engine build: 2024
md5: 79b93740bb03c4bcbf70876ddf0432d2
files: 3109c_changes.txt
   engine_i386.so
   hlds
   hlds_run
   hltv
   cstrike\dlls\cs_i386.so
   dmc\dlls\dmc_i386.so

All you need to do is download the appropriate file(s) and replace your old
one(s).  It's always a good idea to back-up your old versions first.
Clients using 1.1.0.9/1.0.0.4 should not have any problems connecting to
your servers.  If you have any questions, please let me know
(mailto:[EMAIL PROTECTED]).

Thanks.

Eric Smith
VALVe
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RE: [hlcoders] 1109 HLTV bugs

2002-04-25 Thread Eric Smith

If you're having problems with HLTV, Martin Otten
(mailto:[EMAIL PROTECTED]) is a great reference for your questions
(since he created it).

-Eric

-Original Message-
From: Mark Gornall [mailto:[EMAIL PROTECTED]]
Sent: Thursday, April 25, 2002 4:26 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] 1109 HLTV bugs


Are you still seeing it now with the new release?

I haven't tried it since 1109, I'll try it out tonight. I spent last night
just playing online making sure everything was ok with the online game under
1109, which it was :)

routetwo
www.vampireslayermod.com

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[hlcoders] GetPlayerAuthID( )

2002-04-22 Thread Eric Smith

We've made a change to the function:

const char *(*pfnGetPlayerAuthId)( edict_t *e );

This function will now return the string BOT as the AuthID for fake
clients.  This is the only change.

-Eric
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RE: [hlcoders] 1109 to contain any code we should know about?

2002-04-20 Thread Eric Smith

You're correct.  The AuthID is a way for applications/mods to get the
Authentication ID (uniqueID) for a player.  The AuthID can be a WonID or a
SteamID.  The function I've written returns the AuthID as a string.

Not all mods will need to support this right away because not all mods will
have Steam players.  For example: FireArms, Front Line Force, and The Opera
aren't on Steam yet so they won't have Steam players and don't need to worry
about supporting SteamIDs.

This means that nothing changes for them.  The function:

unsigned int (*pfnGetPlayerWONId)( edict_t *e );

will still work for Non-Steam players just like it always has.  If
applications/mods want to get a jump start on getting ready to support Steam
players, then they can start using:

const char *(*pfnGetPlayerAuthId)( edict_t *e );

which will still work for Non-Steam players, but it will give the WonID as a
string instead of an unsigned int.

-Eric

-Original Message-
From: botman [mailto:[EMAIL PROTECTED]]
Sent: Friday, April 19, 2002 4:14 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1109 to contain any code we should know about?

 The WonID stuff hasn't changed.  You only need to worry about this (the
link
 below) if/when your applications/mods become part of the Steam process and
 need to support SteamIDs.

 -Eric

I'm confused.  I thought that people who paid for monthly Steam access would
only have a SteamID (and not a WONid).  It seems to me that if a MOD does
something special with the WONid (like storing persistant data on the server
or using it to authenticate a server operator), the MOD would need to be
modified to allow for a WONid (numeric) or SteamID (a string).  I thought
the purpose of the AuthID (a string) was to provide a single function to
return the unique identifier for a player (WONid or SteamID depending on
what was used for authorization).

Is this correct?

Jeffrey botman Broome
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[hlcoders] HL 1.1.0.9 Update

2002-04-19 Thread Eric Smith

We're getting close to releasing our next product update.  I've posted the
installer on our FTP site for you guys to test your Mods with.  I've
uploaded the Half-Life full update (hl1109.exe).

Please don't post the file or this e-mail message anywhere on the Internet.
We're trying to give you guys a head start on testing your Mods with the
next update.  We don't want this file leaked because THIS IS NOT THE FINAL
VERSION THAT WILL BE RELEASED WHEN THE UPDATE IS READY.

FTP Information
===
ftp.valvesoftware.com
 login: hlcoders
  pass: coD3rs-r0x0r

  file: hl1109.exe
md5sum: 05a100781c7f13c30cb316b91ff3937c

The file is pretty big, so it'll take you some time to get it downloaded.
This IS NOT the final installer.  You won't be able to play on-line with
this installer.  This is only for you to test your Mods with.

Let me know if you have any questions/problems.  Thanks.

-Eric
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RE: [hlcoders] 1109 to contain any code we should know about?

2002-04-19 Thread Eric Smith

The WonID stuff hasn't changed.  You only need to worry about this (the link
below) if/when your applications/mods become part of the Steam process and
need to support SteamIDs.

-Eric

-Original Message-
From: botman [mailto:[EMAIL PROTECTED]]
Sent: Friday, April 19, 2002 7:35 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1109 to contain any code we should know about?


 Just the standard question as to what, if anything, we need to know about
 the upcoming HL patch. No 'trivial' bits of code been changed that will
 doubtless break _someones_ mod?

 Paul

The WONid/SteamId stuff will change (and become an AuthID)...

http://list.valvesoftware.com/pipermail/hlds_apps/2002-April/000133.html

...so if your MOD does anything special with WONid's, you'll have to deal
with
AuthID's instead.

Jeffrey botman Broome

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RE: [hlcoders] HL 1.1.0.9 Update

2002-04-19 Thread Eric Smith

I'm not sure what you mean by looking to shaft yourself bigtime.  If you
mean that you won't be able to use the small update (1.1.0.8 - 1.1.0.9),
then yes it won't work because you're not at version 1.1.0.8 anymore.

The only way you'll be able to update your installation when the official
version is released is to run the *official* full 1.1.0.9 installer.

There's nothing special about this pre-release version except that it won't
authenticate so you can play on the Internet.  I'm not sure what happened to
you last time, but there shouldn't be any problems.

-Eric

-Original Message-
From: Matthew Lewis [mailto:[EMAIL PROTECTED]]
Sent: Friday, April 19, 2002 10:14 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] HL 1.1.0.9 Update

DANGER! DANGER! DANGER!

If the pre-release version of 109 does the same thing that 108 did, then you
setting yourself up for a BIG screwing if you install it. When I installed
the pre-release version of 108, the 'official' 108 version refused to
install because of the version numbers being screwed up. I ended having to
completely re-install halflife and all the damn patches from scratch to fix
the problem. In other words, do a complete backup of your halflife
folder -before- you even think about installing the pre-release patch unless
you're looking to shaft yourself bigtime.
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RE: [hlcoders] iuser4 variable ??

2002-03-20 Thread Eric Smith

go to sleep!

-Original Message-
From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, March 20, 2002 1:17 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] iuser4 variable ??


This is a multi-part message in MIME format.
--
Depends where you put it in delta.lst and if you've supported it
accordingly in the source.

The last two numbers are the number of bits the variable gets sent with
(2 bits = only 4 unique values possible), and a pre-multiplier for being
able to send floats, angles, etc. with decimal precision (for integers,
shorts, bytes, etc, you should always just use 1.0).

See the NetworkEntity.doc file in the SDK for complete details.  Er,
details anyway.  Probably not complete. :)


 -Original Message-
 From: Cortex [mailto:[EMAIL PROTECTED]]
 Sent: Wednesday, March 20, 2002 1:00 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] iuser4 variable ??


 I put this in delta.lst :

 DEFINE_DELTA( iuser4, DT_INTEGER, 2, 1.0 )

 Is that correct ? I don't know what is the two last numbers (
 2, 1.0 ).
 Could you explain me what it is ?

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RE: [hlcoders] iuser4 variable ??

2002-03-20 Thread Eric Smith

heh...that was for Leon.  He's been up all night.  =)

-Eric

-Original Message-
From: Eric Smith
Sent: Wednesday, March 20, 2002 1:20 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] iuser4 variable ??


go to sleep!

-Original Message-
From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, March 20, 2002 1:17 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] iuser4 variable ??


This is a multi-part message in MIME format.
--
Depends where you put it in delta.lst and if you've supported it
accordingly in the source.

The last two numbers are the number of bits the variable gets sent with
(2 bits = only 4 unique values possible), and a pre-multiplier for being
able to send floats, angles, etc. with decimal precision (for integers,
shorts, bytes, etc, you should always just use 1.0).

See the NetworkEntity.doc file in the SDK for complete details.  Er,
details anyway.  Probably not complete. :)


 -Original Message-
 From: Cortex [mailto:[EMAIL PROTECTED]]
 Sent: Wednesday, March 20, 2002 1:00 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] iuser4 variable ??


 I put this in delta.lst :

 DEFINE_DELTA( iuser4, DT_INTEGER, 2, 1.0 )

 Is that correct ? I don't know what is the two last numbers (
 2, 1.0 ).
 Could you explain me what it is ?

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RE: [hlcoders] ServerActivate() crash

2002-02-26 Thread Eric Smith

Just to fill everyone in on the problem we found...the size of the entvars_t
struct in engine/progdefs.h had been changed.  You need to use the variables
that are already provided in that struct (iuser, fuser, etc.).  You can't
change its size.

-Eric

-Original Message-
From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]]
Sent: Saturday, February 23, 2002 10:48 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] ServerActivate() crash

Folks,

I am trying to track down a crash in ServerActivate() at this line

if ( pClass  !(pClass-pev-flags  FL_DORMANT) )

the for loop is on its 17 iteration when it croaks.

What is being populated in  pEdictList this early on that could cause a
crash?

I know it is not map related, I tried to run with undertow and it still
crashes.

Regards,

Ron
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RE: [hlcoders] Player name length

2002-01-15 Thread Eric Smith

There was a script going around that would crash a server when a player with
a long name tried to connect.  It's been fixed in the last couple beta
releases.

ftp.valvesoftware.com
login: hlserver
 pass: hlserver

The latest beta release is in the /Beta/ folder.

-Eric

-Original Message-
From: Florian Zschocke [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, January 15, 2002 4:46 AM
To: HL Coders
Subject: [hlcoders] Player name length

Is there a maximum length for a player name in HL? There seems to
be an exploit floating around, messing with the server when names
of a certain length are used.

Florian.
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RE: [hlcoders] Player name length

2002-01-15 Thread Eric Smith

The maximum size of the player's name is currently set to 32 characters.

-Eric

-Original Message-
From: Florian Zschocke [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, January 15, 2002 1:15 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Player name length


Eric Smith wrote:
 
 There was a script going around that would crash a server when a player
with
 a long name tried to connect.  It's been fixed in the last couple beta
 releases.

So is there an upper limit? Looks like names can be max. 128
characters long. Is that correct?

Florian.
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RE: [hlcoders] sv_clienttrace

2001-12-21 Thread Eric Smith

The server-side cvar sv_clienttrace inflates the players' hitboxes inside
their hulls, making them easier to hit.  With the improved netcode and
client prediction, etc., you don't need to have sv_clienttrace set to
anything but 1.

-Eric

-Original Message-
From: Mark Gornall [mailto:[EMAIL PROTECTED]]
Sent: Friday, December 21, 2001 3:14 AM
To: '[EMAIL PROTECTED] '
Subject: [hlcoders] sv_clienttrace

Hi,
  What is it? And what should it be set to? (this may not be the place to
ask, but I searched the net and just get thousands of CS cheats/tips
pages.
 Anyway, I just put the latest version of my mod out with it set to 1.0,
where as previously it was set to 3.5 (I must have copied it from the TFC
cfg). Would the players notice the difference.

Thanks,
Mark.
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RE: [hlcoders] VALVe: GMAX?

2001-12-17 Thread Eric Smith



We're looking into 
it.

-Eric

-Original Message-From: Nathan Taylor 
[mailto:[EMAIL PROTECTED]]Sent: Monday, December 17, 2001 4:48 
PMTo: HLCodersSubject: [hlcoders] VALVe: 
GMAX?
VALVe,

Are there any plans to release gmax support for half-life. I know 
many people would love you if you did. I'm also aware of the evident cost 
issue so it is your call.

- Thanks



Regards,LakarioModDev.netICQ: 

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