[hlcoders] Source SDK Base 2013 Multiplayer beta release
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Today's update breaks my game.
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 ] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] RE: tags maybe messing up mods?
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Test
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[hlcoders] 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 -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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: [hlds_linux] Engine update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Bugs in localized HL2
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Hey Eric
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] [OT]: New Mailing List HLMappers
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam and Mods
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 -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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam and Mods
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam and Mods
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam and Mods
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam and Mods
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Steam and Mods
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam and Mods
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] *non coder* I have found new bug - Spectator/Play Camera bug
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
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
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders *** This e-mail and its attachments are confidential and are intended for the above named recipient only. If this has come to you in error, please notify the sender immediately and delete this e-mail from your system. You must take no action based on this, nor must you copy or disclose it or any part of its contents to any person or organisation. Statements and opinions contained in this email may not necessarily represent those of Littlewoods. Please note that e-mail communications may be monitored. The registered office of Littlewoods Limited and its subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB. Registered number of Littlewoods Limited is 262152. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Registry values for installs and other things
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Registry values for installs and other things
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Registry values for installs and other things
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/ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?]
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] anti-cheat ricochet
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VAC
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 __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Question about decreasing clipping rectangle
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* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] More hud difficulties
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Valve File Depot
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK Licence Question
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Half-life SDK v2.3
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Half-Life Beta Server Release (x.1.0.9.c)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] 1109 HLTV bugs
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 __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] GetPlayerAuthID( )
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] 1109 to contain any code we should know about?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL 1.1.0.9 Update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 -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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HL 1.1.0.9 Update
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ? -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] iuser4 variable ??
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 ? -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] ServerActivate() crash
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Player name length
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Player name length
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] sv_clienttrace
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VALVe: GMAX?
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: Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com