Re: [hlcoders] Counter Strike SDK

2011-08-17 Thread Stephen Micheals
the source code for CS1.6 was never released and i doubt it ever will be.

We may someday see the source code for Half-life1 released, Maybe. but
not cs 1.6.

If you want to create a CS 1.6 clone you are going to have to do it
from scratch.

On Wed, Aug 17, 2011 at 8:11 AM, Daku dawid szo2...@gmail.com wrote:
 Wellcome
 I wanted to ask whether it is possible to
 obtain sources of mod Counter-Strike 1.6
 I know it's silly to ask, and that at such a moment when comes a new mod
 I wanted to write his own version of CS 1.6, of course, for
 your approval, that it was not commercial use
 only the public unlessprohibited by your company
 please quick response even in the event of refusal

 Thanks and best regards Daku

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Re: [hlcoders] Shell eject issue

2011-02-21 Thread Stephen Micheals
with the old mod i worked on i noticed issues with the location of
effects attached to the view models as well as awkward lighting on the
viewmodels themselves.

as it turned out the viewmodels were created at a much larger scale
then the standard scale most viewmodels were made at and that was
causing problems.

On Sun, Feb 20, 2011 at 3:40 AM, Maarten De Meyer maar...@off-limits.be wrote:
 Hi list!

 I have a problem that I think is a common one. Some effects, like muzzle
 flash and shell eject, take an attachment's position in view model space,
 transform it to world space and act upon it. I have some issues with that:
 if you are looking down ( even a little bit under the straight forward pose
 ), these effects don't play - I guess because the attachment position is
 actually *below* the world surface when transformed. For the muzzle flashes
 I can work around this by rendering the flash anyway, after the world has
 been rendered. But for shell eject I'm not sure what the best solution is -
 right now my shell ejection only works when looking up.

 Is this a common problem? Or is it maybe related to the way our view models
 are created ( eg, we place them at 0 0 0, is that correct or do they have to
 be at eye-height in max, corrected with $origin in the .qc or something? )

 -- Maarten

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Re: [hlcoders] Shell eject issue

2011-02-21 Thread Stephen Micheals
being a view model it can be created at any size, the way it looks
from the players viewpoint is what matters, but it seems that lighting
and other items may be applied to the viewmodel relative to the
worldspace coordinates.

i applied a small hack by adding $scale to the viewmodels qc and that
brought them within range of the hl2 sp/mp viewmodels in size/scale.


this is one of the viewmodels as it was originally.
http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_before.jpg

after it was scaled down to hl2 viewmodel size:
http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_normal.jpg


On Mon, Feb 21, 2011 at 1:42 PM, Maarten De Meyer maar...@off-limits.be wrote:
 hmm, any idea what the standard scale is ?


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Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Stephen Micheals
Entities in all source MP games are handled by the server, the client
is untrusted as such on connection to a server or loading a new map
from the server the client downloads the entities to use from the
server ( the entities in the clients BSP are never used ) there are
different methods used to override what entities the client use.

example bits of code are available in the sdk from the new round code
to the system used in EP2 that overrides the entity lump thats sent to
the client.

On Wed, Nov 10, 2010 at 2:02 PM, Trevor 'Drak' dhlco...@wowway.com wrote:
 Like some HL2 Mods (Synergy / Obsidian Conflict) I have a feature, using 
 keyvalues, that allow you to edit/add/remove entity’s durning map loading.
 Can this just be handled server side? If I remove an “info_player_spawn” or 
 any entity for that matter, because it’s left within the client’s .bsp will 
 this cause issues? Same with removing brush based entity’s. Do I have to take 
 care of them on the client?

 Also, I’m not sure where I should call my class that handles these keyvalue 
 files. I want them read/done soon as the map is finished loading server-side.
 Thanks!

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Re: [hlcoders] VS2010 vprojtomake Utility Update

2010-04-25 Thread Stephen Micheals
No more xerces? thats damn nice.

Nice work.

On Sat, Apr 24, 2010 at 6:46 PM, Jonathan White
killermonke...@gmail.com wrote:
 Whats more? Well I dumped the use of MSXML and XERCES, which means you
 NO LONGER NEED XERCES to compile Linux if you use my program!


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Re: [hlcoders] Need a guide for code a local split screen multiplayer.

2009-12-21 Thread Stephen Micheals
It is supported within source engine but i do not think that its
support is fully enabled in the orangebox mod codebase.

you can do it fine in l4d and l4d2 for example:
http://forums.steampowered.com/forums/showthread.php?t=745113
http://forums.steampowered.com/forums/showthread.php?t=1029890

On Mon, Dec 21, 2009 at 4:17 AM, Jarno Veuger h...@mr-green.nl wrote:
 I'm not sure if the Orange Box engine supports splitscreen.

 - Ywa

 Op 21-Dec-09 12:57, Charkrid Pornpitackchaikul schreef:
 Hi guys,
    I need to code a local split screen multiplayer. But I don't know how
 to start. I need some advice like, Where of the code should make a
 adjustment to support 2 xbox control input? And Where of the code should
 I make a adjustment for split screen rendering?
 Appreciate any advice.


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Re: [hlcoders] Shader Compiling Issues

2009-11-13 Thread Stephen Micheals
my memory might be flawed or i might have missed something so anyone
is welcome to correct me but i dont think valve ever got around to
releasing a SDK code update that fixed compiling custom shaders for
Orangebox based mods.


On Fri, Nov 13, 2009 at 7:18 PM, Skillet skillet5...@gmail.com wrote:
 Sorry if this has been addressed before but I couldn't find any resolution
 in the archives.  I can't seem to compile .fxc files with the OB SDK.


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Re: [hlcoders] getting animation velocity and applying it to player

2009-09-24 Thread Stephen Micheals
only source engine game i have seen that in so far is Zeno Clash:

http://store.steampowered.com/app/5205/



On Wed, Sep 23, 2009 at 10:18 PM, Michael Chang
flux.black...@gmail.com wrote:
 3. Has anyone done this before, or have an example of how best this is done?
 I'm programming a third person fighting game, and I'd rather not rely on
 fake velocity pushes to move the player around. I want the motion to be
 exactly as how the animator originally intended.

 Thx!

 ~M


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Re: [hlcoders] Source control solution?

2009-08-24 Thread Stephen Micheals
http://code.google.com/p/tortoisegit/

its working very well so far.



On Mon, Aug 24, 2009 at 1:34 PM, joshua simmonssimmons...@gmail.com wrote:
 Linus doesn't have much to do with git anymore, he just bootstrapped it 
 really.

 Git's windows support certainly is a talking point, and I do believe
 it needs to be a core concern rather than a third party port, that
 said a lot of people still use it on windows, whether they're
 masochistic or it's getting better I can't really say.

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Re: [hlcoders] Source control solution?

2009-08-24 Thread Stephen Micheals
What other gui's are available for git on windows, i have not been
able to find any that were even up to par with Tortoisegit.

On Mon, Aug 24, 2009 at 2:31 PM, David Kraeutmannda...@davidkra.net wrote:
 TortoiseGIT was the worst git GUI I ever encountered.
 Also, if anyone needs SVN/git/whatever hosting, write me (it'll be
 most probably free ;) )

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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Stephen Micheals
yeah its painfull to loose alot of data, thankfully i have always been
a rigid backup nazi and never lost any very important data.

having a backup server for your home or a offsite backup tool such as:

http://www.jungledisk.com/

can be very useful.



On Tue, Aug 18, 2009 at 11:44 PM, Minhminh...@telus.net wrote:
 ouch, u should consider setting up an SVN repo.


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Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-02 Thread Stephen Micheals
Lol wut?

last i checked Subversion is supported and HAS been supported since about '06-07

http://apps.sourceforge.net/trac/sourceforge/wiki/Subversion


On Fri, May 1, 2009 at 6:58 PM, Brent Lewis coder0...@hotmail.com wrote:

 I just joined back into the mailing list once I heard DuctTape was being 
 discussed. I'm the lead developer by the way. Sourceforge only offers CVS for 
 code versionning. It's still in active development and has quite a bit to be 
 done still. If you'd like to help out with it let me know. We are trying to 
 stick to C# (and C++/CLI where needed), hopefully a Mono port is in the 
 future.


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Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-27 Thread Stephen Micheals
Staying on topic a bit wasn't the grain in the shadows introduced by
valve because of nvidia (forcing a cheaper version to be used) cards
that could not handle the newer flashlight effect in EP2 without lag?

On Mon, Apr 27, 2009 at 4:00 PM, James Keith jimmy4...@gmail.com wrote:
 Once again, thanks for the totally-explaining-how-to-do-it post...

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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-17 Thread Stephen Micheals
as soon as git has a front end like tortisesvn i would also recommend
that but subversion+tortisesvn is so much more smooth.

winmerge also helps a good deal with merging.

 Even better than having to throw out your code every-time valve updates, you
 could use git (http://git-scm.com/). Which makes merging disjoint source
 code branches easier (and as a bonus it's also a solid, free, version
 control system).

 Paul

that option is also disabled for me.

 The option to create a new single player mod when using the OB version is
 not an option, duno if this is just me.  Also, love the template thing,
 would totally use it if i was making a MP game.
 PS: First post, and thanks for the great SDK valve
 Dan
 Project Flemoid

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Re: [hlcoders] Linux Build Problem

2009-02-15 Thread Stephen Micheals
you asked for help on this before sill post my response again since i
did not see a reply:

the problem i think may stem from files missing in the project file
and thus causing problems later.

http://www.nopaste.com/p/amuitIo1z

check and see if those files are within your server vcproj file then
if not add them and see if it works afterwards.


On Sat, Feb 14, 2009 at 8:15 PM, Mark Chandler lo...@iinet.net.au wrote:
 Hi,

 With GoldenEye Source we are having major issues with our linux build.
 It builds and runs fine but it seems that non of the client commands get
 to the server as chat doesnt work and chacterseletion doesnt work ether.

 We have tried building with gcc 3.4.6 and the new gcc (4.1.X) and still
 have the same problems. It was noted that hl2mp had this issue once. Any
 ideas on how to solve it?


 Mark

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Re: [hlcoders] Linux server disconnects

2009-02-06 Thread Stephen Micheals
heres a snip of a diff file, check and see if those files are missing
from the vcproj.

http://www.nopaste.com/p/amuitIo1z

On Sun, Feb 1, 2009 at 8:11 AM, Andrew Watkins a...@watkins.to wrote:
 Thanks for the suggestions guys, sorry for the delay.

 I've checked, and neither my mod project nor the default hl2mp project
 have excluded-from-build files in them.

 As for NC's suggestion of enumerating all the class tables...
 I made a function to do exactly that, and write the names of every table
  sendprop to the console. I run it on linux and on a windows listen
 server, copy  paste the output to a text file, and run some file
 comparison... they're identical. Absolutely identical. And yet, I still
 get the Server uses different class tables error when trying to
 connect to the linux server only.

 I think maybe I need to bash my face off the keyboard some more or
 something. Maybe try a few virgin sacrifices to srcds_l...

 Thanks for the help so far guys, and if anyone else can think of
 anything at all that might cause this error (apart from the class tables
 actually being different...) then I'm eagerly awaiting suggestions :)

 Andrew

 Date: Tue, 27 Jan 2009 16:44:45 -0800
 From: Tony Sergi to...@valvesoftware.com
 Subject: Re: [hlcoders] Linux server disconnects
 To: Discussion of Half-Life Programming
   hlcoders@list.valvesoftware.com
 Message-ID:
   
 7315746f7efcaf4a93699ce8fa579786148ec29...@exchange07.valvesoftware.com

 Content-Type: text/plain; charset=us-ascii

 Vcprojtomake does not take in account for files that are 'excluded from 
 build' so if in windows there is a cpp file in the solution that under 
 properties is 'excluded from build' it will compile in linux, but not VS.


 -Tony
 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Watkins
 Sent: January-27-09 7:09 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Linux server disconnects

 When an up-to-date client.dll is not present on the server, a warning
 message similar to Your client dll is different from the server's is
 shown before immediately before the disconnect, but regardless, the
 disconnect is always the same old:
 Server uses different class tables

 This is with a blank HL2MP mod, and it works fine with a windows server,
 built using an identical file list in the VS server project as the linux
 uses in its makefile (though the makefile only uses the .cpp files).

 Can anyone confirm / deny whether (and how) the VS project could compile
 additional cpp files that aren't listed in the project file, and so are
 missed when generating the linux makefile?

 Thanks,
 Andrew



  Date: Sat, 24 Jan 2009 20:52:49 -0800
  From: Tony Sergi to...@valvesoftware.com
  Subject: Re: [hlcoders] Linux server disconnects
  To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
  Message-ID:

  7315746f7efcaf4a93699ce8fa579786148ec29...@exchange07.valvesoftware.com
 
  Content-Type: text/plain; charset=us-ascii
 
  Only the client needs the server.dll to exist, for the network table check.
  The client engine loads them from the serverdll, and then compares.
 
 
  -Tony
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com 
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
  Sent: January-24-09 8:14 PM
  To: 'Discussion of Half-Life Programming'
  Subject: Re: [hlcoders] Linux server disconnects
 
  But the server could still perform a checksum or something on it. Have you
  tried changing the DLL on the Linux server and seeing if clients can still
  connect?
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
  Sent: Saturday, January 24, 2009 12:53 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Linux server disconnects
 
  I'm telling you, linux cant read dll's, and there is never a client_i486.so
  
 
  2009/1/24 Nick xnicho...@gmail.com
 
   I am not sure about that at all. Servers always check client binaries.
   Can someone else check this for us?
  
   On Fri, Jan 23, 2009 at 6:38 AM, Olly oli...@gmail.com wrote:
Linux cant/doesn't read DLLs, they are for windows only. In any case,
   there
is no need for a client 'binary' for a server
   
2009/1/23 Nick xnicho...@gmail.com
   
I've had this problem before. I think the problem was solved by 
running
   
 ./steam -command update -game
   
 is the correct way i think. I don't remember if the linux server
needed the exact same dll's as the  clients but i would make sure both
the client and the server have the exact same DLLS.
   
Yes, running a  blank hl2mp mod is probably the best idea. Although, I
don't even know if that that works out of the box. Goodluck, I hope u
get it working
   
On Wed, Jan 21, 2009 at 

Re: [hlcoders] hlcoders Digest, Vol 11, Issue 48

2009-01-22 Thread Stephen Micheals
The mod i worked on was hl2mp based and with a good bit of time i
merged it into the OB sdk, then later got it running perfectly in
linux with a good deal of work.

there are a good number of fixes required in code as well as changes
and additions needed to the visual studio project files.

there are a number of files that are automatically pulled into and
compiled by the vs compiler(that are not inside the server dll
project) and it runs fine but those files have to be added to the
projects to make sure that vprojectmake adds them to the make files on
build so you dont have missing class tables or segfaults.

i should have the changes someplace if i find them i can post a diff
file for you if your are interested.

On Thu, Jan 22, 2009 at 11:58 PM, Andrew Watkins a...@watkins.to wrote:
 Further update:
 This error also happens with fresh hl2mp code, modified only enough to make 
 it compile  run on linux without segfaulting.
 As far as I can see, all preprocessor defines are set up identically in linux 
  windows, so I'm quite convinced that this isn't down to a network table 
 being excluded by the preprocessor.
 Furthermore, if I deliberately remove a network table entry, it does show the 
 name of the missing value, so this would appear to be down to something 
 different.

 Is anyone able to confirm that they have ever been able to get HL2MP orange 
 box working on linux? If scratch works  hl2mp doesn't, then I could start 
 with scratch  gradually convert it to HL2MP til I find the issue - but I 
 suspect this issue is outwith the SDK code altogether.
 Also, am I correct in assuming that this can't be due to an incorrect gcc / 
 g++ library version, as that would presumably result in a crash, and not a 
 rejection of players by the server? However if its not the code  not the 
 environment... I'm all out of possible things to blame.

 Thanks,

 Andre

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Re: [hlcoders] animated ammo model pickup

2009-01-06 Thread Stephen Micheals
afaik unless the entity specifically supports it that animation
selection does nothing but change whats viewed in hammer.

you would need to edit the ammo pickup entity so it uses a different
model that has that animation as its idle or edit the entity to use
the standard model but use a different animation.

On Tue, Jan 6, 2009 at 10:48 AM, Yorg Kuijs yorg.ku...@home.nl wrote:
 Hey List,

 so development of my mod has been going pretty well recently, just now
 today added a special ammo pickup for a grenade(my mod's all about
 grenades hehe) took care of a problem with not getting ammo if you
 didn't get the weapon yet so that works good and all, but the model it
 uses is animated.

 When placing the entity in hammer I can choose the animation so that's
 all good, but in the mod the animation doesn't work, the model was
 tested sucesfully as a prop dynamic though.
 So what's the most effective thing to do from this point on? try to turn
 it into a mix of prop dynamic/ammo pickup or is there a simpler(and
 better) solution?

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Re: [hlcoders] OB Linux compiling pb with achievements_hlx and npc_talker

2008-08-12 Thread Stephen Micheals
With a good bit of work i have it compiled and working with my gentoo
linux box with gcc 4.1.2/glibc2.6.1 and a ubuntu linux(gcc3.4.6)
install under virtualbox.

im also using tony's/Omega's Makefiles/Patch

Some of the problems that had to be fixed:

- #include directives with incorrect case of some letters
- Multiple cpp files missing from the vproject causing linking errors.
- vcpm would not run correctly untill LD_LIBRARY_PATH is set to the
/bin dir of the ob_hlds install
- vcpm segfaults on parsing project files where the
AdditionalIncludeDirectories directive uses ; and not , to separate
includes
- about 4 other files that had misc problems that were fixed with a
small bit of bugfixing.

and i just commented out the DECLARE_ACHIEVEMENT calls in achievements_hlx.cpp

The mod seems to compile and run perfectly now and seems stable so far.

On Tue, Aug 12, 2008 at 7:17 AM, Nick [EMAIL PROTECTED] wrote:
 I don't know anyone who has compiled ep2 sdk with linux, or even
 tried. You might be the first.


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Re: [hlcoders] beta crash related to FinishClientPutInServer

2008-07-05 Thread Stephen Micheals
yes i had about the same problem.

it seems to crash without reason in initalspawn but the crashdump did
not point to anything of value.

i later tracked it to the gamestats system calls.

all odd crashes and problems were fixed by deleting the files:
game/client/statgather.(h/cpp)
game/server/gamestats.(h/cpp)

the project points to the gamestats files within game/shared so it
seems it was including the items from the server folder causing the
odd crashing.

so if anyone else is having a odd problem like this make sure those
files are deleted then rebuild the solution.

On Sat, Jul 5, 2008 at 5:13 AM, Garry Newman [EMAIL PROTECTED] wrote:
 I had this problem for about 2 days. It was crashing in InitialSpawn.
 At first I thought it was something to do with the call to gamestats
 in InitialSpawn.

 What I think fixed it for me was this. I compared all of Valve's files
 with all of mine, and deleted the files that Valve had deleted but
 were still hanging around in my local svn. After that it worked. So
 I'm guessing maybe Valve moved a .h and something in my code was
 including the old header instead of the new, updated moved one,
 resulting in some crazy undebuggable corruption.

 garry


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Re: [hlcoders] Post your code!

2008-06-15 Thread Stephen Micheals
That sounds very good, openly releasing all of the content and code
like that is a great way to give that content life again and help
other community members and mods.

On Sun, Jun 15, 2008 at 9:01 AM, Ben Everett [EMAIL PROTECTED] wrote:
 Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone
 anymore) I've thought about releasing the source code, art assets, and map
 assets for free as well as the last playable build of the game. What would
 you guys think of that?


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Re: [hlcoders] OB Shader SDK?

2008-06-03 Thread Stephen Micheals
hell who cares if its annoying as long as we have access to it.

that and the particle tools.

On Tue, Jun 3, 2008 at 12:24 AM, Matt Stafford [EMAIL PROTECTED] wrote:
 You'll have an annoying time trying to get shaders working in OB. It
 involves screwing around with the paths in the Perl scripts and Batch Files,
 and half the time the stuff you're doing probably won't even work. HOPEFULLY
 it will be coming in the next SDK update, coz alot of us have been waiting
 for it

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Re: [hlcoders] Orange Box SDK Code Update???

2008-05-17 Thread Stephen Micheals
being patient is one thing but shader's and particles can be a
important thing in a mod and we have been waiting for the code and
tools for that a damn long time.

On Fri, May 16, 2008 at 9:13 PM, Daniel Glenn [EMAIL PROTECTED] wrote:
 Obviously, they're not working on at least two retail games right now or
 anything. Be patient is my advice.

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Re: [hlcoders] VGUI command KeyValues management

2008-04-23 Thread Stephen Micheals
keyvalues data objects are deleted when the button objects are destructed:

Button::~Button()
{
if (_actionMessage)
{
_actionMessage-deleteThis();
}
}

On Wed, Apr 23, 2008 at 4:59 AM, Piotr Siódmak [EMAIL PROTECTED] wrote:
 Take a look at the following code:

  KeyValues* kv = new KeyValues( myMessage, p1, 1, p2, 2 );
  m_pInventoryButtons[i]-SetCommand( kv );

  Are the KeyValues managed by the panel (deleted when changed or when panel 
 is deleted) or do I have to take care of deleting them?


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Re: [hlcoders] Re: Beta SourceSDK does not start

2008-02-11 Thread Stephen Micheals
--
[ Picked text/plain from multipart/alternative ]
for now as it is it will not work correctly unless you have a Orange box
based game and have your mod use that game as its base..

with some time soon valve is going to update the rest of the valve catalog
(hl2 and hl2dm etc) to use the orange box engine and a source SDK Base that
uses the orange box engine as well, then everything will be more simple.

On Feb 9, 2008 1:00 PM, Janek [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I thought that as I was able to dl OB source SDK which is downloading hl2
 for OB and source base SDK 2 (appID=218 even if it is not working atm), I
 would have at least ability to start SourceSDK normally including the
 select
 box for OB or Ep1.

 Sounds really weird to me. I thought it was not required to have OB to
 start
 new SourceSDK. I'm really surprised.
--

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Re: [hlcoders] Proper mod versioning?

2007-12-09 Thread Stephen Micheals
--
[ Picked text/plain from multipart/alternative ]
the mod i'm working on currently is still in the alpha stages and we have
yet to deal with this issue yet so excuse me if this idea is stupid or
incorrect in a way.

it is a bit hackish but what if you were to create a locked cvar on the
client ( cl_clientversion for example ) witch is checked by the on connect
if it is not equal to the current server version then send a vgui popup
warning message to the client then disconnect them from the server.
--

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Re: [hlcoders] Proper mod versioning?

2007-12-09 Thread Stephen Micheals
--
[ Picked text/plain from multipart/alternative ]
yes but the end effect is just about the same. (minus the wasted time the
user spends loading/connecting to the game before the warning is shown)

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

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

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

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

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Re: [hlcoders] Playing the mod offline

2007-10-27 Thread Stephen Micheals
But isn't it the same issue with a dedicated LAN server?

yes having sv_lan 1 set on the dedicated server should fix that same
as a listenserver, but i have not tested it myself in a while.

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Re: [hlcoders] Modifying a Client ConVar not declared in client.dll

2007-10-26 Thread Stephen Micheals
when i was making a way to check the setting of the clients music
volume setting by creating a ConVar pointer:

ConVar *m_fMusicVolume;

witch is initialized like this:

cvar-FindVar( snd_musicvolume );


be aware that cvar's grabbed such as this will not be set to their
correct user defined settings until a period after the clients
config.cfg is loaded.
but the method i used should work for you.

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Re: [hlcoders] Playing the mod offline

2007-10-26 Thread Stephen Micheals
offline mode has always worked fine for me and a large number of other
people, you just have to remember to launch each game and the games
its based off of atleast once after each steam client/game update to
make sure it will run in offline mode.
its annoying but if you do that it will work perfectly.

and if its a multiplayer game make sure to set sv_lan 1 before
starting the game (also make sure sv_lan is not set to 0 automatically
in any server cfg file)

On 10/26/07, Joel R. [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Yea, having an offline mode that requires a connection to the internet, is
 rather redundant.  I hope Valve sees this as doing more harm than good.  We
 shouldn't need to be connected to steam just to play a single player game or
 LAN game.  If they want to see more single player games being added to Steam
 they'll have to do away with this feature.  If not for the players, they'll
 do it for the $$.

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Re: [hlcoders] Playing the mod offline

2007-10-26 Thread Stephen Micheals
if your mod is a multiplayer game then you must make sure that when
you create a listenserver to show/test on you MUST make sure the game
is started with sv_lan 1 set.

or else when you start the server it trys to check the users steam id
and drops the user since it cant connect.

On 10/26/07, Emiel Regis [EMAIL PROTECTED] wrote:
 Hi,

 Our mod is preparing for some offline presentation and we've encountered a
 problem. When trying to run the mod in steam offline mode, without
 internet connection we get:
 Error verifiying steam user ticket ID

 This doesn't show when trying to play any other game. What is wrong?

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Re: [hlcoders] Loading woes

2007-09-29 Thread Stephen Micheals
a quick question is this freezing happening when the server is set to
insecure for these users?

could be some bug involving the download of the vac security module.

On 9/28/07, Jeremy [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 We're getting users that have game freezing during the load phase of the
 game. A number of them have reported having the same problem in TF2. I
 myself have had this problem in the past as well. Both times I had this
 problem the only way I could fix it was to reinstall steam and re-download
 everything. Simply re-downloading the cache files didn't fix it, and at the
 time I wasn't aware of the blob file delete trick to try. Also clearing
 source sdk base and re-running to get fresh files didn't fix it. Supposedly
 one of the recent TF2 updates recently improved the situation for a couple
 of people, so I'm wondering if there was a load time bug found and fixed in
 TF2 that still effects other mods? The first time it happened to me it was
 at the end of the load bar, and steam would eat 100% cpu until I killed the
 process. The second time it happened to me was at about the 50% mark.

 What could steam possibly be doing when loading a 3rd party mod?

 Now that we've released of course we're getting similar reports by some
 users. Some are only getting it in FF, some are also seeing it in TF2. One
 thing seems sure to me though, and that is that the problem is unlikely to
 be in our mod, and seems more likely to be an engine or steam level thing.
 This is quite a problem as there is really nothing we can do to debug what
 is going on when this happens during the load phase. In most cases these
 problems coincided with steam updates. The team made it a habit to run sdk
 base after steam updates to 'refresh' the engine dlls and such, presumably
 from the gcf files. This didn't always work though, and I was under the
 impression that running games from the steam menu should in effect refresh
 these files as part of the process.

 Valve, is there any means by which we can debug these sorts of issues? Is
 there any known load time problems and/or any that have been fixed since the
 last sdk base update? Any information about this is appreciated.

 Jeremy
 --

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Re: [hlcoders] No Steam Content Servers are available

2007-09-08 Thread Stephen Micheals
its not a myth, it always works fine for me.

you just have to make sure you launch each game you might want to use
and the sdk at least once after a update while online.

anyways i'm also getting the same error when attempting to launch the SDK.

On 9/8/07, Minh [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Offline mode is just a myth like the pot of gold at the end of the
 rainbow.. and the easter bunny.

 It makes me cry everytime you guys bring it up  :'(

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Re: [hlcoders] Map entities on the client

2007-07-30 Thread Stephen Micheals
it is.

do a find in files for the string cl_entitylist and you will see how its used.

this question has come up twice before:
http://www.mail-archive.com/search?q=cl_entitylistl=hlcoders%40list.valvesoftware.com


On 7/30/07, Nick [EMAIL PROTECTED] wrote:
 I don't think it is possible from the client

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Re: [hlcoders] settings.scr and sv_lan

2007-07-09 Thread Stephen Micheals

theres probably a listenserver.cfg file thats overriding the setting.

if the file is not in the cfg directory its in the base games gcf file.

On 7/8/07, Ben Everett [EMAIL PROTECTED] wrote:

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I've noticed that if you include an option in settings.scr for sv_lan, that
no matter what you change the setting to inside of the Create Game dialog
that the change does not take place. Is this by design?


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Re: [hlcoders] gpGlobals NULL pointer crash on load

2007-01-11 Thread Stephen Micheals

Any News?

On 1/9/07, Mike Durand [EMAIL PROTECTED] wrote:

I am able to duplicate this so I'll find the problem and let you know
what's going on. Sorry about that.

-Mike Durand
 Valve


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Re: [hlcoders] gpGlobals NULL pointer crash on load

2007-01-09 Thread Stephen Micheals

yes i do:
sdk_vehicles.bsp

On 1/9/07, Benjamin Davison [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Do you have a map in the maps folder?


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Re: [hlcoders] gpGlobals NULL pointer crash on load

2007-01-09 Thread Stephen Micheals

i have been looking into it more and when the game is loaded and
CServerGameDLL::DLLInit is called the function exits out at around
line 500:
if ( (scenefilecache = (ISceneFileCache *)engineFactory(
SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL )
return false;

so gpGlobals never gets initialized.

i dont know what needs to be done to fix this.

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Re: [hlcoders] gpGlobals NULL pointer crash on load

2007-01-09 Thread Stephen Micheals

Thanks!

On 1/9/07, Mike Durand [EMAIL PROTECTED] wrote:

I am able to duplicate this so I'll find the problem and let you know
what's going on. Sorry about that.

-Mike Durand
 Valve


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[hlcoders] gpGlobals NULL pointer crash on load

2007-01-08 Thread Stephen Micheals

i have started working on a small test project with the start from
scratch codebase.

i built the project and it compiles perfectly with vs2005 but when
loading the game it will crash at line 845 in gameinterface.cpp:
gpGlobals-eLoadType = MapLoad_NewGame;

within the debugger comes out as a NULL pointer and causes the game to crash.

is anyone getting this or have a solution?

thanks.

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Re: [hlcoders] Utlmemory.h Assert and crash with custom code that uses CUtlVector

2006-08-30 Thread Stephen Micheals

callstack.png is only 2kb, utlmemoryassert.png is only 5kb, and the
third image is 13kb, all are perfectly fine to read from.

anyways i managed to fix the problem with a bit of sleep and looking
at some of the bits of code i wrote, i forgot to reset the keyvalues
pointer at the end of a for loop so it would just endlessly add the
first keyvalue's item into the cutlvector in a inf loop until the
program explodes.

now the only problem i have is the awkward behaviour of some of the
drop down menus i have when thay are selected a few times in a row.


On 8/29/06, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:

Please paste the callstack .png into a Word document, then gzip the .doc, so 
it's smaller to download and easier to read.


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[hlcoders] Utlmemory.h Assert and crash with custom code that uses CUtlVector

2006-08-28 Thread Stephen Micheals

i have been having some problems with some of the custom code i have
written for a map config file system that sets what weapons a team can
select and use along with a few other items.

whenever the code gets to the point where in needs to add a item to
the CUtlVector that was created it throws out a Assert in Utlmemory.h
seen here:
http://damagedbrain.net/hlcoders/utlmemoryassert.png
http://damagedbrain.net/hlcoders/utlmemorycallstack.png

then crashes in another area of code:
http://damagedbrain.net/hlcoders/callstack.png

you can take a look at my code here:
http://damagedbrain.net/hlcoders/mapinfo.cpp
http://damagedbrain.net/hlcoders/mapinfo.h

i have attempted for a few hours to rewrite the code and debug it to no success.
any and all help would be greatly appreciated.

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Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Stephen Micheals

I've had a few problems since the update also such as its impossible
for me to launch my mod via visual studio (crashes on load but works
fine via normal steam link.), its making debugging a pain in the ass.

Call Stack: http://www.rafb.net/paste/results/defiIg73.html

On 7/27/06, Gus [EMAIL PROTECTED] wrote:

This is a cryptographically signed message in MIME format.
--
I already did that and still no go...everything on the game list
does not launch, popup box saying  Failed to load the launcher DLL: The
specified procedure could not be found.

Gus


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Re: [hlcoders] Say broken suddenly

2006-04-27 Thread Stephen Micheals
Or Get a free copy of Winmerge and compare your code to the original copy...


http://winmerge.sourceforge.net/

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Re: [hlcoders] The Advanced Shaders.

2006-02-13 Thread Stephen Micheals
I'm getting this exact same problem also actually.

the sdk_vertexlistgeneric shader for me is totally broke also. (pops
out a error then just has wireframe.)

On 2/13/06, Ryan Sheffer [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Hey.

 Well im having some issues with the advanced_shaders. Ive built all the
 shaders and they have been placed in the shaders directory of my mod, then I
 compiled the shader DLL which has been placed in the bin folder.

 Then I made the texture with the SDK_LightmappedGeneric as the shader name,
 added a basetexture.

 Now ingame the face isn't effected by the lighting at all, its just a face
 with the texture on it. Is there any known fix to this? Surface not being
 lit by the engines light.
 Whenever I add a bumpmap the surface turns completely white as well.

 I'm going to keep working on this but maybe someone knows how to get those
 shaders in the advanced folder working correctly?

 Thanks all :)

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Re: [hlcoders] Extra App ID set to 211, but no SteamAppId

2005-12-24 Thread Stephen Micheals
Nothing works now, this is so fucking stupid.

On 12/24/05, Jurgen Knops [EMAIL PROTECTED] wrote:
 Run_hammer.bat doesn't work either.. It gives the same errors as you run it
 through the 'offical' way. (Extra App Id)

 - Jurgen Knops


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Re: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Stephen Micheals
i get this:

srcds # ldd hostiletest/bin/server_i486.so
linux-gate.so.1 =  (0xe000)
libm.so.6 = /lib/libm.so.6 (0xb72d3000)
libdl.so.2 = /lib/libdl.so.2 (0xb72ce000)
/opt/srcds/bin/tier0_i486.so (0xb72a)
/opt/srcds/bin/vstdlib_i486.so (0xb728b000)
libc.so.6 = /lib/libc.so.6 (0xb7173000)
/lib/ld-linux.so.2 (0x8000)
libpthread.so.0 = /lib/libpthread.so.0 (0xb7121000)
tier0_i486.so = not found

On 12/22/05, Fabian Schreyer [EMAIL PROTECTED] wrote:
 perhaps you should look what
 ldd server_i486.so
 tells you?

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Re: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Stephen Micheals
actually i just made those changes you suggested a few moments before
i noticed your reply and then deleted the server_i486.so to have it
relink the binary and the binary is still not working in the server
but i did get this from ldd:

srcds # ldd hostiletest/bin/server_i486.so
linux-gate.so.1 =  (0xe000)
libm.so.6 = /lib/libm.so.6 (0xb72d2000)
libdl.so.2 = /lib/libdl.so.2 (0xb72ce000)
tier0_i486.so = not found
vstdlib_i486.so = not found
libc.so.6 = /lib/libc.so.6 (0xb71b6000)
/lib/ld-linux.so.2 (0x8000)

I'm doing a full clean compile right now to see if that may fix it,
its going to take a while to compile :(.

i hope it finally works.

On 12/22/05, Scott Loyd [EMAIL PROTECTED] wrote:
 Also, after reading your earlier post, it looks like you are symbolically
 linking it okay, but this is your problem:

 LDFLAGS=-lm -ldl /opt/srcds/bin/tier0_i486.so
 /opt/srcds/bin/vstdlib_i486.so

 Change it to
 LDFLAGS=-lm -ldl tier0_i486.so vstdlib_i486.so

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Re: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Stephen Micheals
 And when you do ldd, first cd to your srcds directory (where you find
 all of these run scripts) and then try it this way:
 ldd yourmod/bin/server_i486.so

i have been doing that actually.

 When I compiled the linux server for my mod, I tried a lot of things
 (had the same problem like you), but finally I found out it's quite
 easy.

 You have to set the GAME_DIR in your makefile to ./

i will try that if this problem continues after this compile im doing
right now is finished.

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Re: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Stephen Micheals
so i have to set this before compiling the serverbinary or i have to
set it before runing the server?

this is all a bit confusing to me, please forgive my stupidity everyone.

On 12/22/05, Jeff Fearn [EMAIL PROTECTED] wrote:
 You have not exported your library path, it can't find the HL libraries.

 export LD_LIBRARY_PATH=/path/to/hlds:$LD_LIBRARY_PATH

 Jeff

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Re: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Stephen Micheals
compile is done the thing compiles fine but still the thing refused to
get loaded by the server.

this is driving me insane.

heres some items from the console:

srcds # ldd hostiletest/bin/server_i486.so
linux-gate.so.1 =  (0xe000)
libm.so.6 = /lib/libm.so.6 (0xb72d3000)
libdl.so.2 = /lib/libdl.so.2 (0xb72ce000)
tier0_i486.so = /opt/srcds/bin/tier0_i486.so (0xb72a)
vstdlib_i486.so = /opt/srcds/bin/vstdlib_i486.so (0xb728b000)
libc.so.6 = /lib/libc.so.6 (0xb7173000)
/lib/ld-linux.so.2 (0x8000)
libpthread.so.0 = /lib/libpthread.so.0 (0xb7121000)
srcds # ./srcds_run -game hostiletest -insecure +maxplayers 12 +map hi_test
Auto detecting CPU
Using default binary.
Auto-restarting the server on crash

Console initialized.
Failed to load server_i486.so
Failed to load server binary
maxplayers set to 0
Unknown command mp_forcerespawn
Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
Failed to load server_i486.so
Failed to load server binary
Can't start game, no valid server.dll loaded

Thu Dec 22 03:31:28 PST 2005: Server Quit

srcds # nm -g -C hostiletest/bin/server_i486.so | grep  U  | grep -v GLIBC
 U CommandLine
 U DevMsg
 U DevWarning
 U Error
 U GetCPUInformation
 U KeyValuesSystem
 U MemAllocScratch
 U MemFreeScratch
 U Msg
 U Plat_FloatTime
 U Q_FileBase
 U Q_FixSlashes
 U Q_IsAbsolutePath
 U Q_SetExtension
 U Q_StripFilename
 U Q_atof
 U Q_atoi
 U Q_binarytohex
 U Q_pretifymem
 U Q_snprintf
 U Q_strcasecmp
 U Q_strcat
 U Q_strncasecmp
 U Q_strncat
 U Q_strncmp
 U Q_strncpy
 U Q_strnicmp
 U Q_vsnprintf
 U RandomFloat
 U RandomInt
 U RandomSeed
 U Warning
 U _Unwind_Resume
 U DevWarning(char const*, ...)
 U DevMsg(char const*, ...)
 U Q_stristr(char const*, char const*)
 U CVProfNode::EnterScope()
 U CVProfNode::GetSubNode(char const*, int, char const*, int)
 U CVProfNode::Pause()
 U CVProfNode::Reset()
 U CVProfNode::Resume()
 U CVProfNode::ExitScope()
 U CVProfNode::MarkFrame()
 U CUniformRandomStream::RandomFloat(float, float)
 U CUniformRandomStream::SetSeed(int)
 U CUniformRandomStream::RandomInt(int, int)
 U CUniformRandomStream::CUniformRandomStream()
 U CVProfile::OutputReport(int, char const*, int)
 U CVProfile::BudgetGroupNameToBudgetGroupID(char const*)
 U std::type_info::__do_catch(std::type_info const*, void**,
unsigned int) const
 U std::type_info::__do_upcast(__cxxabiv1::__class_type_info
const*, void**) const
 U std::type_info::__is_pointer_p() const
 U std::type_info::__is_function_p() const
 U std::bad_typeid::~bad_typeid()
 U std::bad_exception::~bad_exception()
 U std::bad_cast::~bad_cast()
 U std::bad_alloc::~bad_alloc()
 U std::exception::~exception()
 U std::type_info::~type_info()
 U typeinfo for CNPC_Citizen
 U typeinfo for std::bad_typeid
 U typeinfo for std::bad_exception
 U typeinfo for std::bad_cast
 U typeinfo for std::bad_alloc
 U typeinfo for std::exception
 U typeinfo for std::type_info
 U vtable for __cxxabiv1::__class_type_info
 U vtable for __cxxabiv1::__si_class_type_info
 U vtable for __cxxabiv1::__vmi_class_type_info
 U vtable for std::bad_typeid
 U vtable for std::bad_exception
 U vtable for std::bad_cast
 U vtable for std::bad_alloc
 U __cxa_allocate_exception
 U __cxa_call_unexpected
 U __cxa_free_exception
 U __cxa_pure_virtual
 U __cxa_throw
 U __dynamic_cast
 U __gxx_personality_v0
 U g_ClockSpeedMillisecondsMultiplier
 U g_ClockSpeedSecondsMultiplier
 U g_VProfCurrentProfile
 U g_pMemAlloc
 U g_pVCR
 U vtune

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Re: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Stephen Micheals
is that really needed is that not redundant since these:
/usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libstdc++.a
/usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libgcc_eh.a
are already linked in?

also just tryed adding it anyways it did not work.

On 12/22/05, Jeff Fearn [EMAIL PROTECTED] wrote:
 Realise that you had at least two problems and you have overcome one. :)
 It looks like you need to add -lstdc++ to LDFLAGS when compiling

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[hlcoders] Linux binary compiles fine but fails to load.

2005-12-21 Thread Stephen Micheals
i have been trying to find out what exactly is wrong the server binary
seem to compile perfectly without errors or any warnings but it seems
to build a invalid binary.

im using gcc 3.4.1 with glibc 2.3.5 on gentoo.

heres various snipets from the console

===
srcds # ./srcds_run -game hostiletest -insecure +maxplayers 12 +map hi_test
Auto detecting CPU
Using default binary.
Auto-restarting the server on crash
Console initialized.
Failed to load server_i486.so
Failed to load server binary
maxplayers set to 0
Unknown command mp_forcerespawn
Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL
Failed to load server_i486.so
Failed to load server binary
Can't start game, no valid server.dll loaded
===
linuxblackbox linux_sdk # make
if [ -z gcc ]; then echo Compiler not defined.; exit; fi
if [ ! -d . ];then mkdir .;fi
cd .
if [ ! -f tier0_i486.so ]; then ln -s /opt/srcds/bin/tier0_i486.so .; fi
if [ ! -f vstdlib_i486.so ]; then ln -s /opt/srcds/bin/vstdlib_i486.so .; fi
./vcpm ../dlls/hl_sdk.vcproj
Valve Software - vcprojtomake.exe (Dec 22 2005)
Memory leak: mempool blocks left in memory: 473
make -f Makefile.mod CC=gcc CPLUS=g++
CPP_LIB=/usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libstdc++.a
/usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libgcc_eh.a BUILD_DIR=.
BUILD_OBJ_DIR=./obj SOURCE_DIR=.. SHLIBLDFLAGS=-shared
-Wl,-Map,mod_map.txt -Wl SHLIBEXT=so CLINK=gcc CFLAGS= -mtune=i686
-march=pentium -mmmx -O3 -fpermissive -D_LINUX -DNDEBUG
-Dstricmp=strcasecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp
-Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf
-D_alloca=alloca -Dstrcmpi=strcasecmp
-Usprintf=use_Q_snprintf_instead_of_sprintf
-Ustrncpy=use_Q_strncpy_instead -UPROTECTED_THINGS_ENABLE
LDFLAGS=-lm -ldl /opt/srcds/bin/tier0_i486.so
/opt/srcds/bin/vstdlib_i486.so ARCH=i486 GAME_DIR=/opt/srcds
MOD_CONFIG=hl_ReleaseHL2MPWin32 NAME=server
XERCES_INC_DIR=/usr/include XERCES_LIB_DIR=/usr/lib
make[1]: Entering directory `/home/steven_m64/temp/hiprsause/linux_sdk'
make[1]: Warning: File `Makefile.mod' has modification time 2.7e+04 s
in the future
mkdir -p obj/server/dlls/game_shared
mkdir -p obj/server/dlls
mkdir -p obj/server/dlls/tier1
mkdir -p obj/server/dlls/public
mkdir -p obj/server/dlls/hl2_dll
mkdir -p obj/server/dlls/public/keyframe
mkdir -p obj/server/dlls/public/tier0
mkdir -p obj/server/dlls/common
mkdir -p obj/server/dlls/game_shared/hl2
mkdir -p obj/server/dlls/hl2mp_dll
mkdir -p obj/server/dlls/game_shared/hl2mp
mkdir -p obj/server/dlls/hostileintent
mkdir -p obj/server/dlls/game_shared/hostileintent
mkdir -p obj/server/dlls/game_shared/hostileintent/weapons
mkdir -p obj/server/dlls/hostileintent/Entities
gcc -shared -o ./server_i486.so (list of all .o files here) -lm -ldl
/opt/srcds/bin/tier0_i486.so /opt/srcds/bin/vstdlib_i486.so
/usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libstdc++.a
/usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libgcc_eh.a
/usr/lib/gcc/i686-pc-linux-gnu/3.4.1/../../../../i686-pc-linux-gnu/bin/ld:
warning: creating a DT_TEXTREL in object.
make[1]: warning: Clock skew detected. Your build may be incomplete.
make[1]: Leaving directory `/home/steven_m64/temp/hiprsause/linux_sdk'
===
srcds # gcc -v
Reading specs from /usr/lib/gcc/i686-pc-linux-gnu/3.4.1/specs
Configured with:
/var/tmp/portage/gcc-3.4.1-r3/work/gcc-3.4.1/configure --prefix=/usr
--bindir=/usr/i686-pc-linux-gnu/gcc-bin/3.4
--includedir=/usr/lib/gcc/i686-pc-linux-gnu/3.4.1/include
--datadir=/usr/share/gcc-data/i686-pc-linux-gnu/3.4
--mandir=/usr/share/gcc-data/i686-pc-linux-gnu/3.4/man
--infodir=/usr/share/gcc-data/i686-pc-linux-gnu/3.4/info
--enable-shared --host=i686-pc-linux-gnu --target=i686-pc-linux-gnu
--with-system-zlib --enable-languages=c,c++,f77 --enable-threads=posix
--enable-long-long --disable-checking --disable-libunwind-exceptions
--enable-cstdio=stdio --enable-version-specific-runtime-libs
--with-gxx-include-dir=/usr/lib/gcc/i686-pc-linux-gnu/3.4.1/include/g++-v3
--with-local-prefix=/usr/local --disable-werror --enable-shared
--enable-nls --without-included-gettext --disable-multilib
--enable-__cxa_atexit --enable-clocale=gnu
Thread model: posix
gcc version 3.4.1 20040803 (Gentoo Linux 3.4.1-r3, ssp-3.4-2, pie-8.7.6.5)
===
i then did this:
srcds # nm -g -C hostiletest/bin/server_i486.so | grep  U  | grep -v GLIBC
U CommandLine
U DevMsg
U DevWarning
U Error
U GetCPUInformation
U KeyValuesSystem
U MemAllocScratch
U MemFreeScratch
U Msg
U Plat_FloatTime
U Q_FileBase
U Q_FixSlashes
U Q_IsAbsolutePath
U Q_SetExtension
U Q_StripFilename
U Q_atof
U Q_atoi
U Q_binarytohex
U Q_pretifymem
U Q_snprintf
U Q_strcasecmp
U Q_strcat
U Q_strncasecmp
U Q_strncat
U Q_strncmp
U Q_strncpy
U Q_strnicmp
U Q_vsnprintf
U RandomFloat
U RandomInt
U RandomSeed
U Warning
U _Unwind_Resume
U DevWarning(char const*, ...)
U DevMsg(char const*, ...)
U Q_stristr(char const*, char const*)
U CVProfNode::EnterScope()
U CVProfNode::GetSubNode(char const*, int, char const*, int)
U CVProfNode::Pause()
U CVProfNode::Reset()
U 

Re: [hlcoders] A modification of shot distribution for Source

2005-12-18 Thread Stephen Micheals
this is very interesting stuff tim thanks.

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Re: [hlcoders] This Steam account is being used in another location

2005-12-11 Thread Stephen Micheals
the exact same thing is effecting the mod im working on also.

On 12/9/05, Ben Everett [EMAIL PROTECTED] wrote:
 It's happening to us as well on the Forsaken mod. However, the 'sv_lan 1'
 and 'sv_lan 0' trick doesn't seem to work when the server is hosted in the
 US and people from Europe try to connect or vice versa. However if people
 from the same continent try to connect it works fine. Very bizarre.

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Re: [hlcoders] Crossbow bolts/projectiles and hitgroups

2005-06-28 Thread Stephen Micheals
i would like to see a tutorial on that made.

how about making the tutorial on the new valve wiki?
http://developer.valvesoftware.com/wiki/Main_Page

things have been Very slow over at twl. :(

also if you need help with wiki formating i can send you some links.

On 6/28/05, ibutsu [EMAIL PROTECTED] wrote:
 but at least I got my recoil working nicely
 in the mean time. (doesn't even use ViewPunch() or SnapEyeAngles() and
 it doesn't auto-decay, I'm considering writing a tutorial on the
 wavelength about it, especially if people on here express any
 interest).

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Re: [hlcoders] Loopable MP3

2005-06-20 Thread Stephen Micheals
And dont forget the Great program, Goldwave.

On 6/20/05, McCormack, Chris [EMAIL PROTECTED] wrote:
 Cooledit pro. I think there is a demo version that you will be able to use in 
 restricted mode.
 load your wav and go to Tools. Hit find loop points and then play the wav in 
 loop mode.
 You could also try Acid, Recycle or the Daddy Soundforge.
 All will do what you want in demo version.

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Re: [hlcoders] Player specific flags

2005-05-25 Thread Stephen Micheals
This might be of some help:
http://swallowbush.com/forum/viewtopic.php?t=339

On 5/25/05, r00t 3:16 [EMAIL PROTECTED] wrote:

 How do you add more player specific flags ?  Would something like this work?

 #define FL_PRONE (19 )

 #define PLAYER_FLAG_BITS 10 ?

 Or would that cause issues with
 #define FL_INWATER (19) // In water
 ??


 As stated above we want to use only a few bits of network precision for the
 player flags.
 Adding the flag to the end breaks that rule


 r00t 3:16

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Re: [hlcoders] Player specific flags

2005-05-25 Thread Stephen Micheals
yes set
#define PLAYER_FLAG_BITS 10
and add FL_PRONE where you want then increment ALL the flags under
that one so if you placed it before FL_WATERJUMP you would change it
to
#define   FL_WATERJUMP (13)
and increment each flag under it by one from FL_ONTRAIN all the way to
FL_UNBLOCKABLE_BY_PLAYER.

On 5/25/05, r00t 3:16 [EMAIL PROTECTED] wrote:
 oops, no he didn't replace it did not see it below the FL_PRONE..
 So I guess just moving
 #define PLAYER_FLAG_BITS 9
 to
 #define PLAYER_FLAG_BITS 10

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Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-19 Thread Stephen Micheals
I just wanted to chime in and say i would also very much like to see a
comment on this.

On 5/19/05, r00t 3:16 [EMAIL PROTECTED] wrote:
 Is Valve gonna comment ?
 Be nice to know this is going to be fixed 

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Re: [hlcoders] Lattest Steam Update and Console Hosts (12th may)

2005-05-13 Thread Stephen Micheals
me and a some others i know have the error also.

On 5/13/05, Patrick Flanagan [EMAIL PROTECTED] wrote:
 I get this error too whenever I try to start a game.

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Re: [hlcoders] SDK update has optimized bandwidth usage?

2005-04-09 Thread Stephen Micheals
http://valve-erc.com/srcsdk/prerelease_notes.html

On Apr 9, 2005 12:32 PM, Patrick Flanagan [EMAIL PROTECTED] wrote:
 I'm currently trying to figure out if I should update my mod to the
 latest SDK codebase. Does anyone know what has been changed in the SDK
 update to optimize bandwidth usage?

 Thanks

 Patrick

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Re: [hlcoders] HLLib (.gcf reading)

2005-01-08 Thread Stephen Micheals
http://www.wunderboy.org/


On Sat, 8 Jan 2005 10:27:01 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
 Does anyone here has HLLib downloaded? Nem's site is down, can you
 please send it to me or upload somewhere? Thanks a lot!

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Re: [hlcoders] gmail invite

2004-12-20 Thread Stephen Micheals
This is not the place to ask for gmail invites you may be better off
using this link.

http://isnoop.net/gmailomatic.php

Too bad you did not send this message late last night since i would
have gave you one, i recived 10 gmail invites to give out i asked
around in irc gave a few out and Sent the rest out to the above link.


On Tue, 21 Dec 2004 11:52:04 +1100 (EST), spo spo
[EMAIL PROTECTED] wrote:
 Could I get one please? [EMAIL PROTECTED]

 Thanks heaps.

 Find local movie times and trailers on Yahoo! Movies.
 http://au.movies.yahoo.com

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Re: [hlcoders] True-Type Font Resources

2004-12-11 Thread Stephen Micheals
the question was asked before but it as of yet still has not been answered


On Sat, 11 Dec 2004 09:08:39 -0500, Skyler York [EMAIL PROTECTED] wrote:
 Ahh didn't see it, sorry.


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Re: [hlcoders] sourcesdk.gcf question

2004-12-08 Thread Stephen Micheals
Even if you were to get the sdk without getting the game How would you
go about testing anything you made with it and for that you would need
to own Half-Life2.

I dont see any viable reason to have the sdk without owning a copy of
hl2 other then to say write a server plugin.


On Wed, 8 Dec 2004 21:20:31 -0500, Soham Roy [EMAIL PROTECTED] wrote:
 i don't have money and i only need the sdk




 On Wed, 8 Dec 2004 10:42:24 -0800, Jay Stelly [EMAIL PROTECTED] wrote:
  The reason we use the versioned interfaces in the Source SDK is to make
  it extremely unlikely that any mods will break as we upgrade the engine.
  We've done lots of engine updates over the years without breaking mods,
  and the interfaces are a new tool that make it even easier to do this
  successfully.
 
  Jay
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of tei
   Sent: Wednesday, December 08, 2004 9:03 AM
   To: [EMAIL PROTECTED]
   Subject: Re: [hlcoders] sourcesdk.gcf question
  
  
   Ruari O'Sullivan wrote:
  
   [...]
  
Hopefully Valve will be looking at an advance access program for
modders in the future so we can respond to engine changes when they
become necessary, or the first thing you know about a problem with
your mod is when it starts segfaulting everywhere from SF to Sydney.
   
-randomnine-
  
  
   Say... a bug on Source able remote root access,  Valve fix
   that bug and update Source, all Source engines update but
   some mods broke.
  
   Humm...
  
   Can be interesting If Valve able to test patches before
   relase, so coders can test before the crash will ocurr
   (anyway modders will be lazy and will not test)
  
   Maybe Steam will support 3th modes update to stable,
   update to experimental and no updates, so modders will be
   able to debug against actual versions and future versions.
   This will also able some dedicated servers to inmediatelly
   apply updates even if where experimental,..
  
   This its a similiar design decision as Debian has taken with
   woody, sid, etc..
  
   Humm.. Real World sux :/  Fortunally enough, I dont work on
   valve, so I dont need to care about this problems. MuAHahahaha! :D
 
 
  
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  please visit:
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Re: [hlcoders] HL2 SDK Docs Available Online

2004-12-02 Thread Stephen Micheals
no but i wish there was would be very usefull and make it so we dont
have to save each page by hand.


On Thu, 2 Dec 2004 08:48:31 -, McCormack, Chris
[EMAIL PROTECTED] wrote:
 are they available anywhere offline ! pdf etc ?


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Re: Rep:[hlcoders] anyone tried ATI offer here?

2004-11-19 Thread Stephen Micheals
When you have a retail version you should not have to download any
files to play the game other then maybe a small update or 2 of
Counter-Strike:Source(witch should not take more then 10mins).
Half-life2 Does require a internet connection  to authenticate the
game and make it available in offline mode.

online auth is a sort of copy protection.


On Fri, 19 Nov 2004 23:41:19 +0200, Vyacheslav Djura
[EMAIL PROTECTED] wrote:
 Hello Elektordi,

 Friday, November 19, 2004, 12:40:56 PM, you wrote:

 E Send a email to [EMAIL PROTECTED] :-)
 There is no such email - only [EMAIL PROTECTED] which is silent

 E By the way, when the recieve the package, did they send confirm mail ?
 I guess not :(

 People, is that true that even if you have RETAIL version of HL2 you
 must connect to internet? Can someone please explain this?

 ALso my friend from UK told me that after he installed DVD version it
 took him 30 mins with Broadband internet to download some additional
 HL2 files - WHAT TO DO IF I LIVE IN UKRAINE AND HAVE DIAL-UP MODEM?
 WILL I'LL BE ABLE TO RUN HALF-LIFE 2/


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Re: [hlcoders] Half-Life 2 - LOD Bias. DirectX vs Opengl. Problem Solution.

2004-11-19 Thread Stephen Micheals
Can i ask what nvidia driver version did you use while doing this testing?

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Re: [hlcoders] A Half-life wiki?

2004-11-15 Thread Stephen Micheals
Here is a good wiki some here might like:
http://www.hl2world.com/wiki/index.php

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Re: [hlcoders] tei's dumb-bots

2004-11-13 Thread Stephen Micheals
might be hard to make a bot that so perfectly encapsulates
counter-strike players like that.

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Re: [hlcoders] What MSVC version do you use/have?

2004-10-20 Thread Stephen Micheals
good GCC support would be nice.

On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 I just want to do a quick straw poll of how many people on this list
 DON'T have access to MSVC.NET or above for their MOD development (we
 hope to only release MSVC.NET project files with the SDK)?

 - Alfred

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Re: [hlcoders] RE: Incoming Msg

2004-09-01 Thread Stephen Micheals
On Wed, 1 Sep 2004 21:28:39 -0700, Ernest Lee [EMAIL PROTECTED] wrote:
 Oh my is that a virus :O

Everyone just ignore these virus mails there filtered out
automatically so talking about them is pointless.

but on similar topic does mailman verify to origin of the emails
before sending it to everyone on the list or does it only check if the
person sending it is a registered user then send's it to everyone?

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