Re: [hlcoders] filesystem_steam.dll cant load

2006-03-15 Thread Steven Guy

I'm using the HL2DM source code and I have no problems with my zooms.



From: Teddy [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] filesystem_steam.dll cant load
Date: Thu, 16 Mar 2006 11:10:51 +1000

Dystopia is having no such problems as far as I'm aware. But it's not
using any of the HL2SP/HL2DM source code, it's using the barebones sdk
instead...

On 3/16/06, DAV [EMAIL PROTECTED] wrote:
 I tried to run HL2 and the zoom still doesnt work on the mod...
 Are you having the same problem?

 Davide (DAV)
 Email: [EMAIL PROTECTED]
 DAV Levels: http://davlevels.planetquake.com.gamespy.com/


 Q: What does running HL2 do that Steam is so dependent upon?
 A: Update all the dlls in the \steam\steamapps\username\half-life 2\
 directory that your mod uses.

 
 On 3/16/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  So if our mod were already released, this would be the best answer we
  could give users seeing the same problem?nbsp; Run HL2 again, then
run
  us?nbsp; Isnt that absurd?nbsp; What does running HL2 do that Steam
is
  so dependent upon?
 
  --- Original Message ---
  From : Chris Janes[mailto:[EMAIL PROTECTED]
  Sent : 3/14/2006 7:45:17 AM
  To : hlcoders@list.valvesoftware.com
  Cc :
  Subject : RE: [hlcoders] filesystem_steam.dll cant load
  
  Run HL2, should fix it right up.
  
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Adam
Donovan
  Subject: [hlcoders] filesystem_steam.dll cant load
  
  [ Converted text/html to text/plain ]
  
  well just woke up today to play with some things I was doing with the
sdk
  to
  find that all my mod files will not run in hammer. I even tried
making a
  new
  mod from scratch to test things and I got the error of
  filesystem_steam.dll
  cant load.. I did notice that there was an upadtae for steam just
before
  it
  all stopped working..so what is the go here anyone have any clues to
  whats
  happened.
  
  thanks
  
  Adam Donovan
  
  --
 
 
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Re: [hlcoders] filesystem_steam.dll cant load

2006-03-14 Thread Steven Guy

LOL you guys do know that after every update to source you got to run the
game that your mod is based on.
So like if you're mod runs under HL2 you need to load up a map in HL2 and if
your mod runs under HL2DM you need to load up a map in HL2DM. If you don't
your mod may not work correctly.



From: Jeff Fearn [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] filesystem_steam.dll cant load
Date: Wed, 15 Mar 2006 08:06:38 +1000

Hi.

On 3/15/06, Adam Donovan [EMAIL PROTECTED] wrote:
 [ Converted text/html to text/plain ]

 well just woke up today to play with some things I was doing with the
sdk to
 find that all my mod files will not run in hammer. I even tried making a
new
 mod from scratch to test things and I got the error of
filesystem_steam.dll
 cant load..  I did notice that there was an upadtae for steam just
before it
 all stopped working..so what is the go here anyone have any clues to
whats
 happened.

 thanks

 Adam Donovan

 Hybrid Media Artist



--
 From:  [EMAIL PROTECTED]
 Reply-To:  hlcoders@list.valvesoftware.com
 To:  hlcoders@list.valvesoftware.com
 Subject:  hlcoders digest, Vol 1 #2407 - 8 msgs
 Date:  Mon, 13 Mar 2006 19:36:03 -0800
 Send hlcoders mailing list submissions to
  hlcoders@list.valvesoftware.com
 
 To subscribe or unsubscribe via the World Wide Web, visit
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 When replying, please edit your Subject line so it is more specific
 than Re: Contents of hlcoders digest...

This is a nice message, perhaps someone could add a nice message about
trimming irrelivant information out of the digest as well

And perhaps another suggesting that new emails, such as this, don't
use reply at all.

 
 Today's Topics:
 
 1. Re: Re: Glue that damn player to the seat! (Vicent Marti)
 2. Re: Re: Re: Glue that damn player to the seat! (Michael Kramer)
 3. Re: Re: Re: Glue that damn player to the seat! (Skillet)
 4. IMesh::Draw() ignoring colors (Jorge Rodriguez)
 5. RE: IMesh::Draw() ignoring colors (Jay Stelly)
 6. Re: IMesh::Draw() ignoring colors (Jorge Rodriguez)
 7. RE: IMesh::Draw() ignoring colors (Jay Stelly)
 8. Problems.. (Michael Kramer)
 
 --__--__--

Because it's really annoying

 Message: 1
 Date: Mon, 13 Mar 2006 17:50:05 +0100
 From: Vicent Marti [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Re: Re: Glue that damn player to the seat!
 Reply-To: hlcoders@list.valvesoftware.com
 
 Thanks for that code, I'm sure it will come in handy. Yesterday I
 fixed my problem by hacking the GetRenderAngles() and
 GetRenderOrigin() functions of the player class so they return the
 vehicle's angles and origins when inside a vehicle.
 
 Looks like a really cheap way to fix it (no physics involved,
 clientside), although I'm concerned about the effects when being shoot
 by other players, and with the position that will show on the other
 clients. I will have to run some tests, probably give your code a
 go...


to have to check

 I'll make sure to write something in the Wiki as soon as I've got
 something that really works. I can't believe nobody hasn't written
 anything serious on vehicles yet.
 
 Thanks again, -Vicent.
 
   [ Picked text/plain from multipart/alternative ]
   I don't know if this will help, but for the StickyLauncher which I
have
   coded, the bombs stick to objects, and follow them, as you can throw
the
   object around and it follows it as it should. The code for that is
as
   follows:
  
   CBaseAnimating *pOtherAnim =3D dynamic_castCBaseAnimating
*(pOther);
   //if ( pOtherAnim )
   //{
   matrix3x4_t bombWorldSpace;
   MatrixCopy( EntityToWorldTransform(),
 bombWorldSpac=
   e
   );
  
   // get the bone info so we can follow the
bone
   FollowEntity( pOther );
   SetOwnerEntity( pOther );
   m_boneIndexAttached =3D
pOtherAnim-GetHitboxBone(
   tr.hitbox );
   matrix3x4_t boneToWorld;
   pOtherAnim-GetBoneTransform(
m_boneIndexAttached,
   boneToWorld );
  
   // transform my current position/orientation
into
   the hit bone's space

through 15 pages

   // UNDONE: Eventually we need to intersect
with
 the
   mesh here
   // REVISIT: maybe do something like the
decal code
   to find a spot on
   //the mesh.
   matrix3x4_t worldToBone, localMatrix;
   MatrixInvert( boneToWorld, 

Re: [hlcoders] players falling out of DM maps

2006-03-11 Thread Steven Guy

Unless they are zombies

But back on track. If it's really a problem don't use ragdoll bodies just
use a static one. That should fix it if it is in deed the ragdolls doing it.



From: Aaron Schiff [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] players falling out of DM maps
Date: Sat, 11 Mar 2006 09:23:08 -0600

--
[ Picked text/plain from multipart/alternative ]
The dead don't think!

On 3/11/06, Benjamin Davison [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Yeah, my problem was related to bots. Basically when a bot was dead his
 thinkfunctions would move him around the map while dead(doing something
 naughty I suppose) so I just set a check to see if the bot was dead to
 stop him thinking.

 On 3/11/06, Garry Newman [EMAIL PROTECTED] wrote:
 
  Maybe in my case it was only happening with bots.
 
  I was running a gamemode where the players start off spectating
  another entity. I found that after about 30 seconds when I quit I'd
  get an assert about a vector being too big (their position/velocity I
  assume).
 
  With ent_text 2 I could see the bot spawn at the spawn point then fall
  down through the bottom of the map. So I made him visible and I could
  see him repeatedly fall past the part of the map I was in.
 
  So maybe it's just bots I dunno.
 
 
 
  On 3/11/06, [EMAIL PROTECTED]
  [EMAIL PROTECTED] wrote:
   Yes I'm running my mod, but it doesn't affect spawn points.  Note,
the
  player never notices they're outside the map.  I think it's only
 ragdolls,
  though I'm not positive.
  
   Let's put it this way, I don't have players yelling help I've
fallen
  out of the map.  I just see in the server log pages and pages of
error
  messages.
  
   At 2006/03/10 03:00 AM, Spektre wrote:
   Yes, the player spawn points, if you place them in line with the
 ground
   in counter-strike source, will cause the player to spawn outside
the
   map. Mappers can fix this by placing the spawn point above the
 ground.
  I
   wouldn't suggest changing the code, just because, if it ain't
broke,
   don't fix it, and we have a good workaround for the issue.
   
   And, no, none of the officially released maps inherently have this
  problem.
   Now that that's out of the way. I have seen ragdolls fall outside
the
   map, but it's pretty rare. Players falling outside of a map any
time
   other than with a broken spawn  is pretty odd.
   
   Kenny, Do you know how or why the players are falling out? Do you
 have
   any server mods running, like an admin mod that allows the players
to
  be
   arbitrarily placed? That of course would do it...
   As for the asserts. I'm not a coder, so I won't touch that :)
   Talia
   
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Re: [hlcoders] players falling out of DM maps

2006-03-09 Thread Steven Guy

if this is a problem from player spawning couldn't you just check to make
sure that the player ent can fit and if not try to move the player up a bit
or chose a different spawn location. Doing it this way you wouldn't have to
hex edit the map just a few lines of code when selecting the spawn point.



From: Aaron Schiff [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] players falling out of DM maps
Date: Thu, 9 Mar 2006 22:16:57 -0600

--
[ Picked text/plain from multipart/alternative ]
it is possible to change entity origins without modifying their versions or
anything...just be sure to open it in a hex editor or something that can
save the rest exactly how it was

On 3/9/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:

 Well on dm_powerhouse for instance, do you know of any particular spawn
 point that's broken?  They're all official Valve maps so I couldn't
modify
 them, but maybe could hack in a code workaround to not use the broken
spawn
 points if that's the issue.

 At 2006/03/09 08:30 PM, you wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 BG2 used to crash when there was too many telefrags at once. Falling
out
 of
 maps is a issue with badly placed spawn points(usually the bottom of
the
 player sticks through the displacement and falls through). Also, HL2DM
 doesn't have lots of players spawning at once, as they die at least a
few
 seconds apart and have to trigger their own spawn, so I doubt you'd
have
 that many telefrags.
 
 
 --
 Draco
 --
 
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Re: Re[4]: [hlcoders] where are my FPS?

2005-09-24 Thread Steven Guy

God forbid you take the time to post the question in the right place.



From: Ray [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: Re[4]: [hlcoders] where are my FPS?
Date: Sat, 24 Sep 2005 17:23:34 -0400

God forbid someone helps someone


At 05:17 PM 9/24/2005, you wrote:

--
[ Picked text/plain from multipart/alternative ]
This is not your technical support line, goto steampowered for that.

On 9/24/05, hp [EMAIL PROTECTED] wrote:

 Hello Soham,

 open staeam - play games - right click on css - properties - launch
 options - enter -dxlevel 81

 Saturday, September 24, 2005, 11:01:35 PM, you wrote:

  --
  [ Picked text/plain from multipart/alternative ]
  i changed all low on video

  On 9/24/05, hp [EMAIL PROTECTED] wrote:
 
  Hello Soham,
 
  starting it in dx81 helped me - got my fps back
 
  Saturday, September 24, 2005, 10:34:41 PM, you wrote:
 
   --
   [ Picked text/plain from multipart/alternative ]
   i agree i love cs:s but the update lagme out of the game
 
   On 9/24/05, hp [EMAIL PROTECTED] wrote:
  
   Hello hlcoders,
  
   Good Job - from 50fps to 15fps - great update valve.
   Now i cant play. Everything low, HDR off.
   I tought lowest settings should work on p4 2.8ghz, 512ram,
 gforce5600.
  
   --
   Best regards,
   hp mailto:[EMAIL PROTECTED]
  
  
  
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   please visit:
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   --
   Soham Roy
   1808 Francisco RD
   Columbus, OH 43220
   USA
   --
 
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  Best regards,
  hp mailto:[EMAIL PROTECTED]
 
 
 
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  --
  Soham Roy
  1808 Francisco RD
  Columbus, OH 43220
  USA
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Re: [hlcoders] Steam Update Broke Mod

2005-09-23 Thread Steven Guy

considering it worked before the update yeah I would :D gameinfo.txt has
always been required to run a mod in steam.

Just throwing something out there. Try copying the mod outside of sourcemods
folder then delete the one in the sourcemods folder. After that close and
restart steam then copy your mod folder back to sourcemods.



From: DrBob [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam Update Broke Mod
Date: Fri, 23 Sep 2005 21:33:58 +0100

Are you sure the specified file does actually exist, and is readable?

Spektre wrote:

So that Steam update just broke my mod, and I know I'm not the only one,
several others concurred.
It's giving a Can't find [modname]/gameinfo.txt error when the mod
is run.
Talia

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Re: [hlcoders] Graphics made easy (tm)

2005-09-16 Thread Steven Guy

Humm yes there is... like you know maybe they changed the way things are
done.
HL2 never used glow shells so there isn't any code for glow shells. You need
to create a shader that does glow shell effect.



From: Nick [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Graphics made easy (tm)
Date: Fri, 16 Sep 2005 13:27:24 -0500

--
[ Picked text/plain from multipart/alternative ]
I would also like to know about glow shells. There is NO reason why things
that took only a few lines of code in hl1 should take incredibly more lines
of code, in hl2.
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Re: [hlcoders] Weapons with 0 ammo magically have a full clip?

2005-04-11 Thread Steven Guy
I've noticed this as well. I haven't tryed it yet but I think it maybe
default_clip from the script files. I think that when you drop a weapon
reguardless if it has ammo or not the clip will be given default_clip amount
of ammo. I believe this is for single player to make sure that you get ammo.
Just set default_clip to -1 and this should fix it.
From: Ben Davison [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Weapons with 0 ammo magically have a full clip?
Date: Mon, 11 Apr 2005 15:43:21 +0100
Heres another thing, throw all your grenades away apart from 1. Then
kill yourself with that grenade, you will drop a spare grenade.
On Apr 11, 2005 6:12 AM, r00t 3:16 [EMAIL PROTECTED] wrote:
 This is with the HL2MP SDK ALL Weapons

 If a weapon has extra ammo, but you fire all the rounds in the clip,
then
 switch to another weapon fire the weapon then switch back to the weapon
that
 needed to be reloaded it will have a full clip again, when you switch
back.
 I thought this was kind of odd. It should force the player to reload.
This
 happen to the weapon the in HL2MP Sdk. Not sure why this happens at the
 momement.

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com

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RE: [hlcoders] Running server?

2005-03-28 Thread Steven Guy
Use Source Detecated Server under tools but currently it's not working for
source mods who's paths contain spaces.
From: r00t 3:16 [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Running server?
Date: Mon, 28 Mar 2005 18:37:59 -0500
Is it possible to run a server without the game loading up the menu's etc?
The box I am trying to run the server on has no sound card / 3d card.
I just want the mod to launch as a dedicated server.
I am using the HL2MP SDK I thought adding +dedicated 1 to the command line
would work, but it did not.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] Resource File Bug?

2005-03-21 Thread Steven Guy
This is rather odd. To my knowledge case really shouldn't matter that much
ie: MyMod = mymod and Sack.wav = sack.wav
I don't see a problem with the file being all lowercase. It's still is the
same file and reguardless of it being Sack.wav or sack.wav Win32 systems
will load them all the same.
I'm sure that when the file is created on the client the engine forces the
file name to all lowercase. Why I don't know but it shouldn't affect
anything.
From: Ratman2000 [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Resource File Bug?
Date: Mon, 21 Mar 2005 22:22:37 +0100
Hi,
Thanks for the replay!
The Server is on Linux.
The Problem what i mean is, that in the res file the file has the name:
Sack.wav
and when the Client (win32) has downloaded the file has the name:
sack.wav
Why its not the same name ?
And why we cant use folders with uppercase ?
When i add in the res file an file with the folder: MyMod
the file in this folder were not found.. becouse the server searches in
mymod :(
Its there a way to add recources without an resource file by an plugin ?
THANKS !
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, March 21, 2005 9:22 PM
Subject: Re: [hlcoders] Resource File Bug?

Ratman2000 wrote:
But when i than look in my Sounds folder is see, that all File Names are
all
small type
Are you running a Linux dedicated server or Win32 server?
Linux servers preserve the case of filenames, Win32 servers do not.
On Linux Sack.mp3 and sack.mp3 are 2 different files.  On Win32 they
are the same file.
You should have the .res file entries match whatever the filename is on
your server and shouldn't have to worry about the name on the client
(since the client's will be Win32 anyway).
If it really bothers, you, you can rename the server version of the file
to all lowercase, then it will be the same regardless of whether the
server is Linux or Win32.
--
Jeffrey botman Broome
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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-11 Thread Steven Guy
humm... blame it on Microsoft... You know it may just work. I mean everyone
blames Microsoft anyways right?
From: British_Bomber [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
Date: Fri, 11 Feb 2005 08:50:31 +
Imperio, slap in a few checks to verify they are the values you want,
and if they aren't then give some obscure error, blame DirectX and
crash the game...  Thus you have your weapons doing the damage you
want, and if anyone complains you can blame it on Microsoft, problem
solved :D
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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Steven Guy
It seems so far that some ppl believe that just because someone can change
something means we shouldn't even try to stop them. This is really dumb, no
matter what you do there will always be some way to subvert any protection
system but that doesn't mean someone will succeed in doing so. It's true
that the server can change anything but we shouldn't make it easy for him
unless you want to :).
It all comes down to what you what your mod to do. If you want server
configurable weapons then use the scripts. I myself will be making a TF like
mod so I want to have complete control over all weapon code. Because of this
I will use scripts to test and balance then when I'm done I'll change the
weapon code to not use scripts. Which should be rather easy.

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RE: [hlcoders] Safe way of setting weapon damages?

2005-02-09 Thread Steven Guy
Because the player's will blame the mod not the server.
If it was documented by the mod makers as a feature that would be different.
From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Safe way of setting weapon damages?
Date: Wed, 9 Feb 2005 04:04:29 -0500
Any admin or programmer will be able to change weapon damage, if they
really
really want to.
I'd use encrypted weapon script files, since the code for that is already
there and ready to be used, and it's a little hard for average admin or
programmer to get the data from these (but it's possible and has been
done).
Another way would be to make a new global array of weapon values, this
wouldn't be passed to plugins, still possible for someone dedicated enough
to hack though.
I don't understand why modmakers dislike server admins changing the balance
of their mod, on their own servers. If an admin really wants to change
something, he can do it.
If the balance is done badly, players would go simply elsewhere.
A more decent approach would be to have the balance changeable by server
admins, but if not using the default configuration, players get a short
message saying the server has been modified. Not an annoying message to
where it would make it worthwhile to hack and take out though, just short
and sweet.
This gives a server community the flexibility to nerf overpowered weapons,
or boost underpowered weapons, thus ending complaints about OMG WEAPON X
IS
OVERPOWERD or OMG WEAPON X SUCKS AND COSTS LOTS OF MONEY.
The only instance where I would not want admins changing the balance of the
game, are on games that would use data from other servers, ie, a
mini-MMORPG
type game or something of that sort.
Just my opinion.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Imperio59
Sent: Tuesday, February 08, 2005 11:12 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Safe way of setting weapon damages?
Currently it seems weapon damage info is loaded from a script file, is
there a way to hard code this? I would rather avoid server admins from
being able to modify the damage values and hence the balance of the MOD.
--
No virus found in this outgoing message.
Checked by AVG Anti-Virus.
Version: 7.0.300 / Virus Database: 265.8.6 - Release Date: 07/02/2005

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RE: [hlcoders] [OT] Safe way of setting weapon damages?

2005-02-09 Thread Steven Guy
This is a bit different case. With CS, TFC and NS all those are third party
server side apps. In this case the weapon code itself can be modified by
anyone with notepad. I like to feel that I have more control over my code
than that.
Also as a side note all those damn server apps are the reason I don't play
CS, TFC or NS anymore. Most of those things just annoy me.
From: Deadman Standing [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] [OT] Safe way of setting weapon damages?
Date: Wed, 9 Feb 2005 05:19:17 -0500
HUH? After playing many modded CS, TFC, and NS servers I have yet to see
a single player blame the mod. If anything they blame the server.
At any rate you can not really block it from happening as long as there
is a client server relationship and health is broadcast to the server. A
server plugin can modify the attributes and send it back. The flip side
is if you keep health on the client side only, you open yourself to
hacks like GOD mode. It would also limit information to third party stat
programs like pshychostats that many players enjoy.
But then again in the end it all just opinion.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Guy
Sent: Wednesday, February 09, 2005 4:40 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Safe way of setting weapon damages?
Because the player's will blame the mod not the server.
If it was documented by the mod makers as a feature that would be
different.

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RE: [hlcoders] Steam: Technology failure

2005-01-31 Thread Steven Guy
Guys, as long as I've been here it seems that valve only responds to topics
when they need a response from them and when it's on topic for the list.
This is NOT on topic for this list. I don't see the need for valve to
respond for steam customer support on a coding list. Please stop spamming my
in-box with anti-steam crap. I got enough spam for penis enlargement and hot
horny lesbos, I don't need this crap in my in-box.
I do understand your need to voice your dislike of steam. I personally hate
steam and wish it never came to be. But this is not the place for you to
bitch about it. This has been said so many times and I don't know why I feel
a need to repeat the others on this list. This is a coding list not a steam
list, this is not customer support.
From: Vyacheslav Djura [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: Jeffrey \botman\ Broome hlcoders@list.valvesoftware.com
Subject: Re[2]: [hlcoders] Steam: Technology failure
Date: Mon, 31 Jan 2005 17:59:07 +0200
Hello Jeffrey,
Monday, January 31, 2005, 4:44:07 PM, you wrote:
JbB RETURN IT and get your money back (most places have
JbB consumer protection laws where you are legally allowed to return
JbB something if you discover that it doesn't work as advertised).
I do not want to return the product, I just want to launch Steam in
offline mode and Valve doesn't care if I am able or unable to launch
it in offline mode and their support is silent. That is all. Sorry
that I WANT TO WRITE CODE and I WANT TO LAUNCH EDITOR but I CAN'T.
--
Best regards,
 Vyacheslavmailto:[EMAIL PROTECTED]
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Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Steven Guy
There is an offline mode
Requirements for offline mode:
No internet connection at the time when steam starts
Only games that have 100% of resources downloaded can be used when in
offline mode
Currently I'm having issues with my ISP so I'm in offline mode every once in
a while. It works as long as the game you want to play has been completely
downloaded.
From: Knifa [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam: Technology failure
Date: Mon, 31 Jan 2005 16:47:05 +
There's no offline mode? Does that mean no one can have LAN Partys with
CS/HL2DM?
I'm not sure what all the fuss over no-offline mode is anymore.  I admit,
that I complained about it at first, but after working with the SDK for
awhile now, I don't have any problems with it, nor do many, many other MOD
teams.  Valve has been able to keep their servers online and available so
I
could work with the SDK whenever I find time.
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RE: Re[2]: [hlcoders] Steam: Technology failure

2005-01-31 Thread Steven Guy

From: Vyacheslav Djura [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: Knifa hlcoders@list.valvesoftware.com
Subject: Re[2]: [hlcoders] Steam: Technology failure
Date: Mon, 31 Jan 2005 20:02:08 +0200
K There's no offline mode? Does that mean no one can have LAN Partys with
K CS/HL2DM?
Under same Steam account - no.
Yes you can under the same Steam account I do it all the time

SG This is NOT on topic for this list. I don't see the need for valve to
SG respond for steam customer support on a coding list. Please stop
spamming my
SG in-box with anti-steam crap.
I haven't started that topic, but I am also not going to continue it
either. Btw there were a lot of other off topics on this list and no
one bitched about that.
I wasn't responding directly to you :) that was just the email that I
happened to reply on.
Also the reason no one bitches at other off topics is because they are
normally short lived and never really annoy anyone. Also valve doesn't
respond to those topics which was the point of that statement.

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RE: [hlcoders] again about FX5200 overclocking

2004-12-28 Thread Steven Guy
This is a very common problem with games. Hell for Serious Sam the first
thing that is asked when someone has a problem it's: did you overclock
anything. and if the answer is yes they state all these other games that
don't have a problem and the answer always is set everything back to normal.
Of course the person bitchs about how it can't be that. Well it always turns
out to be the overclocking causing the problem.
If you overclock something and have problems you can't expect anyone to do
anything. It's a risk and if it doesn't work it's your problem and no one
elses.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vyacheslav
Djura
Sent: 28 December 2004 20:44
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] again about FX5200 overclocking
Someone here told me long ago that my problems with HL2 are because of
overlocking of my videocard. I've posted on Steam forums, but received
no help, no official response except someone recommended to download
latest drivers, which have additions only for 6xxx family. I've
downloaded them and... nothing happened. I've set settings to minimum.
Still everything starts to shake after game launch, when only main menu
without background map
is loaded, or after 10-15 minutes of the game. And don't tell me about
my system or drivers - all other high-end games do not cause such
problems, so this is a problem of Half-Life 2 and please, do
something, do not ignore this! Valve programmers do read this, so I
hope programmers responsible for graphics engine (shaders dll) will
read this letter and react somehow.
Thanks a lot!
I love Half-Life 2! :)
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RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Steven Guy
c_baseplayer is the client version of cbaseplayer, there's no reason that
you would want to have it's functions run on the server.
From: Josh [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] Using c_baseplayer in a server plugin
Date: Thu, 9 Dec 2004 11:16:58 -0500
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Has anyone been able to do this?  Is this even possible?  There are a LOT
of
functions that I would like to have access to, and it was possible to use
similar functions in HL1.

Thanks,
Josh
--
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Re: [hlcoders] Anyone had such a problem?

2004-12-06 Thread Steven Guy
I had this exact problem with my Geforce4 Ti. I fixed it by restarting my
computer and pressing F8 at load. When the boot menu came up (assuming your
using XP) I selected Enable VGA mode. Then when windows loaded up I reset my
resolution and color depth back to normal.
-Steven Guy
From: Jeff 'Kuja' Katz [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Anyone had such a problem?
Date: Sun, 05 Dec 2004 18:16:27 -0500
That's a video card memory issue. Looks like it's been overclocked (or
the memory is just bad)
-Kuja
Vyacheslav Djura wrote:
Hello hlcoders,
  I know this isn't a place to ask some questions, but I think it's
  the fastest way to tell Source programmers about the problem and
  interesting if someone here experienced such problems.
  Look here (Alt+PrintScreen):
  http://www.hl2source.com/hoaxer/background01.jpg
  http://www.hl2source.com/hoaxer/hl2menu.JPG
  (F5):
  http://www.hl2source.com/hoaxer/d1_trainstation_02.jpg
  Game loads normallyvery seldom. In most cases main menu is normal,
  but when game loads or I try to enter options menu everything goes
  wrong - screen flickers, menu is in red colors, game slows down. If
  after that I launch any other OpenGL\Direct3d application it affects
  these games.
  What can be wrong?
  I have ASUS GeForceFX5200 and using nVIDIA drivers 6.1.7.7. I've
  tried older drivers but effect is the same. I haven't tried new
  drivers because they include changes only for GeForce6xxx series. I
  also tried HL2 in DX7 mode - effect is the same.
--
Best regards,
 Vyacheslav  mailto:[EMAIL PROTECTED]
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RE: [hlcoders] compiling the sdk

2004-12-01 Thread Steven Guy
what I want to know is what major changes did Microsoft make from VS 7 to VS
7.1 that renders VS 7 unable to open VS 7.1 files. I bet there is no reason
at all why VS 7 won't work. Just got to find a way to let VS 7 open VS 7.1
files (who knows maybe just have to change a string :) )

From: Alfred Reynolds [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] compiling the sdk
Date: Wed, 1 Dec 2004 12:59:29 -0800
The Source code is ANSI complaint (compiles clean on GCC 3.4.x, not 3.3
due to some templating problems with GCC however).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez Sent: Wednesday, December 01, 2004 4:51 AM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] compiling the
sdk
 Woah!! Calm down, my friend. Just because Valve uses another compiler
 doesn't mean that you are barred from compiling the game. Eventually
 someone will make a good ANSI-compliant port... sounds like a job for
 super-botman?!?

 On Wed, Dec 01, 2004 at 09:10:49PM +1000, Draco wrote:
  Will we have to go out and buy yet another bloody compiler from
  those
  blood sucking microsoft pricks to mod this game?!? It took me ages
  to
  get my hands on a copy of MSVC 6 for HL1 and now I have to get MSVC
  7
  or something ARGH This is so disapointing. I'd fiddle with it
  and
  get it to compile myself, but I always mess up such things. anyone
  know of a way to run it on msvc 6?
 
  -Draco
 
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RE: [hlcoders] SDK issues: a list

2004-12-01 Thread Steven Guy
use  around the path, it's not steam it's the dos emu, whenever you use
spaces in paths make sure to enclose it in 
From: James Williams [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] SDK issues: a list
Date: Wed, 1 Dec 2004 16:15:17 -0500
I've managed to find a few bugs/issues with the Source SDK. Some have
been repeated elsewhere, but it might be a good idea to start a list
for Valve's sake. :) If you've found any others, feel free to post
them here.
* run_mod.bat chokes on paths with spaces: This appears to be an issue
with Steam itself, not the SDK. I like having my code and such under
My Documents, which is all fine and dandy with the Create A Mod
wizard. However, when you run the batch file, Steam chokes and dies
saying it can't find the gameinfo.txt file in C:\Documents. Doesn't
look like it handles spaces in the -game parameter very well.
An update to fix these ASAP would be _greatly_ appreciated. TIA.
-James Corvidae Williams ([EMAIL PROTECTED])
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RE: [hlcoders] Compile SDK under VS .NET 2002

2004-12-01 Thread Steven Guy
LOL I knew it would be that easy. But lucky for me I got VS 7.1 for free
(and yes it was legal).
From: Dustin [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] Compile SDK under VS .NET 2002
Date: Wed, 1 Dec 2004 19:34:11 -0600
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I think it was already said here, but to confirm, if you are not able to
get / afford the 2003 version...
You can do a search for the .vcproj files in your mod directory and open
them with notepad or WordPad and just change the Version=7.10 line to
Version=7.0  then open the Game_SDK.sln file (with WordPad or notepad)
and change the Format Version 8.00 to Format Version 7.00. Doing this, I
have been able to open and get a clean compile of the SDK with no problems
on the 2002 version of .NET
--
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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Steven Guy
I'm lucky, being a computer science student at Arizona State uni I can get
VS 6, VS Net 02 and VS Net 03 for free (full ver from microsoft). I should
upgrade my net 02 to 03 but I'm too lazy to get it :)
_
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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Steven Guy
or you could setup a custom build in VC6 to use a batch file that builds the
files using the vs.net compile tools
From: Florian Zschocke [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] What MSVC version do you use/have?
Date: Thu, 21 Oct 2004 23:46:20 +0200
Scott Tuttle wrote:
Umm compiler for vs.net is free.  You can compile and code from notepad
and
the commandline.  I believe...
And why would people want to compile and code from notepad and the
commandline if they have a nice VC6 GUI that just works for them? :)
Florian
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RE: [hlcoders] What MSVC version do you use/have?

2004-10-20 Thread Steven Guy
[ Converted text/html to text/plain ]

MSVC.NET 02 and MSVC 6
From: Alfred Reynolds [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] What MSVC version do you use/have?
Date: Wed, 20 Oct 2004 19:34:26 -0700

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] huge debug problem

2004-08-01 Thread Steven Guy
Something is seriously screwed up. I have both vs 6 and vs .net/7.0 and they
never conflict with one another.
VS 7.1 should use the following for C runtimes
msvcr71.dll
msvcr71d.dll for debug
VS 7.0 should use the following for C runtimes
msvcr70.dll
msbcr70d.dll for debug
As for VS 6.0 I'm not sure as I don't know which of the C runtimes it uses
by default
Only thing I can think of is that something is miss configured and it's
looking for msvcr70.dll somewhere other then in the %WINDIR%/System32
folder.
I would uninstall both VS 6.0 and VS .NET and then install only one of them.
Also this doesn't seem to be a problem with the SDK itself so changing SDK
ver won't help (well it wouldn't hurt to try either).
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RE: [hlcoders] huge debug problem

2004-07-31 Thread Steven Guy
humm. mscvr70.dll is part of the C runtime library and should have been
installed when you installed VS 7.0. If not then I assume that you got an
illegal copy that was missing the runtime dlls.

From: [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] huge debug problem
Date: Sat, 31 Jul 2004 15:46:20 -0500 (CDT)
I think my pc is cursed!
I just downloaded .net with vs c++ 7.0 or whatever its called. It’s pretty
nice
but I feel a bit clumsy with it right now. I'm not sure I like outlining so
I
disable that. Anyway I ran the debugger and forced my game to crash by
dereferencing a null pointer and I got that same stupid missing DLL error
again! mscvr70.dll. That’s not even a .net dll.
I don’t think its my project settings because this is a stock sdk. I
don’t think its my PC because I just formatted, I don’t think its visual
stupid
studio because I just installed a brand new copy, I don’t think its windows
because I just uninstalled all my server updates and formatted a few week
backs.  I'm really kind of stuck now.
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Re: [hlcoders] Mod crash

2004-03-16 Thread Steven Guy
map will disconnect all clients and restart the server on said map

changelevel is the correct way to change maps as it keeps clients connected
and loads the next map.

From: mike [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Mod crash
Date: Tue, 16 Mar 2004 14:00:39 -0500
doesn't  changelevel do the same thing?
Marco Leise wrote:
well it doesn't seem to be crashing on my mod's code and on the stack
its just those 2 functions.
Also, why would it only crash when i use map to change map and not
changelevel?


map also resets all your inventory, health and map status. Maybe the
error can be found there.
Oh yeah, i've placed break points in the constructor for my game rules
code and the game rules code is called before
the crash happens.

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RE: [hlcoders] [OT] New Free Cybercafe Software

2003-11-26 Thread Steven Guy
I would think that Steam should have an option where you can set it to go to
sys tray when all menus close or have whatever the default window after
login is be placed in the window bar.
-Ms


From: Andrew Simpson [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] [OT]  New Free Cybercafe Software
Date: Wed, 26 Nov 2003 16:15:01 -
If you start another copy of Steam then it just pops up the existing Steam
menu window, so you just need to put the Steam shortcut on the desktop or
something.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Detritus
Sent: 26 November 2003 15:54
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] [OT] New Free Cybercafe Software
The only problem I have found with Steam and cybercafé software is Steam
'hiding'. When all the Steam windows are closed, Steam sits nicely in the
system tray which is very useful with cybercafé software that hides the
system tray thus you can't get to Steam. :(


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Re: [hlcoders] It's official: HL2 will not be released on Sept. 30.

2003-09-24 Thread Steven Guy
Well I'm all for the standerd responce on such things

'When it's done' :)

-Ms


From: matthew lewis [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] It's official: HL2 will not be released on Sept. 30.
Date: Wed, 24 Sep 2003 00:43:05 -0500
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
This isn't a surprise to anyone who has noticed the absence of the hl2 is
gold announcement. But according to Valve, they are going to try to make
the holidays (as opposed to We will make the holidays). Of course, for
all of us coders the question is: How will this affect the release of the
SDK? Considering how tight-lipped Valve has been so far, I'm not really
expecting an answer. But my mod team is
fealing really frustrated about now and I don't know what to tell them.
--
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Re: [hlcoders] Steam to move to pay-as-play for HL2?

2003-09-01 Thread Steven Guy
I only buy a game once. I understand the need for p2p but I'll never play a
game that does p2p. If HL2 goes p2p for MP I'll buy HL2 for the SP. Also if
HL2 does do p2p I guess I'll have to convence the leader for the mod I would
be working on for HL2 to chose another engine or leave because I won't play
for a game more then once.
-Ms


From: Shane [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam to move to pay-as-play for HL2?
Date: Mon, 1 Sep 2003 14:29:59 -0400
When it's your only real choice, we'll see if you change your mind ;)
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Re: [hlcoders] engine bug found! 99% sure

2002-11-19 Thread Steven Guy
The player is only spawned once in an SP game. That would work if this was
an MP game but it isn't you would need to do that in some map load function
and would work the best for this style of mod (where the player should NEVER
be in first person but the bug forces it so at some point)

-Ms




From: Ryan \Professional Victim\ Desgroseilliers [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] engine bug found! 99% sure
Date: Mon, 18 Nov 2002 17:55:38 -0800

Hmm, that's odd; I may be mistaken as to the placement as I haven't worked
with this in a while, but I'm fairly sure that was it.  Does it work if you
add a console command and reset the view manually?

- Original Message -
From: ThomasTTJRitter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, November 18, 2002 11:51 AM
Subject: Re: [hlcoders] engine bug found! 99% sure


  A good place to put it is in CBasePlayer::Spawn().  Just add,
somewhere
 near
  the top:
 
  SET_VIEW(edict(), edict());

 I tried it but it didn't help. Anyway I am glad I found the reason for
this
 evil bug so I am able to avoid it, now :)

 Thanks for the suggestions!

 ThomasTTJRitter

 - Original Message -
 From: Ryan Professional Victim Desgroseilliers [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, November 18, 2002 12:16 AM
 Subject: Re: [hlcoders] engine bug found! 99% sure


  Yeah, if you're using cameras with any chance of overlapping
changelevels
 in
  your project, it's good practice to put a SET_VIEW resetting call in
one
 of
  the player initialization functions to avoid having the player's
altered
  camera viewpoint carried over from the previous level.
 
  A good place to put it is in CBasePlayer::Spawn().  Just add,
somewhere
 near
  the top:
 
  SET_VIEW(edict(), edict());
 
  and you're done :)
 
  - Original Message -
  From: ThomasTTJRitter [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Sunday, November 17, 2002 12:06 PM
  Subject: Re: [hlcoders] engine bug found! 99% sure
 
 
   This bug happens if your using a trigger_camera while a map
changes.
   You have to time the trigger camera to 'run out' just before the
level
   changes.
  
   Sure, but I want that the player is seeing the stage completed
screen
   while loading.
  
   When I adjust the multimanager/camera for example:
   trigger_changelevel 5 sec
   hold time camera 4.9 sec
  
   It will work but the player will see the map while loading and not
the
   stage completed screen.
  
SET_VIEW(pPlayerEdict, pPlayerEdict);
  
   When should I do this? After the player is in the new map?
  
   ThomasTTJRitter
  
   - Original Message -
   From: Avatar-X [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Sunday, November 17, 2002 8:41 PM
   Subject: Re: [hlcoders] engine bug found! 99% sure
  
  
The solution is simple:
   
SET_VIEW(pPlayerEdict, pPlayerEdict);
   
will reset the players view.
   
-av
   
   
Caleb 'Ghoul' Delnay wrote:
   
This bug happens if your using a trigger_camera while a map
changes.
 I
   had
a similar problem while trying to make an intro to my mod.  You
have
 to
   time
the trigger camera to 'run out' just before the level changes.

Caleb 'Ghoul' Delnay
Project Leader: Kill Or Be Killed
http://www.llamanade.net/kobk

- Original Message -
From: ThomasTTJRitter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, November 17, 2002 11:09 AM
Subject: [hlcoders] engine bug found! 99% sure


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello!

Last month I nearly gave up the development of my little project
the
galileo project because I got a bug which happens after
mapchanges.
 It
effected the renderer. After a mapchange suddenly all
func_entities
 and
   all
models were invisible. Of course, I checked my code at first. I
took
  the
original hl dlls and used a tweaked config but the bug still
 happened.
It happens in all video modes (software,direct3d, opengl). A
friend
 of
   mine
played my test maps and got this bug, too. I am using a geforce1
he
 is
   using
a geforce3 graphic card.

http://www.planethalflife.com/ttj/before.jpg
http://www.planethalflife.com/ttj/after.jpg

How it happens? Everybody knows that these oldschool sidescroller
 games
   show
always a stage complete picture at the end of a level. I
developed
 a
simple entity solution which required no coding. It works like
this:

Player activates a trigger_once--activates a multimanager--
 activates
  a
camera which targets my stage complete texture-- after 5
seconds
 it
   will
activate the trigger_changelevel.

http://www.planethalflife.com/ttj/bug_maps.zip

Please download my example maps (compiled and rmf) and see it for
   yourself.

Unzip the maps to your valve\maps 

Re: Re[2]: [hlcoders] Team Fortress II

2002-06-16 Thread Steven Guy

[ Converted text/html to text/plain ]

What I hate most about this is that I pre-ordered TF2 a LONG time ago and now
I'm moving. The problem is that I have no proof that I bought it (lost the
e-mail stating that I bought it). The only reason I'm pissed is that I thought
that TF2 was farther along then it was.

And to think I only paid $32 with free overnight airshiping and to end up not
getting it :D. Oh well

-Ms
From: Vyacheslav Djura
Reply-To: [EMAIL PROTECTED]
To: Leon Hartwig
Subject: Re[2]: [hlcoders] Team Fortress II
Date: Sun, 16 Jun 2002 20:36:29 +0300

Hello Leon,

Thank you! This is great that you answered that email.
Maybe you should somewhere post (on VALVE-ERC for example) that Interview
with Doug Lombardi can
be read on ... so we can know about it...We son't know about your
latest interviews :(

--
Best regards,
 Vyacheslav mailto:[EMAIL PROTECTED]

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Re: Re[2]: [hlcoders] Team Fortress II

2002-06-16 Thread Steven Guy

[ Converted text/html to text/plain ]

I pre-ordered from outpost.com (http://www.outpost.com[1])
Which is now owned by Fry's so it's credible. But it was so long ago I hope
(they better) still have my order.

-Ms
From: Paul Samways
Reply-To: [EMAIL PROTECTED]
To:
Subject: Re: Re[2]: [hlcoders] Team Fortress II
Date: Sun, 16 Jun 2002 19:52:36 +0100

This was posted on both Bluesnews and Planet-Halflife. I did say right near
the start about this, but as per usual I get ignored in the ensuing rumors
:P

- Original Message -
From: Vyacheslav Djura
To: Leon Hartwig
Sent: Sunday, June 16, 2002 6:36 PM
Subject: Re[2]: [hlcoders] Team Fortress II


  Hello Leon,
 
  Thank you! This is great that you answered that email.
  Maybe you should somewhere post (on VALVE-ERC for example) that Interview
with Doug Lombardi can
  be read on ... so we can know about it...We son't know about your
  latest interviews :(
 
  --
  Best regards,
  Vyacheslav mailto:[EMAIL PROTECTED]
 
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  2. http://g.msn.com/1HM505401/43

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Re: [hlcoders] p/w model skins

2002-05-31 Thread Steven Guy

[ Converted text/html to text/plain ]

look at StudioModelRender.cpp

In there you can control the rendering of all the models on the client so you
should be able to control the skin

-Ms
From: DarkCloud14
Reply-To: [EMAIL PROTECTED]
To:
Subject: [hlcoders] p/w model skins
Date: Fri, 31 May 2002 14:19:31 +0200

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi

uhm how can I change the skin of the p_ and/or w_ model clientside ??

I know how to change the v_ model skins clientside (I do it in
view.cpp)but where and how can I change the skins of the others ??

Oh it would be great when you can tell me how to change the other model
skins (items...) clientside too

THX
--

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Re: [hlcoders] VALVe: Bug in the game filter screen

2002-05-10 Thread Steven Guy

[ Converted text/html to text/plain ]

Mine resets to 100 all the time. It happens when you go to the filter, the
drop down menu will be at 100 and not where you set it at.

It pisses me off when I'm playing mods like Sven coop where no one is running
a server that pings at 100

-Ms
From: Nathan Taylor
Reply-To: [EMAIL PROTECTED]
To: HLCoders
Subject: Re: [hlcoders] VALVe: Bug in the game filter screen
Date: Fri, 10 May 2002 08:03:38 -0400

--
[ Picked text/plain from multipart/alternative ]
Alright then so it's not just me. Mine only seems to clear the ping filter
but yea anyhow.

- Original Message -
From: Daniel Koppes
Sent: Friday, May 10, 2002 8:02 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VALVe: Bug in the game filter screen

Mine does that occasionally - the filters clear themselves or set themselves
back to the previous filter... Exiting the Multiplayer menu (back to inital
HL menu) usually stops it from happening until you quit and restart HL.

Oh - and if an OS issue, i doubt its XP, it happens on 2K (my OS)


Lord Booga

Coder/Modeller/Semi-Mapper for the Neo Pokémod
http://pokemod.fragoff.net
- Original Message -
From: Nathan Taylor
To: HLCoders
Sent: Friday, May 10, 2002 10:58 PM
Subject: [hlcoders] VALVe: Bug in the game filter screen


--
[ Picked text/plain from multipart/alternative ]
I don't know if it's Windows XP's fault or something else but basically when
you select a ping filter, it always resets itself when you open the filter
screen again. For example, I set the ping filter to 350 then I click finish
and at the bottom of the server browser it has all the filters listed
including the =350 filter, however, if I open the filter menu again the
filter is set to 100 instead of 350.

I know it is not supposed to do this because it did not start happening
until 1108. Anyhow, look into it.


Lakario
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RE: [hlcoders] Demo formatting

2002-04-19 Thread Steven Guy


just record a demo
play demo using timedemo
start recording movie: startmovie
stop recording at end: endmovie
use mkmovie to get the screen shots
use some program to slap all the screen shots together
encode
all done

I suggest using Divx Fast motion for encoding

-Ms


From: Ken Birdwell [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: '[EMAIL PROTECTED]' [EMAIL PROTECTED]
Subject: RE: [hlcoders] Demo formatting
Date: Fri, 19 Apr 2002 00:39:20 -0700

Are you all saying that host_framerate doesn't work anymore?  You're just
supposed to record your demos, then set host_framerate to something like
0.033 for 30fps or 0.05 for 20fps or whatever you want, then use startmovie
and endmovie to make long runs of screencaptures at a fixed fps.  At least
that's how it used to work.  Is it broke?

-Original Message-
From: Steven Guy [mailto:[EMAIL PROTECTED]]
Sent: Friday, April 19, 2002 12:29 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Demo formatting


lol there's a better way. The way I do it I can get about 32.2 fps and it
runs very smoothly. Use timedemo to play a pre-recorded demo then use
startmovie endmovie
timedemo will force HL to play as many frames as it can from the demo. So
at
most you can pull off 100fps from a movie but most likly you'll get around
32 if you got a really good computer

Such as mine.

-Ms

 From: Roachfood - the-coming.com [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Demo formatting
 Date: Fri, 19 Apr 2002 02:20:05 -0500
 
 That website is somewhat helpful, but wont be for his purposes.  It talks
 about recording movies via startmovie and endmovie in the console.
It
 basically takes screenshot after screenshot, throws it in a big file
which
 you run mkmovie on and it spits out the bmps.  Those can then be compiled
 into a crude movie.  (Thats how I do demo stuff for my mod for right now)
 
 Eventually I am going to do it a different way.  This is most likely the
 best way for him to do it.  Too bad what you need is a video out on your
 PC,
 a VCR and a lot of time.  When I want to do a nice demo preview of my mod
 to
 publicize it, Ill record onto a VHS recapture it with sound etc then
 cut
 paste do whatever I need to do for a final product.
 
 Too bad with the HL demos there is no way to parse (? right word?) it
into
 individual images or capture it into an AVI that I know of.  The
startmovie
 method results in about 5 fps (you have to drop your resolution down low
to
 keep some speed up) and it just looks goofy.  =)
 
 Hopefully I have helped for once!
 
 Roachfood
 Programmer, Project Head of The Coming (http://www.the-coming.com)
 
 - Original Message -
 From: Michael Shimmins [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, April 19, 2002 2:09 AM
 Subject: RE: [hlcoders] Demo formatting
 
 
   If you just want to edit your demos why not just use an external
program
   to convert them to avis then edit them in Premier or some other edit
   program?
  
   http://www.planethalflife.com/vision has some good tuts I think.
  
   Michael Shimmins
   The Absconder Effect (http://www.tae-mod.com)
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]] On Behalf Of geoff c
   Sent: Thursday, April 18, 2002 2:15 PM
   To: [EMAIL PROTECTED]
   Subject: [hlcoders] Demo formatting
  
  
   Out of curiosity, can anyone give me details on the demo format that
HL
   uses? There are hardly any resources devoted to this. Even premade
tools
   would help.
  
   I'm trying to make a highlights reel, see, but 50% of my DoD games
   consist of me respawning and running to the front lines - nothing
   terribly interesting. All I need to do is split segments and append
   them.
  
   thanks
   geoff
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Re: [hlcoders] TGA Files in Menus

2002-04-12 Thread Steven Guy

You need to use a 32-bit TGA
24bit color and 8bit alpha

HL will change the color to 16bit and use the alpha for transparanticy(sp?)
-Ms

From: Commando [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] TGA Files in Menus
Date: Fri, 12 Apr 2002 11:54:59 -0400

Hey guys, this isn't really a coding question, but problems like this
usually fall upon the coders shoulders like it has in my mod, so I thought
I would put it out to you guys anyways ;)

We are using TFC style menus for our player class selection.  We
have  24-bit colour TGA files for each of our classes that are displayed in
the menus.  The files look fine in an editor, but when they are displayed
in-game, the colour palette is reduced which causes banding in large areas
of similar colours.  My guess is that the colours are being reduced to 256
colours, but poorly.  Is there any way to improve the appearance of these
graphics?

I have tried reducing the graphics to 256 colours, but then they don't
appear in the menus.  I have also tried reducing them to 256 colours then
back up to 24-bit, but that doesn't work either.  I think I have to reduce
them to a specific 256 colour palette, then up them back to 24-bit, but I
don't know which palette to use.

Anyone have experience or a pointer to info on this?

Thanks

Rob Prouse
http://www.tourofdutymod.com

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Re: [hlcoders] TGA Files in Menus

2002-04-12 Thread Steven Guy


yea the max is 256x256 and it must be in sizes of 16 (or 8 can't remember)
but HL will give you an error if it's wrong I beleive

-Ms

From: Sebastian Steinlechner [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] TGA Files in Menus
Date: Fri, 12 Apr 2002 18:38:05 +0200

A question just out of curiosity: How large may those tga images be? Are
there the same restrictions (256*256) as there are with textures or can
they
be any size you want?

TheTinySteini

  You need to use a 32-bit TGA
  24bit color and 8bit alpha
 
  HL will change the color to 16bit and use the alpha for
transparanticy(sp?)
  -Ms


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Re: [hlcoders] Rendering in Black and white.

2002-03-28 Thread Steven Guy

[ Converted text/html to text/plain ]

And one must not forget the sprites.
From: [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Rendering in Black and white.
Date: Thu, 28 Mar 2002 09:59:47 EST

--
[ Picked text/plain from multipart/alternative ]
Don't forget all the model textures!

~Ghoul

Lets leave it at that...
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Re: [hlcoders] Steam

2002-03-24 Thread Steven Guy

[ Converted text/html to text/plain ]

Humm you didn't dl it. It's being streamed. You only get the files that you
need. Like with streaming media
From: ryan
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam
Date: Mon, 25 Mar 2002 01:07:26 -0600

I think Steam is a great idea, i downloaded the whole CS1.4 in under 5
minutes, it takes almost an hour to download it off a website. I find that
Steam is extremely fast on my cable, though slower on my friends DSL
connection.

I agree with what was said about being able to test out a game for a month
to see if its worth actually buying and keeping. Having a temporary
subscription that could be cancelled at the end of the month would be
awsome.

But it begs the question, how are they going to prevent from hacking or
warez groups getting at it. I mean, from what i can see one person can pay
for the games, and then zip up the files and send it on over. I played CS1.4
before i installed Half-Life (after i formatted) so obviously it doesn't
need HL to be played.

Just my opinion.

- Original Message -
From: Philip (Fiber)
To:
Sent: Saturday, March 23, 2002 10:59 PM
Subject: RE: [hlcoders] Steam


  I agree, although I have many games that I don't play anymore (old ones
  like Freespace), I still sometimes will come back to them. I just don't
  like paying subscriptions for a game. I'd probably just buy the whole
  thing play it for a bit, leave it and then pick it up again later.
 
  Another concern with subscriptions is the amount you pay over the time
  that you play it. I'd probably force myself to play the subs game over
  and over to get the most out of it.
 
  -Philip
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]] On Behalf Of Steven Guy
  Sent: Sunday, March 24, 2002 2:11 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Steam
 
  [ Converted text/html to text/plain ]
 
  But I will play games over and over again for many years.
 
  The games that I play all the time and will more then likely contenu to
  do so
 
  Wolf3D, ROTT, Doom1/2,Duke1,2,3D, Quake1, Half-life and Serious Sam
  From: Alfred
  Reply-To: [EMAIL PROTECTED]
  To:
  Subject: Re: [hlcoders] Steam
  Date: Sun, 24 Mar 2002 13:06:58 +1100
  
  Personally I tend to only play games for a couple of weeks before I get
  bored of them (there are a few notable exceptions, like aq2 and
  cstrike). I
  would like to subscribe for a month and try the game. I would then do
  an
  assement of how much I liked the game to decide whether I wanted to buy
  it
  outright or if I just wanted to keep subscribing.
  Right now I rarely by games because I end up paying $100 for a game I
  play
  for a week at most. If there was less risk to me (i.e to determine if I
  liked the game) then I would be more willing to fork over the bucks :)
  
  - Original Message -
  From: Steven Guy
  To:
  Sent: Sunday, March 24, 2002 11:37 AM
  Subject: Re: [hlcoders] Steam
  
  
[ Converted text/html to text/plain ]
   
I would go out and buy it even if it I had a private OC3 line
   
Hell if I'm going to pay a monthly fee for a game
From: [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam
Date: Sat, 23 Mar 2002 19:33:50 EST

--
[ Picked text/plain from multipart/alternative ]
Thats why you go out and buy it if you have 56k or slower.

~Ghoul

Lets leave it at that...
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RE: [hlcoders] Steam

2002-03-23 Thread Steven Guy

[ Converted text/html to text/plain ]

That's not really how it works but part of it
The idea is that you can subscribe to a game and have it streamed to your
computer.

And for subscribing you pay a fee for using it. I think it's a horrible idea
because you have to pay to play even if it's single player plus if your
internet goes down and you can't use the serves you will still pay for it
because you can't unsubscribe with out an internet connection also you will
have to have a broadband connection or it would just take to damn long to
stream the data needed to run the game.
From: Philip (Fiber)
Reply-To: [EMAIL PROTECTED]
To:
Subject: RE: [hlcoders] Steam
Date: Sun, 24 Mar 2002 12:23:14 +1200

Steam is a wee app that is like a launcher for Valve apps (HL, Tracker
etc.). When you load up a game from steam, steam will check and download
the latest files for the game so it is always updated. With things like
the CS1.4 beta, it downloaded the entire thing and kept it updated,
which would eliminate having to use a CD.

It seems like an excellent tool for updating games, but if you need to
download the entire game (wasn't that hinted in the press?) it could
become a pain in the ass.

-Philip

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta,
Ronald
Sent: Sunday, March 24, 2002 8:40 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam

Check out the urls posted in the past few emails
The links explain Steam

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
Sent: Saturday, March 23, 2002 2:55 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam


Well... I've heard something about Steam (CS 1.4) but I don't know what
exactly is Steam :( Could someone explain me ??

 - Cortex : mapper  coder www.hlalbator.fr.st

- Original Message -
From: Deepak Manglani
To: [EMAIL PROTECTED]
Sent: Saturday, March 23, 2002 8:46 PM
Subject: Re: [hlcoders] Steam


www.steampowered.com and the valve press release both say that the steam
sdk is available cant seem to find it anywhere though.

anyone know?

dpac.

- Original Message -
From: Martin Webrant
To:
Sent: Saturday, March 23, 2002 9:56 AM
Subject: [hlcoders] Steam


  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  How will the steam software work for regular mod makers (those of us
  that haven't been bought up yet :P) Will there be a new SDK? Saw that
  you guys fixed the annoying gauss kickback bug, thats really good!
  /Martin
  www.planethalflife.com/agmod
 
  --
 
 
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Re: [hlcoders] Steam

2002-03-23 Thread Steven Guy

[ Converted text/html to text/plain ]

I was referring to this

Gabe: First off I want to stress that we have always tried to give gamers a
lot of value for their money. If someone bought the original Half-Life and has
kept current with all of the updates, MODs, and so on, they probably think
Half-Life was the best value they've ever gotten for their money. That's not
going to change.
For some customers it may make sense for them to go with a subscription rather
than a one time fee. If you haven't ever bought a Valve game before, you might
want to pay a $9.95/month fee rather than paying for Half-Life, Opposing
Force, Blue Shift, Counter-Strike, Gunman, etc... individually. Sure I may pay
more in the long run, but in the long run Valve is hopefully going to come out
with more games so that it makes sense that I'm getting a lot of value. On the
other hand if I've already got a bunch of Valve games and CZ comes out, I'm
probably not going to be interested in paying a subscription just to get CZ.
I'll just want to buy it the way I've always bought games - for a flat fee.
For that second type of user, it gets to be a trickier decision as we start
going into our next generation of games, and it may or may not make sense for
them to go with a subscription at some point. Either way, it will be up to the
individual gamer to decide which way they prefer to go.
I know that it doesn't mean there would be a monthly fee I just used the worse
case seniario
From: Deepak Manglani
Reply-To: [EMAIL PROTECTED]
To:
Subject: Re: [hlcoders] Steam
Date: Sun, 24 Mar 2002 00:46:38 -

recommend you read the press release over at
http://www.planetfortress.com/features/articles/steampr/

assuming i'm not misinterpretting it,
you can chose to pay either a one off fee for the game
or a monthly subscription fee.

whether the game will be available to buy in stores as well as being
downloadable from steam is dependant on the game developer and whether they
want to still have a retail publisher

dpac.

- Original Message -
From: Philip (Fiber)
To:
Sent: Sunday, March 24, 2002 12:41 AM
Subject: RE: [hlcoders] Steam


  I thought that it would be like buying it in the store, except you
  download it. You only pay the cost 1ce then you can play it as much as
  you like, however it would work with subscription based games as well.
  If you did have to pay a subscription then nobody would use it.
 
  -Philip
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]] On Behalf Of Steven Guy
  Sent: Sunday, March 24, 2002 12:31 PM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] Steam
 
  [ Converted text/html to text/plain ]
 
  That's not really how it works but part of it
  The idea is that you can subscribe to a game and have it streamed to
  your
  computer.
 
  And for subscribing you pay a fee for using it. I think it's a horrible
  idea
  because you have to pay to play even if it's single player plus if your
  internet goes down and you can't use the serves you will still pay for
  it
  because you can't unsubscribe with out an internet connection also you
  will
  have to have a broadband connection or it would just take to damn long
  to
  stream the data needed to run the game.
  From: Philip (Fiber)
  Reply-To: [EMAIL PROTECTED]
  To:
  Subject: RE: [hlcoders] Steam
  Date: Sun, 24 Mar 2002 12:23:14 +1200
  
  Steam is a wee app that is like a launcher for Valve apps (HL, Tracker
  etc.). When you load up a game from steam, steam will check and
  download
  the latest files for the game so it is always updated. With things like
  the CS1.4 beta, it downloaded the entire thing and kept it updated,
  which would eliminate having to use a CD.
  
  It seems like an excellent tool for updating games, but if you need to
  download the entire game (wasn't that hinted in the press?) it could
  become a pain in the ass.
  
  -Philip
  
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta,
  Ronald
  Sent: Sunday, March 24, 2002 8:40 AM
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] Steam
  
  Check out the urls posted in the past few emails
  The links explain Steam
  
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]] On Behalf Of Cortex
  Sent: Saturday, March 23, 2002 2:55 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Steam
  
  
  Well... I've heard something about Steam (CS 1.4) but I don't know what
  exactly is Steam :( Could someone explain me ??
  
   - Cortex : mapper  coder www.hlalbator.fr.st
  
  - Original Message -
  From: Deepak Manglani
  To: [EMAIL PROTECTED]
  Sent: Saturday, March 23, 2002 8:46 PM
  Subject: Re: [hlcoders] Steam
  
  
  www.steampowered.com and the valve press release both say that the
  steam
  sdk is available cant seem to find it anywhere though.
  
  anyone know?
  
  dpac.
  
  - Original Message -
  From: Martin Webrant
  To:
  Sent: Saturday

RE: [hlcoders] Good proxy/router software to host servers over?

2002-03-02 Thread Steven Guy

[ Converted text/html to text/plain ]

Hey I just happen to have a linksys BEFSR41. I'm guessing it's a jumper or
something but I haven't had the time to open it up and see :D

-Ms
From: Kuja
Reply-To: [EMAIL PROTECTED]
To:
Subject: RE: [hlcoders] Good proxy/router software to host servers over?
Date: Fri, 1 Mar 2002 17:28:49 -0500

If you are using a hardware router, souch as the Linksys
BEFSR41/BEFSR11/BEFSRU31, you can set an internal ip to be the 'DMZ' or
'DeMilitarizedZone' which allows you to host servers, it basically exposes
the DMZ to the actual ip.

-- Kuja
-- www.digitalpaintball.net

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RE: [hlcoders] WTF??? advanced options

2002-01-31 Thread Steven Guy

[ Converted text/html to text/plain ]

I never got that I got the message it self:

settings.scr is the advanced options under create game. And i notice as you
add
more the pages increase... is there anyway to make it so certain options are
on
one page and others on another without filling one page up first?
also i notice that when you put a text area box in and above it put a drop
list
box when clicking the droplist box it goes all bizarre where it hangs over the
text box this a known issue or am i doing something not so right :/
just wondering.
-Ms
From: Mark Gornall
Reply-To: [EMAIL PROTECTED]
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] WTF??? advanced options
Date: Thu, 31 Jan 2002 17:22:33 -

. s c r 's are a comon way of distibuting v 1 r u s 's. It's unfortunate
that Valve use that extension for their settings, it makes it awkard to edit
too :)

Mark.


-Original Message-
From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]]
Sent: 31 January 2002 16:43
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] WTF??? advanced options


Maybe a combo of words advanced options


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of botman
Sent: Thursday, January 31, 2002 10:57 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] WTF???

  Maybe your message had key-words that set off a protectors.
 
  Like Teamfortress 2 and Here some secret information about
  TeamFortress2
 
  david

No, all the secret information that I know about TF2 I'm keeping to
myself!
;)

But there was obviously some secret word in my post that mailman
didn't
like.

Jeffrey botman Broome

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