Re: [hlcoders] filesystem_steam.dll cant load
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] filesystem_steam.dll cant load
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 http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] 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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] players falling out of DM maps
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[4]: [hlcoders] where are my FPS?
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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Soham Roy 1808 Francisco RD Columbus, OH 43220 USA -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Best regards, hp mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Soham Roy 1808 Francisco RD Columbus, OH 43220 USA -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Best regards, hp mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Update Broke Mod
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Graphics made easy (tm)
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons with 0 ammo magically have a full clip?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Running server?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resource File Bug?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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. 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] [OT] Safe way of setting weapon damages?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam: Technology failure
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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam: Technology failure
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Re[2]: [hlcoders] Steam: Technology failure
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] again about FX5200 overclocking
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! :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Using c_baseplayer in a server plugin
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Anyone had such a problem?
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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] compiling the sdk
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK issues: a list
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]) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Compile SDK under VS .NET 2002
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
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 :) _ Check out Election 2004 for up-to-date election news, plus voter tools and more! http://special.msn.com/msn/election2004.armx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Express yourself instantly with MSN Messenger! Download today - it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] What MSVC version do you use/have?
[ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Rock, jazz, country, soul more. Find the music you love on MSN Music![1] ===References:=== 1. http://g.msn.com/8HMAENUS/2752??PS=47575 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] huge debug problem
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). _ Discover the best of the best at MSN Luxury Living. http://lexus.msn.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] huge debug problem
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. Its 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. Thats not even a .net dll. I dont think its my project settings because this is a stock sdk. I dont think its my PC because I just formatted, I dont think its visual stupid studio because I just installed a brand new copy, I dont think its windows because I just uninstalled all my server updates and formatted a few week backs. I'm really kind of stuck now. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ MSN Toolbar provides one-click access to Hotmail from any Web page FREE download! http://toolbar.msn.click-url.com/go/onm00200413ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod crash
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Get tax tips, tools and access to IRS forms all in one place at MSN Money! http://moneycentral.msn.com/tax/home.asp ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] [OT] New Free Cybercafe Software
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. :( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Set yourself up for fun at home! Get tips on home entertainment equipment, video game reviews, and more here. http://special.msn.com/home/homeent.armx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] It's official: HL2 will not be released on Sept. 30.
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Add MSN 8 Internet Software to your existing Internet access and enjoy patented spam protection and more. Sign up now! http://join.msn.com/?page=dept/byoa ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam to move to pay-as-play for HL2?
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 ;) _ MSN 8: Get 6 months for $9.95/month. http://join.msn.com/?page=dept/dialup ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] engine bug found! 99% sure
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
[ 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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Send and receive Hotmail on your mobile device: Click Here[1] ===References:=== 1. http://g.msn.com/1HM505401/45 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] Team Fortress II
[ 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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Chat with friends online, try MSN Messenger: Click Here[2] ===References:=== 1. http://www.outpost.com 2. http://g.msn.com/1HM505401/43 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] p/w model skins
[ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Get your FREE download of MSN Explorer at http://explorer.msn.com[1]. ===References:=== 1. http://g.msn.com/1HM305401/44 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VALVe: Bug in the game filter screen
[ 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 ModDev.netGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web. FREE MSN Explorer download : http://explorer.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Get your FREE download of MSN Explorer at http://explorer.msn.com[1]. ===References:=== 1. http://g.msn.com/1HM105401/44 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Demo formatting
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Chat with friends online, try MSN Messenger: http://messenger.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] TGA Files in Menus
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] TGA Files in Menus
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rendering in Black and white.
[ 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... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Send and receive Hotmail on your mobile device: Click Here[1] ===References:=== 1. http://g.msn.com/1HM305401/14 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam
[ 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... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Chat with friends online, try MSN Messenger: Click Here[1] ===References:=== 1. http://g.msn.com/1HM305401/12 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- MSN Photos is the easiest way to share and print your photos: Click Here[1] ===References:=== 1. http://g.msn.com/1HM305401/15 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam
[ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Join the worlds largest e-mail service with MSN Hotmail. Click Here[1] ===References:=== 1. http://g.msn.com/1HM305401/16 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam
[ 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?
[ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Chat with friends online, try MSN Messenger: Click Here[1] ===References:=== 1. http://g.msn.com/1HM105401/12 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] WTF??? advanced options
[ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Send and receive Hotmail on your mobile device: Click Here[1] ===References:=== 1. http://go.msn.com/bql/hmtag2_etl_EN.asp ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders