RE: [hlcoders] Stupid ?'s

2003-09-16 Thread Taylor Sherman
Steam is not Java-based. :) I don't know what started that rumor. Taylor -Original Message- From: StealthMode To: [EMAIL PROTECTED] Sent: 9/15/2003 10:21 PM Subject: [hlcoders] Stupid ?'s If the MOTD is html and Steam is java based? Then isnt it remotely possible someone could exploit

Re: [hlcoders] Steam passwords policy suggestion.

2003-09-16 Thread Florian Zschocke
Taylor Sherman wrote: In the future, Steam will support moving the game dir to a location of your choosing. That is nice. But would it be possible to have the info on what game is installed where easily accessible from a public pace like the registry of a cleartext config file? Right now the path

RE: [hlcoders] Stupid ?'s

2003-09-16 Thread Aaron
When I tried a simple java redirect in a modt window I didn't work, which would lead me to believe that scripting is disabled. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of StealthMode Sent: Monday, September 15, 2003 10:21 PM To: [EMAIL PROTECTED]

[hlcoders] STEAM_ID_LOOPBACK

2003-09-16 Thread Florian Zschocke
This is new to me: STEAM_ID_LOOPBACK Where does it come from? What does it mean? What is it's life cycle? What info can we have on this, please? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

RE: [hlcoders] STEAM_ID_LOOPBACK

2003-09-16 Thread Taylor Sherman
That is the Steam ID used for the default player in a listen server. Taylor -Original Message- From: Florian Zschocke [mailto:[EMAIL PROTECTED] Sent: Monday, September 15, 2003 11:52 PM To: HL coders Subject: [hlcoders] STEAM_ID_LOOPBACK This is new to me: STEAM_ID_LOOPBACK Where does

RE: [hlcoders] STEAM_ID_LOOPBACK

2003-09-16 Thread Tony \omega\ Sergi
You create a game, your don't resolve when you do status. If you connect to other servers you do. Connecting to yourself == loopback. Seems quite logical to me =) -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Florian

[hlcoders] New Protocols?

2003-09-16 Thread Cale 'Mazor' Dunlap
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm reading in the updates for the valve based mods and it mentions removing dependence on WON protocols. are we (as mod programmers) going to need to do this as well? Or was this something that was

[hlcoders] Steam and SP only mods

2003-09-16 Thread DAV
I finaly manage to run Steam and discovered that I can't start a new game using Steam on SP mods. When I choose new game from the HL menu it always says map not found. But if I load a saved game it works ok. I had placed all the bsp files in a pak file and everything worked fine before Steam.

RE: [hlcoders] Won being retired -- how do we test non-valve mods?

2003-09-16 Thread Geoff
Details on the auth protocol would be sufficient. Releasing the source to won may have Copyright/DMCA/insert random flawed IP law here issues even if Valve were inclined to do so. -EvilGrin -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Foss Sent:

RE: [hlcoders] A SteamDK?

2003-09-16 Thread Geoff
I need my netris fix. :) Beyond games maybe plugins for file transfers, chat rooms, etc? The possibilities are endless :) -EvilGrin -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kevin Gerry Sent: Tuesday, September 16, 2003 4:41 AM To: [EMAIL

Re: [hlcoders] Steam and SP only mods

2003-09-16 Thread Gunslinger
use the pakexplorer - extract all the pak-files of the mod to your mod-directory. Should work now. The GUI will still be Half-Life, but selecting New Game should start the SP-Mod now. http://www.cstrike.de/help/faq/index.php?fid=296id=57 - Original Message - From: DAV [EMAIL PROTECTED]

RE: [hlcoders] Steam passwords policy suggestion.

2003-09-16 Thread Geoff
HKEY_CURRENT_USER\Software\Valve\Steam\SteamExe Just strip off the steam.exe filename (there's native functions in Delphi/C builder for this I assume there's similar in VB) That gives you your steam install location. Then parse Steam install dir\config\SteamAppData.vdf This will give you the

Re: [hlcoders] Steam and SP only mods

2003-09-16 Thread DAV
Thanks for the tip. But wouldnt it be easier if Valve would fix it instead of making ALL players to do that to ALL mods they have that used a pak to place the maps (as they should to concentrate the files)? Also I notice that the custom splashscreen don't show up anymore, that the 'start dark'

RE: [hlcoders] Stupid ?'s

2003-09-16 Thread Geoff
I'm sure someone will find something. You can't just dump HTML parsing in the MOTD VGUI routines and expect it to be bug free. -EvilGrin -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aaron Sent: Tuesday, September 16, 2003 7:45 AM To: [EMAIL PROTECTED]

[hlcoders] mouse windomed suggestion

2003-09-16 Thread tei
I run hl.exe -window problem: my hl.exe (46/1.1.1.0) not free the mouse with console down. To free the mouse, you need to use a menu option... but then.. mouse not work ingame! Some code in hl.exe center the mouse every frame to window_center_x, window_center_y. Will be nice if this code

Re: [hlcoders] mouse windomed suggestion

2003-09-16 Thread Vyacheslav Djura
Hello tei, I guess it should look like that ;) - if GetForegroundWindow HL_WINDOW_HANDLE { MoveCameraByMouse(); } Tuesday, September 16, 2003, 6:41:49 PM, you wrote: t I run hl.exe -window t problem: t my hl.exe (46/1.1.1.0) not free the mouse with console down. t To free

Re: [hlcoders] Won being retired -- how do we test non-valve mods?

2003-09-16 Thread tei
Can you give more details on the exact error message? WON will not be retired until we have resolved all the important issues with 3rd party mods (i.e running and debugging them). Hehehe... all? I know a site that list 400 mods http://mods.moddb.com/?mf=tmf_gme=1start=400 maybe

RE: [hlcoders] mouse windomed suggestion

2003-09-16 Thread Tony \omega\ Sergi
Hl.exe -sw -window never works correctly, never has. At least, not for me. -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of tei Sent: September 16, 2003 11:42 AM To: [EMAIL PROTECTED] Subject: [hlcoders] mouse windomed

[hlcoders] HLSDK 2.3 and steam

2003-09-16 Thread martin
1. Downloaded a fresh HL SDK 2.3 from http://dev.valve-erc.com/?go=hl_sdk 2. Compiled the dlls. 3. Created a liblist.gam 4. Install it in C:[EMAIL PROTECTED] 5. Started steam 6. Hit Games then MP SDK 7. Hit Create Server 8. Left it on Random map and hit OK. 9. Crash in gameui.dll offset 0006ee26

Re: [hlcoders] Steam and SP only mods

2003-09-16 Thread Mike Foss
On startup: PreCondtion Assertation Failed Name: No children still registered Program: path to steam File: \p4clients\rel_beta\projects\common\misct\multifieldblob.cpp Line: 2394 m_uNumRegisteredChildren == 0 clueless_luserOMG!~ TEH VAELV SI GOIGN TO MAEK US REGISETR OUR KIDS NAD THEN TURN THEM

Re: [hlcoders] Steam passwords policy suggestion.

2003-09-16 Thread Florian Zschocke
Geoff wrote: HKEY_CURRENT_USER\Software\Valve\Steam\SteamExe Actually that would be HKEY_LOCAL_MACHINE\SOFTWARE\Valve\Steam\InstallPath. Then parse Steam install dir\config\SteamAppData.vdf This will give you the 'account name' I know. You can then do whatever with steam install

Re: [hlcoders] HLSDK 2.3 and steam

2003-09-16 Thread botman
6. Hit Games then MP SDK 7. Hit Create Server 8. Left it on Random map and hit OK. 9. Crash in gameui.dll offset 0006ee26 10. Zipped and uploaded to http://www.gaming4nothing.de/aghl/mp.zip 11. Sent to a couple of friends - same problem. Have you tried copying all the assets from the old

Re: [hlcoders] A SteamDK?

2003-09-16 Thread Kevin Gerry
Yup, it'd be fun =) (B (BValve? (B (B- Original Message - (BFrom: "Geoff" [EMAIL PROTECTED] (BTo: [EMAIL PROTECTED] (BSent: Tuesday, September 16, 2003 04:18 (BSubject: RE: [hlcoders] A SteamDK? (B (B (B I need my netris fix. :) Beyond games maybe plugins for file transfers, (B

Re: [hlcoders] Won being retired -- how do we test non-valve mods?

2003-09-16 Thread Pat Magnan
Well no one is going to fix mods that didn't work already. There are 1000's of mods listed, but not near that many that are in active development, or are even publicly available. I think by resolve issues, Alfred meant work out any issues that are due to the mod that used to work not working on

[hlcoders] HL2 source-faq man

2003-09-16 Thread tei
Commenting that: http://collective.valve-erc.com/index.php?faq=source_mod_faqprintable=yes Ask: What is the maximum map size for Half-Life 2? Valve: The maximum map size is currently set at +/-16384 units (16x the horizontal area of Half-Life 1, 64x overall volume). Mods can choose their

SV: [hlcoders] A SteamDK?

2003-09-16 Thread ringo-fan
I dont want to break your fun but the guys over at amxmod.net already made a web browser. -Ursprungligt meddelande- Från: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] För Kevin Gerry Skickat: den 16 september 2003 20:44 Till: [EMAIL PROTECTED] Ämne: Re: [hlcoders] A

RE: [hlcoders] HLSDK 2.3 and steam

2003-09-16 Thread Tony \omega\ Sergi
Bullit, there's got to be something seriously screwed up with your compiler. I just installed another copy of the SDK and rebuilt it and it runs perfectly for me. No crashes whatsoever. Yours however, doesn't. http://omega.frontline2.com/steamtest-sdk23-mp.zip and no, I did nothing special to

Re: [hlcoders] HLSDK 2.3 and steam

2003-09-16 Thread martin
Alright after loads of deleting folders and files I came to the conclusion it crashes because there are no maps installed in the mod dir. This is quite common when it comes to deathmatch mods since they all share the standard valve maps. Should be an easy fix for Valve. - Original Message

[hlcoders] Steam filesystem

2003-09-16 Thread sedfsdf kljhlkjhkjh
Is there going to be any documentation, how to use the steam filesystem? _ Fast, faster, fastest: Upgrade to Cable or DSL today! https://broadband.msn.com ___ To unsubscribe, edit your list

Re: [hlcoders] HLSDK 2.3 and steam

2003-09-16 Thread martin
Btw: previous versions of HL automagicly showed maps installed in valve\maps folder. - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, September 16, 2003 10:06 PM Subject: Re: [hlcoders] HLSDK 2.3 and steam Alright after loads of deleting folders and

RE: [hlcoders] New Protocols?

2003-09-16 Thread Alfred Reynolds
The WON change is at an engine level. The only change you MUST make is to use g_Engfuncs.pfnGetPlayerAuthId() (which returns a string) rather than g_Engfuncs.pfnGetPlayerWONId() (which returns -1 all the time). This change was introduced in 3.1.1.1 (the GetPlayerAuthID function that is). -

Re: [hlcoders] Steam filesystem

2003-09-16 Thread DAV
And how to make stuff we made before Steam on Half-Life? Stuff like costum splashscreen, costum menus, etc? Davide (DAV) Email: [EMAIL PROTECTED] DAV Levels: http://www.planetquake.com/davlevels/ - Original Message - From: sedfsdf kljhlkjhkjh [EMAIL PROTECTED] To: [EMAIL PROTECTED]

Re: [hlcoders] Steam filesystem

2003-09-16 Thread DAV
Yes, I know. (but thanks anyway) The problem is that POV (a SP only mod, not multiplayer) is made as it should for version 1.1.1.0. The maps are on a pak file, the splashscreen on the cached.wad and so one. Everything worked ok. Now I cant start a new game (HL 1.1.2.0 doesnt read bsp files on

RE: [hlcoders] Steam filesystem

2003-09-16 Thread Taylor Sherman
There will be a Steam SDK for those developing new applications to run on Steam. As far as I know, however, Mods will not be using the Steam filesystem directly, they'll be going through the Engine. So there shouldn't be a need. Taylor -Original Message- From: sedfsdf kljhlkjhkjh

Re: [hlcoders] A SteamDK?

2003-09-16 Thread Kevin Gerry
Know the URL to that? Also, I'm talking about something that Valve has less of a chance to blacklist/fix =/ Whee~ - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, September 16, 2003 12:30 Subject: SV: [hlcoders] A SteamDK? I dont want to break your fun

Re: [hlcoders] A SteamDK?

2003-09-16 Thread Kevin Gerry
Oh, I found that... All that is though is a plug-in to use the MOTD iface... I'm talking about a true .dll =) =/ - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, September 16, 2003 12:30 Subject: SV: [hlcoders] A SteamDK? I dont want to break your fun

RE: [hlcoders] Steam filesystem

2003-09-16 Thread Alfred Reynolds
There is no need for MODS to use the steam filesystem, just keep using the usual engine callbacks to access files (i.e LoadFileForMe() and FreeFile() ) and everything will work. You can also keep using stdio filesystem functions to write files directly to disk. - Alfred Taylor Sherman wrote:

RE: [hlcoders] Steam filesystem

2003-09-16 Thread Alfred Reynolds
We will be releasing detailed information soon on all the modifications you can do to the UI for your mod. - Alfred DAV wrote: And how to make stuff we made before Steam on Half-Life? Stuff like costum splashscreen, costum menus, etc? Davide (DAV) Email: [EMAIL PROTECTED] DAV Levels:

RE: [hlcoders] Stupid ?'s

2003-09-16 Thread RDG O'Sullivan
I'm sure someone will find something. You can't just dump HTML parsing in the MOTD VGUI routines and expect it to be bug free. when was the last time you saw a pure HTML exploit in a modern browser? HTML is a data format, not a programming language. About the worst you could do is crash the

[hlcoders] Entity's think functions stopping?!

2003-09-16 Thread Cale 'Mazor' Dunlap
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Once again, here at Firearms, we feel that creating the most botched up code is our number one priority. thus we have some really weird bugs. Currently, the worst bug holding us back from releasing

Re: [hlcoders] Entity's think functions stopping?!

2003-09-16 Thread Sniper
I've never had this problem. Is pev-nextthink = gpGlobals-time + 1.0 called at the end?... Perhaps you have a return some place higher up in the function? Sniper - Original Message - From: Cale 'Mazor' Dunlap [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, September 16, 2003 9:20

RE: [hlcoders] Entity's think functions stopping?!

2003-09-16 Thread Cale 'Mazor' Dunlap
Its not a very big think, yes pev-nextthink is set at the end, there aren't even any returns in the think function. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sniper Sent: Tuesday, September 16, 2003 10:29 PM To: [EMAIL PROTECTED] Subject: Re:

Re: [hlcoders] Entity's think functions stopping?!

2003-09-16 Thread Cortex
Try to put a SetThink at the end of the function, perhaps your think function calls another function that does a SetThink (0)... Just a thought :) Hope this helps. =- Michaël Cortex Monerau -= http://www.hlalbator.fr.st Cale 'Mazor' Dunlap wrote: This is a multi-part message in MIME format.