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
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
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]
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.
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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
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
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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
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.
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:
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
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]
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
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'
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]
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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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
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).
-
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]
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
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
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
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
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:
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:
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
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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
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
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:
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:
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