Re: [hlcoders] Invalid Steam key size.

2009-02-21 Thread Haza
AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Invalid Steam key size. I'm getting this problem too, is there a way to fix it? On Sat, Feb 21, 2009 at 1:28 AM, Haza haz...@tpg.com.au wrote: This is due to valve changing all Orange Box games back to STEAM_0 id(after there stunt

Re: [hlcoders] Invalid Steam key size.

2009-02-20 Thread Haza
This is due to valve changing all Orange Box games back to STEAM_0 id(after there stunt this week changing them to STEAM_1) numbers, but they forgot to update the dedicated server -Original Message- From: hlcoders-boun...@list.valvesoftware.com

Re: [hlcoders] Anyone using an SSD Drive for compiling?

2008-12-08 Thread Haza
USB keys are not the same as a SSD drive. The NAND flash in them is usually cheap poor quality, and slow(Like worse than a HDD + the speed limitations of the USB bus). Your best way to a cheap solution, would be to get a Compact Flash card and a CF to IDE adapter. Have a look here for any

Re: [hlcoders] Which are the other 3 mods that get access to thesteamworks sdk?

2008-09-30 Thread Haza
valve a email. Or if your really keen, call them up. Regards, Haza - Original Message - From: Nick [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, October 01, 2008 1:21 AM Subject: Re: [hlcoders] Which are the other 3 mods that get

Re: [hlcoders] Detecting point is outside world

2008-09-18 Thread Haza
You only need to do 2 traces on one axis. Since a map is supposed to be completely enclosed. Aslong as the trace hits a brush in both directions, then they are inside the world. You could also assume that aslong as a player is not nocliping and their Z velocity is under like 1000 they are in the

Re: [hlcoders] Client File Download

2008-09-12 Thread Haza
that perfect. garry On Thu, Sep 11, 2008 at 3:22 AM, Haza [EMAIL PROTECTED] wrote: Blocking lua files in other mods is just stupid, what happens when the mod developers use a different extension, or none at all, I just think this hot-fix for gmod 9 should be removed from OB. -Original

Re: [hlcoders] Client File Download

2008-09-10 Thread Haza
-LockNetworkStringTables(false); pDownloadablesTable-AddString(file, strlen(file)+1); m_Engine-LockNetworkStringTables(save); } } On Tue, Sep 9, 2008 at 5:13 PM, Haza [EMAIL PROTECTED] wrote: This isn't for Garry's mod, I was wondering how I can send them using source sdk

Re: [hlcoders] Client File Download

2008-09-10 Thread Haza
They could at least remove it in Orange Box Engine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton Sent: Thursday, 11 September 2008 9:38 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Client File Download Gmod 9 is

Re: [hlcoders] Client File Download

2008-09-10 Thread Haza
AM, Haza [EMAIL PROTECTED] wrote: They could at least remove it in Orange Box Engine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton Sent: Thursday, 11 September 2008 9:38 AM To: Discussion of Half-Life Programming Subject: Re

[hlcoders] Client File Download

2008-09-09 Thread Haza
Is there a way I can make the client download certain custom files(like lua scripts) from the server? Or would I have to write my own code to send the custom files to the client? Cheers, Haza ___ To unsubscribe, edit your list preferences, or view

Re: [hlcoders] Client File Download

2008-09-09 Thread Haza
This isn't for Garry's mod, I was wondering how I can send them using source sdk, and I'd rather use valve's download handling code. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Question about CUtlVector.

2008-09-09 Thread Haza
CUtlVector's destructor calls the destructors of all its elements. There should be no memory leaks when using a CUtlVector or CUtlMap. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] Dynamic Mesh Issues.

2008-07-28 Thread Haza
will be very grateful. With Thanks, Haza ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Dynamic Mesh Issues.

2008-07-28 Thread Haza
That fixed it right up, Thanks. I tried about half of the render groups and just thought I was getting nowhere. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] dynamic mesh

2008-04-16 Thread Haza
Okie dokie, I had issues with anything but sprites, but I never really looked into it, I might have a look what I was doing wrong now :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] dynamic mesh

2008-04-15 Thread Haza
I believe it can also only use sprite textures. Unless I'm wrong? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Re: SendProxy_String_tToString can't send wide-char

2007-11-12 Thread Haza
Garry that would mean sending twice as much as he wants to. You could waste a lot of bandwidth :( ~Haza ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Re: SendProxy_String_tToString can't send wide-char

2007-11-11 Thread Haza
function, but I'm sure you can do it. ~Haza void NetSafe16Encode( wchar_t *in, char *out ) { char ZeroByte = (char)0xFF; int out_counter = 0; for(int i = 0; i (sizeof(in)/sizeof(wchar_t)); i++) { // Use bit shifting operations to clean up data