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
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
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
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
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
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
-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
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
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
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
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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.
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CUtlVector's destructor calls the destructors of all its elements. There
should be no memory leaks when using a CUtlVector or CUtlMap.
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will be very grateful.
With Thanks,
Haza
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That fixed it right up, Thanks.
I tried about half of the render groups and just thought I was getting
nowhere.
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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 :)
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I believe it can also only use sprite textures.
Unless I'm wrong?
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Garry that would mean sending twice as much as he wants to. You could waste
a lot of bandwidth :(
~Haza
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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
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