Re: [hlcoders] Source SDK 2013 Release

2015-09-09 Thread Neico
https://github.com/ValveSoftware/source-sdk-2013/issues/290 please consider this, it's a major pain... John Schoenick wrote on 10.09.2015 at 04:18 GMT +1: We've just pushed an update to the Source SDK 2013 on GitHub. This update includes security fixes to the game code included in the SDK, so

Re: [hlcoders] 'Target' an entity and disable mouse movement

2014-04-04 Thread Neico
or the GameRules right now. Hope that helps a bit. - Neico On 04.04.2014 23:44 GMT + 1, Krzysztof Lesiak wrote: I have authored a new weapon that mimicks the scan visor mechanics from Metroid Prime; however, I would like to be able to center the player's view on the entity that's being scanned

Re: [hlcoders] Source SDK 2007 mod - No crash dumps

2014-03-16 Thread Neico
You might want to look into path to steam/dumps this is where all the new source engine minidumps go. it's gotten harder to find out which belongs to which game / mod with that tough (regulary cleaning that folder should help tough) - Neico On 16.03.2014 15:45 GMT +1, Gunship Mark II wrote

Re: [hlcoders] Error: setuparrayprops_r array prop '(null)' is at index zero

2013-10-08 Thread Neico
Use the steampipe beta... - Neico On 08.10.2013 14:36 GMT+2, Tobias Baumann wrote: Hi everyone, so as of today none of my source mods work. Not even the default Source SDK base 2007. Upon starting the game/mod it loads and presents the following error: setuparrayprops_r array prop

Re: [hlcoders] SDK 2013 and Hamachi

2013-09-27 Thread Neico
Tried Tunngle? Never touched Hamachi since I have Tunngle installed... - Neico On 27.09.2013 21:30 GMT+2, Jorge Rodriguez wrote: I've received reports that some players can't use Hamachi to make VPN games on SDK 2013, whereas they can with GMod. They get the restricted to class C clients

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-24 Thread Neico
is only used in single-player) deactivating that convar would be the wrong way tough, I can see some benefits from that (not that anyone mentioned it, but just to be clear here), if you don't like it go into gameinterface.cpp and look for CServerGameDLL::ShouldHideServer( void ) - Neico

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-12 Thread Neico
it tough would be welcome, especially if you have multiple mods and don't want to change the additional parameters inside steam every time) Kind Regards, Neico On 10.09.2013 01:55 GMT+2, Neico wrote: I don't think that it can be out of sync because I use a Symlink on the dedicated to link

[hlcoders] Source 2013 - Steam API

2013-09-11 Thread Neico
to some people (and not force everyone to move their mod into the greenlight procedure) As I said, just a random idea that I came up with. Feel free to discuss about it, maybe someone beside me has more ideas in this regard. Kind Regards, Neico PS: I noticed that the steam api headers on the git repos

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-09 Thread Neico
that be related? Now that I look at console.log and the console of the server, it doesn't state any master servers being added (makes me wonder how the listen server appears on the browser then...) Kind Regards, Neico On 09.09.2013 22:53 GMT+2, Joe Ludwig wrote: Neico, I don't think that's the problem

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-08 Thread Neico
message in the dedicated server console confirms that thought: S3: Client connected with ticket for the wrong game: UserID: 2 So it should get fixed as soon as Joe is reading this... I could be wrong tough... Kind Regards, Neico On 09.09.2013 00:30, Jorge Rodriguez wrote: Is anybody else

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-07 Thread Neico
there, have you tried to compile the binaries from an unchanged code base at https://github.com/ValveSoftware/source-sdk-2013? if it shows up with those binaries then you most likely have some faulty code in the other code base... Kind Regards, Neico On 07.09.2013 20:44 GMT+2, Jan Hartung wrote

Re: [hlcoders] Linux srcds does not seem to use mod's libraries

2013-09-05 Thread Neico
https://developer.valvesoftware.com/wiki/Source_SDK_2013#Information_about_VPC to clear it up a bit: VPC scripts contain the basic info that are being used to create makefiles and visual studio files, as well as XCode files for Mac. the scripts in the src root folder will run vpc and can be

Re: [hlcoders] No mdmp files?

2013-08-11 Thread Neico
_set_se_translator(). I hope you can figure out the rest. - Neico Am 09.08.2013 19:58, schrieb Jan Hartung: Hi list, With our 2013 port we have come across a few crashes but they are quite annoying to fix. Mainly because whenever someone reports a crash I have to try and reproduce

Re: [hlcoders] mount Counter-Strike: Source content in Source SDK Base 2006?

2013-06-29 Thread Neico
that there is another way but for now that's all you've got... - Neico On 29.06.2013 12:30 GMT +2, fitzroy_doll wrote: Hi all, This is a long shot: Is there any way to use the gameinfo.txt to mount Counter-Strike: Source content in the Source SDK Base 2006 engine? This is so that I can recover my mod, CSS

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Neico
Now that is unexpected... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Neico
it until it fits and ship it together with the mod? I think that's a rather big thing that isn't covered by the news at all and will have an impact if there's no solution coming soon. - Neico On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote: https://github.com/ValveSoftware/source-sdk-2013

Re: [hlcoders] Player voice volume

2013-05-08 Thread Neico
You're only able to get which player is currently speaking by pPlayer-IsSpeaking() was the function I believe, for the waveforms, they are hidden behind an internal engine interface which you can't access under normal ways (if one got trough that feel free to write it down here), but I've been

Re: [hlcoders] Mods Steampipe

2013-04-17 Thread Neico
as I never looked into the entire VPK stuff... I hope this helps Neico ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Re: [hlcoders] Mods Steampipe

2013-04-17 Thread Neico
You might want to look at the AlienSwarm Code then, it contains a library for vpk, and HLLib at Nem's Tools also allows to parse VPK Files, but as I said, I can't help you any further then to give some hints where to look at... I'd be interested to see your solution once you get one. Neico PS

Re: [hlcoders] Crash in engine.dll help?

2013-01-28 Thread Neico
It really would help if Valve would provide an Symbol Server like SourceMod and Microsoft do, it makes the whole debugging process way easier... - Neico On 28.01.2013 07:39:56 GMT+0100, Sammy sam...@gmail.com wrote: I support Saul. Often when it happens with me it's some stupid little thing I

Re: [hlcoders] Compiling in VS 2012

2012-11-27 Thread Neico
You can use it if you change the Toolset to the VS2010 one, then basically everything is the same as in VS2010... I must say that I didn't bother trying to get the 2012 Toolset to work as I've heard about many incompatibilities with Source. - Neico On 26.11.2012 19:14:09 GMT+0100, Michael Kramer

Re: [hlcoders] ATTN Valve: Server browser player count fluctuates/fails with bots

2012-07-30 Thread Neico
Alfred was referring to the Dedicated Server installation which would mean to put those files mentioned into HLServer/orangebox/bin Listen Server's can't be fixed that way unless you've got Steamworks access which allows you to overwrite those for your mod (as things such as dll's are being force

Re: [hlcoders] hanging hl2.exe process

2012-07-29 Thread Neico
to find the cause of a crash even with having the code at hand, it's even harder to pin it down from a remote place such as this Mailing List. So I suggest that you look at the places and use the techniques mentioned above or give a little more insight on this matter. Kind Regards, Neico

Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-07-23 Thread Neico
I've just found out that using the following two lines works just as good (and probably is more gracefully as to cut off the API directly). SteamClient()-ReleaseUser( GetHSteamPipe(), GetHSteamUser() ); SteamClient()-BReleaseSteamPipe( GetHSteamPipe() ); On 25.05.2012 08:36, Chris Harris wrote:

Re: [hlcoders] ATTN Valve: Server Browser refuses to show servers for ANY mod

2012-07-16 Thread Neico
On 17.07.2012 02:34, Nick wrote: A. i think valve fixed the problem. ( an explanation from valve would be nice) B. Neico...that online server browser for obsidian conflict is pretty elite! I am impressed with your work They fixed it only to break it again some days after, which is why my

Re: [hlcoders] ATTN Valve: Server Browser refuses to show servers for ANY mod

2012-07-08 Thread Neico
screwed with the Server Browser for Mods will I continue to develop my own browser... At least until they finally make an Code update available for mods... http://master.obsidianconflict.net Neico Obsidian Conflict smime.p7s Description: S/MIME Kryptografische Unterschrift