Re: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......

2010-10-11 Thread Olly Ginger
Functions like that don't always return a pointer, and can just return null. Check the function to see why it returned null. Sent from my iPhone On 12 Oct 2010, at 01:59, Nick xnicho...@gmail.com wrote: gcc (GCC) 4.2.4 Linux dual-core 2.6.28-19-generic #65-Ubuntu SMP Thu Sep 16 14:14:28

Re: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......

2010-10-11 Thread Olly Ginger
When checking function signatures, look at the header, not the cpp Sent from my iPhone On 12 Oct 2010, at 03:10, Nick xnicho...@gmail.com wrote: So i guess the solution is to disable tripmines compleletely? I just did some more digging (gdb is still active on crashed process). It seems

Re: [hlcoders] Asynchronous threads

2010-09-06 Thread Olly
MyThreadParams_t; some_params.iVar = 1; some_params.flFloat = 0.3f; CreateSimpleThread( MyThread, some_params ); VEEERY simple example, but the MyThread function will run in a seperate thread (along with any subsequent calls from that function). Olly On 6 September 2010 20:16, Tom Edwards

Re: [hlcoders] String_base error

2010-08-03 Thread Olly
The source code doesn't officially support Visual Studio 2010, not even VS 2008. Your best bet is probably to use Visual C++ 2005 (Express if you don't have a license). Most of the pre-built lib files that come from Valve are probably compiled on 2005, so depending on what changed since VS2005,

Re: [hlcoders] String_base error

2010-08-03 Thread Olly
Yea, or at very least, 2008 - I have personal experience of the code compiling and running on 2008. But again, it is still not 'officially supported'. Olly On 4 August 2010 03:33, Gabriel ga29sm...@yahoo.com wrote: It may be hard to find VS2005 but trust me it's worth your trouble to find

Re: [hlcoders] Alien Swarm

2010-07-21 Thread Olly
AlienSwarm isn't using Source 2009. S2k9 doesn't have support for VPK. On 21 July 2010 16:55, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: On 2010-07-21 17:45, Tom Edwards wrote: That simply isn't true. If another user of the computer owns HL2 then the GCFs will be there, and I expect

Re: [hlcoders] Show Map List issue..

2010-07-13 Thread Olly
I'm personally having a problem with this; But care to say what you did to fix it so that it's saved in the archive for years of future modders. On 14 July 2010 02:48, Andy Nemer an...@overwatchmod.com wrote: ARGH! We figured it out. Not only does it not display empty servers, but it also

Re: [hlcoders] Show Map List issue..

2010-07-13 Thread Olly
I'm _not_ personally having a problem with this** :P On 14 July 2010 03:28, Olly oli...@gmail.com wrote: I'm personally having a problem with this; But care to say what you did to fix it so that it's saved in the archive for years of future modders. On 14 July 2010 02:48, Andy Nemer

Re: [hlcoders] Show Map List issue..

2010-07-13 Thread Olly
. On Wed, Jul 14, 2010 at 3:28 AM, Olly oli...@gmail.com wrote: I'm personally having a problem with this; But care to say what you did to fix it so that it's saved in the archive for years of future modders. On 14 July 2010 02:48, Andy Nemer an...@overwatchmod.com wrote: ARGH

Re: [hlcoders] Taking high resolution screenshots?

2010-06-24 Thread Olly
add -windowed then you won't be limited by the resolution of your screen. On 24 June 2010 21:19, Darth.Hunter hun...@egaming-league.net wrote: Thanks for the replies, folks! Unfortunately, forcing the resolution through start parameters doesn't work. The maximum I get is my TFTs 1280x1024,

Re: [hlcoders] Demo tinkering, frames

2010-06-23 Thread Olly
You wont be able to do much with demo files as far as the actual network data goes. All of that is closed source as part of the engine. If you only want to learn, then play with the demo header, that info is widely known. On 23 June 2010 12:41, C-F Strid wor...@gmail.com wrote: I'm doing some

Re: [hlcoders] Compiling SDK Shaders, Pixelshaders not compiling.

2010-05-07 Thread Olly
Nope, only ~5% of steam users (that took part) still use DX8. http://store.steampowered.com/hwsurvey On 7 May 2010 15:57, Ryan Sheffer darksk...@gmail.com wrote: A lot of dx8 users still. ~Ryan On May 7, 2010, at 6:19 AM, Marek Sieradzki marek.sierad...@gmail.com wrote: On Fri, May 7,

Re: [hlcoders] Source Profiling

2010-04-14 Thread Olly
People often get angry when people try and hijack threads - (it makes the archives very hard to read too). I'm sure if someone has a answer to your question, they will answer it in the other thread you created already. On 14 April 2010 18:57, Brent Lewis coder0...@hotmail.com wrote: How do I

Re: [hlcoders] Source Profiling

2010-04-13 Thread Olly
Just FYI if you are after some more detailed profiling info... type: vprof;+showvprof On 13 April 2010 22:30, Iain Breen iain.br...@gmail.com wrote: Brilliant, thanks again. Iain On Tue, Apr 13, 2010 at 10:26 PM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: Iain Breen wrote:

Re: [hlcoders] Source Profiling

2010-04-13 Thread Olly
? I'm basically comparing performance with my custom AI against the performance with the existing AI to see what the performance hit is, so it'd be nice to get the numbers somewhere I can study them. Cheers. On 13 Apr 2010, at 22:44, Olly oli...@gmail.com wrote: Just FYI if you are after

Re: [hlcoders] Getting commands in an alias (autoexec.cfg)

2010-04-09 Thread Olly
Looks like all of this has been moved from Tier1/commandbuffer.cpp into the engine. Doesn't look like there is a way to access aliases from outside the engine. On 9 April 2010 16:35, Janek jan...@gmail.com wrote: From what I understand, alias list is stored in memory bu I don't know how to get

Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-17 Thread Olly
Nick, I thought you said you would never post on here again. Shame you didn't keep to that. Anyway, I think its good to write something to help others, and even better that its open-source. Its a good way to get stuff on your CV when looking for work, etc. Hammer isn't released as open-source

Re: [hlcoders] (no subject)

2010-01-31 Thread Olly
Download the SDK source-code, and look at: ./utils/serverplugin_empty On 31 January 2010 06:26, DHack dh...@lucky-gaming.com wrote: Hey! Im trying to learn hwo to make server plugins (vdf), I know Eventscripts but want to learn c++. How do I setup Microsoft visual c++? And if you can show

Re: [hlcoders] Source pausing WMP and decreasing system volume

2010-01-30 Thread Olly
You running windows7? - There is a bunch of stuff in 7 that says 'reduce volume if I'm running a communication program' or something. You can't select what actually IS a communication program, nor can you see what it thinks is a communication program. Might be that thinking source is a comms

Re: [hlcoders] Mod doesn't recognize custom translation file

2010-01-22 Thread Olly
platform_english.txt already exists as part of the Steam Platform files. Might be conflicting somehow. Try renaming the file and the directory 2010/1/22 jetscope jetsc...@gmail.com I tried to add in some custom strings to my mod, but it doesn't recognize the custom language file. The filename

Re: [hlcoders] Mod doesn't recognize custom translation file

2010-01-22 Thread Olly
Just for the record, it should be inside the resource folder, not scripts. 2010/1/22 Skillet skillet5...@gmail.com Make sure the file is saved as UTF-16 and it's in the scripts\ directory. On Fri, Jan 22, 2010 at 12:10 PM, jetscope jetsc...@gmail.com wrote: I tried to add in some custom

Re: [hlcoders] (no subject)

2010-01-19 Thread Olly
You're also on the wrong mailing list: go here: http://list.valvesoftware.com/mailman/listinfo/hlds 2010/1/19 Siddharth Jain jainsiddhart...@gmail.com i tried cstrike planet and i think my server is done now tell me how to join other players also. On Tue, Jan 19, 2010 at 6:17 PM, Arg!

Re: [hlcoders] Filesystem_tools and DLLs

2010-01-08 Thread Olly
look at public\filesystem.h - IFileSystem 2010/1/9 Darien Hager dar...@technofovea.com OK, so I'm a C++ newbie poking around at making a utility DLL which differently-exposes some SDK code, and I'm trying to figure out the right way to access files. Specifically, the way the Source engine

Re: [hlcoders] C_BaseAnimating::CreateUnragdollInfo() Assertion Failed question.

2010-01-05 Thread Olly
Just put it in the function that is calling the unragdoll stuff, don't edit the base classes. 2010/1/5 Charkrid Pornpitackchaikul actm...@gmail.com Thanks for reply Olly, Oh yes I fixed it. I did add it like Know Issue on Sept 06 suggested. But I still have this problem. So I add

Re: [hlcoders] C_BaseAnimating::CreateUnragdollInfo() Assertion Failed question.

2010-01-04 Thread Olly
Did you add the model cache critical section macro? 2010/1/4 Charkrid Pornpitackchaikul actm...@gmail.com Hi, I get two of assertion error when my ragdoll is call CreateUnRagdollInfo() to blend all it bone with it owner to getup. I get Assertion Failed: pModelCache-IsFrameLocking() and

Re: [hlcoders] client side grame frame

2010-01-03 Thread Olly
You can't. Its a server plugin: CEmpty*Server*Plugin 2010/1/4 Joe Cabezas joe.cabe...@gmail.com hello! i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2... with no results this is what i'm doing: void CEmptyServerPlugin::GameFrame( bool simulating ) { Msg(this is a

Re: [hlcoders] Duplicated Tracers

2009-12-18 Thread Olly
; #endif This code will cause the function to return if the frame is being run more than once due to the prediction code. I think a problem like this was posted before on the list, with the same resolution. Olly 2009/12/18 Jonathan White killermonke...@gmail.com Actually, we have also noticed

Re: [hlcoders] DoS Attack Fixer

2009-12-16 Thread Olly
a few server queries. When I replicated the queries it didn't work. No idea how the program manages to kill the server with barely 2 queries a second but it did. 2009/12/16 Olly oli...@gmail.com: You'd need a better than residential connection to bring down a server. Unless the guy is playing

Re: [hlcoders] Writing my own Goldsrc... :)

2009-11-16 Thread Olly
Is pLabel NULL ? 2009/11/16 Pagefile SYS nbjk...@gmail.com I'm writing my own program which uses Half-Life client and server DLLs. I started with loading client.dll and call Initialize function passing pointer to cl_enginefunc_s filled completely with zeros and then I call HUD_Init. Then

Re: [hlcoders] Writing my own Goldsrc... :)

2009-11-16 Thread Olly
That's why you post ALL of the relevant code the first time round :D What's the line above return 1; in status_icons.cpp? 2009/11/16 Pagefile SYS nbjk...@gmail.com No. And in fact, cannot be because it points to statically alloced array: CVoiceLabel *pLabel = m_Labels[i];

Re: [hlcoders] Interpolation of projectiles

2009-09-01 Thread Olly
decreasing host_timescale makes spotting the difference easier. Thanks! 2009/9/1 Nick xnicho...@gmail.com Can you offer video/pictures to demonstrate how this bug effects all valve games? Or any way for a player to replicate or exploit it? Thus you make it both easier and more likely valve

Re: [hlcoders] Source control solution?

2009-08-24 Thread Olly
They are harder to understand if you are coming from a simple filesystem one like ss Sent from my iPhone On 24 Aug 2009, at 12:24, joshua simmons simmons...@gmail.com wrote: I don't think the distributed systems are any harder to conceptualise, at least not with a decent explanation. And

Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Olly
So you can get stuff done quicker? 2009/8/19 Harry Jeffery harry101jeff...@googlemail.com I never understood having multiple coders unless it's a large scale project. From experience usually only one is enough per mod. 2009/8/19 David Kraeutmann da...@davidkra.net: We use git, so every

Re: [hlcoders] Lines of code in Source SDK?

2009-08-18 Thread Olly
I did a line count a while back, and it was about 1.5million 2009/8/19 Adam Buckland adamjbuckl...@gmail.com Just a quick question: How many lines of code would you estimate, make up the Source SDK? -- Bucky ___ To unsubscribe, edit your list

Re: [hlcoders] World not rendered when launching with debugger

2009-08-05 Thread Olly
I have had some strange problems like this while doing things like sending a UserMessage in the same frame that you (re)spawn in. 2009/8/5 Tom Edwards t_edwa...@btinternet.com Finally making some headway on this. The client doesn't know the camera's origin: in CViewRender::RenderView(), all

Re: [hlcoders] Setting C++ project to take #defines from?

2009-07-18 Thread Olly
Thats what people said about 2008 :p - But edit continue seems broken in 2008 2009/7/18 Kohan Venets idr...@hotmail.com D: Sad. Oh well, I'm sure VS2010 will be great. Thanks anyway. -Kohan From: mastersmit...@msn.com To: hlcoders@list.valvesoftware.com Date: Fri, 17 Jul 2009

Re: [hlcoders] OrangeBox Shader Compilation

2009-07-12 Thread Olly
Lightmapped generic is a complex shader, and takes a very long time to compile (don't reply saying it compiles faster on your rig, because I don't care). You don't really need this compiled unless you want to edit it. Otherwise, just wait for the number to reach 0. You can specify the shaders to

Re: [hlcoders] OrangeBox Shader Compilations

2009-07-12 Thread Olly
Its not endless, let it finish. 2009/6/28 Jan Frederick Eick j.f.e...@gmx.de Hi again... seems like the issue has something to do with the shadercompile.exe from the SDK. The final command which eats up the whole cpu is:

Re: [hlcoders] HL-MP Third Person Mod

2009-06-11 Thread Olly
Do a search for either +forward, +left, +right 2009/6/11 Christian Rieß e-mc2_ch...@gmx.de Hello, I am (still) working with my team on a Third Person Multiplayer Mod. At the moment I have the following problem: I don't know how the Input-Keys are Mapped to a certain action. I want to have a

Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Olly
with the exe, and as 64bit uses longer pointers it might conflict). I don't think valve ever released 64bit client binaries, I think when there was some talk about valve doing 64bit it was just for srcds only. Olly 2009/6/1 Aj Collins gamerzwo...@gmail.com You could also try putting -64bit

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Olly
Wasnt there a steam-like thing called Vapour that did stuff like this? 2009/6/1 Sykes sy...@ladnet.org Well the user experience would have to be seamless.. thus I would imagine it would be something bolted into your mod DLL somewhere!? As I had stated in my original (badly written) email,

Re: [hlcoders] VS2010b1 - Linker probems.

2009-05-31 Thread Olly
Yea, why do you need to use 2010, especially when its not supported on source AND its still in beta? 2009/5/31 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com Going back to 2008 or 2005. 2009/5/31 Yaakov Smith m4ngr...@gmail.com Downgrade the compiler? -Original Message- From:

Re: [hlcoders] VS2010b1 - Linker probems.

2009-05-31 Thread Olly
Not if it doesn't compile source code they won't :) 2009/5/31 John john6...@gmail.com When the beta is over and it is released a lot of people are going to be using it - some of which will be source coders On Sun, May 31, 2009 at 1:07 PM, Olly oli...@gmail.com wrote: Yea, why do you need

Re: [hlcoders] Depth buffer problem

2009-05-28 Thread Olly
Me and James are both having the exact same problem, and are running Vista 32bit. I have tried running shadercompile.exe in compatability mode, but seems to not make a difference. I'm beginning to wonder if the operating system is a factor of the problems me and James are seeing. 2009/5/28

Re: [hlcoders] VS2010b1 - Linker probems.

2009-05-27 Thread Olly
VS2010 isn't supported, neither is VS2008 (apart from OB Beta) The fact you are also using a beta product, doesn't put you in a good position to get help. 2009/5/27 Yaakov Smith m4ngr...@gmail.com I installed and am testing Visual Studio 2010 Beta 1. It converted the VS2008 projects (which in

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-05-16 Thread Olly
Thanks Tobias, Ill check it out (: 2009/5/16 Tobias Kammersgaard tobias.kammersga...@gmail.com Bumping this. The L4D Authoring tool was released, and it contains a shadercompiler.exe. I don't know if it works, but its worth a shot. /ScarT 2009/4/11 Olly oli...@gmail.com Is there any

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-05-16 Thread Olly
): As far as I know, everything is setup here correctly, and I don't get any errors. Has anyone else managed to compile the fxc's using this new beta? 2009/5/16 Tobias Kammersgaard tobias.kammersga...@gmail.com Great. Let us know ;-) /ScarT 2009/5/16 Olly oli...@gmail.com Thanks Tobias

Re: [hlcoders] Game Content

2009-05-14 Thread Olly
If its in the EULA (which I think it is) that says that you cannot use unmounted content. Then you just shouldn't unless you have consent from Valve. Downloading music is illigal, and that's just copying data. I also wouldn't make any money from doing so. Emailing them would have been a much

Re: [hlcoders] Game Content

2009-05-14 Thread Olly
I meant email valve directly. Not post on the list. But it still depends on products purchased from Valve in order to function. That statement is not valid, since Microsoft Office requires Windows which is a Microsoft product, but I'm sure if I took some images/icons or something from Office,

Re: [hlcoders] point_viewcontrol in OB Beta

2009-05-02 Thread Olly
Just FYI the same issue is present with the colour correction entity. 2009/5/2 Alexander Hirsch 1ze...@googlemail.com point_viewcontrol expects the game to be singleplayer: m_hPlayer = UTIL_GetLocalPlayer(); So, instead of that, either do UTIL_PlayerByIndex( 1 ) to get the first one or use

Re: [hlcoders] Particle System of Orange Box in EP1-Mod

2009-05-01 Thread Olly
No 2009/5/1 Biz b...@cs-dsf-clan.de Hey there, can the particle system of the orange box be somehow used in a mod which was created with ep1-system? Regards, xs57 ___ To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] Particle System of Orange Box in EP1-Mod

2009-05-01 Thread Olly
You cant comile shaders in the OB beta, since shadercompile.exe / shadercompile_dll.dll is broken. 2009/5/1 Tony Sergi to...@valvesoftware.com You'd have to port the shaders, and modify the particles.lib which.. you can't really do. The shader could probably be ported since there is the sdk

Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Olly
The domain is being camped. 2009/5/1 Matt Hoffman lord.matt.hoff...@gmail.com Jake: He ignores his emails about source, or doesn't use that email anymore. On Fri, May 1, 2009 at 2:55 PM, Jake ja...@droxsden.bulletpain.com wrote: You could just email him..it's right there. Dan L

Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Olly
Just FYI there is: CBaseEntity::IsPlayer() 2009/4/29 Jonas 'Sortie' Termansen hlcod...@maxsi.dk I'd make a variable in the player class called int_Rounds (or something clever) and then make a custom trigger, that could be called Trigger_Checkpoint. Then make a variable in the

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-28 Thread Olly
You could at-least give people pointers to help him out. No-one asked you for the source-code. 2009/4/28 Cory de La Torre gear@gmail.com Minh's got it right ;D Like Garry had ever released how to parent the projector, amirite. On Mon, Apr 27, 2009 at 8:10 PM, Stephen Micheals

Re: [hlcoders] (no subject)

2009-04-28 Thread Olly
The beta to the SDK was released (check steam settings beta) but there are still some pretty bad bugs. The main one for us, being that the wrong shadercompile.exe/shadercompile_dll.dll is on steam, so we STILL can't compile shaders for orangebox. 2009/4/28 Saul Rennison saul.renni...@gmail.com

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-27 Thread Olly
Sent from Saul's Pidgeon Mail 2009/4/26 Olly oli...@gmail.com What of it? :D My mail client adds mine automatically too :D -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list

Re: [hlcoders] remove me from list!

2009-04-27 Thread Olly
You aren't getting spammed enough if you cant see how to unsubscribe. 2009/4/27 Ian T. Jacobsen www@gmail.com Hello I want to be removed from HLCoders since I'm now getting spammed with more important stuff... ___ To unsubscribe, edit your

Re: [hlcoders] posting

2009-04-27 Thread Olly
Indeed, I just got slapped in the face with some irony just then =( 2009/4/27 Andrew Ritchie gotta...@gmail.com Ironic? On Mon, Apr 27, 2009 at 7:37 PM, Piotr Burzykowski locwo...@gmail.com wrote: Hi, Can we avoid the silliness of another pointless thread? This is spam of the worst

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-26 Thread Olly
What of it? :D My mail client adds mine automatically too :D -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Corner-shot

2009-04-20 Thread Olly
CBasePlayer *pOwner = ToBasePlayer( /*--*/ ); to CBasePlayer *pOwner = this; Should work, if I understand the problem. 2009/4/20 Jean Marcel Knapp dos Santos changremi...@gmail.com Hi, I'm Xblah, and I'm the programmer of Offline: Source. I'm trying to build a corner-shot system. The player

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-04-10 Thread Olly
Is there any update on when the new shadercompile.exe will be added to the beta? 2009/3/26 Walter Gray chrysal...@gmail.com Just an update, with a bit of tweaking I was able to make this work by commenting out the following lines in buildshaders.bat echo %SDKBINDIR%\shadercompile.exe

Re: [hlcoders] Model Entity attached to play

2009-03-27 Thread Olly
Is it predicted and you didn't write a client side version? or the client side version isn't the same 2009/3/27 Dan Clark lnx...@gmail.com I am trying to attach a model entity to a player. I want it to follow the player in a sense. I have it working but when the player moves, the entity

Re: [hlcoders] Orange Box SDK Beta Bugs

2009-03-18 Thread Olly
Didn't valve used to have a bugzilla? Maybe they would be more useful there. 2009/3/18 Walter Gray chrysal...@gmail.com Bugs only in this thread please, put questions somewhere else. Yaakov Smith wrote: What is the command to go prone? ___

Re: [hlcoders] Server CVars

2009-03-11 Thread Olly
There is a way to get a list of cvars from the server using the query interface. I don't remember how it works, and i'm at work so I cant get an example now. But if you get it working, you may notice that linux servers (I don't know if windows ones do it now also) seem to have the packet contents

Re: [hlcoders] Particle editor still broken

2009-03-06 Thread Olly
EP3 anyone? 2009/3/6 Saul Rennison saul.renni...@gmail.com Valve Time ftw. It will be fixed when Duke Nukem Forever goes gold. 2009/3/6 James Keith jimmy4...@gmail.com Guess we'll still have to wait for their next-next gen engine when everything but their tools are broke :(

Re: [hlcoders] Can no longer access IServerGameDLL from plugin

2009-02-20 Thread Olly
Lots of the interfaces have been updated in the last version. I sent an email to alfred asking for the new headers, but apparently we don't need them, and there is going to be a steam client update soon. This is the case for steam_api interfaces, I guess its the same for server plugin interfaces.

Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-02-01 Thread Olly
+1 gtfo tbh 2009/2/1 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com Nick: if you hate so much Valve and their way of doing things, why do you keep working with Source? And most important, why do you keep trolling this list? I think I'm not the only one that gets annoyed by your harsh and

Re: [hlcoders] Resizing font..

2009-01-24 Thread Olly
Is it not possible to have dynamicly scaled fonts then? 2009/1/24 Tony Sergi to...@valvesoftware.com You add new entries, and set the resolution range. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On

Re: [hlcoders] Linux server disconnects

2009-01-24 Thread Olly
I'm telling you, linux cant read dll's, and there is never a client_i486.so 2009/1/24 Nick xnicho...@gmail.com I am not sure about that at all. Servers always check client binaries. Can someone else check this for us? On Fri, Jan 23, 2009 at 6:38 AM, Olly oli...@gmail.com wrote: Linux

Re: [hlcoders] Resizing font..

2009-01-24 Thread Olly
could render text off into a rendertarget and then scale it to however you want though, but then it may end up 'fuzzy'. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly Sent: January-24-09 9:00 AM

Re: [hlcoders] Linux server disconnects

2009-01-23 Thread Olly
Linux cant/doesn't read DLLs, they are for windows only. In any case, there is no need for a client 'binary' for a server 2009/1/23 Nick xnicho...@gmail.com I've had this problem before. I think the problem was solved by running ./steam -command update -game is the correct way i think. I

Re: [hlcoders] mod randomly stops drawing viewmodels of weapons.

2009-01-23 Thread Olly
Ask them to type cl_predictionlist (assuming you are using CPredictedViewmodel) they should see 'viewmodel' or 'predicted_viewmodel' in the list. If not, chances are (not always, see below), the entity has been removed for some reason (check code?). There is probobly better ways of checking for

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-11 Thread Olly
Microsoft already tried to compete with STEAM, it was called Games for windows - Live... and it sucked. Again they tried to charge a subscription which failed epicly. I much prefer engines that are written in C++, they are much MUCH more powerful than having to 1) Learn the syntax/structure of the

Re: [hlcoders] Exploits in master server protocol

2008-12-31 Thread Olly
You don't own a master server ¬¬ 2008/12/31 Nick xnicho...@gmail.com Please send them to me, I want to know how to protect my servers. Also, I must give you a round of applause, I don't think anyone has ever gotten valve to reply to this mailing list so quicky :P You must be a very

Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-23 Thread Olly
You really need to learn the facts before making statements like you do. If someone posted any CLOSED source code of valve, it would be off very quick. And chances are, you wouldn't even know about it. Do you even know how many open-source projects that are based on the sdk exist already? It

Re: [hlcoders] Orange Box bot plugin - SVN available - anyone willing to contribute?

2008-12-22 Thread Olly
Are you still not banned from the internet? Why doesn't valve want people making bots for TF2? And why should valve get lawyers on anyone?? 2008/12/23 Nick xnicho...@gmail.com I don't understand why anyone would ever want to go through the hassle and waste of time to make a bot framework for

Re: [hlcoders] Best way to mod scratch SDK

2008-12-21 Thread Olly
...@comcast.net Olly, what a terrible suggestion. There is much to be gained from extending the sdk_player rather than just renaming it... To do it, you just need to extend both C_SDK_Player and CSDK_Player. The player is instantiated in ClientPutInServer in sdk_client.cpp, line around line 80

Re: [hlcoders] Best way to mod scratch SDK

2008-12-21 Thread Olly
will provide one extra level of inheritence which will provide no noticable difference in performance but will allow your code base to be cleaner and more easily maintained. -Skyler Clark On Sun, Dec 21, 2008 at 7:27 PM, Tony Sergi to...@valvesoftware.com wrote: Olly is right though

Re: [hlcoders] Best way to mod scratch SDK

2008-12-20 Thread Olly
rename the classes/files 2008/12/20 Michael Chang flux.black...@gmail.com Hey all After months (years?) of failing to fix HL2DM I've finally switched over to scratch SDK, thank heavens for that. I want to know how best to mod scratch SDK. For example I want to implement my own player type

Re: [hlcoders] High amount of NPCs on the map

2008-12-06 Thread Olly
Its probably more of a problem because of the AI logic rather than actually rendering lots of entities. 2008/12/6 Gustavo Ramos Lira [EMAIL PROTECTED] Hi, I've read that source really doesn't like you if you place a lot of NPCs (I mean dozens of them, maybe up to 150 or so) in a map. Besides

Re: [hlcoders] SteamID in-game and community

2008-11-21 Thread Olly
Remember now that any players that join though a lobby in L4D will have the steam id of STEAM_1:x:xx 2008/11/21 Zach Kanzler [EMAIL PROTECTED] A full explanation is available here: http://forums.alliedmods.net/showthread.php?t=60899 On Fri, Nov 21, 2008 at 16:08, Sam Klinger [EMAIL

Re: [hlcoders] Request

2008-11-15 Thread Olly
It's nice to see there is such intellectual input here. 2008/11/15 Nick [EMAIL PROTECTED] Nobody cares about maya, and really nobody cares about making it easy for you. LOLOL On Sat, Nov 15, 2008 at 2:47 PM, red box [EMAIL PROTECTED] wrote: Hi list. I have request to Mike, Valve, and

Re: [hlcoders] L4D Plugin Headers

2008-11-13 Thread Olly
Alot of us have been waiting for this update for a VERY long time... I wouldn't hold your breath. 2008/11/13 Saul Rennison [EMAIL PROTECTED] I'm wondering if one of the Valve Devs would be able to zip up the new SDK headers that are required to make plugins. Mattie [Casper] noticed that

Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
You can't get banned for skins, or any other customizations (unless of course the 'customizations' were packaged in a file that included a cheat know by VAC) So your friend probably used the oldest excuse in the book... and you fell for it ¬¬ 2008/11/5 Tiago Conceição [EMAIL PROTECTED] Michael

Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
on these servers. Probably there's some odd thing going on with VAC or with some of the plugins being used, so VAC thinks that it's a cheat. Do your plugin get info where other players are located or anything like that? Pherhaps some of this could be the problem. 2008/11/5 Olly [EMAIL PROTECTED] You

Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
It cant happen on a dedicated server, because the client never 'HAS' the plugin on their hdd. And there isn't much sense banning a server via VAC ;p 2008/11/5 Keeper [EMAIL PROTECTED] This is strange, I can't see how it could possible trip VAC. But I would definitely get with VALVe on this.

Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
Seeing as all of the player locations are stored on the server anyway, altering them would have no effect on the client (apart from being in a different place obviously...) I have used SigScanning MULTIPLE times and its never been a problem. Just because someone 'seems' to not be like the

Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
would pick up on something that is being changed from the server on the client. Maybe not though, I just don't know. That's why it's important for him to get with VALVe and figure this out. -Original Message- From: Olly [mailto:[EMAIL PROTECTED] Sent: Wednesday

Re: [hlcoders] hlcoders Digest, Vol 9, Issue 7

2008-11-05 Thread Olly
Update to source... jesuz. Its not a cheat, obviously Source code.. or its cheats... 2008/11/5 Saint Thoth (hotmail) [EMAIL PROTECTED] Bloom Mod is a good example of what happens when VAC gets out of control: http://www.madabouthats.org/projects/cgshader Several dozen of our MSC

Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
Garry glitter is well known, has been around for a lnog time, and doesn't post here often, but would you believe anything he would say about what he gets up-to in his spare time? 2008/11/5 Keeper [EMAIL PROTECTED] #1) these guys are not unknown. They have been around for a long time.

Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Olly
. Sorry if I caused any offence, it wasn't meant 2008/11/5 Saul Rennison [EMAIL PROTECTED] Garry Glitter is a kiddie fiddler, that's quite offensive if your referencing the OP. All of us that have posted here have been (legally) playing CS:S since Day 1. 2008/11/5 Olly [EMAIL PROTECTED

Re: [hlcoders] WARNING: VAC may be banning developers bymisdetecting server plugins as cheats.

2008-11-05 Thread Olly
Pretty much what I do... what functions are you scanning for? 2008/11/6 Michael Barr [EMAIL PROTECTED] Oops! http://forums.gungame5.com/viewtopic.php?p=1063#p1063 There ya go. It is an attachment in that post in the forum. I hope you can see it without creating an account. If not, let me

Re: [hlcoders] Latest HL SDK?

2008-11-04 Thread Olly
steam 2008/11/4 xLnT [EMAIL PROTECTED] Hi. Just wondering, what's the latest version of HL SDK? And where can i donwload it? Kind Regards ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] linker errors when using Visual C++ Express 2008 edition

2008-09-30 Thread Olly
Add libc;libcd;libcmtd to your default lib ignore box in project settings. (read the page harder ;)) 2008/9/30 Tom Leighton [EMAIL PROTECTED] As far as i know, Compiling EP1 under 2008 is unsupported and doesn't work. Paulo Rego wrote: Hi guys I'm getting the following linker errors

Re: [hlcoders] Networking Game Rules

2008-09-16 Thread Olly
the proxy is referencing the one in gamerules: BEGIN_SEND_TABLE( COffLGameRulesProxy, DT_OffLGameRulesProxy ) SendPropDataTable( offl_gamerules_data, 0, REFERENCE_SEND_TABLE( DT_OffLGameRules ), SendProxy_OffLGameRules ) END_SEND_TABLE() Which leads me to ask; Olly, did you

Re: [hlcoders] Networking Game Rules

2008-09-16 Thread Olly
Also in response to Tony Gamerules have a 'proxy entity'. It is created with CreateStandardEntities() on the server. My CreateStandardEntities has nothing about creating 'proxy entity's', its just the creation of the player_manager entity 2008/9/16 Olly [EMAIL PROTECTED] The values

Re: [hlcoders] Networking Game Rules

2008-09-16 Thread Olly
( DT_OffLGameRules ), SendProxy_OffLGameRules ) END_SEND_TABLE() Which leads me to ask; Olly, did you forget to add your variables to the send/receive tables of DT_SDKGameRules ? The rules themselves aren't networked. That's why there's a gamerules proxy. In hl2mp

Re: [hlcoders] Programming error: CMatRenderContext::Bind: NULL material

2008-08-17 Thread Olly
Put a breakpoint in that function, and then check the callstack? 2008/8/17 Arne Sikstrom [EMAIL PROTECTED] After the EP1 to OB merge I got some errors I can't locate. The console error only says Programming error: CMatRenderContext::Bind: NULL material but I have no way of setting a debug

Re: [hlcoders] EP1 to OB porting guide

2008-07-15 Thread Olly
Love how you again threw in that 'bug' of the options panel. TBH I dont know why you keep trying, you have had an answer multiple times. And every answer was the correct one. Apart from that, pretty useful 2008/7/15 Jake Breen [EMAIL PROTECTED]: Bit aggressive to valve much? lol but nice

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