Re: [hlcoders] Alive?

2011-05-09 Thread Spencer 'Voogru' MacDonald
I'm on a coding list? I forgot. On 5/9/2011 8:03 PM, Trevor 'Drak' wrote: Is the coders mailing forum still active? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Awesome

2011-04-14 Thread Spencer 'Voogru' MacDonald
Perhaps you should have considered having a 200+ step process to 'fix' the problem, which involves reinstalling windows among other things to waste even more of their time. On 4/14/2011 1:32 PM, Garry Newman wrote: Exactly right. A lot of sites are reporting that people get banned from Steam

Re: [hlcoders] Awesome

2011-04-14 Thread Spencer 'Voogru' MacDonald
, would've been a much funnier troll if it did something humorous other than crash the game and then force the user to inadvertently publish identifying information. Bad form Garry. On Fri, Apr 15, 2011 at 8:25 AM, Spencer 'Voogru' MacDonald voo...@voogru.com mailto:voo...@voogru.com wrote

Re: [hlcoders] Awesome

2011-04-14 Thread Spencer 'Voogru' MacDonald
it. On Thu, Apr 14, 2011 at 5:07 PM, Spencer 'Voogru' MacDonald voo...@voogru.com mailto:voo...@voogru.com wrote: I didn't think it was a dick move. I just think he should have gone a little further to troll the user. Maybe crash garrys mod and force-open this URL: http

Re: [hlcoders] A2S_RULES just getting another challenge

2010-06-14 Thread Spencer 'voogru' MacDonald
Number 3 and 4 can be done by following valve employees into TF2 games and healing them. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of frostschutz Sent: Monday, June 14, 2010 12:27 PM To: Discussion of

Re: [hlcoders] Source Engine 2!!!

2010-06-11 Thread Spencer 'voogru' MacDonald
She got disfigured in a portal mishap. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of 1nsane Sent: Friday, June 11, 2010 11:45 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source Engine

Re: [hlcoders] ConVar assignment breaks game

2010-05-19 Thread Spencer 'voogru' MacDonald
I made the assignment to a global variable cvar is NULL when the dll loads. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Klaus Müller Sent: Wednesday, May 19, 2010 10:43 AM To: Discussion of Half-Life

Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Spencer 'voogru' MacDonald
Besides that scripts are ugly as hell from a C++ coder's point of view. Fixed. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David Kraeutmann Sent: Monday, May 10, 2010 4:50 PM To: Discussion of Half-Life

Re: [hlcoders] VS2010

2010-04-13 Thread Spencer 'voogru' MacDonald
But it can be fixed, which is probably a good intelligence barrier. If someone can't figure out how to make it work, it's one less person posting on this list how do i nake rawkit launcher multiplay - voogru. -Original Message- From: hlcoders-boun...@list.valvesoftware.com

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Spencer 'voogru' MacDonald
One time google brought up a old news article about some Airline declaring bankruptcy from like 2000. In 2008 or 2009. The stock went weee-splat (-95%), and then immediately recovered. Some good deals there yar. - voogru. -Original Message- From:

Re: [hlcoders] How to find SteamID

2010-01-18 Thread Spencer 'voogru' MacDonald
If you're making any kind of player database though I'd go ahead and use the 64 bit ID's, that way if valve ever changes the STEAM_x:y:z format in the future your stuff will work without making any modifications. I don't use the STEAM_ id's anymore for anything big. -Original Message-

Re: [hlcoders] How to find SteamID

2010-01-04 Thread Spencer 'voogru' MacDonald
Community ID is the steam id. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Alexander Hirsch Sent: Monday, January 04, 2010 8:15 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] How to find

Re: [hlcoders] SVN GPL Question

2009-11-21 Thread Spencer 'voogru' MacDonald
+1 -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma Sent: Friday, November 20, 2009 10:57 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] SVN GPL Question You're right. You

Re: [hlcoders] Change default demo directory and move demos after creation

2009-11-17 Thread Spencer 'voogru' MacDonald
Why not just record the demo to where it will end up anyway and skip the whole moving part? With SourceTV you can change the demo path by simply doing like tv_record path/to/demo.dem, probably the same with the standard record command. -Original Message- From:

Re: [hlcoders] Bump mapping in HL1

2009-10-05 Thread Spencer 'voogru' MacDonald
Isn't there some other mod that changed out the OpenGL binary triggering VAC bans? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Trevor 'Drak' Sent: Monday, October 05, 2009 4:07 PM To: Discussion of

Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Spencer 'voogru' MacDonald
Here's an idea, if you don't like valves mod support, go make awesome server mods for non-valve games. Oh wait... -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick Sent: Tuesday, September 15, 2009 6:39 PM

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-20 Thread Spencer 'voogru' MacDonald
Not really. I've personally seen valve fix stuff like this once they were made aware of it. I'm wondering if this guy even alerted valve to it before releasing it. I don't mind him publicly disclosing stuff, but giving out pre-packaged binaries with the exploit that any 13 year old could figure

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

2009-08-18 Thread Spencer 'voogru' MacDonald
Over 9000. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Adam Buckland Sent: Tuesday, August 18, 2009 8:35 PM To: Discussion of Half-Life Programming Subject: [hlcoders] Lines of code in Source SDK? Just a

Re: [hlcoders] New Headers?

2009-08-13 Thread Spencer 'voogru' MacDonald
In dt_send.h, in the SendProp class, add 4 bytes just before const char *m_pVarName;. There appears to be one more change that just might be the SendPropType, on DataTables the SendPropType comes up as DPT_NUMSendPropType. - voogru. -Original Message- From:

Re: [hlcoders] whats happening with this engine

2009-07-25 Thread Spencer 'voogru' MacDonald
I like this one better. http://compsoc.dur.ac.uk/whitespace/ -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly Sent: Saturday, July 25, 2009 10:54 AM To: Discussion of Half-Life Programming Subject: Re:

Re: [hlcoders] Rendering Z-Depth Pass's in TF2?

2009-07-04 Thread Spencer 'voogru' MacDonald
Wait, he didn't get the whole $10 though, doesn't it split 50/50 between him and valve? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery Sent: Saturday, July 04, 2009 5:55 PM To: Discussion of

Re: [hlcoders] Source SDK Beta Concluded

2009-06-16 Thread Spencer 'voogru' MacDonald
No no no. Bush did it. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez Sent: Tuesday, June 16, 2009 5:33 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK Beta

Re: [hlcoders] TF2 compound_bow kill

2009-06-04 Thread Spencer 'voogru' MacDonald
Yeah, you just think of what you want to accomplish and bam, it happens. Pretty cool. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Raphael Hehl Sent: Thursday, June 04, 2009 1:31 PM To: 'Discussion of

Re: [hlcoders] npc_surface - Could VALVekindlyprovidethesourcecodeto this awesome test entity?

2009-04-15 Thread Spencer 'voogru' MacDonald
Can I interest you in a tin foil hat? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Keith Sent: Wednesday, April 15, 2009 7:22 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders]

Re: [hlcoders] npc_surface - Could VALVe kindly provide the sourcecode to this awesome test entity?

2009-04-14 Thread Spencer 'voogru' MacDonald
IT'S THE TERMINATOR. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman Sent: Tuesday, April 14, 2009 12:58 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] npc_surface - Could VALVe

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

2009-03-16 Thread Spencer 'voogru' MacDonald
* Particle systems can now be defined with a per-map manifest, similar to soundscapes. Inside the particles folder you simply create particles_mapname.txt and declare your particle system files just like the regular manifest. Prefix with ! to cache automatically. Ex: file

Re: [hlcoders] (no subject)

2009-03-05 Thread Spencer 'voogru' MacDonald
To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders How do these ppl get on the mailing list to begin with? Maybe time for valve to put triple opt-in ? -Original Message- From:

Re: [hlcoders] L4D Plugin Headers

2008-11-13 Thread Spencer 'voogru' MacDonald
I'd wait till full release before asking :) valves got a lot on their plate :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Saul Rennison Sent: Thursday, November 13, 2008 5:06 PM To: Discussion of Half-Life Programming Subject: [hlcoders] L4D Plugin

Re: [hlcoders] Steam Community Group members

2008-10-23 Thread Spencer 'voogru' MacDonald
This isn't possible from the Steam API AFAIK. You're better off using the XML from the steam community pages. IE: http://steamcommunity.com/id/voogru?xml=1 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of frikazoyd Sent: Thursday, October 23, 2008 3:31 PM

[hlcoders] Old recorded demos

2008-09-17 Thread Spencer 'voogru' MacDonald
Hi, Is there anything we can do about demos being broken nearly every time an update for a mod is out? I have some old demos I need to extract the audio out of (voice comm.) but obviously can't play it back due to mod updates. And I can't get the older version of the mod (TF2) to make demo

[hlcoders] Decompiling Orangebox Models

2008-08-25 Thread Spencer 'voogru' MacDonald
Hey all, I'm trying to decompile an orangebox model to change the path of a texture, but it appears every tool I come across after a google search, the utilities do not appear to work for Orangebox models. Are there any tools available that actually work to decompile orangebox models? Thanks.

Re: [hlcoders] Decompiling Orangebox Models

2008-08-25 Thread Spencer 'voogru' MacDonald
that, change the stuff you want, and probably conver it back over to Ep2 afterwards. Spencer 'voogru' MacDonald wrote: Hey all, I'm trying to decompile an orangebox model to change the path of a texture, but it appears every tool I come across after a google search, the utilities do not appear

Re: [hlcoders] Decompiling Orangebox Models

2008-08-25 Thread Spencer 'voogru' MacDonald
Ep2 models in Ep1. I imagine you could convert them over to Ep1 using that, change the stuff you want, and probably conver it back over to Ep2 afterwards. Spencer 'voogru' MacDonald wrote: Hey all, I'm trying to decompile an orangebox model to change the path of a texture, but it appears

Re: [hlcoders] Running Source on VMWare Fusion

2008-08-15 Thread Spencer 'voogru' MacDonald
Hi, I'm a PC. - voogru. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of botman Sent: Friday, August 15, 2008 10:15 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Running Source on VMWare Fusion Adam amckern McKern wrote: I have a

Re: [hlcoders] Breaking on Asserts freezes VS2005?

2008-07-21 Thread Spencer 'voogru' MacDonald
I can't remember the last time I ran a game in full screen. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Sunday, July 20, 2008 10:35 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Breaking on Asserts freezes

Re: [hlcoders] Post your code!

2008-06-15 Thread Spencer 'voogru' MacDonald
I actually liked SI... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Garrett Sent: Sunday, June 15, 2008 8:21 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Post your code! Yeah, that's what's killed Science and Industry 2. I

Re: [hlcoders] Tools and SDK Updates Live Now

2008-06-13 Thread Spencer 'voogru' MacDonald
need to be an exclude list for response rules you didn't want.) Spencer 'voogru' MacDonald wrote: Mike, it would be nice to take advantage of the particle systems from the plug-in interface, currently everything is accessible and it's possible to spawn and make full use of the existing particle

Re: [hlcoders] Tools and SDK Updates Live Now

2008-06-13 Thread Spencer 'voogru' MacDonald
of Half-Life Programming Subject: Re: [hlcoders] Tools and SDK Updates Live Now I'm gonna make this change anyway, load all .pcf fies from the particles directory (the code is in particle_parse.cpp) On Fri, Jun 13, 2008 at 1:33 PM, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Mike, it would

Re: [hlcoders] Tools and SDK Updates Live Now

2008-06-12 Thread Spencer 'voogru' MacDonald
Mike, it would be nice to take advantage of the particle systems from the plug-in interface, currently everything is accessible and it's possible to spawn and make full use of the existing particle systems that a mod has. However, if I create a separate particle system (ie, neat_effects.pcf), add

[hlcoders] Player collisions, enemies vs friendlies.

2008-06-10 Thread Spencer 'voogru' MacDonald
Hey guys, I've been trying to work with the collisions in TF2 and figure out exactly how it's deciding who collides with who. In TF2, with tf_avoidteammates set to 1, red players don't collide with red players, blue players don't collide with blue players. I've noticed the collisiongroups on

Re: [hlcoders] Limiting access by Steam ID

2008-06-03 Thread Spencer 'voogru' MacDonald
This is your best bet. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam Maras (memzero) Sent: Tuesday, June 03, 2008 5:17 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Limiting access by Steam ID Could you invite the testers to

Re: [hlcoders] Limiting access by Steam ID

2008-06-03 Thread Spencer 'voogru' MacDonald
ID's as far as I know. I imagine a good place would be the DLL's init function (server client?). That's my best guess. /ScarT On 03/06/2008, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: This is your best bet. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

Re: [hlcoders] CUtlVector*... Memory management?

2008-05-31 Thread Spencer 'voogru' MacDonald
I thought FireFox could do no wrong? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Saturday, May 31, 2008 8:32 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] CUtlVector*... Memory management? There are only a few

Re: [hlcoders] Truncated/Shortened A2S_INFO for TF2

2008-05-08 Thread Spencer 'voogru' MacDonald
Even loading up these IP's in HLSW give problems, it's probably something running on the server mucking with queries. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Allan Sent: Thursday, May 08, 2008 4:58 AM To: Discussion of Half-Life Programming

Re: [hlcoders] Steam login ingame

2008-05-08 Thread Spencer 'voogru' MacDonald
It sounds to me like he wants to make some malicious server plugins. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: Thursday, May 08, 2008 3:35 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Steam login ingame

Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Spencer 'voogru' MacDonald
Okay. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chrs Anderson Sent: Friday, March 14, 2008 2:49 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] extract detail model positions from a .bsp file? DO NOT EMAIL ME Nick [EMAIL

Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Spencer 'voogru' MacDonald
. On Fri, Mar 14, 2008 at 2:57 PM, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Okay. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chrs Anderson Sent: Friday, March 14, 2008 2:49 PM To: Discussion of Half-Life Programming Subject: Re

RE: [hlcoders] RE: tags maybe messing up mods?

2008-03-04 Thread Spencer 'voogru' MacDonald
You can fix that by removing any declaration of maxplayers from configs or the servers startup line. Your server will be capped at 2 players, but now your sv_tags will be empty. Woop Woop Yay. Heres my sv_tags with maxplayers 24. 23:28:00 L 03/04/2008 - 22:27:58: server_cvar: sv_tags

RE: [hlcoders] Requesting (again): ent_fire and ent_name APIs for Server Plugins?

2008-02-29 Thread Spencer 'voogru' MacDonald
I hate to rain on your bash valve parade... But this is in the Orange Box SDK: //-- --- // Purpose: Interface from engine to tools for manipulating entities

[hlcoders] Players getting stuck in physics objects.

2008-02-10 Thread Spencer 'voogru' MacDonald
Hello, It seems I have come into an interesting issue. I have a physics object that I am spawning, and everything seems to work normally on it. It will collide with other physics, push them around, etc. Players will also clip/collide with them when they are stopped. The problem is, when the

RE: [hlcoders] New update.

2008-01-23 Thread Spencer 'voogru' MacDonald
The cake is a lie. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dylan McLaughlin Sent: Wednesday, January 23, 2008 8:33 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] New update. -- [ Picked text/plain from multipart/alternative ] Many

RE: [hlcoders] Steam account phishing

2008-01-18 Thread Spencer 'voogru' MacDonald
Or make bots to generate legitimate looking entries. That’s how you counter phishing. Fill it up with crap that the real stuff is so buried they'll never get to it. - voogru. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton Sent: Friday,

RE: [hlcoders] Re: NPC Animation Latency...

2007-12-05 Thread Spencer 'voogru' MacDonald
You know what'd be cool? HL2 SDK on SVN, and as code patches get put in, we get access to the updates on the fly. Ah... wet dreams... - voogru. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski Sent: Wednesday, December 05, 2007 7:37 PM To:

RE: [hlcoders] Combo System

2007-12-04 Thread Spencer 'voogru' MacDonald
Here this might help you, http://www.dummies.com/WileyCDA/DummiesTitle/productCd-0764568523.html - voogru. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of kitson foo Sent: Tuesday, December 04, 2007 10:11 AM To: hlcoders@list.valvesoftware.com Subject:

RE: [hlcoders] Team Fortress 2 Critical Hits

2007-11-19 Thread Spencer 'voogru' MacDonald
The cvars to control crits was removed in a recent update. So that wont work anymore. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steve S. Sent: Monday, November 19, 2007 2:24 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Team

RE: [hlcoders] Wall running.

2007-11-02 Thread Spencer 'voogru' MacDonald
Maybe he's trying to keep the amount of programming lines down to a minimum? I was bored, so let's see if outlook can do it any better. Vector EndPoint; trace_t tr; if( mv-m_nButtons IN_STUNT mv-m_nButtons IN_SPEED mv-m_nButtons IN_FORWARD ) { for(i = 0; i 2; i++)

RE: [hlcoders] OnQueryCvarValueFinished Orange Box

2007-10-29 Thread Spencer 'voogru' MacDonald
PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' MacDonald Sent: Saturday, October 27, 2007 5:04 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] OnQueryCvarValueFinished Orange Box ^ -Original Message- From: Spencer 'voogru' MacDonald [mailto:[EMAIL

RE: [hlcoders] OnQueryCvarValueFinished Orange Box

2007-10-27 Thread Spencer 'voogru' MacDonald
^ -Original Message- From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED] Sent: Tuesday, October 23, 2007 1:55 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] OnQueryCvarValueFinished Orange Box Why are my questions always so hard :( - voogru. -Original

RE: [hlcoders] TF2 Sudden Death

2007-10-25 Thread Spencer 'voogru' MacDonald
They are not called as far as I know. I tried a few things, but no dice. -Original Message- From: Ray [mailto:[EMAIL PROTECTED] Sent: Thursday, October 25, 2007 8:57 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] TF2 Sudden Death I get that when it appears the maps over

RE: [hlcoders] OnQueryCvarValueFinished Orange Box

2007-10-22 Thread Spencer 'voogru' MacDonald
Why are my questions always so hard :( - voogru. -Original Message- From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED] Sent: Monday, October 22, 2007 1:40 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] OnQueryCvarValueFinished Orange Box Is anyone noticing

[hlcoders] OnQueryCvarValueFinished Orange Box

2007-10-21 Thread Spencer 'voogru' MacDonald
Is anyone noticing that this is not working properly on Orange Box? It's always returning eQueryCvarValueStatus_CvarNotFound regardless of what cvar I look for. But if I try it on a command, it properly states that it's not a cvar (returning eQueryCvarValueStatus_NotACvar) I am using the

RE: [hlcoders] Valve/Mike: Hard coded 4 second limit on ingame menus

2007-10-16 Thread Spencer 'voogru' MacDonald
Yes. I noticed this myself. ShowMenus are ignoring the time variable that you're able to set on them. My temporary workaround is to reissue the menu every 4.5 seconds if a player has not voted. - voogru. -Original Message- From: Bryan Beaudreault [mailto:[EMAIL PROTECTED] Sent: Tuesday,

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-12 Thread Spencer 'voogru' MacDonald
: [hlcoders] TF2 Plugin Headstart? VEngineCvar004? Hello, nice, can you share it with us? With friendly Reguards Ratman2000 - Original Message - From: Spencer 'voogru' MacDonald [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, October 12, 2007 6:36 PM Subject: RE

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-12 Thread Spencer 'voogru' MacDonald
I got mine working by just adding the new functions from filesystem.h -Original Message- From: David Anderson [mailto:[EMAIL PROTECTED] Sent: Friday, October 12, 2007 10:19 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004? I think we

[hlcoders] A rather simple feature request. (Pictures!)

2007-10-08 Thread Spencer 'voogru' MacDonald
For the longest time, when we kick a player off a server, we have the option of giving them a reason for being kicked. This is a great tool. But there is a problem; we are terribly limited in what we can type out to them as a message. For example, I use my own ban system, and then kick banned

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-05 Thread Spencer 'voogru' MacDonald
] [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' MacDonald Sent: Wednesday, October 03, 2007 11:42 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004? I hear crickets. - voogru

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-04 Thread Spencer 'voogru' MacDonald
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' MacDonald Sent: Wednesday, October 03, 2007 11:42 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004? I hear crickets

RE: [hlcoders] Current engine and orange box engine

2007-10-04 Thread Spencer 'voogru' MacDonald
An updated filesystem_passthru.h would be really tasty right about now :) Thanks. -Original Message- From: Mike Durand [mailto:[EMAIL PROTECTED] Sent: Thursday, October 04, 2007 2:44 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Current engine and orange box engine When

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-03 Thread Spencer 'voogru' MacDonald
I hear crickets. - voogru. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-02 Thread Spencer 'voogru' MacDonald
iconvar.h seems to be missing. From icvar.h #include tier1/iconvar.h - voogru. -Original Message- From: David Anderson [mailto:[EMAIL PROTECTED] Sent: Wednesday, October 03, 2007 12:19 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

RE: [hlcoders] I want to play TF2 already

2007-09-18 Thread Spencer 'voogru' MacDonald
Now we just need to wait for valve to give us an updated SDK so we can stick our admin plugins on. /me whistles. -Original Message- From: Tobias Kammersgaard [mailto:[EMAIL PROTECTED] Sent: Tuesday, September 18, 2007 9:40 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] I

RE: [hlcoders] I want to play TF2 already

2007-09-18 Thread Spencer 'voogru' MacDonald
well that probably wont be until after orange box release On 18/09/2007, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Now we just need to wait for valve to give us an updated SDK so we can stick our admin plugins on. /me whistles. -Original Message- From: Tobias Kammersgaard

RE: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-03 Thread Spencer 'voogru' MacDonald
I agree. The Valve plug-in interface is a slap in the face. - voogru. -Original Message- From: dackz [mailto:[EMAIL PROTECTED] Sent: Monday, September 03, 2007 10:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins??? Don't use

RE: [hlcoders] Weird request ... sound logs?

2007-08-14 Thread Spencer 'voogru' MacDonald
I highly wish that server admins would get the option of recording all voice traffic on the server with an individual file for each STEAMID. (Probably one file for each day or so). But, I'm just daydreaming. Oh well. - voogru -Original Message- From: Keeper [mailto:[EMAIL PROTECTED]

RE: [hlcoders] Weird request ... sound logs?

2007-08-14 Thread Spencer 'voogru' MacDonald
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' MacDonald Sent: Tuesday, August 14, 2007 3:14 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Weird request ... sound logs? I highly wish that server admins would get the option

RE: [hlcoders] Weird request ... sound logs?

2007-08-14 Thread Spencer 'voogru' MacDonald
PROTECTED] Sent: Tuesday, August 14, 2007 9:11 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Weird request ... sound logs? Steamids can be STEAM_0: or STEAM_1: - Original Message - From: Spencer 'voogru' MacDonald To: hlcoders@list.valvesoftware.com Sent: Tuesday, August 14

RE: [hlcoders] make client authority

2007-07-30 Thread Spencer 'voogru' MacDonald
Emulate the movement client side and then send the final position to the server? Course, other players wont see it move until they finish moving it, no idea if that's important or not. -Original Message- From: Oliver [mailto:[EMAIL PROTECTED] Sent: Monday, July 30, 2007 2:57 AM To:

RE: [hlcoders] DOD:S and server plugins

2007-05-08 Thread Spencer 'voogru' MacDonald
Lol. I think they should just block commands such as bind, toggle, unbind, alias, and other blatant commands that can be abused (such as cvar setting) Rather than blocking everything and only allowing a select few. But I guess that's too much to ask for. We can't even use HudMsg. - voogru.

RE: [hlcoders] ClientActive Bots

2007-04-28 Thread Spencer 'voogru' MacDonald
after the bot has joined the game. I forget why this was an issue in GMod, but I remember that it was.. Could this be related? On 4/28/07, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Is this question really that hard? Is ClientActive ever intended to be called on bots

RE: [hlcoders] plugin_unload woes

2007-04-27 Thread Spencer 'voogru' MacDonald
It's a hard question. Every time I ask a hard question the list goes quiet. :( - voogru. -Original Message- From: Tony Paloma [mailto:[EMAIL PROTECTED] Sent: Friday, April 27, 2007 5:27 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] plugin_unload woes Is there anyone

RE: [hlcoders] ClientActive Bots

2007-04-27 Thread Spencer 'voogru' MacDonald
] ClientActive Bots I can confirm that there's a bug where ClientDisconnect doesn't always get called. There are various bugs with that, seemingly all involving map changes or the client disconnecting during startup negotiation. At 2007/03/30 01:19 PM, Spencer 'voogru' MacDonald wrote: Maybe my

RE: [hlcoders] Free Sound List is full!

2007-04-06 Thread Spencer 'voogru' MacDonald
Okay. I write server plugins. I run a local dedicated server for testing. I can pretty much forget about using the console window because anything in there is instantly wiped out by the spam from the Free Sound List is full! message. Is this entity even needed in MP? Can the message at least

[hlcoders] Free Sound List is full!

2007-04-05 Thread Spencer 'voogru' MacDonald
Free Sound List is full! Free Sound List is full! Free Sound List is full! Free Sound List is full! Free Sound List is full! Free Sound List is full! Free Sound List is full! Free Sound List is full! Free Sound List is full! Free Sound List is full! Free Sound List is full! Free Sound List is

RE: [hlcoders] Free Sound List is full!

2007-04-05 Thread Spencer 'voogru' MacDonald
for each emiter to less then 16. Adam --- Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Free Sound List is full! Free Sound List is full! Free Sound List is full! Free Sound List is full! Free Sound List is full! Free Sound List is full! Free Sound List is full! Free Sound List

RE: [hlcoders] InconsistentFile Function in Source

2007-04-03 Thread Spencer 'voogru' MacDonald
a new string table with filenames as the strings and an unsigned long CRC as the data. When the client joins it goes through the table and checks the CRC's of the files. On 4/3/07, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Yes. Except in HL1, there was a function that got called when

RE: [hlcoders] InconsistentFile Function in Source

2007-04-02 Thread Spencer 'voogru' MacDonald
/alternative ] I think this is what ForceExactFile() does? On 3/30/07, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: There is a little pet peeve I have with source. There seems to be no InconsistentFile function, like in HL1 where a GameDLL could decide to kick a player or not if a file

[hlcoders] InconsistentFile Function in Source

2007-03-30 Thread Spencer 'voogru' MacDonald
There is a little pet peeve I have with source. There seems to be no InconsistentFile function, like in HL1 where a GameDLL could decide to kick a player or not if a file was modified. It would be nice to have this put in Source, preferably with the same functionality as before and possibly have

RE: [hlcoders] ClientActive Bots

2007-03-28 Thread Spencer 'voogru' MacDonald
*Crickets* -Original Message- From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED] Sent: Tuesday, March 27, 2007 2:50 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] ClientActive Bots Hi all, I have noticed that the ClientActive function does not seem to be called

[hlcoders] ClientActive Bots

2007-03-26 Thread Spencer 'voogru' MacDonald
Hi all, I have noticed that the ClientActive function does not seem to be called by bots. Is this supposed to be the case all of the time? I just ran into a case where it's being called on a bot if special conditions are met and I want to know if this is a bug. - voogru.

RE: [hlcoders] Model Problem; Error Ingame

2007-03-22 Thread Spencer 'voogru' MacDonald
I'm sorry there is just no way anyone can take the OP seriously anymore. Should have reproduced the effect with another model. ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Sent: Thursday, March 22, 2007 10:15 PM To: hlcoders@list.valvesoftware.com Subject:

RE: [hlcoders] Downloadables Bug? VALVE?

2007-03-20 Thread Spencer 'voogru' MacDonald
Don't want people drawing to the screen? Better remove TextMsg too, that draws to the screen. Do SayText SayText2 ShowMenu while they are at it. This is ridiculous, just add it to clientscheme.res and throw in a cl_restrict_hudmsg DEFAULT to off. Everybody wins. Hell even if its default to

RE: [hlcoders] Downloadables Bug? VALVE?

2007-03-20 Thread Spencer 'voogru' MacDonald
Fat chance of this happening right? http://www.voogru.com/images/inyourdreams.jpg Nah, that's just too easy. - voogru. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

RE: [hlcoders] Making a Score Keeping system.

2007-03-16 Thread Spencer 'voogru' MacDonald
Ignore who? I didn't see anything. -Original Message- From: Jorge Rodriguez [mailto:[EMAIL PROTECTED] Sent: Friday, March 16, 2007 9:47 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Making a Score Keeping system. -- [ Picked text/plain from multipart/alternative ]

RE: [hlcoders] Downloadables Bug? VALVE?

2007-03-15 Thread Spencer 'voogru' MacDonald
. As was said before and will be again, that attitude will be the death of Valve and it's games. - Jay Quoting Spencer 'voogru' MacDonald [EMAIL PROTECTED]: Intrusive? Make the font a little smaller maybe? If it's abused it's the users choice to leave the server. - voogru. -Original

RE: [hlcoders] Downloadables Bug? VALVE?

2007-03-14 Thread Spencer 'voogru' MacDonald
Intrusive? Make the font a little smaller maybe? If it's abused it's the users choice to leave the server. - voogru. -Original Message- From: David Anderson [mailto:[EMAIL PROTECTED] Sent: Tuesday, March 13, 2007 10:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders]

RE: [hlcoders] Compile Issues

2007-02-19 Thread Spencer 'voogru' MacDonald
Hi there. -Original Message- From: Gerry Brunelle [mailto:[EMAIL PROTECTED] Sent: Monday, February 19, 2007 12:41 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Compile Issues -- [ Picked text/plain from multipart/alternative ] Hello, --

RE: [hlcoders] Remove stacking on area damage

2007-02-09 Thread Spencer 'voogru' MacDonald
Or make a bitwise operator or Boolean value on the player for that effect, which would be thousands of times faster than scrolling through a linked list every time the entity thinks. - voogru. -Original Message- From: Minh [mailto:[EMAIL PROTECTED] Sent: Thursday, February 08, 2007 4:59

RE: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Spencer 'voogru' MacDonald
I'm sure valve has some pillows available. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Sent: Wednesday, July 19, 2006 10:09 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Fundamental Source engine question Hmm, is it worth a million dollars to be

RE: [hlcoders] Test

2006-07-10 Thread Spencer 'voogru' MacDonald
Test Smest... - voogru. -Original Message- From: Eric Smith [mailto:[EMAIL PROTECTED] Sent: Friday, July 07, 2006 1:57 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Test ___ To unsubscribe, edit your list preferences, or view

RE: [hlcoders] jerky platforms

2006-07-04 Thread Spencer 'voogru' MacDonald
Try this fix from Jay. Quote: I'm not sure if it's the issue or not, but I remember a bug like this in episode 1. If it's the same issue, then setting smoothstairs to zero will fix it (but cause other problems). If that's the case then you need to add some logic to disable stair smoothing when

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