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?
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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
, 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
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
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
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
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
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
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
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:
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-
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
+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
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:
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
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
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
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
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:
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:
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
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
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
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]
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
* 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
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How do these ppl get on the mailing list to begin with?
Maybe time for valve to put triple opt-in ?
-Original Message-
From:
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
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
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
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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
.
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
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
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
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
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
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,
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:
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:
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
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++)
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
^
-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
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
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
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
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,
: [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
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
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
]
[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
-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
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
I hear crickets.
- voogru.
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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?
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
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
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
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]
-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
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
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:
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.
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
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
] 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
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
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
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
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
/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
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
*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
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.
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:
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
Fat chance of this happening right?
http://www.voogru.com/images/inyourdreams.jpg
Nah, that's just too easy.
- voogru.
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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.
--
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.
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
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]
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
--
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Hello,
--
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
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
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
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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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