Your point about #3 does indeed look fishy. I'm not sure why they're calling
the destructor on their own anyways.
Try this:
// Retire this shake.
void *shake = m_ShakeList.Element( nShake );
m_ShakeList.FastRemove( nShake );
delete shake;
continue;
-Original Message-
From:
VPhysicsInitNormal is not guaranteed to return non-null. It can fail for a
variety of reasons. Take a look at CBaseEntity::VPhysicsInitNormal in
baseentity_shared.cpp to see.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com]
Except he said that cvar-FindVar(r_decals)-GetString() is working.
Perhaps you're changing the value too early and then what you have in
config.cfg overrides it? After setting it, check that it has been set by
printing the value and then maybe place a data breakpoint to see when the
value changes
You just need to hit reply and write your reply like any other mail.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Albert
Aurbakken
Sent: Friday, March 05, 2010 9:15 AM
To: hlcoders@list.valvesoftware.com
You can write out a string with three float values separated by spaces and
then use UTIL_StringToVector to parse it back into a Vector.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Oorin
Sent: Thursday,
I'd prefer:
uint32 accountId = sid.GetAccountID();
char text[255];
Q_snprintf(text, 255, STEAM_0:%d:%d\n, accountId 0x01, accountId 1);
// Alternatively:
// Q_snprintf(text, 255, STEAM_0:%d:%d\n, accountId % 2, accountId / 2);
I think I mentioned this earlier in the thread.
-Original
STEAM_0:x:y
Where X is AccountID mod 2
Where Y is AccountID / 2
You're using VB6, right? So you want the modulus operator as written above.
Basically, if AccountID is odd, X should be 1 otherwise 0.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
It can, but it means the same thing. Ex: STEAM_1 is used in L4D(2) and
STEAM_0 in every other game afaik.
What do you mean if AccountID is an uneven number? Do you mean odd number or
fractional number? AccountID should always be a whole number and taking mod
2 of that should only yield 0 or 1. 0
It's not that easy. You have to do more than define a function. You'll need
to get a reference to the thing that implements IBaseClientDLL (find
gHLClient or ask the client dll for CLIENT_DLL_INTERFACE_VERSION) and use
something like Sourcehook to hook the vtable function.
-Original
Well as long as we're coming up with alternatives:
- Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed
- Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a matching
friends\PersonaName value
- The keys under Users are account IDs. You can use them to get a
SteamID.
;
}
if ( !m_SavedPlayerInfo.friendsID )
return NULL;
Q_snprintf( m_SavedPlayerInfo.guid, sizeof( m_SavedPlayerInfo.guid ) - 1,
STEAM_0:%u:%u,
(unsigned int)(m_SavedPlayerInfo.friendsID % 2),
(unsigned int)(m_SavedPlayerInfo.friendsID / 2));
return m_SavedPlayerInfo.guid;
}
garry
On Mon, Jan 4, 2010 at 9:31 PM, Tony
No examples for VB6, but if I were doing it, I'd make a separate C++ DLL
with an exported function that gives me what I want and use VB6 to call
that.
Steamclient.dll does export some functions, but nothing with what you want.
Everything else is in an interface and working with that in VB6 will
STEAM_0:AccountID 0x01:AccountID 1
Or Mod 2 and / 2 respectively.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang
Sent: Monday, January 04, 2010 3:13 PM
To: hlcoders@list.valvesoftware.com
You're right. You should just accidentally all of valve's engine codes to
the webs.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Garry Newman
Sent: Friday, November 20, 2009 1:57 PM
To: Discussion of
cause
it takes some time until the demo is created, hence the file is in use and
rename() will fail.
2009/11/18 Tony Paloma drunkenf...@hotmail.com
Uh, wait. If you're just moving a file, why would you use system and not
the rename function from stdio.h.
Also, I'm pretty sure valve's filesystem
IPhysicsEnvironment has a function called SetGravity that takes a Vector.
You can use it to set an arbitrary direction for gravity, but it will work
for VPhysics objects only. I didn't check if this information was in that
thread you posted. Sorry if it was.
If you have an instance of
You guys remember when they broke say in hl2mp?
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Croghan
Sent: Tuesday, September 15, 2009 12:42 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders]
Subject: Re: [hlcoders] CSS FOV since last update?
Remember when valve gave modders good tools and fixed bugs?
no, neither do i..
On Tue, Sep 15, 2009 at 5:32 PM, Tony Paloma drunkenf...@hotmail.com
wrote:
You guys remember when they broke say in hl2mp?
-Original Message-
From
Jay,
Have you tried fov_desired (or was it desired_fov?). When you type fov some
number in the console, do you actually see the new value when you type just
fov afterwards?
Also, I do agree with the suggestions that since you're using a server
plugin, you should be changing the vars, not sending
If the stack is random memory addresses that don't map to any module in
memory, you probably have some code that is overwriting the stack. Look for
potential buffer overruns.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com]
I think you missed the sarcasm.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
Sent: Thursday, August 06, 2009 2:53 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats
Maybe it's stuck trying to load symbols. Check the status bar of the main VS
window.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Brent Lewis
Sent: Saturday, July 11, 2009 3:04 PM
To:
While the original post and my post are, yes, slightly ironic, the original
post is very true. Shut up, please.
OMG?! 100 POST THREAD?! No.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Ritchie
Sent:
Everyone does it.
Sent via BlackBerry by ATT
Do you Yahoo?
Rediscover Hotmail
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh
Sent: Sunday, April 26, 2009 6:23 PM
To: Discussion of Half-Life Programming
m_flStepSoundTime is in the DataDescMap. Use GetDataDescMap on the player
entity to get the datamap and then recurse through it until you find a type
description with the fieldname of m_flStepSoundTime. Once you have the type
description, the offset is just type-fieldOffset[TD_OFFSET_NORMAL].
The second loop is unnecessary. You can keep track of the winner player in
the first loop and then just print the message after. Also, pull out
iHighestScore from the loop and don't make it static. Making it static saves
the value across function calls which isn't what you want.
void
Expcept, everyone else's plugins are working fine. The only thing I can
think of that is wrong is that he's using the wrong version. I would suggest
trying ServerGameDLL006 as that's what I see I'm using as the first attempt
in my own code.
-Original Message-
From:
functions of use?
2009/2/20 Paul chew...@gmail.com
I just found out about version 6 and apparantly it works . ( I also
tried downloading the latest source code but no new headers )
On 20 Feb 2009, at 10:30, Tony Paloma drunkenf...@hotmail.com wrote:
Expcept, everyone else's plugins
But the server could still perform a checksum or something on it. Have you
tried changing the DLL on the Linux server and seeing if clients can still
connect?
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
I don't know about your problems with voice not working, but once you fix
it, look into CVoiceGameMgr::UpdateMasks() to change who can hear who. Where
it calls g_pVoiceServer-SetClientListening is what counts. Also, you might
be interested in CBasePlayer::CanHearAndReadChatFrom() for team chat.
Try joinclass without the underscore. As for the HandleCommand_JoinClass
spam, I don't know.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of cheeseh-bu
Sent: Saturday, December 20, 2008 9:26 AM
To: Discussion
I didn't know you could attach constraints to players. I've tried it before
and it didn't work. Are you sure this is how the barnacle works in
HL:Source?
I know the player's physics object is special and only responds when
interacting with other physics objects or something like that. I've seen
Do what Jay said. Make your own spew function and use SpewOutputFunc to set
the current spew function to yours. You can use GetSpewOutputFunc to get the
current one, then set yours, then do whatever you need to get, then set it
back to the function that GetSpewOutputFunc returned you. I do it for
You can make your new spew function also call the old one.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tiago
Conceição
Sent: Thursday, August 14, 2008 9:26 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Get/dump console output to
I see at least one problem here.
Let's say I do jointeam 0. It's going to go thru the code and randomly
assign me to a team as you want, but then it's going to fall through to this
code here:
ChangeTeam( team );
return true;
} //end jointeam
And put me back on
When you define the CVAR, there is an overload that takes minimum and
maximum values. For example:
ConVar example(example, 0, 0, Example CVAR., true, 0, true 10);
The example CVAR will be limited to 0-10.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Did you try that suggestion I gave earlier (reposted below for convenience).
-
The physcannon will drop anything that gets too far away. When you're in
noclip, you move faster than the object attached to the physcannon moves
(turning off prediction will show this).
The physcannon will drop anything that gets too far away. When you're in
noclip, you move faster than the object attached to the physcannon moves
(turning off prediction will show this). Changing the error will change how
far away you can get, but won't fix the problem. What if you change the
I agree with Tom on this. People that put their reply at the bottom of tons
of text annoy me. Either trim the text or put the reply at the top.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Friday, May 09, 2008 3:42 PM
To: Discussion
And, as far as I know, neither contains the steam username used to login.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Thursday, May 08, 2008 10:32 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Steam login ingame
You
] Steam login ingame
And for a very good reason.
Tony Paloma wrote:
And, as far as I know, neither contains the steam username used to login.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Thursday, May 08, 2008 10:32 AM
To: Discussion
I think I've seen something in gamerules or the like that removes IN_ATTACK
when the game is in intermission. Perhaps something like that would work for
you.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Monday, April 14, 2008 5:05 PM
To:
Whoa -- attachments work now? Is it limited to .txt files? Am I crazy and it
has always been like that?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
Meyer
Sent: Monday, April 07, 2008 7:35 AM
To: Discussion of Half-Life Programming
Subject:
Are you setting the copy's model? Get the model of the thing you are copying
and set it as the model of the copy. Brush entities should have a model like
*23 or any other number.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam
Sent: Tuesday,
Press Z or R twice.
Somebody had to say it
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Timothy
Chilvers
Sent: Tuesday, March 25, 2008 11:19 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Do a barrel roll!
Hey all,
I want to adjust
Line 224:
if ( teamonly g_pGameRules-PlayerCanHearChat( client,
pPlayer ) != GR_TEAMMATE )
continue;
PlayerCanHearChat returns a boolean (not a GR_ enumerated type). I believe
whoever implemented this confused PlayerCanHearChat and PlayerRelationship.
The
Dundoit :(
My mail client works fine. It's just hotmail's web client that blows.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Friday, March 14, 2008 6:52 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] extract detail model
I agree that Valve does need to offer more interfaces to plugins for things
like this. Doing anything with entities is incredibly limited given the
provided resources. However, I think each one of these things is a simple
vfunc call away to the desired result. ent_fire and ent_name can be
Add tier0.lib, tier1.lib, vstdlib.lib, and mathlib.lib to the list of
dependencies for the project. If there are still more errors after adding
those, try tier2 and tier3.
The errors about the bot functions are probably because you did not include
serverplugin_bot.cpp into your project. Either
You can use SourceHook to hook any virtual class functions you want. You can
use it to overwrite parameters like you want to before calling the original
function.
However, I don't think you can use it to hook a function, do some stuff, and
then skip that function and call the baseclass's
DBG_INTERFACE void ConColorMsg( int level, const Color clr, const tchar*
pMsg, ... )
I haven't tried it, but it should work.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Harry Pidcock
Sent: Thursday, January 24, 2008 4:05 PM
To:
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--
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I'm having trouble getting a Linux TF2 plugin to work. Everything compiles
fine, but when the server starts, I get something like this:
http://www.sourceop.com/randomimages/linuxcrash.jpg
It does it
You could probably do this by hooking ShouldTransmit.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Woodrow
Sent: Saturday, January 19, 2008 5:54 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] TF2 Entity attachments
Hi
This is more of
] Linux TF2 Plugin Issues
Might be the legendary Absolute Linking Path Crash.
ldd plugin_i486.so, please.
~~ Ondra
On 20.01.08 9:04 Uhr, Tony Paloma wrote:
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I'm having trouble getting a Linux TF2
Also, let me mention that it gets pretty far in the server start process.
It's crashing just before ServerActivate I think. It's after the
server_spawn event for sure.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Sunday, January 20
I must say, the ads and lycos banners help make it look legit. :/
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Grzegorz SieQ
Labuzek
Sent: Friday, January 18, 2008 7:04 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam account
Perhaps this will help:
Zum unsubscribe redigieren Sie Ihre Liste Präferenzen, oder sehen Sie die
Liste Archive, besuchen bitte an:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Vogel
Sent:
Valve hired Yahn because they thought he would fit in well.
Master to do list as of 12/12/96 (I will update this soon)
As you can see, they were right.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman
Broome
Sent: Monday, November 12, 2007
Mike,
Another request. vphysics_interface.h. Sorry for all of the requests,
I'm just trying to get my plugin to 100% (or close).
Thanks,
Tony
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Monday, October 08, 2007 3:52 PM
To:
Mike,
I still need utllinkedlist.h. networkstringtabledefs.h would also help.
Thanks,
Tony Paloma
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Monday, October 08, 2007 3:52 PM
To: hlcoders@list.valvesoftware.com
Subject: Re
, or the trace filters
have changed. I already have the new IEngineTrace.h, so this isn't the issue.
Thanks,
Tony Paloma
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Monday, October 08, 2007 3:52 PM
To: hlcoders@list.valvesoftware.com
Subject
Mike, I played with it and got it to build but I need a new utllinkedlist.h
since the old one causes runtime assert failures with the new utlmemory.h.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: Thursday, October 04, 2007 11:31 AM
Also, I get errors if I use the old IEngineSound. The version hasn't
changed, but something within it has. Same thing with INetworkStringTable.
Can I get a new ienginesound.h and new networkstringtabledefs.h?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
If you are using CBaseEntity::Teleport() do you get the same issue when you
try SetAbsOrigin?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Monday, October 01, 2007 9:05 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders]
Has anybody thought about creating some sort of abstraction to allow us to
use the same DLL/so for both the older engine and the newer one? I was
thinking of thinking of taking the adapter approach and creating my own
classes that would know which version of the interface to use. I'm
interested in
You're welcome. I looked into it more and it seems to take a CCommand by
reference.
0xb66754f0 CServerPlugin::ClientCommand(edict_t*, CCommand const)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ray
Sent: Sunday, September 30, 2007 9:32 AM
To:
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--
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When working on my player limit remover plugin, I found that there was a
change in the IServerPluginCallbacks interface. By making this change, the
plugin will load and will not cause a server crash
Mike Durand has told me at least twice that he would look into this. At one
point, I believe somebody at Valve said they may have found the issue. I
have not heard anything about it since.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Please take yourself to the steam forums.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joel R.
Sent: Monday, September 17, 2007 11:14 PM
To: hlcoders
Subject: [hlcoders] I want to play TF2 already
--
[ Picked text/plain from multipart/alternative ]
I haven't received anything either. I just assumed that nothing was going
on.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Thursday, September 06, 2007 6:52 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Is there a problem
GetPlayerInfo returning blanks
(plugin)
Ahhh, sorry. My plugin for HL2MP.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Wednesday, September 05, 2007 6:51 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] IVEngine Client
What mod are you trying this on?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Wednesday, September 05, 2007 11:25 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin)
Keep in mind, the Valve plugin interface is what makes the other plugin
interfaces work.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru'
MacDonald
Sent: Monday, September 03, 2007 7:30 PM
To: hlcoders@list.valvesoftware.com
Subject: RE:
You can do filesystem-UnloadModule (I think that's the one). If you do
that, it's going to crash because it will try to execute the next line of
your plugin, but it will have been unloaded so therefore the memory will not
be executable. So, in regards to what you are looking for, no, there is no
,
i need to unload the plugin becouse i have written an updater tool for my
plugin.
It works fine but i have to unload the plugin so that i dont add my plugin 2
times
in the interface system.
With friendly Reguard
Ratman2000
- Original Message -
From: Tony Paloma [EMAIL PROTECTED
Ya, Mike promised me he would look into it. When you unload a plugin, it
never really gets unloaded. UnloadModule never seems to get called on the
DLL, so it is still loaded in RAM and therefore the DLL cannot be deleted or
replaced since it is in use. I wanted to be able to use plugin_unload to
, 2007 8:23 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Redirect server command output
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Did you try stepping through it in debug mode to make sure it's passing all
the checks correctly?
On 6/29/07, Tony Paloma [EMAIL PROTECTED
/30/07, Tony Paloma [EMAIL PROTECTED] wrote:
Ya, it does. I'm thinking that somehow Msg() is bypassing write() or the
stdout file descriptor or something.
Is there a different trick that rcon uses to redirect output?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
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I'm trying to redirect the output of a server command to a file, but I'm
having problems.
I've come up with the following code (this code is within a ConCommand that
I have written):
It happens in HL2MP whenever I spawn a boat. It's either when they get in or
get out, not both. I think it happens when they get out of the vehicle but
it's possible I have it mixed up.
So, no, it's not just your code.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
: RE: [hlcoders] plugin_unload woes
I'll look into this question for you, Tony.
-Mike Durand
Valve
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Saturday, April 28, 2007 12:43 PM
To: hlcoders@list.valvesoftware.com
Subject: RE
I can confirm this bug, and it annoys the heck out of me when debugging
because I will disconnect and connect quite frequently, and then hit the
console key by mistake and everything disappears and crashes.
I don't have an exact list of steps to reproduce this bug, but if it helps
get it fixed
Put the map change on a timer and then exec +showscores on players...
Oh.wait..
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Tuesday, May 08, 2007 3:18 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] DOD:S
Yes, that's what botman said. It crashes because he uses pEntity when it is
NULL. He doesn't check for this in his original code.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Richard
Sent: Tuesday, May 01, 2007 3:36 AM
To:
for you, Tony.
-Mike Durand
Valve
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Saturday, April 28, 2007 12:43 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] plugin_unload woes
It's not that difficult. I just want
woes
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 at Valve on this list that knows more about plugin
unloading? I'd like to know if there is a reason that the module is not
unloaded from memory when plugin_unload unloads a plugin.
Thanks,
Tony Paloma
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a new one once that time has
elapsed.
On 4/19/07, Tony Paloma [EMAIL PROTECTED] wrote:
Will support for this be added someday? I really would prefer not to do
this
manually as I am trying to do it from a server plugin.
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This has been brought up before, even as early as 2005, but no discussion
really ever took place about it. When a plugin is unloaded with
plugin_unload, it's destructor is never called and it is never
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A while back there was a bug where when a player downloads a sound, it can't
be used until the player restarts his or her game. This was supposedly fix,
but I only see the fix working for CSS. The bug
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As many of you probably know, you can have the engine automatically loop a
wav file by inserting a cue point into the wav at the place where you want
the loop to start. Is there a similar way to do this
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From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Thursday, April 19, 2007 4:28 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Sound Downloading Bug
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Subject: Re: [hlcoders] Looping MP3
As far as i understand, the copy of miles that source
runs has no support for looping mp3s.
Adam
--- Tony Paloma [EMAIL PROTECTED] wrote:
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remove the modname/cache folder as well?
I know that in goldsrc that this can cause download
bugs
Adam
--- Tony Paloma [EMAIL PROTECTED] wrote:
Perhaps I had the bug occur that first time because
I had already connected
somewhere else prior to connecting to the server
that had the downloads
PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Thursday, April 19, 2007 5:09 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Sound Downloading Bug
Perhaps I had the bug occur that first time because I had already
connected somewhere else prior to connecting
] Rotating something about it's own axis
Maybe this will help - I wrote it to answer a similar question:
http://developer.valvesoftware.com/wiki/Rotation_Tutorial
Jay
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From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Tony Paloma
Sent: Thursday, April 12
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I need help rotating an entity about its own axis. Basically, what I want to
be able to do is add 90 degrees to the entity's y-axis rotation. This works
fine by simply doing a angles.x+=90 when the
Actually I think he just hit send with no text on accident and that's why
his keybd_event email follows right after.
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From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dan Stevens
(IAmAI)
Sent: Tuesday, September 27, 2005 11:34 AM
To:
Actually, just as a little side note, it seems as long as there is no
function in the expression, no machine code gets added to the program when
an if's statement has no code. So
if ( gpGlobals-maxClients 1 )
{
//return;
}
..adds no real code and no cycles get added. I checked this
Ya, I use Goldwave. You can do what you need to do using the demo version.
Just set a cue point at the point you want it to start looping, usually the
beginning. But does anybody have any ideas on how to solve my problem?
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