Apologies if this is too much off topic. I'm not subscribed to
hlmappers as I'm a coder not a mapper. This is also my first post to
hlcoders so go easy on me!
Some of the mappers on our mod have been complaining recently about
Steam crashing when they startup Hammer and select our mods game
I am actually having the exact same problem with my mod. This is also
my first post on this list (MadMechwarrior for those who know the
name, teddy rings a bell) anyways are you saying its because steam is
loading hidden folders too or something? I have CVS setup on my
folder, it never caused a
Hello,
I never used Steam and until that day used Half-Life 1.1.0.8. Today
I've updated it via Steam and... there is no custom game. I've
searched Steam support and found that I should just copy mod dir
into SteamApps\AccountName\Half-Life folder, but that doesn't do
anything. My mod is
PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 04, 2004 8:01 AM
Subject: [hlcoders] steam and mod question
Hello,
I never used Steam and until that day used Half-Life 1.1.0.8. Today
I've updated it via Steam and... there is no custom game. I've
searched Steam support and found
...
Hopefully I can find some alternatives/solutions before registering my mod.
From: David Fencik [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam and Mods
Date: Sun, 8 Aug 2004 01:10:07 -0400
What I think he was trying to say is that the engine will see
. The clients seem to do the
mapping automatically.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Fencik
Sent: Sunday, August 08, 2004 1:10 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam and Mods
What I think he was trying to say is that the engine
Hasan Aljudy wrote:
I thought all valve's free mods (cs, dod .. but not cz) were
released under the gpl or um .. well I'm not sure .. but if I remember
right, you can use cs models and maps in your mod just like you can
use models and maps from HL single player. Ofcourse, as long as you
don't make
mod. :(
I'll do some tests a few days later. I'm still trying to get XENO's TriAPI
scope to work with his help. Anyone successful with it?
From: Deadman Standing [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam and Mods
Date: Sun, 8 Aug 2004 05:14:46
Hi Eric,
I was wondering about my mod being on Steam because of a few issues.
1) It uses Half-Life SP maps.
2) It uses Counter-Strike weapons.
Back in the old days, when HL is still in a box, players just needed to
download the installer and let the installer copy the models from CS to the
mod
Tan Theodore wrote:
Hi Eric,
I was wondering about my mod being on Steam because of a few issues.
1) It uses Half-Life SP maps.
2) It uses Counter-Strike weapons.
Back in the old days, when HL is still in a box, players just needed to
download the installer and let the installer copy the models
You might be able to extract the weapons from the .gcf files. Look at
the following link:
http://articles.thewavelength.net/499/
zmeko wrote:
Tan Theodore wrote:
Hi Eric,
I was wondering about my mod being on Steam because of a few issues.
1) It uses Half-Life SP maps.
2) It uses Counter-Strike
counter-strike.gcf. Although, not
sure about how strictly legal the second option would be...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of scott
Sent: 07 August 2004 16:13
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods
You might be able
PROTECTED]
Subject: RE: [hlcoders] Steam and Mods
If you're feeling really ambitious, you could use some of the published
source code for GCFScape, some of which is here:
http://www.wunderboy.org/3d_games/utils/gcfformat.php
or disassemble the GCFScape.exe using ildasm and write a program which can
to extract
them on their own. Means they might have to buy an original copy of HL to
get the maps + CD key for Steam.
From: zmeko [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods
Date: Sat, 07 Aug 2004 09:02:01 -0400
Tan Theodore wrote:
Hi Eric
...More code? LOL! :D
From: Andrew Simpson [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam and Mods
Date: Sat, 7 Aug 2004 17:01:53 +0100
Actually, ignore the second bit. It's written in embedded native C++, so
it's impossible to ilasm it back into a DLL
with out issue so I know it will at least work for the data you use
from Half-Life.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tan Theodore
Sent: Saturday, August 07, 2004 2:37 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods
Is it legal
-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tan Theodore
Sent: Saturday, August 07, 2004 2:37 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods
Is it legal? :S
Thanks for the solution guys, but I know how to exract them already.
It's
just that some other
How about those in the .gcf file? Is there a way to reference them?
And erthe mod uses HL SP maps. So, referencing can't be done. :(
From: Deadman Standing [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam and Mods
Date: Sat, 7 Aug 2004 15:40:23
that
when playing this mod on Steam, it can't start. The reason being is that the
mod can't detect the HL SP maps.
From: Hasan Aljudy [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods
Date: Sat, 7 Aug 2004 22:48:07 -0600
I thought all valve's
-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tan Theodore
Sent: Sunday, August 08, 2004 12:57 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam and Mods
How about those in the .gcf file? Is there a way to reference them?
And erthe mod uses HL SP maps. So, referencing
Just ask myself or Eric to add it. I have added your, it should appear
in the next hour or so.
- Alfred
Oh, that's a service! Here are the infos for stargatetc: The full name is
'Stargate TC' and the web site is http://www.stargatetc.com/
Thank you,
Marco
Thanks
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http://www.steampowered.com/status/game_stats.html
If you goto that site you see a list of mods and some stats. My question is how
do I get our mod to display the full mod name, and have that be a hyperlink to
our website.
Currently the mod jsut says hle
I want it to say Half-Life Elite and have
Any Word on when steam is going to Add the hl mods to the games list
Munra
- Original Message -
From: Adrian Finol [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, June 04, 2004 7:09 PM
Subject: RE: [hlcoders] Quiet
Shhh, Alfred's sleeping.
-Original Message-
Just ask myself or Eric to add it. I have added your, it should appear
in the next hour or so.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED] Sent: Sunday, June 20, 2004 9:31 PM To:
[EMAIL PROTECTED] Subject: [hlcoders] steam
Hi,
I work on the mods in different PC and one of them haves a proxy that blocks
all traffic except http and https. Because of that, the ports that Steam
needs are blocked and they cant be open (non Steam related security
reasons).
Is there any way to install and work with Steam without having
: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of DAV
Sent: 18 May 2004 09:58
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam and working on mods
Hi,
I work on the mods in different PC and one of them haves a proxy that blocks
all traffic except http and https. Because of that, the ports
Still working out some details. Thanks for your patience.
-Eric
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Friday, April 23, 2004 10:31 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam and Mods
Just a quick update
.
-Eric
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Friday, March 26, 2004 1:03 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam and Mods
Importance: High
We'd like to begin collecting builds from Mod teams interested
Till: [EMAIL PROTECTED]
Ämne: [hlcoders] Steam and Mods
Prioritet: Hög
We'd like to begin collecting builds from Mod teams interested in
distributing their Mod on Steam.
Players will be able to click on the icon for your Mod in the Games list to
install your Mod and then get all of the files
for something like this worked out, we'll send
the information to the mailing list.
-Eric
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez
Sent: Monday, March 29, 2004 8:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods
On Mon
I've had a couple people e-mail me directly and ask about Half-Life 2
Mods. Yes, we'll be distributing Half-Life 2 Mods the same way.
-Eric
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, 2004 7:08 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam and Mods
Alfred, Eric, Erik,
Here is a question from a map maker.
Could there also be a program to submit maps for these and any mod to be
included in the Steam update?
Maybe if they pass muster as a quality map and one that play
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods
On Fri, Mar 26, 2004 at 01:03:28PM -0800, Eric Smith wrote:
We'd like to begin collecting builds from Mod teams interested in
distributing their Mod on Steam.
Two questions for now:
- Is Valve also interested in distributing other types
?
--- On Fri 03/26, Eric Smith [EMAIL PROTECTED] wrote:
From: Eric Smith [mailto: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Date: Fri, 26 Mar 2004 13:03:28 -0800
Subject: [hlcoders] Steam and Mods
We'd like to begin collecting builds from Mod teams interested inbrdistributing
their Mod on Steam.brbrPlayers
On Mon, Mar 29, 2004 at 01:40:27PM -0800, Eric Smith wrote:
Same answer...for now, we're going to focus on getting Mods running on
Steam. What sort of stuff are you wanting to charge people for?
-Eric
Well, if not the mod itself, for example, Sven Coop and Natural
Selection have an option
our
maps available via Steam would make many mappers very very happy indeed!
- Original Message -
From: Eric Smith [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, March 29, 2004 2:35 PM
Subject: RE: [hlcoders] Steam and Mods
For now, we're going to focus on getting Mods running
: [hlcoders] Steam and Mods
On Mon, Mar 29, 2004 at 01:40:27PM -0800, Eric Smith wrote:
Same answer...for now, we're going to focus on getting Mods running on
Steam. What sort of stuff are you wanting to charge people for?
-Eric
Well, if not the mod itself, for example, Sven Coop and Natural
Alfred, Eric, Erik,
Here is a question from a map maker.
Could there also be a program to submit maps for these and any mod to be
included in the Steam update?
Maybe if they pass muster as a quality map and one that play tests well?
___
To
On Fri, Mar 26, 2004 at 01:03:28PM -0800, Eric Smith wrote:
We'd like to begin collecting builds from Mod teams interested in
distributing their Mod on Steam.
Two questions for now:
- Is Valve also interested in distributing other types of content,
such as machinimas, or demos, or developer
my 0.03
1# Congratulations to Valve people (*all* from marketing to coders, and
also CEO and others ) for this simple *gold* feature.
2# I agree other's mails about to start with something better, intesat
to populate the listbox with zentibillions of entrys with no sort, not
type.
3# A
We'd like to begin collecting builds from Mod teams interested in
distributing their Mod on Steam.
Players will be able to click on the icon for your Mod in the Games list
to install your Mod and then get all of the files they need. This means
they won't need to visit a web site to download the
I have a few questions.
How is Valve going to determine what is Steam supported (content delivery
wise) and what isn't? What I mean is how high are the quality standards
going to be? Obviously it would be illogical to throw every submitted mod
onto the content servers, there would be thousands.
: Friday, March 26, 2004 9:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods
Does this mean that the mod will become Valve owned/sponsored
(ala DoD/CS)?
Or does it remain under the control (with perhaps QC from Valve if
needed...) of the Mod team?
At 09:03 27/03/2004, you
you say. No question in who owns it. Think of it like
FilePlanet hosting your files. =)
~
-Original Message-
From: [EMAIL PROTECTED] [mailto:hlcoders-
[EMAIL PROTECTED] On Behalf Of Daniel Koppes
Sent: Saturday, March 27, 2004 12:40 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders
PROTECTED]
Subject: Re: [hlcoders] Steam and Mods
Importance: High
I have a few questions.
How is Valve going to determine what is Steam supported (content
delivery
wise) and what isn't? What I mean is how high are the quality standards
going to be? Obviously it would be illogical to throw every
Don't run in GUI mode ... Add -console to your command line.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vyacheslav Djura
Sent: Tuesday, February 24, 2004 1:44 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam with no text
Hello,
Sorry
Hello,
Sorry for asking this here, but I don't know what to do...
I've installed Steam and latest HL update on my brothers PC (it is
pretty old - 433Mhz\VooDoo3) and there is a *bug* - in all Steam
windows there is NO TEXT AT ALL. What to do? Thanks!
Best regards,
Slava
pretty old - 433Mhz\VooDoo3) and there is a *bug* - in all Steam
windows there is NO TEXT AT ALL. What to do? Thanks!
Use the green steam theme. (I'm assuming you mean chat text)
I've installed Steam and latest HL update on my brothers PC (it is
You shouldn't need the latest HL update,
Hello Jeff,
JK Use the green steam theme. (I'm assuming you mean chat text)
it's green.
JK You shouldn't need the latest HL update, it's steam, it automatically
JK updates (so now I'm confused)
my brother has no access to internet, that's the problem. Any ideas?
:-/
Best regards,
Slava
Although with good intentions to fix stuff for bots, Valve did it again
and broke bot support.
I see the bit flags are now working again, thats very nice. Although it
does not matter anymore for any bot author on CS as we adapted our own
fix a lng time ago. Nevertheless we switch back to
S. Hendriks wrote:
Suggestion:
- When releasing fixes for bots, TEST THEM FIRST.
Wait, let me rephrase that:
- When releasing ANYTHING, TEST IT FIRST (and ofcourse, with everything.
Run a bot server, run a metamod server)
Actually, it's not really Valve's responsibility to test a server with
Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of S. Hendriks
Sent: Friday, February 13, 2004 10:14 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] STEAM Update and messing up bots (Again)
I do see your point, but i don't really agree with that. I understand
that changes can
10:59 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] STEAM Update and messing up bots (Again)
AAAHHH, Isn't the testing the responsibility of the bot maker? Isn't
maintenance the responsibility of the bot maker? Why the heck would Valve
waist money and time testing software they don't develop
Jeffrey botman Broome wrote:
Actually, it's not really Valve's responsibility to test a server with
Metamod, AdminMOD, AMX, bots or any other type of plugin.
Hmm, I'm not so sure about that anymore. I would normally agree
with you there, but Valve is moving from an application to a
platfprm with
: [hlcoders] STEAM Update and messing up bots (Again)
Although with good intentions to fix stuff for bots, Valve
did it again
and broke bot support.
I see the bit flags are now working again, thats very nice.
Although it
does not matter anymore for any bot author on CS as we adapted our own
Florian Zschocke escribió:
Jeffrey botman Broome wrote:
Actually, it's not really Valve's responsibility to test a server with
Metamod, AdminMOD, AMX, bots or any other type of plugin.
Hmm, I'm not so sure about that anymore. I would normally agree
with you there, but Valve is moving from an
PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Wednesday, February 11, 2004 9:59 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam changes 2-9
Does anyone know exactly what was changed in Steam as of
February 9th? Old routines I was using with metamod on
Counter-Strike are no longer working
Okay, that explains it... thank you for responding, otherwise I would have spent
another 48 hours debugging this =P
-David BAILOPAN Anderson
Entities are now cached inside of CS rather using the engine lookup routines
(because they are too expensive to use so (often). If you remove
Okay, that explains it... thank you for responding, otherwise I would have spent
another 48 hours debugging this =P
-David BAILOPAN Anderson
Entities are now cached inside of CS rather using the engine lookup routines
(because they are too expensive to use so (often). If you remove
Between the client and the server updates that seem to have gone
public tonight, at least one 3rd-party mod has broken; I havn't
gotten an opportunity to check the more mainstream stuff (such as
metamod), but I'm assuming issues there as well.
(I am currently in the middle of trying to build
with XP tho
- Original Message -
From: Marco Leise [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, January 17, 2004 3:30 PM
Subject: Re: [hlcoders] Steam problem
Hey, didn't we all start with QBasic? Looking through the source codes of
Gorillas and Nibbles?
Am Thu, 15 Jan 2004
take me off the mailling list
please, ur filling up my box!
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PROTECTED]
To: [EMAIL PROTECTED]
Sent: 01/15/04 8:44 PM
Subject: Re: [hlcoders] Steam problem
take me off the mailling list
please, ur filling up my box!
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Do you Yahoo!?
Yahoo! Hotjobs: Enter the Signing Bonus Sweepstakes
http
If i load qbasic and try to run steam it wont run, then if i close qbasic
run steam, quit it, then run qbasic again it wont go into fullscreen mode..?
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Matt wrote:
If i load qbasic and try to run steam it wont run, then if i close qbasic
run steam, quit it, then run qbasic again it wont go into fullscreen mode..?
Wow! How did I wind up on the Steam Support e-mail list?
--
Jeffrey botman Broome
___
To
Matt wrote:
If i load qbasic and try to run steam it wont run, then if i close qbasic
run steam, quit it, then run qbasic again it wont go into fullscreen mode..?
fake usefull response:
qBasic use some library with the same name of some qbasic library?
you can try filemon (from wininternal
We have just released a new dedicated server engine binary to counter an
exploit published on Wednesday. This exploit allowed clients to download
any file from within the mod directory (such as the server.cfg).
Our fix was to disallow downloading of files with the following
extensions:
.cfg .ini
--
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any specific DL location?
-
Do you Yahoo!?
Free Pop-Up Blocker - Get it now
--
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--
[ Picked text/plain from multipart/alternative ]
my mistake, steam auto updates and downloads new files LOL
so used to patches...
-
Do you Yahoo!?
Free Pop-Up Blocker - Get it now
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So steam doest work.. again. I tried to play my mod today, and it would
pretend to work. I get the message Preparing to play But nothing happens.
Hl.exe starts up but I have no window. So I have to
for
the FULL Steam download which is 379mb...
http://games.softnews.ro/public/cat/1/1-5.shtml, I hope this helps!!
From: illogic [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam SDK?
Date: Sun, 28 Sep 2003 23:10:35 -0500
I have sent emails and tried
]
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam SDK?
Date: Sun, 28 Sep 2003 23:10:35 -0500
I have sent emails and tried to get something out of valve on this, but
cannot. does anyone know anything about it? Im looking forward to taking
advantage of the new steam features, but wonder about the release
As I recall, you can get in contact with Valve and sign and NDA to get
the Steam SDK from them.
-Philip
On Monday, September 29, 2003, at 05:54 pm, Bulk wrote:
I think you misread his e-mail. He's looking for the steam SDK, not
steam
it's self.
___
Oooo, how do I go about getting this 'NDA'?
-Cale
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Philip
Sent: Monday, September 29, 2003 8:59 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam SDK?
As I recall, you can get in contact with Valve
Oooo, how do I go about getting this 'NDA'?
-Cale
Have you tried e-mailing any of the e-mail addresses shown here???...
http://www.steampowered.com/support.htm
Jeffrey botman Broome
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Maybe this only have sense if you plan to generate games that will use
the Steam distribution method (also paying method? maybe this doesn't
not care). This is suppose other reason Valve breaking the rule #1...
KISS: keep it simple, stupid. Murphi Laws is all about how actually
Steam work, but I
Thanx, I'll give it a shot.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of botman
Sent: Monday, September 29, 2003 10:56 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam SDK?
Oooo, how do I go about getting this 'NDA'?
-Cale
Have you tried e
I have sent emails and tried to get something out of valve on this, but
cannot. does anyone know anything about it? Im looking forward to taking
advantage of the new steam features, but wonder about the release date. i
would like to wait, but cannot afford to long, especially without a some
kind
for
the FULL Steam download which is 379mb...
http://games.softnews.ro/public/cat/1/1-5.shtml, I hope this helps!!
From: illogic [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam SDK?
Date: Sun, 28 Sep 2003 23:10:35 -0500
I have sent emails and tried to get
Not sure if Valve is gonna be able to help with this, but is it possible to
run server side only mods with Steam?
I tried lastnight with OZ Deathmatch.
Result were kind mixed
If I ran it in its own folder, when a client that did not have it tried to
connect, steam tried to install CS...
If I
it
works :)
-EvilGrin
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dave Meyers
Sent: Saturday, September 27, 2003 11:13 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam and Server side only mods?
Not sure if Valve is gonna be able to help
PROTECTED]
Subject: Re: [hlcoders] Steam and Server side only mods?
umm ...
What is ASE?
Dave
- - Original Message -
From: Geoff [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: 27 September 2003 02:28
Subject: RE: [hlcoders] Steam and Server side only mods?
I believe this is due to a client
All Seeing Eye... It's a game browser like GameSpy/HLSW
^^
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dave Meyers
Sent: Saturday, September 27, 2003 11:10
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Server side only mods?
umm ...
What
For your debug question, here's a post of Alfred (from VALVe) 3 days ago :
##
Alfred Reynolds wrote:
To debug in steam you will need to do the following:
1) Install steam.
2) Run steam at least once and launch half-life and have it load.
3) Place your mod in the directory of the
:[EMAIL PROTECTED]
Sent: Saturday, September 20, 2003 5:25 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] STEAM! just nine questions
Oh boy. I will say this first. I like the potential the software has, so
don't
get my wrong because my name is steamsucks. steamsucks because I don't
understand it. So I am
Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Sent: Saturday, September 20, 2003 5:25 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] STEAM! just nine questions
Oh boy. I will say this first. I like the potential the software has,
so
don't
get my wrong because my name
Oh boy. I will say this first. I like the potential the software has, so dont
get my wrong because my name is steamsucks. steamsucks because I dont
understand it. So I am asking for some help in understanding the software so I
can like steam and get my mod out to the public. I think steam is a
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Hello,
The old HL Game Browser displayed the server CVARs ( the ones
tagged as FCVAR_SERVER at least).
It would help if this function was restored in the STEAM Browser,
perhaps as a Server Rules option when you right-click on a server??
This is a
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Then the server will not let you join with a 'map differs' error on connect.
Kris.
At 14:45 17/09/2003, you wrote:
I heard that only custom maps should be put into the steam file system maps
directory, is this correct? What happens if an HL1
Hmm - I was about to say, that they would be ignored.
That's what I'd think should happen.
Taylor
-Original Message-
From: Kris [mailto:[EMAIL PROTECTED]
Sent: Wednesday, September 17, 2003 7:02 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam filesystem
--
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Taylor Sherman wrote:
In the future, Steam will support moving the game dir to a location of
your choosing.
That is nice. But would it be possible to have the info on what
game is installed where easily accessible from a public pace like
the registry of a cleartext config file? Right now the path
I finaly manage to run Steam and discovered that I can't start a new game
using Steam on SP mods.
When I choose new game from the HL menu it always says map not found. But if
I load a saved game it works ok.
I had placed all the bsp files in a pak file and everything worked fine
before Steam.
]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 1:08 PM
Subject: [hlcoders] Steam and SP only mods
I finaly manage to run Steam and discovered that I can't start a new game
using Steam on SP mods.
When I choose new game from the HL menu it always says map not found. But
if
I load
the 'account name'
You can then do whatever with steam install dir\SteamApps\Account
Name
-EvilGrin
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Florian
Zschocke
Sent: Tuesday, September 16, 2003 7:37 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam
out there.
Davide (DAV)
Email: [EMAIL PROTECTED]
DAV Levels: http://www.planetquake.com/davlevels/
- Original Message -
From: Gunslinger [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 12:20 PM
Subject: Re: [hlcoders] Steam and SP only mods
use
Subject: Re: [hlcoders] Steam and SP only mods
Thanks for the tip.
But wouldnt it be easier if Valve would fix it instead of making ALL
players
to do that to ALL mods they have that used a pak to place the maps (as
they
should to concentrate the files)?
Also I notice that the custom
Geoff wrote:
HKEY_CURRENT_USER\Software\Valve\Steam\SteamExe
Actually that would be
HKEY_LOCAL_MACHINE\SOFTWARE\Valve\Steam\InstallPath.
Then parse Steam install dir\config\SteamAppData.vdf
This will give you the 'account name'
I know.
You can then do whatever with steam install
Is there going to be any documentation, how to use the steam filesystem?
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Sent: Tuesday, September 16, 2003 9:09 PM
Subject: [hlcoders] Steam filesystem
Is there going to be any documentation, how to use the steam filesystem?
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