Re: [hlcoders] String Table
I got it working in the stance that it doesn't crash anymore, but it doesn't seem to be sending that string to the client, as when I have the InfoPanel open on the client's screen with the "msg" set as "string001" or whatever I name it, it just comes up blank. If I use "motd" as the "msg" then it shows the "msg". I'm not sure where the problem lies, to tell you the truth, I'm just wondering if there exists a function to update the clients' string tables so that they can access the new data the server provides. Thank you. - Original Message - From: "Jeff Fearn" <[EMAIL PROTECTED]> To: Sent: Thursday, March 31, 2005 5:55 PM Subject: Re: [hlcoders] String Table > On Thu, 31 Mar 2005 17:32:27 -0800, Daniel Jennings <[EMAIL PROTECTED]> wrote: > > char message = "Here is your striing"; > > > try: > > char message[] = "Here is your striing"; > > Jeff > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] String Table
Well, I guess the length needed a +1 at the end, my bad. I got it not crashing but I'm not sure why it doesn't seem to be received by the client. Is there a function I need to call to send the updated string table to the client? - Original Message - From: "Daniel Jennings" <[EMAIL PROTECTED]> To: Sent: Thursday, March 31, 2005 5:32 PM Subject: Re: [hlcoders] String Table > Okay, that was a dumb question, I figured it out within minutes of posting, > but I have another question since I'm now segfaulting. > > Here's my code: > > char message = "Here is your striing"; > > INetworkStringTable *g_pStringTableInfoPanel = > networkstringtable->FindTable("InfoPanel"); > g_pStringTableInfoPanel->AddString( "string001", sizeof(message), message ); > //CRASHES HERE ^ > Msg(":-( Never gets here.\n"); > > > Here's the backtrace of the crash: > #0 0x00359175 in memcpy () > #1 0x00e3c5c5 in CNetworkStringTableItem::SetUserData () > #2 0x00e39d15 in CNetworkStringTable::AddString () > > > > - Original Message - > From: "Daniel Jennings" <[EMAIL PROTECTED]> > To: > Sent: Thursday, March 31, 2005 5:05 PM > Subject: [hlcoders] String Table > > > > HL2DM SDK: From a source file I created, how can I access the String table > > in order to append my string to the table? I think the interface I want > is: > > INetworkStringTableContainer *networkstringtable = NULL; > > > > Which is from GameInterface.cpp > > > > This is probably a simple problem, but for the life of me I couldn't > figure > > it out. > > > > Thank you very much! > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] String Table
On Thu, 31 Mar 2005 17:32:27 -0800, Daniel Jennings <[EMAIL PROTECTED]> wrote: > char message = "Here is your striing"; try: char message[] = "Here is your striing"; Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] String Table
Okay, that was a dumb question, I figured it out within minutes of posting, but I have another question since I'm now segfaulting. Here's my code: char message = "Here is your striing"; INetworkStringTable *g_pStringTableInfoPanel = networkstringtable->FindTable("InfoPanel"); g_pStringTableInfoPanel->AddString( "string001", sizeof(message), message ); //CRASHES HERE ^ Msg(":-( Never gets here.\n"); Here's the backtrace of the crash: #0 0x00359175 in memcpy () #1 0x00e3c5c5 in CNetworkStringTableItem::SetUserData () #2 0x00e39d15 in CNetworkStringTable::AddString () - Original Message - From: "Daniel Jennings" <[EMAIL PROTECTED]> To: Sent: Thursday, March 31, 2005 5:05 PM Subject: [hlcoders] String Table > HL2DM SDK: From a source file I created, how can I access the String table > in order to append my string to the table? I think the interface I want is: > INetworkStringTableContainer *networkstringtable = NULL; > > Which is from GameInterface.cpp > > This is probably a simple problem, but for the life of me I couldn't figure > it out. > > Thank you very much! > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Fire Exstinguisher.
Ok, it was in the SDK, which I didn't know at first, but I added it, and worked out the 2 errors, and got it to compile fine, but in game, there is no particle effects coming from the temp model. It can put out fires, but there is no effects. The effect is server side,(I think.) so I opened the file c_exstinguisher.cpp (or something similar) and was looking around there. But everything seemed to be fine. I even changed the material to see if maybe the material was just missing. But still nothing. The only errors I get in the Dev messages is missing sound which isn't a big deal. Does anyone know how to fix this, or to add this effect to client side? Thanx for anyone that can help. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] String Table
HL2DM SDK: From a source file I created, how can I access the String table in order to append my string to the table? I think the interface I want is: INetworkStringTableContainer *networkstringtable = NULL; Which is from GameInterface.cpp This is probably a simple problem, but for the life of me I couldn't figure it out. Thank you very much! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RemoveAllPanels() causing read memory error
It seems we found what is causing the exception in our code. WorldReset() resets the level we commented out that function and we no longer get the exception. However looking at the filters and such everything looks fine.. Here is what we are filtering if we missed something please let me know. filter.AddKeep("worldspawn"); filter.AddKeep("soundent"); filter.AddKeep("hl2mp_gamerules"); filter.AddKeep("scene_manager"); filter.AddKeep("predicted_viewmodel"); filter.AddKeep("team_manager"); filter.AddKeep("event_queue_saveload_proxy"); filter.AddKeep("player_manager"); filter.AddKeep("player"); filter.AddKeep("info_player_deathmatch"); filter.AddKeep("info_player_rebel"); filter.AddKeep("info_player_combine"); filter.AddKeep("info_player_start"); filter.AddKeep("ai_network"); r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "r00t 3:16" <[EMAIL PROTECTED]> To: Sent: Thursday, March 31, 2005 7:00 PM Subject: Re: [hlcoders] RemoveAllPanels() causing read memory error oops sorry did a search on the wrong thing... I did another one on DeletePanel in the entire solution and there are 4 places it found \src\cl_dll\game_controls\vgui_TeamFortressViewport.cpp(346): vgui::ipanel()->DeletePanel( vPanel ); \src\public\vgui\IClientPanel.h(77): virtual void DeletePanel() = 0; \src\public\vgui\IPanel.h(76): virtual void DeletePanel(VPANEL vguiPanel) = 0; \src\public\vgui_controls\Panel.h(167): virtual void DeletePanel(); // simply does a { delete this; } r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: Sent: Thursday, March 31, 2005 6:32 PM Subject: RE: [hlcoders] RemoveAllPanels() causing read memory error Are you ever directly doing "delete panel" on a panel (because you shouldn't, that will causes this crash). To delete a panel always call MarkForDeletion() on it (it will then be deleted once all references to it are freed). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Thursday, March 31, 2005 3:29 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] RemoveAllPanels() causing read memory error In the mod I am working on we have round based maps. When 0 players is reached on 1 of the teams the round is over. Or if only 1 player is playing and dies the round is over... I keep getting a read memory error, in certain situations. Doing a trace RemoveAllPanels(); is causing this. For example if a blow myself up with a barrel. The roundend() resets the world and then calls the function IntermissionStart() which freezes the player etc and also displays a panel player->ShowViewPortPanel( PANEL_SCOREBOARD ) I would imagine this is what is causing the problem. However if the round time finishes everything works ok. If i type kill in the console it works also with no memory read errors. Only time I get the read error is when someone else or something kills me. Kind of stumped as to why this would happen.. Here is the error "The instruction at "0x245d06d5" referenced memory at "0x00cb11cc" The memory could not be "read" Tracing goes to here in vgui_teamfortressviewport.cpp line 346 vgui::ipanel()->DeletePanel( vPanel ); Any idea as to why this would happen? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MOTD, STEAMID
Yeah, this would be usefull for custom greetings or to display the users previous stats or something on join -- ** Draco Coder for Perfect Dark and Kreedz Climbing http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MOTD, STEAMID
It isn't tracking the user, it is identifying them. It doesn't affect anything on their computer, either, nor is anything immoral possible from identifying a player by their Steam ID. - Original Message - From: " Childe Roland" <[EMAIL PROTECTED]> To: Sent: Thursday, March 31, 2005 4:06 PM Subject: Re: [hlcoders] MOTD, STEAMID > Every server tracks users. It's what the whole SteamID thing is > about. With regards to tracking them, I'm pretty sure the EULA > informs them of that (although I haven't read it yet). > > > On Thu, 31 Mar 2005 19:40:32 +0200, Oskar Lindgren > <[EMAIL PROTECTED]> wrote: > > I Sweden we have a law called PUL, which forbids tracking users without > > informing them. > > > > Michael Hobson wrote: > > > > > Soham: > > > > > > At 07:55 AM 3/31/2005, Soham Roy wrote: > > > > > >> there is but is not legal > > >> > > >> > > >> On Thu, 31 Mar 2005 01:24:01 -0500, Shane Robinett <[EMAIL PROTECTED]> > > >> wrote: > > >> > Any chance that there is a built in function that doesn't require > > >> > modding where in the MOTD we can pass STEAMID as a variable? Re: > > >> > http://www.mysite.com/?steamid=%steamid% of some sort? > > > > > > > > > Please cite exactly which law in which country you think tracking STEAM > > > I.D.'s violates. And, as I am sure you are not a lawyer by trade, provide > > > the readership with a link to the source of this information. > > > > > > > > > Sneaky_Bastard! > > > Michael A. Hobson > > > yahoo: warrior_mike2001 > > > icq: #2186709 > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > = > Childe Roland > "I will show you fear in a handful of jellybeans." > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] adding unused weapons
you need to have MSVC. you also need to add entries into the send table. there's a bit of editing required, and some weapons don't actually do anything (Hopwire works, shoots cable and etc, but doesn't actually do any damage) Plus, you'd need to come up with models. On Thu, 31 Mar 2005 14:40:56 +0100, garry <[EMAIL PROTECTED]> wrote: > You should be able to just right click on the file and change exclude > to include. You'll need to add a weapon_*.txt file to the scripts > folder too I think. > > > On Thu, 31 Mar 2005 13:41:42 +0100, Paul Vinten <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > > -- > > [ Picked text/plain from multipart/alternative ] > > Hi, I'm poking around in the SDK and want to reactivate some of the "Unused > > weapons" in hl->source files->hl2dll->unused > > > > I assume that somewhere there is a file that includes or references which > > weapon cpp/ h file to compile into the dll, but I'm unable to locate it... > > any help appreciated :) > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MOTD, STEAMID
Every server tracks users. It's what the whole SteamID thing is about. With regards to tracking them, I'm pretty sure the EULA informs them of that (although I haven't read it yet). On Thu, 31 Mar 2005 19:40:32 +0200, Oskar Lindgren <[EMAIL PROTECTED]> wrote: > I Sweden we have a law called PUL, which forbids tracking users without > informing them. > > Michael Hobson wrote: > > > Soham: > > > > At 07:55 AM 3/31/2005, Soham Roy wrote: > > > >> there is but is not legal > >> > >> > >> On Thu, 31 Mar 2005 01:24:01 -0500, Shane Robinett <[EMAIL PROTECTED]> > >> wrote: > >> > Any chance that there is a built in function that doesn't require > >> > modding where in the MOTD we can pass STEAMID as a variable? Re: > >> > http://www.mysite.com/?steamid=%steamid% of some sort? > > > > > > Please cite exactly which law in which country you think tracking STEAM > > I.D.'s violates. And, as I am sure you are not a lawyer by trade, provide > > the readership with a link to the source of this information. > > > > > > Sneaky_Bastard! > > Michael A. Hobson > > yahoo: warrior_mike2001 > > icq: #2186709 > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- = Childe Roland "I will show you fear in a handful of jellybeans." ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RemoveAllPanels() causing read memory error
oops sorry did a search on the wrong thing... I did another one on DeletePanel in the entire solution and there are 4 places it found \src\cl_dll\game_controls\vgui_TeamFortressViewport.cpp(346): vgui::ipanel()->DeletePanel( vPanel ); \src\public\vgui\IClientPanel.h(77): virtual void DeletePanel() = 0; \src\public\vgui\IPanel.h(76): virtual void DeletePanel(VPANEL vguiPanel) = 0; \src\public\vgui_controls\Panel.h(167): virtual void DeletePanel(); // simply does a { delete this; } r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: Sent: Thursday, March 31, 2005 6:32 PM Subject: RE: [hlcoders] RemoveAllPanels() causing read memory error Are you ever directly doing "delete panel" on a panel (because you shouldn't, that will causes this crash). To delete a panel always call MarkForDeletion() on it (it will then be deleted once all references to it are freed). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Thursday, March 31, 2005 3:29 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] RemoveAllPanels() causing read memory error In the mod I am working on we have round based maps. When 0 players is reached on 1 of the teams the round is over. Or if only 1 player is playing and dies the round is over... I keep getting a read memory error, in certain situations. Doing a trace RemoveAllPanels(); is causing this. For example if a blow myself up with a barrel. The roundend() resets the world and then calls the function IntermissionStart() which freezes the player etc and also displays a panel player->ShowViewPortPanel( PANEL_SCOREBOARD ) I would imagine this is what is causing the problem. However if the round time finishes everything works ok. If i type kill in the console it works also with no memory read errors. Only time I get the read error is when someone else or something kills me. Kind of stumped as to why this would happen.. Here is the error "The instruction at "0x245d06d5" referenced memory at "0x00cb11cc" The memory could not be "read" Tracing goes to here in vgui_teamfortressviewport.cpp line 346 vgui::ipanel()->DeletePanel( vPanel ); Any idea as to why this would happen? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RemoveAllPanels() causing read memory error
No I am not calling any delete panel anywhere in my code. To be honest I haven't even messed with any panels yet. Which is why I am bringing up player->ShowViewPortPanel( PANEL_SCOREBOARD ) This will be changed later to an INTERMISSION panel later but, we were using the scoreboard for now. I also did a find in entire solution and RemoveAllPanels is only located in 4 places which are all in vgui_teamfortressviewport.cpp / .h r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: Sent: Thursday, March 31, 2005 6:32 PM Subject: RE: [hlcoders] RemoveAllPanels() causing read memory error Are you ever directly doing "delete panel" on a panel (because you shouldn't, that will causes this crash). To delete a panel always call MarkForDeletion() on it (it will then be deleted once all references to it are freed). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Thursday, March 31, 2005 3:29 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] RemoveAllPanels() causing read memory error In the mod I am working on we have round based maps. When 0 players is reached on 1 of the teams the round is over. Or if only 1 player is playing and dies the round is over... I keep getting a read memory error, in certain situations. Doing a trace RemoveAllPanels(); is causing this. For example if a blow myself up with a barrel. The roundend() resets the world and then calls the function IntermissionStart() which freezes the player etc and also displays a panel player->ShowViewPortPanel( PANEL_SCOREBOARD ) I would imagine this is what is causing the problem. However if the round time finishes everything works ok. If i type kill in the console it works also with no memory read errors. Only time I get the read error is when someone else or something kills me. Kind of stumped as to why this would happen.. Here is the error "The instruction at "0x245d06d5" referenced memory at "0x00cb11cc" The memory could not be "read" Tracing goes to here in vgui_teamfortressviewport.cpp line 346 vgui::ipanel()->DeletePanel( vPanel ); Any idea as to why this would happen? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RemoveAllPanels() causing read memory error
Are you ever directly doing "delete panel" on a panel (because you shouldn't, that will causes this crash). To delete a panel always call MarkForDeletion() on it (it will then be deleted once all references to it are freed). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Thursday, March 31, 2005 3:29 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] RemoveAllPanels() causing read memory error In the mod I am working on we have round based maps. When 0 players is reached on 1 of the teams the round is over. Or if only 1 player is playing and dies the round is over... I keep getting a read memory error, in certain situations. Doing a trace RemoveAllPanels(); is causing this. For example if a blow myself up with a barrel. The roundend() resets the world and then calls the function IntermissionStart() which freezes the player etc and also displays a panel player->ShowViewPortPanel( PANEL_SCOREBOARD ) I would imagine this is what is causing the problem. However if the round time finishes everything works ok. If i type kill in the console it works also with no memory read errors. Only time I get the read error is when someone else or something kills me. Kind of stumped as to why this would happen.. Here is the error "The instruction at "0x245d06d5" referenced memory at "0x00cb11cc" The memory could not be "read" Tracing goes to here in vgui_teamfortressviewport.cpp line 346 vgui::ipanel()->DeletePanel( vPanel ); Any idea as to why this would happen? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MOTD, STEAMID
I Sweden we have a law called PUL, which forbids tracking users without informing them. Michael Hobson wrote: Soham: At 07:55 AM 3/31/2005, Soham Roy wrote: there is but is not legal On Thu, 31 Mar 2005 01:24:01 -0500, Shane Robinett <[EMAIL PROTECTED]> wrote: > Any chance that there is a built in function that doesn't require > modding where in the MOTD we can pass STEAMID as a variable? Re: > http://www.mysite.com/?steamid=%steamid% of some sort? Please cite exactly which law in which country you think tracking STEAM I.D.'s violates. And, as I am sure you are not a lawyer by trade, provide the readership with a link to the source of this information. Sneaky_Bastard! Michael A. Hobson yahoo: warrior_mike2001 icq: #2186709 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RemoveAllPanels() causing read memory error
In the mod I am working on we have round based maps. When 0 players is reached on 1 of the teams the round is over. Or if only 1 player is playing and dies the round is over... I keep getting a read memory error, in certain situations. Doing a trace RemoveAllPanels(); is causing this. For example if a blow myself up with a barrel. The roundend() resets the world and then calls the function IntermissionStart() which freezes the player etc and also displays a panel player->ShowViewPortPanel( PANEL_SCOREBOARD ) I would imagine this is what is causing the problem. However if the round time finishes everything works ok. If i type kill in the console it works also with no memory read errors. Only time I get the read error is when someone else or something kills me. Kind of stumped as to why this would happen.. Here is the error "The instruction at "0x245d06d5" referenced memory at "0x00cb11cc" The memory could not be "read" Tracing goes to here in vgui_teamfortressviewport.cpp line 346 vgui::ipanel()->DeletePanel( vPanel ); Any idea as to why this would happen? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MOTD, STEAMID
Uh, it's not illegal for one, but he wasn't talking about the application but how it is done, which is typically done by hooking various engine functions and altering what is sent to the client and such. It's just beyond the typical scope of a Source server plugin, and since people don't see the code handed to them on a silver platter, and they don't see an easy way to do it without getting dirty, they call it illegal. - Original Message - From: "Michael Hobson" <[EMAIL PROTECTED]> To: Sent: Thursday, March 31, 2005 8:47 AM Subject: Re: [hlcoders] MOTD, STEAMID > Soham: > > At 07:55 AM 3/31/2005, Soham Roy wrote: > >there is but is not legal > > > > > >On Thu, 31 Mar 2005 01:24:01 -0500, Shane Robinett <[EMAIL PROTECTED]> wrote: > > > Any chance that there is a built in function that doesn't require > > > modding where in the MOTD we can pass STEAMID as a variable? Re: > > > http://www.mysite.com/?steamid=%steamid% of some sort? > > Please cite exactly which law in which country you think tracking STEAM > I.D.'s violates. And, as I am sure you are not a lawyer by trade, provide > the readership with a link to the source of this information. > > > Sneaky_Bastard! > Michael A. Hobson > yahoo: warrior_mike2001 > icq: #2186709 > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VMPI
Hi, VMPI is a distributed compilation system where it can use a bunch of machines to speed up the map compile times. We haven't released the service that runs on worker machines, but we plan to (can't give a firm date on this though). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern" Mckern Sent: Sunday, March 27, 2005 6:09 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] VMPI Hey All I was wondering if you might be able to shed some light on the VMPI Feture of the complie tools. I have been looking at the source code, and its got nothing to go by, other then the text files, that the log complains about. Can you please email me back with the format the text files go in, what files to put in them etc? Thanks Adam http://ammahls.com __ Do you Yahoo!? Yahoo! Small Business - Try our new resources site! http://smallbusiness.yahoo.com/resources/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MOTD, STEAMID
Soham: At 07:55 AM 3/31/2005, Soham Roy wrote: there is but is not legal On Thu, 31 Mar 2005 01:24:01 -0500, Shane Robinett <[EMAIL PROTECTED]> wrote: > Any chance that there is a built in function that doesn't require > modding where in the MOTD we can pass STEAMID as a variable? Re: > http://www.mysite.com/?steamid=%steamid% of some sort? Please cite exactly which law in which country you think tracking STEAM I.D.'s violates. And, as I am sure you are not a lawyer by trade, provide the readership with a link to the source of this information. Sneaky_Bastard! Michael A. Hobson yahoo: warrior_mike2001 icq: #2186709 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] MOTD, STEAMID
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] huh? Where is the "illegal" nature of that? Ever heard of the CAL Steam/Wonid DB? That illegal? From: [EMAIL PROTECTED] on behalf of Soham Roy Sent: Thu 3/31/2005 10:55 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] MOTD, STEAMID there is but is not legal On Thu, 31 Mar 2005 01:24:01 -0500, Shane Robinett <[EMAIL PROTECTED]> wrote: > Any chance that there is a built in function that doesn't require > modding where in the MOTD we can pass STEAMID as a variable? Re: > http://www.mysite.com/?steamid=%steamid% of some sort? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MOTD, STEAMID
there is but is not legal On Thu, 31 Mar 2005 01:24:01 -0500, Shane Robinett <[EMAIL PROTECTED]> wrote: > Any chance that there is a built in function that doesn't require > modding where in the MOTD we can pass STEAMID as a variable? Re: > http://www.mysite.com/?steamid=%steamid% of some sort? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] adding unused weapons
You should be able to just right click on the file and change exclude to include. You'll need to add a weapon_*.txt file to the scripts folder too I think. On Thu, 31 Mar 2005 13:41:42 +0100, Paul Vinten <[EMAIL PROTECTED]> wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Hi, I'm poking around in the SDK and want to reactivate some of the "Unused > weapons" in hl->source files->hl2dll->unused > > I assume that somewhere there is a file that includes or references which > weapon cpp/ h file to compile into the dll, but I'm unable to locate it... > any help appreciated :) > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] adding unused weapons
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, I'm poking around in the SDK and want to reactivate some of the "Unused weapons" in hl->source files->hl2dll->unused I assume that somewhere there is a file that includes or references which weapon cpp/ h file to compile into the dll, but I'm unable to locate it... any help appreciated :) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OnMenuItemSelected
Ahh so simple. Thankyou! :) On Wed, 30 Mar 2005 10:57:08 -0800, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > m_pCombo->AddActionSignalTarget( this ); // from the parent > > Then in the parent add the appropriate MESSAGE_FUNC() handler for the > message you want (so in your case: > MESSAGE_FUNC_PTR( OnTextChanged, "TextChanged", panel ); // call > when text changes in a control we listen to > ) > > See cl_dll\game_controls\SpectatorGUI.cpp for an example. > > - Alfred > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > NuclearFriend > Sent: Wednesday, March 30, 2005 3:14 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] OnMenuItemSelected > > I'll keep it simple, is it possible for the parent panel of a ComboBox > to detect if the active item has been changed? > > Thanks! ^_^ > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders