Re: [hlcoders] "This Steam account is being used in another location"

2005-12-19 Thread Jason Houston
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Ah good, I was trying to test Kreedz Climbing yesterday, and the one guy who
could make a server we could see in the browser gave us all that error. I'll
get him to install srcds then :D


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Re: [hlcoders] "This Steam account is being used in another location"

2005-12-19 Thread Jeff Fearn
On 12/20/05, Gnolfo <[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I'm bumping this thread to say that my mod still has this problem (HL2).  
> Nobody on the team can join a server together via our mod, though the steam 
> accounts are fine elsewhere (HL2DM, CS:S, etc).  My roommate can join if I 
> create a server, regardless of what sv_lan is, but it seems that anything 
> across the net gets rejected by steam.
>
> Any ideas?  Let me know if you need more details. I'm coming close to another 
> alpha build that we'll be trying again on, but it's not like I've done 
> anything to make a difference in that area between the last build and this 
> one.
>

The problem is hosting a listen server behind a NAT, two options ATM:

1: Install the dedicated server, it does not have this problem.
2: Have one of the other players, who is not behind a NAT, host the
listen server

I suppose you could, technically, remove the NAT device, or disable
NAT on the device. However as most NAT in these situations tend to be
modems doing either can be inconvenient :/

Jeff

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Re: [hlcoders] "This Steam account is being used in another location"

2005-12-19 Thread Gnolfo
This is a multi-part message in MIME format.
--
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I'm bumping this thread to say that my mod still has this problem (HL2).  
Nobody on the team can join a server together via our mod, though the steam 
accounts are fine elsewhere (HL2DM, CS:S, etc).  My roommate can join if I 
create a server, regardless of what sv_lan is, but it seems that anything 
across the net gets rejected by steam.

Any ideas?  Let me know if you need more details. I'm coming close to another 
alpha build that we'll be trying again on, but it's not like I've done anything 
to make a difference in that area between the last build and this one.

-Matt


- Original Message -
From: Alfred Reynolds
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, December 07, 2005 7:36 PM
Subject: RE: [hlcoders] "This Steam account is being used in another location"


This fix has been made public.

- Alfred

Alfred Reynolds wrote:
> We have released a fix for this in Beta form. Run Steam with "-beta
> hl1"
> on the command line to get this update (note that you CANNOT run both
> the SDK beta and this beta at the same time).
>
> I would appreciate feedback from people verifying that this fixes the
> problem. If you do see this message after running the beta log out of
> Steam and back in again (via the File->Change user... option) to make
> sure you login credentials are updated.
>
> This update will be made public in a day or so if our internal testing
> and feedback from the beta goes well.
>
> - Alfred
>
> Aaron Schiff wrote:
>> --
>> [ Picked text/plain from multipart/alternative ]
>> I've had the problem myself as well as someone else I know...I just
>> tested now and got that error
>>
>> On 11/29/05, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>>>
>>> You get that error message for a couple of reasons. Firstly, the
>>> obvious one being when that account it being used in two places at
>>> once, I assume you aren't doing that.
>>>
>>> You can also get it if your Steam2 ticket is invalid (i.e you logged
>>> into that account in another location and then ran again at the
>>> first location). Logging into Steam again will fix that (or using
>>> the login dialog the game presents).
>>>
>>> If neither of these applies to you then contact me offlist with the
>>> sequence of events for your account and launching HL and I will
>>> debug it with you.
>>>
>>> - Alfred
>>>
>>> Aaron Schiff wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Yes...I think everyone gets that problem hosting listenserver for
 goldsource You say sv_lan fixes it? Can't sv_lan be changed to 0
 while it's running and be functional?  If it can, then that's the
 workaround


 On 11/29/05, Jeff Fearn <[EMAIL PROTECTED]> wrote:
>
> When trying to run my HL1 mod as a listen server I get "This Steam
> account is being used in another location" error. Setting sv_lan 1
> in listenserver.cfg bypasses this problem.
>
> Fully updated Dedicated Server seems to work ok.
>
> --
> Jeff Fearn
>
> "Postmodernism: Once more without feeling." -- Geoffrey Nunberg
>
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 To unsubscribe, edit your list preferences, or view the list
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Re: [hlcoders] A modification of shot distribution for Source

2005-12-19 Thread Adam \"amckern\" Mckern
Thanks Tim!

This is a liitle bit faster then valves code as well -
i'll relase it in the next NightFall build, and see
what the pts say, if you dont mind.

I'll relase a 64bit source download for sp in mid feb
for those that want to work with 64bit

Adam

--- Stephen Micheals <[EMAIL PROTECTED]>
wrote:

> this is very interesting stuff tim thanks.
>
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Re: [hlcoders] engine->ForceExactFile

2005-12-19 Thread Charles Solar
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Yes I have and me and a buddy of mine are trying to fix the exact same
thing.  If anyone knows how to get it working please tell.  We precache the
file in level init with either precachegeneric or filesystem->precache and
run forceexactfile in serveractivate.

Please help :(


On 12/19/05, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> engine->ForceExactFile( "scripts/scriptname.txt" );
> should cause clients with a non-identical file to be disconnected. I'm
> told
> this doesn't work on Linux servers, even if the client downloads the exact
> file in game or via FTP.
>
> Has anyone else run into this?
>
> L. Duke
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[hlcoders] engine->ForceExactFile

2005-12-19 Thread LDuke
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engine->ForceExactFile( "scripts/scriptname.txt" );
should cause clients with a non-identical file to be disconnected. I'm told
this doesn't work on Linux servers, even if the client downloads the exact
file in game or via FTP.

Has anyone else run into this?

L. Duke
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[hlcoders] Server build number

2005-12-19 Thread Olef van de Stadt

Hello all,

I'm writing a plugin, and I would like to match the version to the
server build number.
However, I cant find a way to obtain this number in the API docs, and on
the internet.

Is there any way that this number can be obtained ?

Thanks.

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RE: [hlcoders] VGUI - Is this a memory leak?

2005-12-19 Thread Alex Thomson
There is a bug where:
1. you have a texture "Materials/VGUI/MyVGUITex.vmt"
2. you set the texture name in code to "MyVGUITex.vmt" (using SetImage
fn for instance)
3 the GUI system automatically prepends "VGUI/" to the front when
loading it, but caches the name internally using the name you passed in
(without "VGUI/" on the front).
4. the next time it looks for that file it can't find it (because the
cached name doesn't match the loaded name), so it loads it again, and
again, and again.

The fix (for now) is to always make sure your VGUI textures have the
full path (i.e. "VGUI/") in front of them.

HTH,
Alex

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman
Sent: 16 December 2005 11:50
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] VGUI - Is this a memory leak?

--
[ Picked text/plain from multipart/alternative ]
I have a bug in my mod with the text getting corrupt after a while. I
don't
know what's causing it but someone sent me an email saying that they
noticed
that the VGUI Textures field in the memory command seems to be growing
for
seemingly no reason. So I checked it out and it was.

My mod uses a lot of VGUI textures so I was thinking I probably messed
up
somewhere - but it doesn't explain to me why the memory usage grows when
doing nothing more than banging props together or shooting a wall.

So I tried it in HL2DM and it does the same thing. I'm thinking that
Valve
are probably creating font textures on the fly so they don't have to
draw
the text every time so that might account for some of this.

The suprise came when reloading the map.. on the first load the output
read.

Video Memory Used:
 0.13 MB: Other Verts
26.88 MB: RenderTargets
 6.63 MB: Lightmaps
 2.83 MB: Other textures
45.95 MB: Model textures
 0.00 MB: Unaccounted textures
 0.64 MB: CubeMap textures
 6.00 MB: VGUI textures
 0.00 MB: Dynamic Verts
13.71 MB: World textures
26.85 MB: Model Verts
 2.56 MB: Static Indices
 4.88 MB: Decal textures
 0.92 MB: Precached
 1.50 MB: SkyBox textures
 1.97 MB: World Verts
 0.09 MB: Displacement Verts
 1.64 MB: ClientEffect textures
 7.38 MB: Lighting Verts
--
150.55 MB: total

Every time I reloaded the map the VGUI texture usage went up by a couple
of
megs.. and by the 4th or 5th reload it looked like this..

Video Memory Used:
 0.13 MB: Other Verts
26.88 MB: RenderTargets
 6.63 MB: Lightmaps
 2.83 MB: Other textures
45.95 MB: Model textures
 0.00 MB: Unaccounted textures
 0.64 MB: CubeMap textures
19.12 MB: VGUI textures
 0.00 MB: Dynamic Verts
13.71 MB: World textures
26.85 MB: Model Verts
 2.62 MB: Static Indices
 4.88 MB: Decal textures
 0.92 MB: Precached
 1.50 MB: SkyBox textures
 1.97 MB: World Verts
 0.09 MB: Displacement Verts
 1.64 MB: ClientEffect textures
 6.88 MB: Lighting Verts
--
163.23 MB: total

So my question would be.. is this ok? Are the numbers wrong?

garry
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