Re: [hlcoders] "This Steam account is being used in another location"
-- [ Picked text/plain from multipart/alternative ] 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 -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] "This Steam account is being used in another location"
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] "This Steam account is being used in another location"
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. -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 > > ___ > 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 > > ___ > 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] A modification of shot distribution for Source
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. > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delete the email, and not respond in any way to it. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] engine->ForceExactFile
-- [ Picked text/plain from multipart/alternative ] 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 > -- > > ___ > 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] engine->ForceExactFile
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Server build number
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VGUI - Is this a memory leak?
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email __ __ Information contained in this e-mail is intended for the use of the addressee only, and is confidential and may be the subject of Legal Professional Privilege. Any dissemination, distribution, copying or use of this communication without prior permission of the addressee is strictly prohibited.The views of the author may not necessarily constitute the views of Kuju Entertainment Ltd. Nothing in this email shall bind Kuju Entertainment Ltd in any contract or obligation. The contents of an attachment to this e-mail may contain software viruses which could damage your own computer system. While Kuju Entertainment has taken every reasonable precaution to minimise this risk, we cannot accept liability for any damage which you sustain as a result of software viruses. You should carry out your own virus checks before opening the attachment. __ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email _ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listin