Re: [hlcoders] Half-Life SDK updated
Oh, wow, the HL1 SDK on Github! Tiny detail about your license you may want to fix, unless I am confused about what is Source, nowadays. =) Half Life 1 SDK LICENSE ... You may, free of charge, download and use the SDK to develop a modified Valve game running on the *Source* engine. Best, Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Latest HL SDK?
xLnT wrote: Thats the Source SDK right? I can't find HL1 SDK on my steam, i got both Half-Life and Half-life 2 installed, and in my tools all i have is Source SDK. You can get an already cleaned up and fixed HL1 SDK from the Metamod pages: http://metamod.org Follow the SDK files link under Downloads. Regards, Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Latest HL SDK?
xLnT wrote: Thats the Source SDK right? I can't find HL1 SDK on my steam, i got both Half-Life and Half-life 2 installed, and in my tools all i have is Source SDK. You can get an already cleaned up and fixed HL1 SDK from the Metamod pages: http://metamod.org Follow the SDK files link under Downloads. Regards, Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] bind not to workind due to space in the command
linux servers wrote: This bind does not work: bind x spec_player Name With Spaces Try bind x spec_player Name%With%Spaces or bind x spec_player Name%%With%%Spaces Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Using c_baseplayer in a server plugin
Jeffrey \botman\ Broome wrote: Gooseman should have used the entvars_t 'team' variable for teams in Counter-Strike, but he didn't do this. Instead he decided to add the team to the CBasePlayer class (I presume), making it inaccessible to metamod plugin authors. Just because coders should do something a certain way, doesn't mean they are going to. =) He he, agreed. I had to hold back from saying Mod authors should NOT change the CBaseEntity/Player class but instead *derive* from it the whole time while following this discussion. Wer can wish for it all we want, it's no use. If they can change the base class, they will, because it is the easiest thing to do. It sucks, but that is just how it is in reality. =) Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server plugins
Alfred Reynolds wrote: All binaries should be placed in a bin/ directory, I am considering making a addons/bin/ folder I'm all for that. =) Can the path also be an absolute path? Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fwd: Voice Chat related
Childe Roland wrote: _Seem_ to have fixed it with: -- char *s; s = (char *)strchr( szKeyName, '#' ); if ( s ) { *s = '\0'; - Will this work, am I just missing the error, or will this cause errors down the road?? You're missing the error. I lost the email where you showed the full function but your error is that in your functions signature you defined the szKeyName parameter as a const char*. By that you promised anyone calling your function that you wil *not* change the contents of the array that szKeyName points to. But that is exactly what you do in that function so you are breaking your contract with other code established with your function signature. So since you change the szKeyName in your function you should say so in your function signature and declare the parameter as char*. That will show you all the other places where code relies on the array not getting changed by your function. Of course the brute-force method you used works too, simply lying about what you do in the function and casting the const away. Althuogh in C++ you would usually use a const_castchar* for that to make it obvious that you are doing something nasty here. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugging multiplayer mods
Jorge Rodriguez wrote: No, I would also consider it highly advantageous to be able to playtest a mod on two computers at once. Yes, absolutely! In many situations it proves useful to necessary to have two copies of the game running, preferable on two PCs. I don't think it's possible though, because then anybody who goes to a lan party would have free access to the game. It was possible with HL1. You could play with multiple copies of the same game (i.e. CD key) in a LAN. The number of allowed copies was limited. I can't remember the number, I think it was pretty high, like four or five. I don't see why that should be any different with HL2. So I do think it is possible. I'm just afraid we won't see this for HL2, seeing how Valve is handling things currently. :( Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A Half-life wiki?
Bruce \Bahamut\ Andrews wrote: On that note, that's why I'd be recommending starting out somewhere, showing it to VERC and saying We can maintain this then, if accepted, move the wiki to a new home under VERC. Sounds like a plan to me. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A Half-life wiki?
Dave Sanders wrote: Actually, not to OT my own OT thread, but with Valve doing this as a VS.NET project, anyone know if they are going to use the XML comments available for VS.NET? [...] THAT would be killer, No, it would be killer if they used something that everybody can use, be it on Windows or Linux, in VS.NET or Kdevelop or a Bash or whatever. Something that has been around for years and has platform independent tools. Something like Doxygen or Javadoc. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A Half-life wiki?
Michael Shimmins wrote: XML comments are essentially the same as JavaDocs. A program parses the text file and creates an XML file out of it. Which program can I use under Linux to parse the VS.NET style XML comments? Preferable commandline tool. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rob Maelstrom Abbott
Brian A. Stumm wrote: Anyone know how to contact him? He is the halfd creator and his site is down and so seems his email. Which email did you use? Did you try maelstrom at users dot sourceforge dot net? Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts
Childe Roland wrote: He really needs GMail. Who's with me? I'm not. I'm with him. Totally. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
Alfred Reynolds wrote: I just want to do a quick straw poll of how many people on this list DON'T have access to MSVC.NET or above for their MOD development (we hope to only release MSVC.NET project files with the SDK)? /me raises hand. VC6 here. Do you have any dependencies to MSVC.NET or MSVC in general? Or could the SDK (at least server-side) also be compiled with Borland compilers? Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
Alfred Reynolds wrote: Linux will require GCC 3.4.1 and libc 2.3 and above (actually GCC 3.3 should be okay). I know you use 3.4 but do you really require 3.4 for everyone who uses the SDK or are you sure that 3.3 works, too. There are still some ugly bugs left in 3.4.1 which will prevent people who compile other stuff on their machines (e.g. Xorg) from using it. And I hope this time the SDK will compile without errors out of the box under Linux. :) I don't think Will is willing to do all the cleaning up again. ;) Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
Childe Roland wrote: [...] I'll upgrade as soon as my monetary situation allows. (Which will most likely be before the SDK is released, at this rate.) Does your job pay that well, then? :) Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
Peter Holcroft wrote: Most of the HL coders I know are using .net 2003, I am surprised at the number of VC6 users. Perhaps it's simply because the bare SDK gives fewer problems for VC6 rather than the cost? Perhaps MSVS.NET is rather costly and not everybody can afford it, so they stay with their good ol' VC6? It should be noted that Microsoft Visual C++ Toolkit 2003 is free for download: Makefiles for the SDK usable with the toolkit would be nice then, I guess. :) Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
Scott Tuttle wrote: Umm compiler for vs.net is free. You can compile and code from notepad and the commandline. I believe... And why would people want to compile and code from notepad and the commandline if they have a nice VC6 GUI that just works for them? :) Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
Brian A. Stumm wrote: Oh I use this really fancy window manager, its kind of a black screen with a white blinkey line in the upper left corner of the screen... Riiight. And Alfred calls *me* living in the past. =) Or you're just running Linux servers but don't use it on your desktop... Florian Are we getting off-topic? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
Scott Tuttle wrote: If you want to continue to use VC6 I have no problem with that. Was just answering the question of why someone would want to use vs.net when it cost more money. When in fact it doesn't. No dev environment but hey... that's secondary to the fact its free (other than having access to a Windows system). I don't think you answered that question or I missed it. You said that people can get it for free if they want it. But not why anybody would want it. And if you followed the thread you'll see that I commented on the original statement of Peter who found it surprising how many people use VC6. Which I find bizarre because I don't see a good reason not to use VC6 when you have it and don't have the money to shell out for VS.NET. Yes, you can get the toolkit and have your VC6 GUI use the .NET compiler. But that still requires VS6 project files which this whole thread is about. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Does HL2 have built-in metamod-likefunctionality?
Jeffrey \botman\ Broome wrote: Not perfect would be joints that bend the wrong way, or joints that aren't bent when gravity should have made extremties fall to a lower surface (i.e. the legs sticking horizontally out in the air syndrome when somebody dies on a set of stairs in Half-Life). Assuming that both are dead and the second ss wasn't taken in flight: just what do you call the second picture then? It being more realistic that a dead body has legs sticking vertically in the air then when they would stick horizontally in the air? And also the position the body in the first picture is in, is nowhere near to natural for a dead body. So okay, maybe those are perfect ragdoll simulations. I don't know, I have no idea what a perfect ragdoll simulation should look like. But what is the advantage of a perfect ragdoll simulation if it doesn't make the simulation of a human body any more realistic =) Now, if it were a not perfect but rather good and mostly nice to look at ragdoll simulation, I think I could live with that Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Does HL2 have built-inmetamod-likefunctionality?
Jeffrey \botman\ Broome wrote: Then you could pick up someone's leg after it had been blown off their body and whack them over their head with it! :) Who says you can't? Oh, wait, I guess you'd be one to know. :) Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Does HL2 have built-in metamod-like functionality?
Bruce Bahamut Andrews wrote: heh, I swapped over to using Mozilla Thunderbird, and emails seem to be arriving out of sequence now too. For instance, I received all the replies to this email before this email itself... :/ I've been using Mozilla Mail for ages now and never had problems other than people not setting their PC clocks correctly or setting the wrong timezone. Mozilla Mail uses the sender timestamp to sort emails, not the receive time. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shield
Kevin Masterson wrote: Or maybe he is refering to an offset to the edict_t-pvPrivateData pointer (which points to the entity's instance of CBaseEntity). That, and I would guess he is not working on a cheat but on an AMX Mod style addon. So, Michael, seems as if there is more than one reason to ask for an offset. =) Don't be so quick jumping to conclusions. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shield
Freecode wrote: Maybe somone here thats from Valve may share some info? I would doubt it, seeing that when they decide to change the class *they* will be the ones getting called evil and being blamed for breaking compatibility with third-party add-ons. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] huge debug problem
[EMAIL PROTECTED] wrote: I cant afford microsoft?s premium prices so ill have to get an illegal version of .net. Illegal version of .NET? Last time I checked .NET was free. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ^_^ mew-mew (-:
Tony omega Sergi wrote: we get email spam, virus etc just from having an email address publically visible due to web spiders and other tools that crawl around webpages. the only email accounts that i get spam on are the ones that can be parsed directly via the web (ie: accounts on forums that are visible, or news posts, the hl* archives, etc) The hl* archives are set to private mode so I wouldn't exactly call them publically visible. And the messages in the Mail Archive do not contain any email addresses. Mmmmkay, just trying to prevent the ol' rumour that the hl* archives are a source for email harvesters from cropping up again. Thanks, Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ^_^ mew-mew (-:
StealthMode wrote: I bet this is the same guy that stole the source for hl2. Ha, what a fabulous daredevil first-grade hacker, given that he is currently imprisoned on remand. :) SCNR, Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ^_^ mew-mew (-:
Jeffrey botman Broome wrote: All Valve people should be reprimanded *AND THEN* fired. Thanks for clearing that up. He he he, it's hard to tell who's the one trolling whom here. =) But of course I totally agree with you; albeit, can we wait with the fired part until after the HL2 release? Provided that still happens this year, that is. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Counter-Strike is multiplayer?
Jeffrey botman Broome wrote: :) The list has been slow lately. Just trying to liven things up. Thanks for a great job done making that uninformed blubbering almost bearable. :) Really cracked me up. Switching subjects, everyone who's disappointed that CS is the multiplayer MOD of choice for HL2 raise your hand. I was hoping for lots of deathmatch fun tossing shit at other people with the manipulator gun. Ah, yes, I remember your preference for deathmatch games. I can't say I really care too much. I'm not too much into multiplayer anymore nowadays, I'm all hot for the singleplayer HL2. HLDM always was too fast for me, I'm of the slow kind. That's why I preferred a nice round of UT. A cool CFT MOD, UT style, now that would be great. But who said that there would be no HL2DM? You think they don't have the time to ship with HLDM or DMC for HL2, putting all energy into a CS version for HL2? Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ^_^ mew-mew (-:
Jeffrey botman Broome wrote: The monkey got out of his cage while all the Valve peoples are at E3!!! Oh, they're all at E3?! No wonder it's so quiet here and you don't hear anything from them. Lazy bunch, all play, no work! =) Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: hlcoders digest, Vol 1 #1315 - 5 msgs
Jeffrey \botman\ Broome wrote: Attachments aren't allowed here and next time please remove unnecessary content from your replies. :) And do us the favour to change the subject line when you are replying to a digest message. Thanks, Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Forum notify
[EMAIL PROTECTED] wrote: -- [ Converted text/html to text/plain ] Message is in attach Archive password: (image) Very nice. I see the worm coders caught up as expected and now shield the zip password by using an image instead of plaintext. Too bad that antivirus programs will againg fail at keeping this pest at bay since there is no remedy for a human's stupidity and gulliblity and thousands will again open the zip and help spread the disease. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] offline play?
Kyle wrote: Can someone please tell me how to trick steam into NOT WANTING TO UPDATE. Do not log out from Steam when exiting it? Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] STEAM Update and messing up bots (Again)
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 HLDS and that makes quite a difference. It's by far not as bad as MS Windows, but it's also not the plain application field anymore, IMHO. At least a very open policy about timely communication of any chages to the community would be a good idea. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Restricted player slots
Matt wrote: Im suprised that no one on the steam team has fixed the join a server with reserved slots problem Which is that? Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SZ_GetSpace: overflow on SVC_RuleInfo
Brian A. Stumm wrote: Watch it, my co-dev is considering writing a plugin to HIDE YOUR CVARS to make room for ours... :P You better keep yerrr stinkin' fingers of me cvars, or else. =p some of them are setting up huge lists of cvars that may not need to be available (publically visible to RULES queries) all the time. Actually the problems first started when DoD thought it had to add heaps of new cvars that everybody and their neighbor has to see, messing up server query tools. I already had a look at our cvars to see if they are all necesary and removed one or two. If you find any others let me knoe and we will consider it, but I do currently not see much room for removing even more. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Restricted player slots
voogru wrote: The only problem I had was if I set the sv_maxvisibleplayers to the real effective max player count, basically it won't let players join even though there's another slot avail. Kind of defeats the purpose of the cvar altogether. Actually it doesn't since this is the precise purpose of the cvar. The cvar is there to hide server slots from normal players in the built-in game browser. So that when you reserve slots and set the cvar to maxplayers minus reserved slots only the value of the cvar will show in the browser. This results in the client not even trying to connect to that server. The idea behind it is to prevent people from getting annoyed when they try to join a server just to get kicked again immediately since there was no slot for *them* to join into. Users with reserved slot previledges can still join the server via the console, via a desktop shortcut or via any of the third-party server browsers that handle this differently. So setting the cvar prevents Joe Player from getting confused and annoyed while still allowing the advanced player/admin to join his server into a reserved slot. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SZ_GetSpace: overflow on SVC_RuleInfo
Brian A. Stumm wrote: I guess what im saying is HEY YOU OTHER DEVS! STOP HOGGIN ALL THE CVAR SPACE! Sorry, but we've been here first. ;) -- ab. Brian A. Stummd88b. [EMAIL PROTECTED] 8PYPY88 http://www.bs-linux.com 8|o||o|88 The Choice of a Gnu Generation8'.88 8`._.' Y8. # d/ `8b. ### .dP . Y8b. ## # d8:' `::88b. ## ### ### ### ### ### ### ### d8 `Y88b ## # ## ### ## #### ## ## :8P ' :888 ## # ## #### #### ### 8a.: _a88P ##### #### #### ###._/Yaa_ :.| 88P| ## # ####### ###### ## \YP `| 8P `. #### ### # #### ### ### ## ## / \._.d|.' # ### ### ### ### ### `--..__)88P`._.' Hey you, STOP HOGGING ALL THE SIGNATURE SPACE! lol SCNR, Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Respawn Cheat
This is the worng list. It deals with coding for HL, not running servers or clients. If you are a server admin you want the hlds or hlds_linux list. If you are a concerned player you should try a CS forum. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK
Codiac wrote: How do I get on the SDK list? What is the SDK list? Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] dedicated server install path?
Kyle wrote: I am packaging up a separate installer for the dedicated server, where can I find the correct install path (via registry). The mod install path wont really help. You can use it and then go one level up. IIRC that is wehre you will find the dedicated_server directory. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] debugging linux builds
Set your LD_LIBRARY_PATH environment variable. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Registry values for installs and other things
Eric Smith wrote: If you want to find Counter-Strike, you could back up one level and check for a folder called counter-strike. Okay, cool, that's what I wanted to know. Actually we are backing up two levels in order to check for multiple installations for different users. I just wanted to make sure this is a valid method. Thank you, Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Registry values for installs and other things
Eric Smith wrote: Eric, Steam Install Path (for Mods) = HKEY_CURRENT_USER\Software\Valve\Steam\ModInstallPath Can this key be used to reliably find VALVe Steam Mods, e.g. CS? That would be interesting for addons and bots. What we currently do is using this key and going two directory levels up from it's value to find the directory for the Steam accounts. I was just wondering if this is a safe method. Thanks, Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Req: liblist.gam fix mp.dll
S. Hendriks wrote: That would be doing the same work twice imo. Anyhow,as botman suggested loading a dll from the command line is also a fine method. I do want to point out that most players/users who want to play with bots are glad they got it installed and don't want to hassle with command lines. I'll have to agree. We can change the liblist.gam file from a installer and the user can just start his server as ususal. Using a commandline option would require making special shortcuts for the user, which would be, while certainly doable, not our preferred method. Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Req: liblist.gam fix mp.dll
S. Hendriks wrote: Therefor a little request, could steam just only do this ONCE? Its okay when steam updates and such and then overwrites my original file but it would be just ok if it did this once, so i don't have to 'mess around'. How about if Steam had a CVS like intelligence and could merge changes into the liblist.gam file, leaving any changes made to the gamedll lines untouched? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Revival on Linux
[EMAIL PROTECTED] wrote: Even when I removed the direct variable calls and checked for NULL it still crashed the server. I know it's possible because other mods have done this (CS-CTF and AMXMod - AMXMod which has the native user_spawn() function). Well, have you looked at how AMXMod does it, then? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Re: HL2 Source
Manip wrote: what is interesting about that? That is what I heard just after the news broke on Slashdot. Obviously it isn't accurate but it was so soon after the original post... second is 169mb and contains the Full 100% complete source for Half Life 2. Maybe the interesting part is the statement about the 169MB file. This is the first time I hear about it, haven't read about that on Slashdot. You seem to know more than most other people :) Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?
illogic wrote: What im wondering is what the coders will do with the source, ie coders like cheating death, other programs like that that help battle cheating, what does this mean for them? It possibly means that they are out of a job as now cheat coders may have the means to create cheats that anti-cheats can do nothing against: proxy-bots. But that depends on what really is in the leaked code, which I don't know. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 Source Leaked
Manip wrote: But nowhere in his post was VPN mentioned so right now this is speculation. It is all speculation. But apparently some people have nothing better to do with their time than speculate about this and that and how some prick shafted Valve. I would like to hear you explain the details of how a NAT protected network or NAT shielded network works. I obviously can't, since there is no such thing as a NAT protected or NAT shielded network. Maybe you try to find some other resource for your information than the Norton website and first get the concepts right. Feel invited (again) to do that off list. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] Re: HL2 Source Leaked
Saturday, October 04, 2003, 12:13:58 AM, Manip wrote: No, his machine is on a NAT based network. That means you can have 500 machines on the inside but on the outside it only appears as one machine. So if you installed a Trojan or remote control software on one of those 500 machines you couldn't connect with it. Yes, you could. That is why it is hard to understand It might be hard to understand for you, but not for someone who knows even the least bit about trojans and networking. But since I don't see explaining this to you an on-topic on this list (which is still hlcoders) (and I don't plan to do so anyway) could you please take your worries about how some prick broke into VALVe off this list? Thank you. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Install path reg key
Daniel Koppes wrote: HKEY_CURRENT_USER\Software\Valve\Steam\ModInstallPath Okay, the value for that key in my registry is: j:[EMAIL PROTECTED] Hmmm, I don't have a directory half-life in that path. I only have dedicated-server. So, Valve, can you tell me again what use that key shall be of? I don't know how to put this to any use other than having to go parse the path that we really need from it: j:\steam\valvesteamapps. I was hoping to avoid that. Note that the Steam user [EMAIL PROTECTED] is not necessarily the same as the user for HKEY_CURRENT_USER. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Install path reg key
Tony \omega\ Sergi wrote: Its for clients whom would have half-life installed. All mods go in there, just as if that it was c:\sierra\half-life like it used to be. Hmm, okay, that explains it, thanks. :) Then I guess we'll just have to live with it. Better than nothing. :) Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Install path reg key
Daniel Koppes wrote: Do you actually have HL installed via Steam? Yup. I assume Steam allows multiple Steam accounts on one machine. Yup. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Install path reg key
The news about the Steam update says: # Added install path registry key so that MODs know where to install Are we going to be informed about that extra key or do we have to find it ourselves or am I simply on the wrong list in order to get such infos? Will it only be created on a new Steam installations or will existing Steam installations add it to the registry after the update? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Install path reg key
Tony \omega\ Sergi wrote: Hkey_current_user\software\Valve\Steam\ModInstallPath Thanks! Regedit =D /home/flori Regedit Regedit: Command not found. ;) Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] steamapp.cfg
[EMAIL PROTECTED] wrote: I hope there is a new function to return the steamID bceause my mod used the old wonid for some stuff. There is since SDK 2.3: const char *(*pfnGetPlayerAuthId) ( edict_t *e ) Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finding Redundant Code Unused Variables
Cale 'Mazor' Dunlap wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] This doesn't really relate to HL at all, but is there something I can use to locate redundant code and unused variables quickly? Visual C++ with warning level 4? :) At least for the unused variables. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] my stupid ?'s
jc wrote: i was just thinking about copying my steam to a cd/rw once a week so when everything does go in the shape of a pear i have a recent start point for steam... is this possible? Yes ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam passwords policy suggestion.
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 to the folder which holds all the steam apps content can be only found in the ClientRegistry.blob file which can be a pain to parse if you don't know the exact structure or you have only very limited binary file access methods (talk VBS). Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] STEAM_ID_LOOPBACK
This is new to me: STEAM_ID_LOOPBACK Where does it come from? What does it mean? What is it's life cycle? What info can we have on this, please? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam passwords policy suggestion.
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 dir\SteamApps\Account Name And this is where the problems start because you cannot just assume that the games are in steamInstallDir\SteamApps. For example, I have them in Z:\SteamGames. And this info is only stored in the binary file. Along with the info which games are actually installed where beneath that. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MetaMod plugin detecting server version
Punisher wrote: Anyone know if it is possible to detect the server version, and if so, how ? If you find out, let us know, I'd like to know that, too. Last time I asled Valve they said there is no easy method. Which doesn't mean it's completely impossible. :) One way is to check for the valve/steam.inf file. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] liblist.gam problem
Brian A. Stumm wrote: I'm still working on my LIVE servers now. Can't even try to get the client til I get home tonight :( By then it will surely be worse than it is now... Don't even think about trying, Brian. I've been trying to get the client and the base content installed and running for four hours now and must have suffered various strokes and heart attacks by now. *Oh* *my* *god* the horror. I have never ever had any application crash and hang more often at me than this little *** ** ** *. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] liblist.gam problem
Brian A. Stumm wrote: I had no problems with the Linux server files, lucky me. That went real smooth and quick. Steam is great for small updates, as that was all I needed. Good for me. But the Win32 client is agonizing. we are laughing on the outside but crying on the inside hehe. Either that I or just lost it I'm beyond that. I've stopped laughing. I'm waiting for the hurting to stop. All this would not be so bad when the soft wouldn't insist on hanging time and time again. I can understand that the servers are just hopelessly overloaded. Bad planning, happens, not a problem. But I like software that is smart enough to handle these situations without loosing it's mind over choking network. Especially if it a network download system. Just leave it running and go watch a movie. Which won't work if you have to babysit the client because it repeatedly passes out. If you can avoid using it on Win98 at the moment, do so at all cost. Getting off-topic, creeping back into my black, black hole. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder
Shane wrote: On Linux, you have to use Sybase or Oracle (I believe?) or DB2. All of these options cost money (in the case of Oracle, quite an exorbitant amount). I don't want to add to the PHP vs. ASP.NET discussion, but as for the databases didn't you forget about PostgreSQL? I'd like to hear what's wrong with PostgreSQL? (Which doesn't cost money to buy it.) Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder
Shane wrote: I'll be honest - I have no experience using it. Most PHP programmers I know talk of MYsql and most corporate ones speak of Sybase. Well, I'm no database expert but if MySQL doesn't need you meets and you don't want to go spend lots of money for a commercial DBS on Linux, you should make sure to check out PostgreSQL the next time you need to set one up under Unix. It is more advanced than MySQL, e.g. providing stored procedures and row-level locking. I haven't used it myself but I do know that it is often used when a full-fledged DBS is needed instead of the rather low-end MySQL solution. Just a tip. :) Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] winsock question
botman wrote: You should have... sockfd = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP); ...instead. Why is that? Normally the protocol argument to the socket() function is set to 0 (except for raw sockets). Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] winsock question
botman wrote: Are you talking about Windows sockets exclusively, or all socket libraries (i.e. Linux, Unix, Solaris, OS/2, etc.)? Generally speaking. I know it for sure for most Unix type OSes, i.e. Linux, Solaris, Irix, *BSD. I know that it also works for Windows since I've used it there, too. But I'm no Windows programmer, that's why I'm asking. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I hate linux :X
James Couzens wrote: As hullu kindly pointed out to me, you can check your self by using a program called 'nm' which will return symbols in a dll provided you left in debugger code. a U to the left of a symbol would mean its undefied. You can use the -u switch to get displayed only unresolved symbols. Be aware that also standard libc symbols will appear as unresolved. So for a symbol it is not automatically an error if it is unresolved, only if it should be *in* the DSO you're checking. :) Use the -C switch to demangle C++ names: $ nm -u -C defiance_i386.so Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I hate linux :X
Tony omega Sergi wrote: Nevermind I figured it out, got it all to compile. I just noticed I didn't include 2 files into the makefile. /me wonders why it didn't bitch when linking like vc does.. Because you created a dynamic shared library. The DSO can't know what unresolved symbols may get resolved during load time. Only when you load it, doing the final run time linking can the linker see that some symbols are still unresolved because no DSO referenced contains them. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
punisher wrote: this starting again or are ppl to stupid to send a mail with content ? :) It was most probably SPAM. Just ignore it. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] AMX developers
Alfred wrote: Can I have one of the AMX guys contact me (I could only find dejyl's email on their homepage and he has yet to respond). We (Valve) have found a problem with AMX that we really want them to fix :) Email Olo. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Michael A. Hobson wrote: Please provide us with a copy of whatever communication you have from someone at Valve stating this: He he, I can't wait to see that copy. :) Impost0r! :D Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux compilation problem
Cortex wrote: I tried that, but it doesn't work either :( Which part of it doesn't work? I think my problem comes from the fact I use _snprintf and some STL... What is _snprintf? Usually that _something is M$ stuff (like _strnicmp(). God knows why they have to prefix them with an underscore). Using STL should be no problem, we use deques from the STL in Admin Mod and can link with libstd++ fine. When I put the -static option instead of -shared and when I compile with egcc, it doesn't find these symbols... Uhm, you don't want to use -static. YOu want to produce a dynamic shared object, a .so, so you will need to link with -shared which tell the linker that you want a DSO created. So, how could I link statically to libstdc++ so that the .so contains the libstdc++[bla].so ? You cannot. The libstdc++[bla].so is just that, a DSO. You cannot link statically against a DSO. If you want to link statically against a library you need to use the static version of the library, the archive. You need to link against libstdc++[bla].a -- Florian. -- Want to produce professional emails and Usenet postings? http://www.netmeister.org/news/learn2quote.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux compilation problem
botman wrote: I believe the Valve MODs are compiled and linked with 'gcc' and not 'g++'. The g++ compiler is probably where you are getting the standard C++ library (libstdc++) requirement from. If you ling with g++ it will automatically link against the libstdc++ dynamically. If you want to link against it statically, you should use gcc and add the static library explicitely on your commandline. Florian. -- Want to produce professional emails and Usenet postings? http://www.netmeister.org/news/learn2quote.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux compilation problem
Cortex wrote: OK. I search for the command to link statically to a particular lib, but I didn't find it. Do you know it ? You can check the Admin Mod Makefile for more info, but in essecne it boilds down to this: STDCPPLIB=/usr/lib/libstdc++-libc6.2-2.a.3 SHLIBLDFLAGS=-shared -nodefaultlibs -lc -lgcc $(TARGET) : $(OBJS) $(CXX) $(CFLAGS) -o $@ $(OBJS) $(STDCPPLIB) $(LDFLAGS) $(SHLIBLDFLAGS) or g++ [other flags...] -o library.so [objects...] /usr/lib/libstdc++-libc6.2-2.a.3 [other libs like -ldl -lm] -shared -nodefaultlibs -lc -lgcc Florian -- Want to produce professional emails and Usenet postings? http://www.netmeister.org/news/learn2quote.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux compilation problem
Cortex wrote: LoadLibrary failed on /home/cstrike/hlds_l/albator/dlls/hl_alb_i386.so: /home/cstrike/hlds_l/albator/dlls/hl_alb_i386.so: undefined symbol: cerr You need to link against the libstdc++, either statically or dynamically. Run ldd on your DSO to see if it links against it. You probably didn't link with g++ but with gcc. Florian. -- Want to produce professional emails and Usenet postings? http://www.netmeister.org/news/learn2quote.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] new to the list
Persuter wrote: sluggo and I were going to do something like this recently, he put a Doxygenated SDK up on his site, but it really never materialized. There was (is) a Doxygen docu of the SDK at metamod.org (whenever that will be back), IIRC. Florian. -- Want to produce professional emails and Usenet postings? http://www.netmeister.org/news/learn2quote.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How do i get my mod registered?
botman wrote: Plus I don't think Harry Teasley works at Vavle anymore (he's not on their People page any longer). You're sending e-mail to someone who no longer exists! :) Lets's hope for poor Harry that he did not cease to exist when he left Valve. ;) Florian. -- Want to produce professional emails and Usenet postings? http://www.netmeister.org/news/learn2quote.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Sending commands to HLDS
botman wrote: Many devices use a 1400 byte limit for the MTU. Any packets larger than this can be split into multiple packets. IP will preserve the sequence of these packets and reassemble them in the correct order when they reach the destination (even if the packets take different paths to the destination and the first packet arrives at the destination after subsequent packets have arrived). Correct. UDP does NOT do this. UDP will not re-sequence packets and preserve their original structure. It is up to the sending/receiving applications to deal with this problem. What does that have to do with it? Fragmentation and reassembly is done on the IP layer. The protocol layer doesn't ever see fragments as the IP layer will have them already reassembled before they are passed to UDP. The difference is that TCP has mechanisms to determine the size of the maximum datagram that can be processed by the remote host and is careful to avoid fragmentation. UDP has no such mechanism and the application has to take steps to avoid fragmentation on its own. But that is handled on the application layer. Florian. -- Want to produce professional emails and Usenet postings? http://www.netmeister.org/news/learn2quote.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Current AuthID and how to get it
Michael Shimmins wrote: I'm wanting to impliament a security feature for our closed beta testing which only allows people with a certain AuthID onto the server. Two things with this, how do I check them, and how can users find their AuthID so they can enter it when applying for Beta Testing? Use pfnGetPlayerAuthId() to retrive the AuthID. Be aware that the SteamID must not necessarily be set when the player connects. There may be a certain delay before a SteamID becomes valid. As for finding out the AuthID I guess that is the same like for WONIDs isn't it? Status command? Florian. -- Want to produce professional emails and Usenet postings? http://www.netmeister.org/news/learn2quote.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI Image Problem
Alfred wrote: just make sure that if you ever new and object that you free it later (or that something free's it). What he wanted to say was that you should make sure you free memory that you allocated. You never free() memory that you allocated with new. Remember new - delete and malloc() - free(). Florian. -- Want to produce professional emails and Usenet postings? http://www.netmeister.org/news/learn2quote.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI Image Problem
Alfred wrote: just make sure that if you ever new and object that you free it later (or that something free's it). What he wanted to say was that you should make sure you free memory that you allocated. You never free() memory that you allocated with new. Remember new - delete and malloc() - free(). Florian. -- Want to produce professional emails and Usenet postings? http://www.netmeister.org/news/learn2quote.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] say and say_team
Steve Rukuts wrote: If you want to do that, steal the code from the admin_gag command, and set it to affect all users, rather than a single target. Ahem. While everyone is invited to steal code from AM, I'd like to remind you that you make sure your sources are as freely available as AM's then. :) Florian. -- Want to produce professional emails and Usenet postings? http://www.netmeister.org/news/learn2quote.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] LoadLibrary and GetProcAddress issues
Michael Shimmins wrote: Now it loads the DLL file, but then wont find the function in the newly loaded DLL. Where is your .def file? Under Windows global symbols are not automatically exportet from the DLL. In order to be able to load a symbol from a dll you will have to export it explicitly, using either the __declspec(dllexport) keyword or n extra .DEF file. Read the MSVC help for more information on exporting functions from DLLs. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] myristate@planethalflife.com
Ryan Walkowski wrote: [EMAIL PROTECTED] No shit? To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders This last part may interest you. :) Florian. -- Want to produce professional emails and Usenet postings? http://www.netmeister.org/news/learn2quote.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] woo
Daniel Koppes wrote: I get mine like that, in any old random order, questions and replies all mooshed together :( What is your sort order? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] woo
Pat Magnan wrote: It's not that they're not sorted. Every reasonable mail client can sort. They actually _arrive_ in random order.. Yes, of course they _arrive_ in random order. This is the Internet, your forgot? What did you expect, that they arrive in exactly the order they were sent?. I know that every reasonable mail client can sort. The question was, what is /your/ sort order set to. Do you sort by date sent, do you sort by date arrived, do you sort by thread, or what? I sort my emails by date sent and they are mostly ordered, except for the few people who have their computer's clock set incorrectly. Sorting by thread is a bad idea on the HL lists. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] woo
Daniel Koppes wrote: -- [ Picked text/plain from multipart/alternative ] By Date. Or whatever the 'Date' column in Eudora means. Either Eudora dows not use the date the email was send but received or you are referring to posts from people who have their system clock set to incorrectly. But those should only affect very few emails. Btw, you may want to set your Eudora to sent plaintext emails only. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting map names
Steve Rukuts wrote: I've been trying to help someone on the forums, and his question intrigues me. Is there any way to get the map name that is currently playing from the HL engine? STRING(gpGlobals-mapname)); Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] client setinfo length
How large is the setinfo buffer on the client? Florian. -- Want to produce professional emails and Usenet postings? http://www.netmeister.org/news/learn2quote.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux server fubar'd..
Phantom wrote: I've had the linux version of our mod working before, however I had to reinstall Linux on the machine i was using to compile it, so I thougth as I'm here I'll try and get the linux version to compile with a new gcc version, [...] LoadLibrary failed on /home/hlds_l/eradicators/dlls/eradicators_i386.so: /home/hlds_l/eradicators/dlls/eradicators_i386.so: undefined symbol: _ZTVN10__cxxabiv120__si_class_type_infoE Looks like you used gcc 3.x. That is in general not a good idea if you want your DSO to work on Linux systems compiled with gcc 2.9x. In gcc 3.x the name mangling for C++ was changed which breaks binary compatibility with gcc 2.9x binaries. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2??????
Vyacheslav Djura wrote: I just wanted to ask that because magazine is rather proffesional and never published rumor newsCouldn't you just write No, it is not a true !? No, it is not a true. Me not being affiliated with or working for Valve I don't know if that helps you but my opinion is that this is far from the truth. Maybe HL2 will be released for the Xbox first. But it will also be released for the PC for sure. And I seriously doubt that it will be released in January 2003. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] WON is really down?
sol.greyfox wrote: I don't subscribe to this list to listen to people make up shit about something that's good just so they look like they know something (which they very apparently don't). And i didn't susbscribe to this list to listen to OS wars. So could we drop the subject, please? How about you move it to some mac.advocacy group instead. Thanks. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] WON is really down?
Oskar 'Zoot' Lindgren wrote: WON will be down a couple of weeks, because we have some disagreements with sierra, WON is on the verge of bankrupcy, we desperately need some donations to keep running.' Hmm, I thought WON was no more anyway. Wasn't it bought by Flipside some years ago? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Format of WonIDs
Paul 'MoOg' Samways wrote: I'm about to put database interactivity into my code to store player scores, etc, and was wondering if WonIDs are a fixed length or not? from engine/eiface.h: unsigned int GetPlayerWONId(edict_t *e); That should answer it. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Format of WonIDs
Paul Samways wrote: I'd actually forgotten about Steam IDs. Variable length char it is then 38 characters will be enough. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Format of WonIDs
Marcelo de Paula Bezerra wrote: GetPlayerWONID is obsolete, I guess it was replaced by GetPlayerAUTHID or something like that. Browse the archives. It may be obsolete, but it wasn't replaced. GetPlayerAUTHID returns a string, no an unsigned int (because of steam ids). I know. But he was asking about wonids and i answered accordingly. A wonid will still fit into an unsigned int. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders