Re: [hlcoders] Half-Life SDK updated

2013-08-31 Thread Florian Zschocke
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

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Re: [hlcoders] Latest HL SDK?

2008-11-04 Thread Florian Zschocke
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

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Re: [hlcoders] Latest HL SDK?

2008-11-04 Thread Florian Zschocke
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

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Re: [hlcoders] bind not to workind due to space in the command

2006-02-09 Thread Florian Zschocke

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

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Re: [hlcoders] Using c_baseplayer in a server plugin

2004-12-12 Thread Florian Zschocke
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

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Re: [hlcoders] Server plugins

2004-12-04 Thread Florian Zschocke
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

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Re: [hlcoders] Fwd: Voice Chat related

2004-12-03 Thread Florian Zschocke
  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
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Re: [hlcoders] Debugging multiplayer mods

2004-11-22 Thread Florian Zschocke
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
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Re: [hlcoders] A Half-life wiki?

2004-10-31 Thread Florian Zschocke
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

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Re: [hlcoders] A Half-life wiki?

2004-10-31 Thread Florian Zschocke
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.

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Re: [hlcoders] A Half-life wiki?

2004-10-31 Thread Florian Zschocke
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

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Re: [hlcoders] Rob Maelstrom Abbott

2004-10-27 Thread Florian Zschocke
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

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Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-26 Thread Florian Zschocke
  Childe Roland wrote:
He really needs GMail.  Who's with me?
I'm not. I'm with him. Totally.
Florian

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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Florian Zschocke
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

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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Florian Zschocke
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
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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Florian Zschocke
  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
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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Florian Zschocke
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

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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Florian Zschocke
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
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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Florian Zschocke
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?
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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Florian Zschocke
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
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Re: [hlcoders] Does HL2 have built-in metamod-likefunctionality?

2004-10-14 Thread Florian Zschocke
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

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Re: [hlcoders] Does HL2 have built-inmetamod-likefunctionality?

2004-10-14 Thread Florian Zschocke
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

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Re: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-10-13 Thread Florian Zschocke
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
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Re: [hlcoders] Shield

2004-09-26 Thread Florian Zschocke
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

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Re: [hlcoders] Shield

2004-09-26 Thread Florian Zschocke
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

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Re: [hlcoders] huge debug problem

2004-07-25 Thread Florian Zschocke
[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

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Re: [hlcoders] ^_^ mew-mew (-:

2004-05-17 Thread Florian Zschocke
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
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Re: [hlcoders] ^_^ mew-mew (-:

2004-05-17 Thread Florian Zschocke
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

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Re: [hlcoders] ^_^ mew-mew (-:

2004-05-14 Thread Florian Zschocke
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

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Re: [hlcoders] Counter-Strike is multiplayer?

2004-05-14 Thread Florian Zschocke
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

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Re: [hlcoders] ^_^ mew-mew (-:

2004-05-12 Thread Florian Zschocke
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

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Re: [hlcoders] RE: hlcoders digest, Vol 1 #1315 - 5 msgs

2004-05-03 Thread Florian Zschocke
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

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Re: [hlcoders] Forum notify

2004-04-02 Thread Florian Zschocke
[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

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Re: [hlcoders] offline play?

2004-03-12 Thread Florian Zschocke
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

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Re: [hlcoders] STEAM Update and messing up bots (Again)

2004-02-13 Thread Florian Zschocke
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

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Re: [hlcoders] Restricted player slots

2004-02-12 Thread Florian Zschocke
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

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Re: [hlcoders] SZ_GetSpace: overflow on SVC_RuleInfo

2004-02-12 Thread Florian Zschocke
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

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Re: [hlcoders] Restricted player slots

2004-02-12 Thread Florian Zschocke
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

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Re: [hlcoders] SZ_GetSpace: overflow on SVC_RuleInfo

2004-02-11 Thread Florian Zschocke
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
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Re: [hlcoders] Respawn Cheat

2004-02-08 Thread Florian Zschocke
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

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Re: [hlcoders] SDK

2004-01-09 Thread Florian Zschocke
Codiac wrote:
How do I get on the SDK list?
What is the SDK list?

Florian

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Re: [hlcoders] dedicated server install path?

2004-01-09 Thread Florian Zschocke
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

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Re: [hlcoders] debugging linux builds

2003-12-22 Thread Florian Zschocke
Set your LD_LIBRARY_PATH environment variable.

Florian

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Re: [hlcoders] Registry values for installs and other things

2003-12-04 Thread Florian Zschocke
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

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Re: [hlcoders] Registry values for installs and other things

2003-12-03 Thread Florian Zschocke
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
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Re: [hlcoders] Req: liblist.gam fix mp.dll

2003-12-02 Thread Florian Zschocke
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

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Re: [hlcoders] Req: liblist.gam fix mp.dll

2003-12-01 Thread Florian Zschocke
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.

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Re: [hlcoders] Player Revival on Linux

2003-11-19 Thread Florian Zschocke
[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.



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Re: [hlcoders] Re: Re: HL2 Source

2003-10-05 Thread Florian Zschocke
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.

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Re: [hlcoders] RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?

2003-10-04 Thread Florian Zschocke
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.

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Re: [hlcoders] HL2 Source Leaked

2003-10-04 Thread Florian Zschocke
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.

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Re[2]: [hlcoders] Re: HL2 Source Leaked

2003-10-03 Thread Florian Zschocke
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.



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Re: [hlcoders] Install path reg key

2003-09-28 Thread Florian Zschocke
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.

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Re: [hlcoders] Install path reg key

2003-09-28 Thread Florian Zschocke
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.

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Re: [hlcoders] Install path reg key

2003-09-28 Thread Florian Zschocke
Daniel Koppes wrote:

 Do you actually have HL installed via Steam?

Yup.

 I assume Steam allows multiple Steam accounts on one machine.

Yup.

Florian.

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[hlcoders] Install path reg key

2003-09-27 Thread Florian Zschocke
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.

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Re: [hlcoders] Install path reg key

2003-09-27 Thread Florian Zschocke
Tony \omega\ Sergi wrote:

 Hkey_current_user\software\Valve\Steam\ModInstallPath

Thanks!

 Regedit =D

/home/flori Regedit
Regedit: Command not found.

;)

Florian.

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Re: [hlcoders] steamapp.cfg

2003-09-22 Thread Florian Zschocke
[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.

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Re: [hlcoders] Finding Redundant Code Unused Variables

2003-09-18 Thread Florian Zschocke
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.



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Re: [hlcoders] my stupid ?'s

2003-09-17 Thread Florian Zschocke
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

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Re: [hlcoders] Steam passwords policy suggestion.

2003-09-16 Thread Florian Zschocke
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.

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[hlcoders] STEAM_ID_LOOPBACK

2003-09-16 Thread Florian Zschocke
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.

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Re: [hlcoders] Steam passwords policy suggestion.

2003-09-16 Thread Florian Zschocke
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.

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Re: [hlcoders] MetaMod plugin detecting server version

2003-09-15 Thread Florian Zschocke
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.

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Re: [hlcoders] liblist.gam problem

2003-09-12 Thread Florian Zschocke
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.

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Re: [hlcoders] liblist.gam problem

2003-09-12 Thread Florian Zschocke
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.

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Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-16 Thread Florian Zschocke
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.
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Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-16 Thread Florian Zschocke
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.
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Re: [hlcoders] winsock question

2003-08-04 Thread Florian Zschocke
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.

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Re: [hlcoders] winsock question

2003-08-04 Thread Florian Zschocke
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.

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Re: [hlcoders] I hate linux :X

2003-07-25 Thread Florian Zschocke
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.
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Re: [hlcoders] I hate linux :X

2003-07-24 Thread Florian Zschocke
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.

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Re: [hlcoders] (no subject)

2003-07-20 Thread Florian Zschocke
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.
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Re: [hlcoders] AMX developers

2003-07-19 Thread Florian Zschocke
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.
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Re: [hlcoders] (no subject)

2003-07-18 Thread Florian Zschocke
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.
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Re: [hlcoders] Linux compilation problem

2003-06-19 Thread Florian Zschocke
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.

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Re: [hlcoders] Linux compilation problem

2003-06-15 Thread Florian Zschocke
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.

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Re: [hlcoders] Linux compilation problem

2003-06-15 Thread Florian Zschocke
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

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Re: [hlcoders] Linux compilation problem

2003-06-12 Thread Florian Zschocke
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.

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Re: [hlcoders] new to the list

2003-03-31 Thread Florian Zschocke
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.

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Re: [hlcoders] How do i get my mod registered?

2003-03-24 Thread Florian Zschocke
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.



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Re: [hlcoders] Sending commands to HLDS

2003-01-03 Thread Florian Zschocke
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.

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Re: [hlcoders] Current AuthID and how to get it

2002-12-18 Thread Florian Zschocke
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.


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Re: [hlcoders] VGUI Image Problem

2002-12-18 Thread Florian Zschocke
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.


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Re: [hlcoders] VGUI Image Problem

2002-12-18 Thread Florian Zschocke
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.


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Re: [hlcoders] say and say_team

2002-12-13 Thread Florian Zschocke
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.


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Re: [hlcoders] LoadLibrary and GetProcAddress issues

2002-12-09 Thread Florian Zschocke
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.

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Re: [hlcoders] myristate@planethalflife.com

2002-12-08 Thread Florian Zschocke
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.


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Re: [hlcoders] woo

2002-11-28 Thread Florian Zschocke
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.


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Re: [hlcoders] woo

2002-11-28 Thread Florian Zschocke
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.


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Re: [hlcoders] woo

2002-11-28 Thread Florian Zschocke
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.


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Re: [hlcoders] Getting map names

2002-11-20 Thread Florian Zschocke
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.





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[hlcoders] client setinfo length

2002-10-24 Thread Florian Zschocke
How large is the setinfo buffer on the client?

Florian.

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Re: [hlcoders] Linux server fubar'd..

2002-10-23 Thread Florian Zschocke
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.
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Re: [hlcoders] Half-Life 2??????

2002-10-17 Thread Florian Zschocke
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.
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Re: [hlcoders] WON is really down?

2002-10-10 Thread Florian Zschocke

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.
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Re: [hlcoders] WON is really down?

2002-10-07 Thread Florian Zschocke

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.
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Re: [hlcoders] Format of WonIDs

2002-06-13 Thread Florian Zschocke

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.
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Re: [hlcoders] Format of WonIDs

2002-06-13 Thread Florian Zschocke

Paul Samways wrote:

 I'd actually forgotten about Steam IDs. Variable length char it is then

38 characters will be enough.

Florian.
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Re: [hlcoders] Format of WonIDs

2002-06-13 Thread Florian Zschocke

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.
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