RE: [hlcoders] Stupid ?'s

2003-09-16 Thread Taylor Sherman
 Steam is not Java-based. :) I don't know what started that rumor.

Taylor

-Original Message-
From: StealthMode
To: [EMAIL PROTECTED]
Sent: 9/15/2003 10:21 PM
Subject: [hlcoders] Stupid ?'s

If the MOTD is html and Steam is java based? Then isnt it remotely
possible
someone could exploit this to cause exception or overflow errors to gain
root access to a clients comp?

Sorry I am kinda new to the coding scene (mainly reworkin older plugin
scripts so far), but I am concerned about the languages used in
this...Don't
flame me too harshly 8)


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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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RE: [hlcoders] Stupid ?'s

2003-09-16 Thread Aaron
When I tried a simple java redirect in a modt window I didn't work,
which would lead me to believe that scripting is disabled.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of StealthMode
Sent: Monday, September 15, 2003 10:21 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Stupid ?'s

If the MOTD is html and Steam is java based? Then isnt it remotely
possible
someone could exploit this to cause exception or overflow errors to gain
root access to a clients comp?

Sorry I am kinda new to the coding scene (mainly reworkin older plugin
scripts so far), but I am concerned about the languages used in
this...Don't
flame me too harshly 8)


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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_ID_LOOPBACK

2003-09-16 Thread Taylor Sherman
That is the Steam ID used for the default player in a listen server.

Taylor

-Original Message-
From: Florian Zschocke [mailto:[EMAIL PROTECTED]
Sent: Monday, September 15, 2003 11:52 PM
To: HL coders
Subject: [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.


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RE: [hlcoders] STEAM_ID_LOOPBACK

2003-09-16 Thread Tony \omega\ Sergi
You create a game, your don't resolve when you do status.
If you connect to other servers you do.
Connecting to yourself == loopback.

Seems quite logical to me =)


-omega
http://www.frontline2.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Florian
Zschocke
Sent: September 16, 2003 2:52 AM
To: HL coders
Subject: [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.


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[hlcoders] New Protocols?

2003-09-16 Thread Cale 'Mazor' Dunlap
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm reading in the updates for the valve based mods and it mentions
removing dependence on WON protocols. are we (as mod programmers) going
to need to do this as well? Or was this something that was done at the
engine level?

Another thing someone brought to my attention, Steam ID's in Firearms
saying '-1', any way to rectify this, or do we need to wait until an
engine call to the steam stuff becomes available?

-Cale 'Mazor' Dunlap
--



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[hlcoders] Steam and SP only mods

2003-09-16 Thread DAV
I finaly manage to run Steam and discovered that I can't start a new game
using Steam on SP mods.
When I choose new game from the HL menu it always says map not found. But if
I load a saved game it works ok.

I had placed all the bsp files in a pak file and everything worked fine
before Steam.
This happens in several mods and they all use a pak file to store the bsp
files.

Also I notice that the load time of saved games and the load time when
passing from a map to another now takes 3 to 5 times longer then it did...
It is a real pain to wait so long when the load was really fast. It seams
that HL crashed while waiting.

Any help to fix the above?

Also how do we make patchs for our mods now?
The way before just need to give the new dir when applying the patch (for
example: D:\Games\Steam\SteamApps\[email]\half-life\[mod])?

Davide (DAV)
Email: [EMAIL PROTECTED]
DAV Levels: http://www.planetquake.com/davlevels/



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RE: [hlcoders] Won being retired -- how do we test non-valve mods?

2003-09-16 Thread Geoff
Details on the auth protocol would be sufficient. Releasing the source
to won may have Copyright/DMCA/insert random flawed IP law here issues
even if Valve were inclined to do so.

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Foss
Sent: Monday, September 15, 2003 11:32 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Won being retired -- how do we test non-valve
mods?

Can you release the old won auth server source/binaries?

Some of us enjoy playing old versions of counterstrike, and etc...

Just so gaming history isn't wiped out by progress
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, September 15, 2003 10:36 AM
Subject: RE: [hlcoders] Won being retired -- how do we test non-valve
mods?


 Can you give more details on the exact error message?

 WON will not be retired until we have resolved all the important
issues
with
 3rd party mods (i.e running and debugging them).


 Pat Magnan wrote:
  I seem to be unable to run our mod's dedicated server and connect to
  it, it runs up, did all the update to steam, etc finally correctly.
  Whenever a player connects, I'm getting Invalid Steam ID ticket. It
  works on the same server if the game is 'valve', but not our mod.
 
  I initially created a new account for the server, and I've also
tried
  using my steam client account as well.
 
  The only information I'm getting on the steampowered forums is that
  'the system is overloaded right now'.
 
  Anyone else succeeding in this endeavor?. Hmm apologies if this is
  more appropriate for hlds list..
 
 
  Pat 'sluggo' Magnan
  Tour of Duty mod
  http://www.tourofdutymod.com
 
 
 
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RE: [hlcoders] A SteamDK?

2003-09-16 Thread Geoff
I need my netris fix. :) Beyond games maybe plugins for file transfers,
chat rooms, etc? The possibilities are endless :)

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Gerry
Sent: Tuesday, September 16, 2003 4:41 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] A SteamDK?

Well... I was wondering if there will be a SDK for Steam... It'd be
quite
nice to be able to create plugins (such as the Checkers/etc plugins) for
steam...

Anyhow... Any outlook for this? Or is steam going to be non-modable?

Sorry, I was looking forward to maybe making a browser add-in(For the
clickable links...) And so on...

Thanks =0



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Re: [hlcoders] Steam and SP only mods

2003-09-16 Thread Gunslinger
use the pakexplorer - extract all the pak-files of the mod to your
mod-directory.
Should work now. The GUI will still be Half-Life, but selecting New Game
should start the SP-Mod now.

http://www.cstrike.de/help/faq/index.php?fid=296id=57

- Original Message -
From: DAV [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 1:08 PM
Subject: [hlcoders] Steam and SP only mods


 I finaly manage to run Steam and discovered that I can't start a new game
 using Steam on SP mods.
 When I choose new game from the HL menu it always says map not found. But
if
 I load a saved game it works ok.

 I had placed all the bsp files in a pak file and everything worked fine
 before Steam.
 This happens in several mods and they all use a pak file to store the bsp
 files.

 Also I notice that the load time of saved games and the load time when
 passing from a map to another now takes 3 to 5 times longer then it did...
 It is a real pain to wait so long when the load was really fast. It seams
 that HL crashed while waiting.

 Any help to fix the above?

 Also how do we make patchs for our mods now?
 The way before just need to give the new dir when applying the patch (for
 example: D:\Games\Steam\SteamApps\[email]\half-life\[mod])?

 Davide (DAV)
 Email: [EMAIL PROTECTED]
 DAV Levels: http://www.planetquake.com/davlevels/



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RE: [hlcoders] Steam passwords policy suggestion.

2003-09-16 Thread Geoff
HKEY_CURRENT_USER\Software\Valve\Steam\SteamExe

Just strip off the steam.exe filename (there's native functions in
Delphi/C builder for this I assume there's similar in VB)

That gives you your steam install location.

Then parse Steam install dir\config\SteamAppData.vdf

This will give you the 'account name'

You can then do whatever with steam install dir\SteamApps\Account
Name


-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Florian
Zschocke
Sent: Tuesday, September 16, 2003 7:37 AM
To: [EMAIL PROTECTED]
Subject: 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.




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Re: [hlcoders] Steam and SP only mods

2003-09-16 Thread DAV
Thanks for the tip.
But wouldnt it be easier if Valve would fix it instead of making ALL players
to do that to ALL mods they have that used a pak to place the maps (as they
should to concentrate the files)?

Also I notice that the custom splashscreen don't show up anymore, that the
'start dark' map setting (the one that would start a map with a black screen
and then fade to normal) stop working also (now it just stays black).

While the splashscreen is no big deal the 'start dark' map setting
completely kills the mods since the screen remains black! And who know how
many problems are still out there.

Davide (DAV)
Email: [EMAIL PROTECTED]
DAV Levels: http://www.planetquake.com/davlevels/




- Original Message -
From: Gunslinger [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 12:20 PM
Subject: Re: [hlcoders] Steam and SP only mods


 use the pakexplorer - extract all the pak-files of the mod to your
 mod-directory.
 Should work now. The GUI will still be Half-Life, but selecting New Game
 should start the SP-Mod now.

 http://www.cstrike.de/help/faq/index.php?fid=296id=57

 - Original Message -
 From: DAV [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, September 16, 2003 1:08 PM
 Subject: [hlcoders] Steam and SP only mods


  I finaly manage to run Steam and discovered that I can't start a new
game
  using Steam on SP mods.
  When I choose new game from the HL menu it always says map not found.
But
 if
  I load a saved game it works ok.
 
  I had placed all the bsp files in a pak file and everything worked fine
  before Steam.
  This happens in several mods and they all use a pak file to store the
bsp
  files.
 
  Also I notice that the load time of saved games and the load time when
  passing from a map to another now takes 3 to 5 times longer then it
did...
  It is a real pain to wait so long when the load was really fast. It
seams
  that HL crashed while waiting.
 
  Any help to fix the above?
 
  Also how do we make patchs for our mods now?
  The way before just need to give the new dir when applying the patch
(for
  example: D:\Games\Steam\SteamApps\[email]\half-life\[mod])?
 
  Davide (DAV)
  Email: [EMAIL PROTECTED]
  DAV Levels: http://www.planetquake.com/davlevels/
 
 
 
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RE: [hlcoders] Stupid ?'s

2003-09-16 Thread Geoff
I'm sure someone will find something. You can't just dump HTML parsing
in the MOTD VGUI routines and expect it to be bug free.

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron
Sent: Tuesday, September 16, 2003 7:45 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Stupid ?'s

When I tried a simple java redirect in a modt window I didn't work,
which would lead me to believe that scripting is disabled.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of StealthMode
Sent: Monday, September 15, 2003 10:21 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Stupid ?'s

If the MOTD is html and Steam is java based? Then isnt it remotely
possible
someone could exploit this to cause exception or overflow errors to gain
root access to a clients comp?

Sorry I am kinda new to the coding scene (mainly reworkin older plugin
scripts so far), but I am concerned about the languages used in
this...Don't
flame me too harshly 8)


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[hlcoders] mouse windomed suggestion

2003-09-16 Thread tei

I run hl.exe -window

problem:

my hl.exe (46/1.1.1.0) not free the mouse with console down.
To free the mouse, you need to use a menu option... but then.. mouse
not work ingame!

Some code in hl.exe center the mouse every frame to window_center_x,
window_center_y. Will be nice if this code detect if
key_dest!=key_game and avoid that. If the focus is other application,
or the console is down, is not needed to move the mouse cursor to the
center of screen.

I guess the line at hl.exe that center the mouse looks like:
   SetCursorPos (window_center_x, window_center_y);

maybe can be changed to:

if (key_dest == key_game)
   SetCursorPos (window_center_x, window_center_y);

Et.. voila!..

If console down, you mouse is free (I guess), and if console up, your
mouse work in game.

 - - -

 will me nice to disable ipx support by default, and add -ipx for
these people that want ipx (?). I suspect will enhance compatibility
for other OS.


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Re: [hlcoders] mouse windomed suggestion

2003-09-16 Thread Vyacheslav Djura
Hello tei,

I guess it should look like that ;)  -

if GetForegroundWindow  HL_WINDOW_HANDLE
{
  MoveCameraByMouse();
}

Tuesday, September 16, 2003, 6:41:49 PM, you wrote:
t I run hl.exe -window

t problem:

t my hl.exe (46/1.1.1.0) not free the mouse with console down.
t To free the mouse, you need to use a menu option... but then.. mouse
t not work ingame!

t Some code in hl.exe center the mouse every frame to window_center_x,
t window_center_y. Will be nice if this code detect if
t key_dest!=key_game and avoid that. If the focus is other application,
t or the console is down, is not needed to move the mouse cursor to the
t center of screen.

t I guess the line at hl.exe that center the mouse looks like:
tSetCursorPos (window_center_x, window_center_y);

t maybe can be changed to:

t if (key_dest == key_game)
tSetCursorPos (window_center_x, window_center_y);


Best regards,
 Slava


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Re: [hlcoders] Won being retired -- how do we test non-valve mods?

2003-09-16 Thread tei


 Can you give more details on the exact error message?

 WON will not be retired until we have resolved all the important
 issues
 with
 3rd party mods (i.e running and debugging them).

Hehehe... all?

I know a site that list 400 mods
http://mods.moddb.com/?mf=tmf_gme=1start=400

maybe half-life have more than 1000/2000 mods actually.

And suppose you fix 2320 mods. You will be stremly bored!


 - - -

G Details on the auth protocol would be sufficient. Releasing the source
G to won may have Copyright/DMCA/insert random flawed IP law here issues
G even if Valve were inclined to do so.

Maybe its not needed the won stuff, but the engine code itself *minus*
the won stuff. If you give me the HL engine source to the community as
GPL, these people will add:

 - a new sexy particle system (like Telejano)
 - bumpmaping (like Tenebreae)
 - per-vertex lighting (?)
 - terrain support
 - mvd demos, loc files, capture_avi, ... (zquake)
 - retexturing as 24b PNG + 24b luma
 - support for more than 10.000 entitys
 - support for better network
 - big maps
 - more sensitive control
 - a good model format to add ODE phisics
 - mix Quake2 and Half-Life clients
 - md3 model support
 - Quake2 maps support

Dream on!... half-life with doom3 lighting + terrain support + a sexy
particle engine for free!...

Give a broken toy to the community, and will return as a Ferrari.


Darkplaces
http://www.icculus.org/twilight/darkplaces/screenshots.html

Tenebrae
http://www.willihammes.com/tenebrae/tb-base_07.jpg

FTE
http://www.qexpo.com/booths.php?id=3

Telejano
http://telejano.berlios.de/wiki3/index.php/Screenshots%20v6.3

Others
http://wiki.quakesrc.org/index.php/The%20best%20of%202003%20Screenshots,%20by%20Tei


I dont want the won stuff, and will be dead stuff.. Ok? ... remove
all about won and release a older version.


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RE: [hlcoders] mouse windomed suggestion

2003-09-16 Thread Tony \omega\ Sergi
Hl.exe -sw

-window never works correctly, never has. At least, not for me.



-omega
http://www.frontline2.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei
Sent: September 16, 2003 11:42 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] mouse windomed suggestion


I run hl.exe -window

problem:

my hl.exe (46/1.1.1.0) not free the mouse with console down.
To free the mouse, you need to use a menu option... but then.. mouse
not work ingame!

Some code in hl.exe center the mouse every frame to window_center_x,
window_center_y. Will be nice if this code detect if
key_dest!=key_game and avoid that. If the focus is other application,
or the console is down, is not needed to move the mouse cursor to the
center of screen.

I guess the line at hl.exe that center the mouse looks like:
   SetCursorPos (window_center_x, window_center_y);

maybe can be changed to:

if (key_dest == key_game)
   SetCursorPos (window_center_x, window_center_y);

Et.. voila!..

If console down, you mouse is free (I guess), and if console up, your
mouse work in game.

 - - -

 will me nice to disable ipx support by default, and add -ipx for
these people that want ipx (?). I suspect will enhance compatibility
for other OS.


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[hlcoders] HLSDK 2.3 and steam

2003-09-16 Thread martin
1. Downloaded a fresh HL SDK 2.3 from http://dev.valve-erc.com/?go=hl_sdk
2. Compiled the dlls.
3. Created a liblist.gam
4. Install it in
C:[EMAIL PROTECTED]
5. Started steam
6. Hit Games then MP SDK
7. Hit Create Server
8. Left it on Random map and hit OK.
9. Crash in gameui.dll offset 0006ee26
10. Zipped and uploaded to http://www.gaming4nothing.de/aghl/mp.zip
11. Sent to a couple of friends - same problem.

I got the same problem with Adrenaline Gamer mod -
www.planethalflife.com/agmod and I expect that you guys have it aswell.
Anyone got a solution to this? I tried mailing Valve, but I guess they are
too busy fixing the rest of the bugs with Steam.
/BulliT





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Re: [hlcoders] Steam and SP only mods

2003-09-16 Thread Mike Foss
On startup:

PreCondtion Assertation Failed
Name: No children still registered
Program: path to steam
File: \p4clients\rel_beta\projects\common\misct\multifieldblob.cpp
Line: 2394

m_uNumRegisteredChildren == 0

clueless_luserOMG!~ TEH VAELV SI GOIGN TO MAEK US REGISETR OUR KIDS NAD
THEN TURN THEM INO A BLOB FO KID-JELLY IN A FIELD!~!#!1clueless_luser
Of course, clueless luser probably will never have any kids to register.
he'll be too busy trying to get steam to work...
- Original Message -
From: DAV [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 4:43 AM
Subject: Re: [hlcoders] Steam and SP only mods


 Thanks for the tip.
 But wouldnt it be easier if Valve would fix it instead of making ALL
players
 to do that to ALL mods they have that used a pak to place the maps (as
they
 should to concentrate the files)?

 Also I notice that the custom splashscreen don't show up anymore, that the
 'start dark' map setting (the one that would start a map with a black
screen
 and then fade to normal) stop working also (now it just stays black).

 While the splashscreen is no big deal the 'start dark' map setting
 completely kills the mods since the screen remains black! And who know how
 many problems are still out there.

 Davide (DAV)
 Email: [EMAIL PROTECTED]
 DAV Levels: http://www.planetquake.com/davlevels/




 - Original Message -
 From: Gunslinger [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, September 16, 2003 12:20 PM
 Subject: Re: [hlcoders] Steam and SP only mods


  use the pakexplorer - extract all the pak-files of the mod to your
  mod-directory.
  Should work now. The GUI will still be Half-Life, but selecting New
Game
  should start the SP-Mod now.
 
  http://www.cstrike.de/help/faq/index.php?fid=296id=57
 
  - Original Message -
  From: DAV [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Tuesday, September 16, 2003 1:08 PM
  Subject: [hlcoders] Steam and SP only mods
 
 
   I finaly manage to run Steam and discovered that I can't start a new
 game
   using Steam on SP mods.
   When I choose new game from the HL menu it always says map not found.
 But
  if
   I load a saved game it works ok.
  
   I had placed all the bsp files in a pak file and everything worked
fine
   before Steam.
   This happens in several mods and they all use a pak file to store the
 bsp
   files.
  
   Also I notice that the load time of saved games and the load time when
   passing from a map to another now takes 3 to 5 times longer then it
 did...
   It is a real pain to wait so long when the load was really fast. It
 seams
   that HL crashed while waiting.
  
   Any help to fix the above?
  
   Also how do we make patchs for our mods now?
   The way before just need to give the new dir when applying the patch
 (for
   example: D:\Games\Steam\SteamApps\[email]\half-life\[mod])?
  
   Davide (DAV)
   Email: [EMAIL PROTECTED]
   DAV Levels: http://www.planetquake.com/davlevels/
  
  
  
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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] HLSDK 2.3 and steam

2003-09-16 Thread botman
 6. Hit Games then MP SDK
 7. Hit Create Server
 8. Left it on Random map and hit OK.
 9. Crash in gameui.dll offset 0006ee26
 10. Zipped and uploaded to http://www.gaming4nothing.de/aghl/mp.zip
 11. Sent to a couple of friends - same problem.

Have you tried copying all the assets from the old valve directory into your
mod dir (pak0.pak, *.wad, models\*, events\*, gfx\*, etc., etc. etc.)?

Perhaps there is something that would normally be in a Valve MOD steam cache
that is no longer accessible when running a Third Party MOD.

Jeffrey botman Broome


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Re: [hlcoders] A SteamDK?

2003-09-16 Thread Kevin Gerry
Yup, it'd be fun =)
(B
(BValve?
(B
(B- Original Message -
(BFrom: "Geoff" [EMAIL PROTECTED]
(BTo: [EMAIL PROTECTED]
(BSent: Tuesday, September 16, 2003 04:18
(BSubject: RE: [hlcoders] A SteamDK?
(B
(B
(B I need my netris fix. :) Beyond games maybe plugins for file transfers,
(B chat rooms, etc? The possibilities are endless :)
(B
(B -EvilGrin
(B
(B -Original Message-
(B From: [EMAIL PROTECTED]
(B [mailto:[EMAIL PROTECTED] On Behalf Of Kevin Gerry
(B Sent: Tuesday, September 16, 2003 4:41 AM
(B To: [EMAIL PROTECTED]
(B Subject: [hlcoders] A SteamDK?
(B
(B Well... I was wondering if there will be a SDK for Steam... It'd be
(B quite
(B nice to be able to create plugins (such as the Checkers/etc plugins) for
(B steam...
(B
(B Anyhow... Any outlook for this? Or is steam going to be non-modable?
(B
(B Sorry, I was looking forward to maybe making a browser add-in(For the
(B clickable links...) And so on...
(B
(B Thanks =0
(B
(B
(B
(B ---
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Re: [hlcoders] Won being retired -- how do we test non-valve mods?

2003-09-16 Thread Pat Magnan
Well no one is going to fix mods that didn't work already. There are 1000's
of mods listed, but not near that many that are in active development, or
are even publicly available.
I think by resolve issues, Alfred meant work out any issues that are due to
the mod that used to work not working on steam, if the issue is due to steam.
While I had some issues authenticating, beyond that an already working
Halflife mod should work on steam.. in theory. They just need to be sure
that's true (I think it should be, unless there's some problem or strange
workaround in the mod code it should run just fine).
What I'd really like to see resolved is the authentication issues:
User's ticket has expired
Failed to get valid content ticket
Timeouts and connection resets. - the Internet does this itself sometimes,
so we can't blame anyone totally :p.
Just trying to update 4 servers is taking a lot of my time, once it works
it's beautiful, I just can't seem to stay authenticated to do a whole
update, or manage to auth reliably when i try. I'm sure these issues are
being worked on, because like the last CS release, the system was showing
strain the first few days then worked flawlessly, I think it's just
capacity related, and it seems that's being beefed up constantly.


At 06:10 PM 9/16/2003 +0200, you wrote:


 Can you give more details on the exact error message?

 WON will not be retired until we have resolved all the important
 issues
 with
 3rd party mods (i.e running and debugging them).
Hehehe... all?

I know a site that list 400 mods
http://mods.moddb.com/?mf=tmf_gme=1start=400
maybe half-life have more than 1000/2000 mods actually.

And suppose you fix 2320 mods. You will be stremly bored!

 - - -

G Details on the auth protocol would be sufficient. Releasing the source
G to won may have Copyright/DMCA/insert random flawed IP law here issues
G even if Valve were inclined to do so.
Maybe its not needed the won stuff, but the engine code itself *minus*
the won stuff. If you give me the HL engine source to the community as
GPL, these people will add:
 - a new sexy particle system (like Telejano)
 - bumpmaping (like Tenebreae)
 - per-vertex lighting (?)
 - terrain support
 - mvd demos, loc files, capture_avi, ... (zquake)
 - retexturing as 24b PNG + 24b luma
 - support for more than 10.000 entitys
 - support for better network
 - big maps
 - more sensitive control
 - a good model format to add ODE phisics
 - mix Quake2 and Half-Life clients
 - md3 model support
 - Quake2 maps support
Dream on!... half-life with doom3 lighting + terrain support + a sexy
particle engine for free!...
Give a broken toy to the community, and will return as a Ferrari.

Darkplaces
http://www.icculus.org/twilight/darkplaces/screenshots.html
Tenebrae
http://www.willihammes.com/tenebrae/tb-base_07.jpg
FTE
http://www.qexpo.com/booths.php?id=3
Telejano
http://telejano.berlios.de/wiki3/index.php/Screenshots%20v6.3
Others
http://wiki.quakesrc.org/index.php/The%20best%20of%202003%20Screenshots,%20by%20Tei
I dont want the won stuff, and will be dead stuff.. Ok? ... remove
all about won and release a older version.
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[hlcoders] HL2 source-faq man

2003-09-16 Thread tei
Commenting that:
http://collective.valve-erc.com/index.php?faq=source_mod_faqprintable=yes


 Ask: What is the maximum map size for Half-Life 2?


 Valve: The maximum map size is currently set at +/-16384 units (16x
 the horizontal area of Half-Life 1, 64x overall volume).

 Mods can choose their own unit scale for the world. For example, 1
 unit could be made to be equal to 1 foot, or to 1/10 of an inch.
 Physics will be adjusted accordingly, but collisions are only
 guaranteed to be accurate to 1/32nd of a unit.


 Oh... everything is scaled down/up? cool. But resolution will be
the same... as ever?.


 Ask: Would it be possible to make a mod similar to Battlefield 1942
 with Source?

 Valve: First, BF1942 has pretty large maps, so you'd probably want to
 scale your units down to allow for a multiple mile x mile playing
 field.

Close fighting at BF1932 suck, maybe because have very low resolution.
I suspect. With worldscale you will have something similar. Mods with
big maps and ugly worldscale factors will have ugly clipping.. I
suspect.

This look like a hack:
http://collective.valve-erc.com/images/hl2/faq/area_hl1_vs_hl2.gif


 Ask:What is the networking system like and how flexible is it?


 Valve First, you have total control over what entity data is
 transmitted for a particular entity. In other words, no more set
 entity_t where you had to wedge in fields and override fields.


Reflection alike network!
cool.


 Second, you can write custom data proxy code to massage data values
 into more networkable values on the fly.

...???


 Third, you have all of the low level prediction code exposed to you in
 the client .DLL and you have all of the server-side lag compensation
 code exposed to you in the game .DLL.


humm...

 Fourth, there are a bunch of useful new diagnostic modes to show you
 when things mis-predict and help you track down inconsistencies
 between the client and server versions of things.


Interesting.

 One of the cool things we've added to the multiplayer engine is the
 ability to predict the creation of additional entities, such as
 projectiles... so you can do a predicted rocket, have it simulate on
 the client and even do a non-lagged rocket jump in your mod if you
 wanted to.


Cool.  Instagib mods :D


 Also, entities that go out of the PVS on the client are no longer
 destroyed and recreated upon re-entry to the PVS. The entities live
 continuously on the client. In fact, you can create additional purely
 client side entities and have them simulate completely locally, too.


To save reflected data?
Humm...

 If you're familiar with the Half-Life 1 SDK code, there's now a
 C_BaseEntity on the client that matches the CBaseEntity on the server
 in almost all ways.

Hee.. not, I dont know the SDK.


 On the performance of the networking code, it's as compressible and
 much more flexible than the Half-Life 1 code.

Reflection will kick-ass.


 Ask: How do physics behaviors work in multiplayer?


 Valve: The simple answer is that there are client-side and server-side
 physics behaviors. You use client-side when maintaining cross-client
 coherence isn't important. This cuts down the network traffic while
 maintaining the appearance of physical simulation throughout the
 world.

 It's definable per-object, so exactly what is client-side and what is
 server-side is tunable by the designer.

 - - -

About Netcode:

I think this design is very interesting. Reflection is new for me, but
is think is somewhat already common here, at the hl scene.

I have read something about scale, that sound me that the engine
send a scale, and compress the coord with this scale. This will
generate less resolution for big resolutions. But he!.. if the
renderer is better now, you will be able to use outdoors anyway, maybe
the problem is more r_speeds than network protocol.

I guess the code will look like this:

Server:
void MSG_WriteCoord (sizebuf_t *sb, float f)
{
MSG_WriteShort (sb, (int)(f / sv.worldscale );
}

Client:

float MSG_WriteCoord (sizebuf_t *sb, float f)
{
  return ( MSG_ReadShort(sb) * cl.worldscale );
}

And reflection will work like that:

Server:
void CTurret::Reflection()
{
 self-QueueReflection();

 self-NoOfRockets()-Reflection();
 self-Origin-Reflection();
 self-Angle-Reflection();

 self-EndQueuReflection();
}

Client (render):
void CTurret::Render()
{
ApplyAngle(self-angle);

for (t=0;tself-NoFoRockets;t++)
   MyRockets(t)-Render();
}


I can be wrong. But this is what I have understand from Valve
source-faq man.


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SV: [hlcoders] A SteamDK?

2003-09-16 Thread ringo-fan
I dont want to break your fun but the guys over at amxmod.net already
made a web browser.

 -Ursprungligt meddelande-
 Från: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] För Kevin Gerry
 Skickat: den 16 september 2003 20:44
 Till: [EMAIL PROTECTED]
 Ämne: Re: [hlcoders] A SteamDK?

 Yup, it'd be fun =)

 Valve?

 - Original Message -
 From: Geoff [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, September 16, 2003 04:18
 Subject: RE: [hlcoders] A SteamDK?


  I need my netris fix. :) Beyond games maybe plugins for file
transfers,
  chat rooms, etc? The possibilities are endless :)
 
  -EvilGrin
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Kevin
Gerry
  Sent: Tuesday, September 16, 2003 4:41 AM
  To: [EMAIL PROTECTED]
  Subject: [hlcoders] A SteamDK?
 
  Well... I was wondering if there will be a SDK for Steam... It'd be
  quite



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RE: [hlcoders] HLSDK 2.3 and steam

2003-09-16 Thread Tony \omega\ Sergi
Bullit, there's got to be something seriously screwed up with your
compiler.
I just installed another copy of the SDK and rebuilt it and it runs
perfectly for me. No crashes whatsoever.

Yours however, doesn't.
http://omega.frontline2.com/steamtest-sdk23-mp.zip

and no, I did nothing special to it, all I did was install compile and
copy the dlls and made a liblist. And blammo.
It runs via command line too:


C:[EMAIL PROTECTED]Half-Life\hl -game
steamtest +maxplayers 8 +sv_lan 0 +map undertow


-omega
http://www.frontline2.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: September 16, 2003 1:10 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] HLSDK 2.3 and steam

1. Downloaded a fresh HL SDK 2.3 from
http://dev.valve-erc.com/?go=hl_sdk
2. Compiled the dlls.
3. Created a liblist.gam
4. Install it in
C:[EMAIL PROTECTED]
5. Started steam
6. Hit Games then MP SDK
7. Hit Create Server
8. Left it on Random map and hit OK.
9. Crash in gameui.dll offset 0006ee26
10. Zipped and uploaded to http://www.gaming4nothing.de/aghl/mp.zip
11. Sent to a couple of friends - same problem.

I got the same problem with Adrenaline Gamer mod -
www.planethalflife.com/agmod and I expect that you guys have it aswell.
Anyone got a solution to this? I tried mailing Valve, but I guess they
are
too busy fixing the rest of the bugs with Steam.
/BulliT





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Re: [hlcoders] HLSDK 2.3 and steam

2003-09-16 Thread martin
Alright after loads of deleting folders and files I came to the conclusion
it crashes because there are no maps installed in the mod dir.
This is quite common when it comes to deathmatch mods since they all share
the standard valve maps.
Should be an easy fix for Valve.

- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 8:02 PM
Subject: Re: [hlcoders] HLSDK 2.3 and steam


  6. Hit Games then MP SDK
  7. Hit Create Server
  8. Left it on Random map and hit OK.
  9. Crash in gameui.dll offset 0006ee26
  10. Zipped and uploaded to http://www.gaming4nothing.de/aghl/mp.zip
  11. Sent to a couple of friends - same problem.

 Have you tried copying all the assets from the old valve directory into
your
 mod dir (pak0.pak, *.wad, models\*, events\*, gfx\*, etc., etc. etc.)?

 Perhaps there is something that would normally be in a Valve MOD steam
cache
 that is no longer accessible when running a Third Party MOD.

 Jeffrey botman Broome



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[hlcoders] Steam filesystem

2003-09-16 Thread sedfsdf kljhlkjhkjh
Is there going to be any documentation, how to use the steam filesystem?

_
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https://broadband.msn.com
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Re: [hlcoders] HLSDK 2.3 and steam

2003-09-16 Thread martin
Btw: previous versions of HL automagicly showed maps installed in valve\maps
folder.

- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 10:06 PM
Subject: Re: [hlcoders] HLSDK 2.3 and steam


 Alright after loads of deleting folders and files I came to the conclusion
 it crashes because there are no maps installed in the mod dir.
 This is quite common when it comes to deathmatch mods since they all share
 the standard valve maps.
 Should be an easy fix for Valve.

 - Original Message -
 From: botman [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, September 16, 2003 8:02 PM
 Subject: Re: [hlcoders] HLSDK 2.3 and steam


   6. Hit Games then MP SDK
   7. Hit Create Server
   8. Left it on Random map and hit OK.
   9. Crash in gameui.dll offset 0006ee26
   10. Zipped and uploaded to http://www.gaming4nothing.de/aghl/mp.zip
   11. Sent to a couple of friends - same problem.
 
  Have you tried copying all the assets from the old valve directory into
 your
  mod dir (pak0.pak, *.wad, models\*, events\*, gfx\*, etc., etc. etc.)?
 
  Perhaps there is something that would normally be in a Valve MOD steam
 cache
  that is no longer accessible when running a Third Party MOD.
 
  Jeffrey botman Broome



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RE: [hlcoders] New Protocols?

2003-09-16 Thread Alfred Reynolds
The WON change is at an engine level.

The only change you MUST make is to use g_Engfuncs.pfnGetPlayerAuthId()
(which returns a string) rather than g_Engfuncs.pfnGetPlayerWONId() (which
returns -1 all the time). This change was introduced in 3.1.1.1 (the
GetPlayerAuthID function that is).

- Alfred

Cale 'Mazor' Dunlap wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I'm reading in the updates for the valve based mods and it mentions
 removing dependence on WON protocols. are we (as mod programmers)
 going to need to do this as well? Or was this something that was done
 at the engine level?

 Another thing someone brought to my attention, Steam ID's in Firearms
 saying '-1', any way to rectify this, or do we need to wait until an
 engine call to the steam stuff becomes available?

 -Cale 'Mazor' Dunlap

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Re: [hlcoders] Steam filesystem

2003-09-16 Thread DAV
And how to make stuff we made before Steam on Half-Life?
Stuff like costum splashscreen, costum menus, etc?

Davide (DAV)
Email: [EMAIL PROTECTED]
DAV Levels: http://www.planetquake.com/davlevels/



- Original Message -
From: sedfsdf kljhlkjhkjh [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 9:09 PM
Subject: [hlcoders] Steam filesystem


 Is there going to be any documentation, how to use the steam filesystem?

 _
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 https://broadband.msn.com


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Re: [hlcoders] Steam filesystem

2003-09-16 Thread DAV
Yes, I know.
(but thanks anyway)

The problem is that POV (a SP only mod, not multiplayer) is made as it
should for version 1.1.1.0.
The maps are on a pak file, the splashscreen on the cached.wad and so one.

Everything worked ok.

Now I cant start a new game (HL 1.1.2.0 doesnt read bsp files on pak files
when stating a new game?) but I can load a saved game and continue by there.
Maps with the start with black screen and fade to normal just stay black and
don't fade...

The mod is on the directory D:\Jogos\Steam\SteamApps\email addy should be
here\half-life\pov and it shows up on the game menu. All the files are
there as they were before on the HL 1.1.1.0 version...


Davide (DAV)
Email: [EMAIL PROTECTED]
DAV Levels: http://www.planetquake.com/davlevels/



- Original Message -
From: Brian A. Stumm [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 9:42 PM
Subject: Re: [hlcoders] Steam filesystem


 On Tue, 16 Sep 2003, DAV wrote:

  And how to make stuff we made before Steam on Half-Life?
  Stuff like costum splashscreen, costum menus, etc?

 All of this is possible...

 These examples are for TFC but should apply to other mods (just go to
 appropriate directories...

 maps go here

 C:\Program Files\Steam\SteamApps\email addy should be here\team fortress
 classic\tfc\maps

 sprites here

 C:\Program Files\Steam\SteamApps\email addy should be here\team fortress
 classic\tfc\sprites

 models here

 C:\Program Files\Steam\SteamApps\email addy should be here\team fortress
 classic\tfc\models

 class cfg's here

 C:\Program Files\Steam\SteamApps\email addy should be here\team fortress
 classic\tfc

 custom wads go here

 C:\Program Files\Steam\SteamApps\email addy should be here\team fortress
 classic\tfc

 Just a few examples, you can prolly figure out the rest on your own...


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RE: [hlcoders] Steam filesystem

2003-09-16 Thread Taylor Sherman
There will be a Steam SDK for those developing new applications
to run on Steam.

As far as I know, however, Mods will not be using the Steam filesystem
directly,
they'll be going through the Engine. So there shouldn't be
a need.


Taylor

-Original Message-
From: sedfsdf kljhlkjhkjh [mailto:[EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 1:09 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam filesystem


Is there going to be any documentation, how to use the steam filesystem?

_
Fast, faster, fastest: Upgrade to Cable or DSL today!
https://broadband.msn.com


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Re: [hlcoders] A SteamDK?

2003-09-16 Thread Kevin Gerry
Know the URL to that?

Also, I'm talking about something that Valve has less of a chance to
blacklist/fix =/

Whee~
- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 12:30
Subject: SV: [hlcoders] A SteamDK?


I dont want to break your fun but the guys over at amxmod.net already
made a web browser.

 -Ursprungligt meddelande-
 Från: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] För Kevin Gerry
 Skickat: den 16 september 2003 20:44
 Till: [EMAIL PROTECTED]
 Ämne: Re: [hlcoders] A SteamDK?

 Yup, it'd be fun =)

 Valve?

 - Original Message -
 From: Geoff [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, September 16, 2003 04:18
 Subject: RE: [hlcoders] A SteamDK?


  I need my netris fix. :) Beyond games maybe plugins for file
transfers,
  chat rooms, etc? The possibilities are endless :)
 
  -EvilGrin
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Kevin
Gerry
  Sent: Tuesday, September 16, 2003 4:41 AM
  To: [EMAIL PROTECTED]
  Subject: [hlcoders] A SteamDK?
 
  Well... I was wondering if there will be a SDK for Steam... It'd be
  quite



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Re: [hlcoders] A SteamDK?

2003-09-16 Thread Kevin Gerry
Oh, I found that...

All that is though is a plug-in to use the MOTD iface... I'm talking about a
true .dll =)

=/
- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 12:30
Subject: SV: [hlcoders] A SteamDK?


I dont want to break your fun but the guys over at amxmod.net already
made a web browser.

 -Ursprungligt meddelande-
 Från: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] För Kevin Gerry
 Skickat: den 16 september 2003 20:44
 Till: [EMAIL PROTECTED]
 Ämne: Re: [hlcoders] A SteamDK?

 Yup, it'd be fun =)

 Valve?

 - Original Message -
 From: Geoff [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, September 16, 2003 04:18
 Subject: RE: [hlcoders] A SteamDK?


  I need my netris fix. :) Beyond games maybe plugins for file
transfers,
  chat rooms, etc? The possibilities are endless :)
 
  -EvilGrin
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Kevin
Gerry
  Sent: Tuesday, September 16, 2003 4:41 AM
  To: [EMAIL PROTECTED]
  Subject: [hlcoders] A SteamDK?
 
  Well... I was wondering if there will be a SDK for Steam... It'd be
  quite



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RE: [hlcoders] Steam filesystem

2003-09-16 Thread Alfred Reynolds
There is no need for MODS to use the steam filesystem, just keep using the
usual engine callbacks to access files (i.e LoadFileForMe() and FreeFile() )
and everything will work. You can also keep using stdio filesystem functions
to write files directly to disk.

- Alfred

Taylor Sherman wrote:
 There will be a Steam SDK for those developing new applications to
 run on Steam.

 As far as I know, however, Mods will not be using the Steam
 filesystem directly, they'll be going through the Engine. So there
 shouldn't be a need.


 Taylor

 -Original Message-
 From: sedfsdf kljhlkjhkjh [mailto:[EMAIL PROTECTED]
 Sent: Tuesday, September 16, 2003 1:09 PM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] Steam filesystem


 Is there going to be any documentation, how to use the steam
 filesystem?

 _
 Fast, faster, fastest: Upgrade to Cable or DSL today!
 https://broadband.msn.com


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 archives, please visit:
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RE: [hlcoders] Steam filesystem

2003-09-16 Thread Alfred Reynolds
We will be releasing detailed information soon on all the modifications you
can do to the UI for your mod.

- Alfred

DAV wrote:
 And how to make stuff we made before Steam on Half-Life?
 Stuff like costum splashscreen, costum menus, etc?

 Davide (DAV)
 Email: [EMAIL PROTECTED]
 DAV Levels: http://www.planetquake.com/davlevels/



 - Original Message -
 From: sedfsdf kljhlkjhkjh [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, September 16, 2003 9:09 PM
 Subject: [hlcoders] Steam filesystem


 Is there going to be any documentation, how to use the steam
 filesystem?

 _
 Fast, faster, fastest: Upgrade to Cable or DSL today!
 https://broadband.msn.com


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RE: [hlcoders] Stupid ?'s

2003-09-16 Thread RDG O'Sullivan
 I'm sure someone will find something. You can't just dump HTML parsing
 in the MOTD VGUI routines and expect it to be bug free.

when was the last time you saw a pure HTML exploit in a modern browser?
HTML is a data format, not a programming language. About the worst you
could do is crash the browser (eg. the game), and even exploits of that
level are rare. But why bother? Then you're keeping up an HL server
no-one can join.

-randomnine-

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[hlcoders] Entity's think functions stopping?!

2003-09-16 Thread Cale 'Mazor' Dunlap
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Once again, here at Firearms, we feel that creating the most botched up
code is our number one priority. thus we have some really weird bugs.

Currently, the worst bug holding us back from releasing 2.8 is our
fa_sd_object entities (search and destroy objects) are not respawning.
I have a member variable that holds the respawn time (gpGlobals-time +
5.0 for testing purposes), this is set when the object gets destroyed.
There's another function, the think function, which is called every
second to see if the object has been destroyed or not, if it was
destroyed, it is SUPPOSED to respawn it. Our problem is that the think
functions only get called once. I know this because I threw an alert in
the top of the think function. When the object is spawned, the think
function is set: SetThink(SDThink), then the time to think is placed
below that: pev-nextthink = gpGlobals-time + 1.0. In the think
function, this is continually added onto, to hopefully continue the
think loop: in the think function: pev-nextthink = gpGlobals-time +
1.0.

Now why is it only getting called once if its supposed to think again in
1 second?! Its driving me crazy.

-Cale 'Mazor' Dunlap
Firearms Programmer
--



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Re: [hlcoders] Entity's think functions stopping?!

2003-09-16 Thread Sniper
I've never had this problem.
Is  pev-nextthink = gpGlobals-time + 1.0 called at the end?... Perhaps
you have a return some place higher up in the function?

Sniper
- Original Message -
From: Cale 'Mazor' Dunlap [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 9:20 PM
Subject: [hlcoders] Entity's think functions stopping?!


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Once again, here at Firearms, we feel that creating the most botched up
 code is our number one priority. thus we have some really weird bugs.

 Currently, the worst bug holding us back from releasing 2.8 is our
 fa_sd_object entities (search and destroy objects) are not respawning.
 I have a member variable that holds the respawn time (gpGlobals-time +
 5.0 for testing purposes), this is set when the object gets destroyed.
 There's another function, the think function, which is called every
 second to see if the object has been destroyed or not, if it was
 destroyed, it is SUPPOSED to respawn it. Our problem is that the think
 functions only get called once. I know this because I threw an alert in
 the top of the think function. When the object is spawned, the think
 function is set: SetThink(SDThink), then the time to think is placed
 below that: pev-nextthink = gpGlobals-time + 1.0. In the think
 function, this is continually added onto, to hopefully continue the
 think loop: in the think function: pev-nextthink = gpGlobals-time +
 1.0.

 Now why is it only getting called once if its supposed to think again in
 1 second?! Its driving me crazy.

 -Cale 'Mazor' Dunlap
 Firearms Programmer
 --



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RE: [hlcoders] Entity's think functions stopping?!

2003-09-16 Thread Cale 'Mazor' Dunlap
Its not a very big think, yes pev-nextthink is set at the end, there
aren't even any returns in the think function.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Sniper
Sent: Tuesday, September 16, 2003 10:29 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Entity's think functions stopping?!

I've never had this problem.
Is  pev-nextthink = gpGlobals-time + 1.0 called at the end?...
Perhaps
you have a return some place higher up in the function?

Sniper
- Original Message -
From: Cale 'Mazor' Dunlap [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 16, 2003 9:20 PM
Subject: [hlcoders] Entity's think functions stopping?!


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Once again, here at Firearms, we feel that creating the most botched
up
 code is our number one priority. thus we have some really weird bugs.

 Currently, the worst bug holding us back from releasing 2.8 is our
 fa_sd_object entities (search and destroy objects) are not respawning.
 I have a member variable that holds the respawn time (gpGlobals-time
+
 5.0 for testing purposes), this is set when the object gets destroyed.
 There's another function, the think function, which is called every
 second to see if the object has been destroyed or not, if it was
 destroyed, it is SUPPOSED to respawn it. Our problem is that the think
 functions only get called once. I know this because I threw an alert
in
 the top of the think function. When the object is spawned, the think
 function is set: SetThink(SDThink), then the time to think is placed
 below that: pev-nextthink = gpGlobals-time + 1.0. In the think
 function, this is continually added onto, to hopefully continue the
 think loop: in the think function: pev-nextthink = gpGlobals-time +
 1.0.

 Now why is it only getting called once if its supposed to think again
in
 1 second?! Its driving me crazy.

 -Cale 'Mazor' Dunlap
 Firearms Programmer
 --



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Re: [hlcoders] Entity's think functions stopping?!

2003-09-16 Thread Cortex
Try to put a SetThink at the end of the function, perhaps your think
function calls another function that does a SetThink (0)...

Just a thought :)
Hope this helps.

=- Michaël Cortex Monerau -=
http://www.hlalbator.fr.st


Cale 'Mazor' Dunlap wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Once again, here at Firearms, we feel that creating the most botched
 up code is our number one priority. thus we have some really weird
 bugs.

 Currently, the worst bug holding us back from releasing 2.8 is our
 fa_sd_object entities (search and destroy objects) are not respawning.
 I have a member variable that holds the respawn time (gpGlobals-time
 +
 5.0 for testing purposes), this is set when the object gets destroyed.
 There's another function, the think function, which is called every
 second to see if the object has been destroyed or not, if it was
 destroyed, it is SUPPOSED to respawn it. Our problem is that the think
 functions only get called once. I know this because I threw an alert
 in the top of the think function. When the object is spawned, the
 think function is set: SetThink(SDThink), then the time to think is
 placed below that: pev-nextthink = gpGlobals-time + 1.0. In the
 think function, this is continually added onto, to hopefully continue
 the think loop: in the think function: pev-nextthink =
 gpGlobals-time +
 1.0.

 Now why is it only getting called once if its supposed to think again
 in 1 second?! Its driving me crazy.

 -Cale 'Mazor' Dunlap
 Firearms Programmer



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