RE: [hlcoders] Stupid ?'s
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam passwords policy suggestion.
Taylor Sherman wrote: In the future, Steam will support moving the game dir to a location of your choosing. That is nice. But would it be possible to have the info on what game is installed where easily accessible from a public pace like the registry of a cleartext config file? Right now the path to the folder which holds all the steam apps content can be only found in the ClientRegistry.blob file which can be a pain to parse if you don't know the exact structure or you have only very limited binary file access methods (talk VBS). Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] STEAM_ID_LOOPBACK
This is new to me: STEAM_ID_LOOPBACK Where does it come from? What does it mean? What is it's life cycle? What info can we have on this, please? Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] STEAM_ID_LOOPBACK
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] STEAM_ID_LOOPBACK
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] New Protocols?
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Won being retired -- how do we test non-valve mods?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders --- Incoming mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 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 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam passwords policy suggestion.
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. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Stupid ?'s
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders --- Incoming mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] mouse windomed suggestion
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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). 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] mouse windomed suggestion
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 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 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.514 / Virus Database: 312 - Release Date: 2003-08-28 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam and SP only mods
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam passwords policy suggestion.
Geoff wrote: HKEY_CURRENT_USER\Software\Valve\Steam\SteamExe Actually that would be HKEY_LOCAL_MACHINE\SOFTWARE\Valve\Steam\InstallPath. Then parse Steam install dir\config\SteamAppData.vdf This will give you the 'account name' I know. You can then do whatever with steam install dir\SteamApps\Account Name And this is where the problems start because you cannot just assume that the games are in steamInstallDir\SteamApps. For example, I have them in Z:\SteamGames. And this info is only stored in the binary file. Along with the info which games are actually installed where beneath that. Florian. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A SteamDK?
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 --- (B Outgoing mail is certified Virus Free. (B Checked by AVG anti-virus system (http://www.grisoft.com). (B Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003 (B (B (B (B (B ___ (B To unsubscribe, edit your list preferences, or view the list archives, (Bplease visit: (B http://list.valvesoftware.com/mailman/listinfo/hlcoders (B (B (B (B___ (BTo unsubscribe, edit your list preferences, or view the list archives, please visit: (Bhttp://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Won being retired -- how do we test non-valve mods?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL2 source-faq man
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HLSDK 2.3 and steam
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 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.514 / Virus Database: 312 - Release Date: 2003-08-28 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.514 / Virus Database: 312 - Release Date: 2003-08-28 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HLSDK 2.3 and steam
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 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.514 / Virus Database: 312 - Release Date: 2003-08-28 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.514 / Virus Database: 312 - Release Date: 2003-08-28 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] New Protocols?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam filesystem
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam filesystem
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... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam filesystem
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A SteamDK?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A SteamDK?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam filesystem
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Steam filesystem
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Stupid ?'s
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- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Entity's think functions stopping?!
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Entity's think functions stopping?!
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders