[hlcoders] (no subject)
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Anyone know where the sample maps are? Besides the test.bsp and sdk_vehicle.bsp In the doc's run this map to see the example but I do not see any of those maps? r00t 3:16 CQC Gaming www.totalretribution.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Compile SDK under VS .NET 2002
LOL I knew it would be that easy. But lucky for me I got VS 7.1 for free (and yes it was legal). From: "Dustin" <[EMAIL PROTECTED]> Reply-To: [EMAIL PROTECTED] To: <[EMAIL PROTECTED]> Subject: [hlcoders] Compile SDK under VS .NET 2002 Date: Wed, 1 Dec 2004 19:34:11 -0600 This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I think it was already said here, but to confirm, if you are not able to get / afford the 2003 version... You can do a search for the .vcproj files in your mod directory and open them with notepad or WordPad and just change the Version="7.10" line to Version="7.0" then open the Game_SDK.sln file (with WordPad or notepad) and change the Format Version 8.00 to Format Version 7.00. Doing this, I have been able to open and get a clean compile of the SDK with no problems on the 2002 version of .NET -- ___ 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] SDK - Valve vs. Epic
> The -ONLY- good thing they have over valve is the mutators, that's it. > > - Bruce "Bahamut" Andrews I'll second that. Admin-wise, unreal is a real pain compared to HL. I've admined a few LAN party games and found myself wishing for some of the old HL tools. (Admittedly, being able to set gravity to nothing and then some really large number right after that when everyone decides to camp is a lot of fun. Something about LAN parties makes everyone camp. No idea why.) -- Bob Aman http://www.rapidcanvas.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Running serverplugin_empty
Thanks Alfred. Hope to hear about a fix for it soon :) On Wed, 1 Dec 2004 20:55:53 -0800, Alfred Reynolds wrote: > Okay, we have identified the problem. Right now you can't load a > plugin > if you run under steam, we are working on a fix. In the mean time > you > will need to use a dedicated server using the hldsupdatetool to run > the > plugin. > > - Alfred > > Original Message > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Dustin > Sent: Wednesday, December 01, 2004 6:54 PM To: > [EMAIL PROTECTED] Subject: Re: [hlcoders] Running > serverplugin_empty > >> I am also having problems with the plugin system. >> >> First, got a clean compile of serverplugin_empty.dll Next, placed >> it >> in mod\bin\ Next, created a folder: mod\addons\ Next, created a >> file >> named plugins.vdf inside the mod\addons\ folder Next, started the >> mod >> with -dev >> >> Got the message on load: Plugins: found file "plugins.vdf" >> >> But, trying any command in the plugin: menu, empty_version, >> plugin_empty, etc...all just return a "unknown command" error >> >> >> - Original Message - >> From: "covert" <[EMAIL PROTECTED]> >> To: <[EMAIL PROTECTED]> >> Sent: Wednesday, December 01, 2004 8:20 PM >> Subject: RE: [hlcoders] Running serverplugin_empty >> >> >>> [ Converted text/html to text/plain ] >>> >>> the only message I see in the console is >>> >>> Plugins: found file "serverplugin_empty.vdf" >>> >>> >>> I am running the server via the run_mod.bat file >>> >>> >>> "c:\program files\valve\steam\steam.exe" -applaunch 220 -dev - >>> game >>> "c:\myhl2mod\test" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 >>> >>> >>> As for running the dll in the debuger I am having a hard time >>> working out how to launch so the debuger reconsises the symbols >>> since it is being launched by steam. >>> >>> >>> On Wed, 1 Dec 2004 17:21:58 -0800, Alfred Reynolds wrote: > Run with "-dev" on the command line and if you don't see any errors > about failing to load the plugin then it should be running. If you > run > under the debugger put a breakpoint on GameFrame() to check it is > being > called. > > - Alfred > > Original Message > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of covert > Sent: Wednesday, December 01, 2004 5:14 PM To: > [EMAIL PROTECTED] Subject: RE: [hlcoders] Running > serverplugin_empty > >> [ Converted text/html to text/plain ] >> >> I have started my own mod. I copied the serverplugin_empty.dll >> file >> from c:\myhl2mod\bin to c:\myhl2mod\test\bin (my mod is called >> test) >> and I have also created a directory called c:\myhl2mod\test\addons >> with a serverplugin_empty.vdf with the example text from >> http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[1][2] in it. >> >> >> The console says it found the plugin but when I join the server it >> does not seem to run any of its code. >> >> >> On Wed, 1 Dec 2004 13:17:22 -0800, Alfred Reynolds wrote: >>> > Try copying serverplugin_empty.dll to the base bin/ >>> directory > (rather > than cstrike/bin/). >>> > >>> > - Alfred >>> > >>> > Original Message >>> > From: [EMAIL PROTECTED] >>> > [mailto:[EMAIL PROTECTED] On >>> Behalf >>> Of covert > Sent: Wednesday, December 01, 2004 7:12 AM To: >>> hlcoders > Subject: [hlcoders] Running serverplugin_empty >>> > >> [ Converted text/html to text/plain ] >> >>> >>> I have compiled the serverplugin_empty. I have made >>> the >>> .vdf >>> file in >>> the >> addons folder. >>> When I >>> ran my mod and do a mapthe >> map >>> >> >>> loads and I get a "found pluging serverplugin_empty.vdf" >>> >> >> >> So upto this point all seems fine. >>> But I >>> cannot trigger it to do >> anything. >> >>> >> >>> >> I thinking I need to do a "plugin_load" but I can not >>> seem >>> to >> find a >> working filename for it to load. >>> Tried >>> both the dll file and the >> vdf >> file. both with >>> and >>> without correct paths set. >> >>> >> >>> >> Anyone got an idea ? >>> >> ___ >>> >> To unsubscribe, edit your list preferences, or view the >>> list >> archives, please visit: >>> >> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders[3][4] >>> > > ___ >>> > To unsubscribe, edit your list preferences, or view the >>> list >>> > archives, please visit: >>> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders[4][5] >>> >> >> ===References:=== >> 1. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[6] >> 2. mailto:[EMAIL PROTECTED] >>
Re: [hlcoders] testing mod multiplayer
After running run_mod.bat just type "map " into the console. It will start up a default 32 (or is it 24) player server and connect you as a client. On Thu, 2 Dec 2004 00:03:08 -0500, r00t 3:16 wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > How would you test the mod multiplayer on the same computer? > I know you can just run_mod.bat .. > But didn't really read anything about where or how to test things > on the same machine... > > > r00t 3:16 > CQC Gaming > www.cqc-gaming.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] Running serverplugin_empty
Also even in a DS it doesn't look for the file in the correct places. Filemon output: srcds.exe:864 QUERY INFORMATION C:\hlserver\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\hlserver\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\hlserver\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\hlserver\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\hlserver\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\hlserver\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\serverplugin_empty.dll FILE NOT FOUND Attributes: Error srcds.exe:864 QUERY INFORMATION C:\HLServer\source\bin\bin\serverplugin_empty.dll PATH NOT FOUND Attributes: Error svchost.exe QUERY INFORMATION C:\HLSERVER\SOURCE\BIN\SERVERPLUGIN_EMPTY.DLL FILE NOT FOUND Attributes: Error > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Alfred Reynolds > Sent: 02 December 2004 04:56 > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Running serverplugin_empty > > Okay, we have identified the problem. Right now you can't load a plugin > if you run under steam, we are working on a fix. In the mean time you > will need to use a dedicated server using the hldsupdatetool to run the > plugin. > > - Alfred > > Original Message > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Dustin > Sent: Wednesday, December 01, 2004 6:54 PM To: > [EMAIL PROTECTED] Subject: Re: [hlcoders] Running > serverplugin_empty > > > I am also having problems with the plugin system. > > > > First, got a clean compile of serverplugin_empty.dll Next, placed it > > in mod\bin\ Next, created a folder: mod\addons\ Next, created a file > > named plugins.vdf inside the mod\addons\ folder Next, started the mod > > with -dev > > > > Got the message on load: Plugins: found file "plugins.vdf" > > > > But, trying any command in the plugin: menu, empty_version, > > plugin_empty, etc...all just return a "unknown command" error > > > > > > - Original Message - > > From: "covert" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Wednesday, December 01, 2004 8:20 PM > > Subject: RE: [hlcoders] Running serverplugin_empty > > > > > > > [ Converted text/html to text/plain ] > > > > > > the only message I see in the console is > > > > > > Plugins: found file "serverplugin_empty.vdf" > > > > > > > > > > > > I am running the server via the run_mod.bat file > > > > > > > > > > > > "c:\program files\valve\steam\steam.exe" -applaunch 220 -dev -game > > > "c:\myhl2mod\test" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 > > > > > > > > > > > > As for running the dll in the debuger I am having a hard time > > > working out how to launch so the debuger reconsises the symbols > > > since it is being launched by steam. > > > > > > > > > > > > On Wed, 1 Dec 2004 17:21:58 -0800, Alfred Reynolds wrote: > > > > > Run with "-dev" on the command line and if you don't see > > > > any errors > about failing to load the plugin then it > > > > should be running. If you > run > under the debugger > > > > put a breakpoint on GameFrame() to check it is > being > > > > > called. > > > > > > - Alfred > > > > > > > > > > Original Message > > > > > From: [EMAIL PROTECTED] > > > > > [mailto:[EMAIL PROTECTED] On > > > > Behalf Of covert > Sent: Wednesday, December 01, 2004 5:14 > > > > PM To: > [EMAIL PROTECTED] Subject: RE: > > > > [hlcoders] Running > serverplugin_empty > > > > > >> [ Converted text/html to text/plain ] > > > > >> > > > > >> I have started my own mod. I copied the > > > > serverplugin_empty.dll >> file >> from > > > > c:\
[hlcoders] testing mod multiplayer
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] How would you test the mod multiplayer on the same computer? I know you can just run_mod.bat .. But didn't really read anything about where or how to test things on the same machine... r00t 3:16 CQC Gaming www.cqc-gaming.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Running serverplugin_empty
Okay, we have identified the problem. Right now you can't load a plugin if you run under steam, we are working on a fix. In the mean time you will need to use a dedicated server using the hldsupdatetool to run the plugin. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dustin Sent: Wednesday, December 01, 2004 6:54 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Running serverplugin_empty > I am also having problems with the plugin system. > > First, got a clean compile of serverplugin_empty.dll Next, placed it > in mod\bin\ Next, created a folder: mod\addons\ Next, created a file > named plugins.vdf inside the mod\addons\ folder Next, started the mod > with -dev > > Got the message on load: Plugins: found file "plugins.vdf" > > But, trying any command in the plugin: menu, empty_version, > plugin_empty, etc...all just return a "unknown command" error > > > - Original Message - > From: "covert" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Wednesday, December 01, 2004 8:20 PM > Subject: RE: [hlcoders] Running serverplugin_empty > > > > [ Converted text/html to text/plain ] > > > > the only message I see in the console is > > > > Plugins: found file "serverplugin_empty.vdf" > > > > > > > > I am running the server via the run_mod.bat file > > > > > > > > "c:\program files\valve\steam\steam.exe" -applaunch 220 -dev -game > > "c:\myhl2mod\test" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 > > > > > > > > As for running the dll in the debuger I am having a hard time > > working out how to launch so the debuger reconsises the symbols > > since it is being launched by steam. > > > > > > > > On Wed, 1 Dec 2004 17:21:58 -0800, Alfred Reynolds wrote: > > > > Run with "-dev" on the command line and if you don't see > > > any errors > about failing to load the plugin then it > > > should be running. If you > run > under the debugger > > > put a breakpoint on GameFrame() to check it is > being > > > > called. > > > > > - Alfred > > > > > > > > Original Message > > > > From: [EMAIL PROTECTED] > > > > [mailto:[EMAIL PROTECTED] On > > > Behalf Of covert > Sent: Wednesday, December 01, 2004 5:14 > > > PM To: > [EMAIL PROTECTED] Subject: RE: > > > [hlcoders] Running > serverplugin_empty > > > > >> [ Converted text/html to text/plain ] > > > >> > > > >> I have started my own mod. I copied the > > > serverplugin_empty.dll >> file >> from > > > c:\myhl2mod\bin to c:\myhl2mod\test\bin (my mod is called > > > >> test) >> and I have also created a directory > > > called c:\myhl2mod\test\addons >> with a > > > serverplugin_empty.vdf with the example text from >> > > > http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[1][2] in > > > it. >> >> >> The console says it found the > > > plugin but when I join the server it >> does not seem to > > > run any of its code. >> > > > >> > > > >> On Wed, 1 Dec 2004 13:17:22 -0800, Alfred Reynolds wrote: > > > >>> > Try copying serverplugin_empty.dll to the base > > > bin/ >>> directory > (rather > than > > > cstrike/bin/). >>> > >>> > - Alfred > > > >>> > > > > >>> > Original Message > > > >>> > From: [EMAIL PROTECTED] > > > >>> > > > > [mailto:[EMAIL PROTECTED] On >>> > > > Behalf >>> Of covert > Sent: Wednesday, December 01, > > > 2004 7:12 AM To: >>> hlcoders > Subject: [hlcoders] > > > Running serverplugin_empty >>> > >> [ Converted > > > text/html to text/plain ] >> >>> >>> I have > > > compiled the serverplugin_empty. I have made >>> the > > > >>> .vdf >>> file in >>> the >> addons > > > folder. >>> When I >>> ran my mod and do a map > > >the >> map >>> >> >>> > > > loads and I get a "found pluging serverplugin_empty.vdf" > > > >>> >> >> >> So upto this point all seems > > > fine. >>> But I >>> cannot trigger it to do >> > > > anything. >> >>> >> >>> >> I > > > thinking I need to do a "plugin_load" but I can not >>> > > > seem >>> to >> find a >> working filename for > > > it to load. >>> Tried >>> both the dll file and the > > > >> vdf >> file. both with >>> and >>> > > > without correct paths set. >> >>> >> >>> > > > >> Anyone got an idea ? >>> >> > > > ___ >>> > > > >> To unsubscribe, edit your list preferences, or view the > > > >>> list >> archives, please visit: >>> > > > >> >>> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders[3][4] > > > >>> > > > > > ___ >>> > > > > To unsubscribe, edit your list preferences, or view the >>> > > > list >>> > archives, please visit: >>> > > > > >>> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders[4][5] > > > >>> >> >> ===References:=== > > > >> 1. > > > http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[6] > > > >> 2. mailto:[EMAIL PROTECTED] > > > >> 3. > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders[8] > > > >> 4. > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders[9] > > > >> >> ___
RE: [hlcoders] ServerPlugin API
You can use IVEngineServer right now (its an engine to plugin interface). The plugin API hooks various calls from IServerGameDLL already. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Anderson Sent: Wednesday, December 01, 2004 9:10 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] ServerPlugin API > For example, how would it be possible to hook anything in > IServerGameDLL, or say something more useful like > IVEngineServer::ChangeLevel or IVEngineServer::CreateEdict or > IVEngineServer::LogPrint? > > -David Anderson > > On Wed, 1 Dec 2004, Alfred Reynolds wrote: > > > What fraction of power are you missing? The plugin interface should > > have all the relevant callbacks you need. > > > > - Alfred > > > > Original Message > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of David > > Anderson Sent: Wednesday, December 01, 2004 8:03 PM To: > > [EMAIL PROTECTED] Subject: [hlcoders] ServerPlugin API > > > > > With HL1 metamod, it was possible to hook Engine and GameDLL calls > > > directly because Metamod literally sat in between the engine and > > > gamedll. With HL2's server plugin interface, it appears that it > > > sits on the side, and that you only get a fraction of this power > > > through the IServerPlugin interface. > > > > > > Is this the case? Do we still have the ability to intercept > > > engine/gamedll calls? Or have I missed something in the SDK (I > > > only took a cursory look). > > > > > > Thanks, > > > > > > -David Anderson > > > > > > > > > ___ > > > 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] Drop down list fix for create mod
Or you can just use Hammer. (Delete the config of the mod) On Wed, 1 Dec 2004 23:48:24 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Someone had posted this was a pain because they had a bunch of mods created > in the drop down list in the Source SDK dialog box. > > I found a fix for removing the entries in the drop down list.. > > First close steam if it is running :P > > D:\Program Files\Valve\Steam\SteamApps\STEAMLOGINNAME\sourcesdk\bin > > open up gamecfg.ini [GameCFG#] between these towards the bottom you will see > you mods listed just remove the entries that you do not want any more > I wanted remove the default entries however > > r00t 3:16 > CQC Gaming > www.cqc-gaming.com > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Get Firefox http://www.GetFirefox.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Drop down list fix for create mod
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Someone had posted this was a pain because they had a bunch of mods created in the drop down list in the Source SDK dialog box. I found a fix for removing the entries in the drop down list.. First close steam if it is running :P D:\Program Files\Valve\Steam\SteamApps\STEAMLOGINNAME\sourcesdk\bin open up gamecfg.ini [GameCFG#] between these towards the bottom you will see you mods listed just remove the entries that you do not want any more I wanted remove the default entries however r00t 3:16 CQC Gaming www.cqc-gaming.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] ServerPlugin API
[ Converted text/html to text/plain ] I would think most of this would be found with IGameEventManager On Thu, 2 Dec 2004 00:09:53 -0500 (EST), David Anderson wrote: >> For example, how would it be possible to hook anything in >> IServerGameDLL, >> or say something more useful like IVEngineServer::ChangeLevel or >> IVEngineServer::CreateEdict or IVEngineServer::LogPrint? >> >> -David Anderson >> >> On Wed, 1 Dec 2004, Alfred Reynolds wrote: >> >>> What fraction of power are you missing? The plugin interface >>> should have >>> all the relevant callbacks you need. >>> >>> - Alfred >>> >>> Original Message >>> From: [EMAIL PROTECTED] >>> [mailto:[EMAIL PROTECTED] On Behalf Of David >>> Anderson Sent: Wednesday, December 01, 2004 8:03 PM To: >>> [EMAIL PROTECTED] Subject: [hlcoders] ServerPlugin >>> API >>> With HL1 metamod, it was possible to hook Engine and GameDLL calls directly because Metamod literally sat in between the engine and gamedll. With HL2's server plugin interface, it appears that it sits on the side, and that you only get a fraction of this power through the IServerPlugin interface. Is this the case? Do we still have the ability to intercept engine/gamedll calls? Or have I missed something in the SDK (I only took a cursory look). Thanks, -David Anderson ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders[2] >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list >>> archives, please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders[3] >>> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders[4] > > ===References:=== 1. mailto:[EMAIL PROTECTED] 2. http://list.valvesoftware.com/mailman/listinfo/hlcoders 3. http://list.valvesoftware.com/mailman/listinfo/hlcoders 4. 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] ServerPlugin API
For example, how would it be possible to hook anything in IServerGameDLL, or say something more useful like IVEngineServer::ChangeLevel or IVEngineServer::CreateEdict or IVEngineServer::LogPrint? -David Anderson On Wed, 1 Dec 2004, Alfred Reynolds wrote: What fraction of power are you missing? The plugin interface should have all the relevant callbacks you need. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Anderson Sent: Wednesday, December 01, 2004 8:03 PM To: [EMAIL PROTECTED] Subject: [hlcoders] ServerPlugin API With HL1 metamod, it was possible to hook Engine and GameDLL calls directly because Metamod literally sat in between the engine and gamedll. With HL2's server plugin interface, it appears that it sits on the side, and that you only get a fraction of this power through the IServerPlugin interface. Is this the case? Do we still have the ability to intercept engine/gamedll calls? Or have I missed something in the SDK (I only took a cursory look). Thanks, -David Anderson ___ 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] ServerPlugin API
What fraction of power are you missing? The plugin interface should have all the relevant callbacks you need. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Anderson Sent: Wednesday, December 01, 2004 8:03 PM To: [EMAIL PROTECTED] Subject: [hlcoders] ServerPlugin API > With HL1 metamod, it was possible to hook Engine and GameDLL calls > directly because Metamod literally sat in between the engine and > gamedll. > With HL2's server plugin interface, it appears that it sits on the > side, and that you only get a fraction of this power through the > IServerPlugin interface. > > Is this the case? Do we still have the ability to intercept > engine/gamedll calls? Or have I missed something in the SDK (I only > took a cursory look). > > Thanks, > > -David Anderson > > > ___ > 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] ServerPlugin API
With HL1 metamod, it was possible to hook Engine and GameDLL calls directly because Metamod literally sat in between the engine and gamedll. With HL2's server plugin interface, it appears that it sits on the side, and that you only get a fraction of this power through the IServerPlugin interface. Is this the case? Do we still have the ability to intercept engine/gamedll calls? Or have I missed something in the SDK (I only took a cursory look). Thanks, -David Anderson ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Running serverplugin_empty
I am also having problems with the plugin system. First, got a clean compile of serverplugin_empty.dll Next, placed it in mod\bin\ Next, created a folder: mod\addons\ Next, created a file named plugins.vdf inside the mod\addons\ folder Next, started the mod with -dev Got the message on load: Plugins: found file "plugins.vdf" But, trying any command in the plugin: menu, empty_version, plugin_empty, etc...all just return a "unknown command" error - Original Message - From: "covert" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, December 01, 2004 8:20 PM Subject: RE: [hlcoders] Running serverplugin_empty [ Converted text/html to text/plain ] the only message I see in the console is Plugins: found file "serverplugin_empty.vdf" I am running the server via the run_mod.bat file "c:\program files\valve\steam\steam.exe" -applaunch 220 -dev -game "c:\myhl2mod\test" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 As for running the dll in the debuger I am having a hard time working out how to launch so the debuger reconsises the symbols since it is being launched by steam. On Wed, 1 Dec 2004 17:21:58 -0800, Alfred Reynolds wrote: > Run with "-dev" on the command line and if you don't see any errors > about failing to load the plugin then it should be running. If you > run > under the debugger put a breakpoint on GameFrame() to check it is > being > called. > > - Alfred > > Original Message > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of covert > Sent: Wednesday, December 01, 2004 5:14 PM To: > [EMAIL PROTECTED] Subject: RE: [hlcoders] Running > serverplugin_empty > >> [ Converted text/html to text/plain ] >> >> I have started my own mod. I copied the serverplugin_empty.dll >> file >> from c:\myhl2mod\bin to c:\myhl2mod\test\bin (my mod is called >> test) >> and I have also created a directory called c:\myhl2mod\test\addons >> with a serverplugin_empty.vdf with the example text from >> http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[1][2] in it. >> >> >> The console says it found the plugin but when I join the server it >> does not seem to run any of its code. >> >> >> On Wed, 1 Dec 2004 13:17:22 -0800, Alfred Reynolds wrote: >>> > Try copying serverplugin_empty.dll to the base bin/ >>> directory > (rather > than cstrike/bin/). >>> > >>> > - Alfred >>> > >>> > Original Message >>> > From: [EMAIL PROTECTED] >>> > [mailto:[EMAIL PROTECTED] On >>> Behalf >>> Of covert > Sent: Wednesday, December 01, 2004 7:12 AM To: >>> hlcoders > Subject: [hlcoders] Running serverplugin_empty >>> > >> [ Converted text/html to text/plain ] >> >>> >>> I have compiled the serverplugin_empty. I have made >>> the >>> .vdf >>> file in >>> the >> addons folder. >>> When I >>> ran my mod and do a mapthe >> map >>> >> >>> loads and I get a "found pluging serverplugin_empty.vdf" >>> >> >> >> So upto this point all seems fine. >>> But I >>> cannot trigger it to do >> anything. >> >>> >> >>> >> I thinking I need to do a "plugin_load" but I can not >>> seem >>> to >> find a >> working filename for it to load. >>> Tried >>> both the dll file and the >> vdf >> file. both with >>> and >>> without correct paths set. >> >>> >> >>> >> Anyone got an idea ? >>> >> ___ >>> >> To unsubscribe, edit your list preferences, or view the >>> list >> archives, please visit: >>> >> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders[3][4] >>> > > ___ >>> > To unsubscribe, edit your list preferences, or view the >>> list >>> > archives, please visit: >>> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders[4][5] >>> >> >> ===References:=== >> 1. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[6] >> 2. mailto:[EMAIL PROTECTED] >> 3. http://list.valvesoftware.com/mailman/listinfo/hlcoders[8] >> 4. http://list.valvesoftware.com/mailman/listinfo/hlcoders[9] >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders[10] > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders[11] ===References:=== 1. mailto:[EMAIL PROTECTED] 2. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[1] 3. mailto:[EMAIL PROTECTED] 4. http://list.valvesoftware.com/mailman/listinfo/hlcoders[3] 5. http://list.valvesoftware.com/mailman/listinfo/hlcoders[4] 6. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html 7. mailto:[EMAIL PROTECTED] 8. http://list.valvesoftware.com/mailman/listinfo/hlcoders 9. http://list.valvesoftware.com/mailman/listinfo/hlcoders 10. http://list.valvesoftware.com/mailman/listinfo/hlcoders 11. http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Running serverplugin_empty
[ Converted text/html to text/plain ] the only message I see in the console is Plugins: found file "serverplugin_empty.vdf" I am running the server via the run_mod.bat file "c:\program files\valve\steam\steam.exe" -applaunch 220 -dev -game "c:\myhl2mod\test" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 As for running the dll in the debuger I am having a hard time working out how to launch so the debuger reconsises the symbols since it is being launched by steam. On Wed, 1 Dec 2004 17:21:58 -0800, Alfred Reynolds wrote: >> Run with "-dev" on the command line and if you don't see any errors >> about failing to load the plugin then it should be running. If you >> run >> under the debugger put a breakpoint on GameFrame() to check it is >> being >> called. >> >> - Alfred >> >> Original Message >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of covert >> Sent: Wednesday, December 01, 2004 5:14 PM To: >> [EMAIL PROTECTED] Subject: RE: [hlcoders] Running >> serverplugin_empty >> >>> [ Converted text/html to text/plain ] >>> >>> I have started my own mod. I copied the serverplugin_empty.dll >>> file >>> from c:\myhl2mod\bin to c:\myhl2mod\test\bin (my mod is called >>> test) >>> and I have also created a directory called c:\myhl2mod\test\addons >>> with a serverplugin_empty.vdf with the example text from >>> http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[1][2] in it. >>> >>> >>> The console says it found the plugin but when I join the server it >>> does not seem to run any of its code. >>> >>> >>> On Wed, 1 Dec 2004 13:17:22 -0800, Alfred Reynolds wrote: > Try copying serverplugin_empty.dll to the base bin/ directory > (rather > than cstrike/bin/). > > - Alfred > > Original Message > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of covert > Sent: Wednesday, December 01, 2004 7:12 AM To: hlcoders > Subject: [hlcoders] Running serverplugin_empty > >> [ Converted text/html to text/plain ] >> >>> I have compiled the serverplugin_empty. I have made the .vdf >>> file in >>> the >> addons folder. When I ran my mod and do a mapthe >> map >> loads and I get a "found pluging serverplugin_empty.vdf" >> >> >> So upto this point all seems fine. But I cannot trigger it to do >> anything. >> >> >> I thinking I need to do a "plugin_load" but I can not seem to >> find a >> working filename for it to load. Tried both the dll file and the >> vdf >> file. both with and without correct paths set. >> >> >> Anyone got an idea ? >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders[3][4] > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders[4][5] >>> >>> ===References:=== >>> 1. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[6] >>> 2. mailto:[EMAIL PROTECTED] >>> 3. http://list.valvesoftware.com/mailman/listinfo/hlcoders[8] >>> 4. http://list.valvesoftware.com/mailman/listinfo/hlcoders[9] >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list >>> archives, please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders[10] >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders[11] > > ===References:=== 1. mailto:[EMAIL PROTECTED] 2. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[1] 3. mailto:[EMAIL PROTECTED] 4. http://list.valvesoftware.com/mailman/listinfo/hlcoders[3] 5. http://list.valvesoftware.com/mailman/listinfo/hlcoders[4] 6. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html 7. mailto:[EMAIL PROTECTED] 8. http://list.valvesoftware.com/mailman/listinfo/hlcoders 9. http://list.valvesoftware.com/mailman/listinfo/hlcoders 10. http://list.valvesoftware.com/mailman/listinfo/hlcoders 11. 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] Compile SDK under VS .NET 2002
Exactly same here. ^_^ On Wed, 1 Dec 2004 19:34:11 -0600, Dustin <[EMAIL PROTECTED]> wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > I think it was already said here, but to confirm, if you are not able to get > / afford the 2003 version... > You can do a search for the .vcproj files in your mod directory and open them > with notepad or WordPad and just change the Version="7.10" line to > Version="7.0" then open the Game_SDK.sln file (with WordPad or notepad) and > change the Format Version 8.00 to Format Version 7.00. Doing this, I have > been able to open and get a clean compile of the SDK with no problems on the > 2002 version of .NET > -- > > ___ > 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] Compile SDK under VS .NET 2002
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I think it was already said here, but to confirm, if you are not able to get / afford the 2003 version... You can do a search for the .vcproj files in your mod directory and open them with notepad or WordPad and just change the Version="7.10" line to Version="7.0" then open the Game_SDK.sln file (with WordPad or notepad) and change the Format Version 8.00 to Format Version 7.00. Doing this, I have been able to open and get a clean compile of the SDK with no problems on the 2002 version of .NET -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL1 licensing?
Has the licensing for Hl1 graphical content changed with HL2's release? Can we use textures/prefabs/etc. from HL1 in HL2-based projects, or is it restricted to HL1 only? -- -James "Corvidae" Williams ([EMAIL PROTECTED]) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Running serverplugin_empty
Run with "-dev" on the command line and if you don't see any errors about failing to load the plugin then it should be running. If you run under the debugger put a breakpoint on GameFrame() to check it is being called. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of covert Sent: Wednesday, December 01, 2004 5:14 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Running serverplugin_empty > [ Converted text/html to text/plain ] > > I have started my own mod. I copied the serverplugin_empty.dll file > from c:\myhl2mod\bin to c:\myhl2mod\test\bin (my mod is called test) > and I have also created a directory called c:\myhl2mod\test\addons > with a serverplugin_empty.vdf with the example text from > http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[1] in it. > > > > The console says it found the plugin but when I join the server it > does not seem to run any of its code. > > > > On Wed, 1 Dec 2004 13:17:22 -0800, Alfred Reynolds wrote: > > > Try copying serverplugin_empty.dll to the base bin/ > > directory > (rather > than cstrike/bin/). > > > > > > - Alfred > > > > > > Original Message > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED] On Behalf > > Of covert > Sent: Wednesday, December 01, 2004 7:12 AM To: > > hlcoders > Subject: [hlcoders] Running serverplugin_empty > > > >> [ Converted text/html to text/plain ] >> > > >>> I have compiled the serverplugin_empty. I have made the > > .vdf >>> file in >>> the >> addons folder. When I > > ran my mod and do a mapthe >> map >> > > loads and I get a "found pluging serverplugin_empty.vdf" > > >> >> >> So upto this point all seems fine. But I > > cannot trigger it to do >> anything. >> > > >> > > >> I thinking I need to do a "plugin_load" but I can not seem > > to >> find a >> working filename for it to load. Tried > > both the dll file and the >> vdf >> file. both with and > > without correct paths set. >> > > >> > > >> Anyone got an idea ? > > >> ___ > > >> To unsubscribe, edit your list preferences, or view the > > list >> archives, please visit: > > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders[3] > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders[4] > > > > ===References:=== > 1. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html > 2. mailto:[EMAIL PROTECTED] > 3. http://list.valvesoftware.com/mailman/listinfo/hlcoders > 4. 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
SV: SV: [hlcoders] Need Help compiling SDK example (vs.net 2003)
Basically I just used the wizard from the sdk tools. Opened the Game_SDK.sln files under the src folder (at the destination you specify in the wizard) Hit shift+crtl+b and build the thing Do you get no visible errors of any kind ? I can see your output window is empty which is kind of odd as it should show at least a list of the files compiles... (ctrl+alt+o) /Jakob Nielsen -Oprindelig meddelelse- Fra: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] På vegne af Colin Dabritz Sendt: 1. december 2004 23:16 Til: [EMAIL PROTECTED] Emne: Re: SV: [hlcoders] Need Help compiling SDK example (vs.net 2003) So you compiled it on vs.net 2003? Can you list the exact steps, incase I'm missing something? Also, I've posted my build logs incase there is any useful info there, but I can only find one instance of 'error' in the summary at the end ("1 error(s)"). http://abysmalstudios.com/files/Release_hl2-BuildLog.htm http://abysmalstudios.com/files/cl_dll___Win32_HL2-Release-BuildLog.htm Jakob W. Nielsen wrote: >Sry I can't be of much help, I just used the create mp mod wizard, >compiled and ran the thing no probs... *shrugs* > ___ 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] SDK - Valve vs. Epic
...blasphemy. I can't stand Epic. I have to admin some UT2004 servers and it's a nightmare to do even the simplest things you can do in HL1. The -ONLY- good thing they have over valve is the mutators, that's it. - Bruce "Bahamut" Andrews ChessMess wrote: Out of curiosity, how do you feel Valve's efforts compare with Epics? -- ChessMess Stratactic Studios http://www.StratacticStudios.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] Running serverplugin_empty
[ Converted text/html to text/plain ] I have started my own mod. I copied the serverplugin_empty.dll file from c:\myhl2mod\bin to c:\myhl2mod\test\bin (my mod is called test) and I have also created a directory called c:\myhl2mod\test\addons with a serverplugin_empty.vdf with the example text from http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html[1] in it. The console says it found the plugin but when I join the server it does not seem to run any of its code. On Wed, 1 Dec 2004 13:17:22 -0800, Alfred Reynolds wrote: >> Try copying serverplugin_empty.dll to the base bin/ directory >> (rather >> than cstrike/bin/). >> >> - Alfred >> >> Original Message >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of covert >> Sent: Wednesday, December 01, 2004 7:12 AM To: hlcoders >> Subject: [hlcoders] Running serverplugin_empty >> >>> [ Converted text/html to text/plain ] >>> I have compiled the serverplugin_empty. I have made the .vdf file in the >>> addons folder. When I ran my mod and do a mapthe >>> map >>> loads and I get a "found pluging serverplugin_empty.vdf" >>> >>> >>> So upto this point all seems fine. But I cannot trigger it to do >>> anything. >>> >>> >>> I thinking I need to do a "plugin_load" but I can not seem to >>> find a >>> working filename for it to load. Tried both the dll file and the >>> vdf >>> file. both with and without correct paths set. >>> >>> >>> Anyone got an idea ? >>> ___ >>> To unsubscribe, edit your list preferences, or view the list >>> archives, please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders[3] >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders[4] > > ===References:=== 1. http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html 2. mailto:[EMAIL PROTECTED] 3. http://list.valvesoftware.com/mailman/listinfo/hlcoders 4. 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] compiling with vc6
Here its a lobotomized version of hl_sdk.dsp, so you can compile server.dll with VC6. http://www.servicios-dpi.com/hl_sdk_vc6.zip More work can be needed to make a usefull proyect file, but that may help to start tweaking something. Whas created with prjconverter, then edited by hand. --Tei ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VC++ 6
I converted the project files using http://www.codeproject.com/tools/prjconverter.asp now, I'm trying to compile the game_sdk but I get an error Error: Could not delete file "C:\Hasan\Mods\src\dlls\$(IntDir)\$(InputName)1.obj" : Access is denied. I also get tens of "could not find .h" like: C:\Hasan\Mods\src\game_shared\baseparticleentity.h(21): Could not find the file particlemgr.h. C:\Hasan\Mods\src\public\tier1\interface.h(31): Could not find the file dlfcn.h. I know it's meant to compile in .NET, but for the time being I have no choice. anyway to et it working in VC++6? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] compiling the sdk
Thank you:) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] Source SDK
Hello Jay, Wednesday, December 1, 2004, 10:15:34 AM, you wrote: JS> I'm not sure I understand the question. I would tell you that you get JS> the SDK through steam, but I assume you already know that. I guess you don't watch news reports ;) There is a revolution and that is why all international mail is blocked\delayed. JS> You don't have to purchase HL2 for each computer, simply use the same JS> steam account on each computer. Other computers are not connected to internet. Why don't you make SDK independent (or partially independent) from Steam, becase now it causes *A LOT* of headache to people with low-bandwidth (for example 80% of former CIS countries) ? :( -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
SV: [hlcoders] sdk release and a surprise ideas..
OK we have run a few tests, and it seems Visual Studio .NET 2002 can be "fooled" In the .vcproj files you can change the Version="7.10" To Version="7.00" And it will load in that one as well, I hope that helps some of you /Jakob Nielsen -Oprindelig meddelelse- Fra: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] På vegne af Jakob W. Nielsen Sendt: 1. december 2004 17:36 Til: [EMAIL PROTECTED] Emne: SV: [hlcoders] sdk release and a surprise ideas.. Having VS7.1 myself and only just now downloading the sdk I have no idea but... Will the linux makefiles work with the free VC7.1 compiler ? If not is there any chance you will make makefiles for that?, as this would be great for people not able to gather the amount of money needed for the entire Visual Studio... Jakob Nielsen -Oprindelig meddelelse- Fra: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] På vegne af Alfred Reynolds Sendt: 1. december 2004 07:13 Til: [EMAIL PROTECTED] Emne: RE: [hlcoders] sdk release and a surprise ideas.. Only VC7.1 (.NET 2003) will be supported for the Source SDK under Windows. The SDK includes linux makefiles (in the linux_sdk directory). You can read more details on how to compile under linux here: http://www.valve-erc.com/srcsdk/linux_compiling.html - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ruari O'Sullivan Sent: Tuesday, November 30, 2004 9:58 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] sdk release and a surprise ideas.. > Hey, there it is. > > Didn't most people say they were still using MSVC++ 6? I know I am. > Any chance of project files? If not, how about a makefile for g++? > > Digging the documentation so far. It's good to have something there. > > -randomnine- > > ___ > 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] VC++ 8 Express Compiling
The project files are version 7.1. r00t 3:16 wrote: To compile source sdk what is needed? Microsoft Visual Studio .NET ? What version? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "John Bellone" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, December 01, 2004 3:11 PM Subject: [hlcoders] VC++ 8 Express Compiling I hit some errors while compiling (clean copy) of the SDK. Anyone else hit them? Want to make sure that I set everything up right. It converted it from VC++ 7 to VC++ 8 (when I clicked on Game_SDK). ___ 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] SDK issues: a list
Thanks for the list, this is helpful. The dropdown box entries are shared with the configurations in Hammer, so you can remove them in Hammer. We'll add a way to do this in the launcher, too. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of James Williams Sent: Wednesday, December 01, 2004 1:15 PM To: [EMAIL PROTECTED] Subject: [hlcoders] SDK issues: a list I've managed to find a few bugs/issues with the Source SDK. Some have been repeated elsewhere, but it might be a good idea to start a list for Valve's sake. :) If you've found any others, feel free to post them here. * Dropdown box in SDK window doesn't resize with window: Trivial. * run_mod.bat chokes on paths with spaces: This appears to be an issue with Steam itself, not the SDK. I like having my code and such under My Documents, which is all fine and dandy with the "Create A Mod" wizard. However, when you run the batch file, Steam chokes and dies saying it can't find the gameinfo.txt file in "C:\Documents." Doesn't look like it handles spaces in the -game parameter very well. * Source control: This has been mentioned on the list already, but I figured I'd throw it in here too. The solutions the SDK ships with are bound to Valve's SCC source, which appears to be rather difficult to remove or replace with your own versioning system. * Can't edit dropdown box entries: As far as I can tell, there's no way to add or remove entries the "Create a Mod" wizard adds in the SDK dropdown box. This is a bit problematic, as it makes it near-impossible to have multiple developers working on the same source (i.e. with some SCC solution). You also can't get rid of them, so I have about a half-dozen entries in there I've managed to create and can't get rid of now. :/ An update to fix these ASAP would be _greatly_ appreciated. TIA. -James "Corvidae" Williams ([EMAIL PROTECTED]) ___ 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: SV: [hlcoders] Need Help compiling SDK example (vs.net 2003)
Regarding source control (I know a lot of you have complained about it), using VS.NET 2003, simply go into File->Source Control->Change Source Control, and click on the "unbind" button. This will unbind the projects from Valve's source control server. I'd say that was a big "Whoops!". I assume the process is similar for other versions of Visual Studio. On Wed, 1 Dec 2004 22:39:25 +0100, Jakob W. Nielsen <[EMAIL PROTECTED]> wrote: > Sry I can't be of much help, I just used the create mp mod wizard, > compiled and ran the thing no probs... *shrugs* > > -Oprindelig meddelelse- > Fra: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] På vegne af Colin Dabritz > Sendt: 1. december 2004 21:33 > Til: [EMAIL PROTECTED] > Emne: [hlcoders] Need Help compiling SDK example (vs.net 2003) > > [ As a thread on HL2.NET: > http://www.halflife2.net/forums/showthread.php?t=58204 ] > > Hi all, I'm new to the list, but I didn't see this in the archive. > > I was trying to walk through the > http://www.valve-erc.com/srcsdk/MyFirstMod.htm example. I have > visualstudio.net 2003, and I was careful to set my VPROJECT environment > variable ( http://www.valve-erc.com/srcsdk/dev_environment.html ). > > The first thing I would like to note is that it complains bitterly about > not having a sourcesafe server. If that aspect could be removed from > the project, I'd apreciate it, as I doubt valve wants people to check > out the HL2 source from them. Anyhow, I click through the errors, and > then choose to 'work disconnected' to get those out of the way. > > The rest of the how-to goes well up until compiling. The output window > gives me this: > > -- Build started: Project: client, Configuration: Debug SDK Win32 > -- > > Build log was saved at > "file://g:\MyTestMod\src\cl_dll\Debug_SDK\BuildLog.htm" > client - 1 error(s), 0 warning(s) > > -- Build started: Project: hl, Configuration: Debug SDK Win32 -- > > Build log was saved at > "file://g:\MyTestMod\src\dlls\Release_SDK\BuildLog.htm" > hl - 1 error(s), 0 warning(s) > > -- Done -- > > Build: 0 succeeded, 2 failed, 0 skipped > > Which is odd, because it fails to specify what the errors are. I've > never seen it do that. I looked at the build logs, but they don't make > much sense to me, and they don't seem to indicate any kind of error. I > can provide them if they will help. I would also note that these > results come up nearly instantly, meaning nothing at all is being > compiled. > > I have also tried compiling the debug version, compiling the everything > sln in both version, setting up a 'from scratch' mod, and do all of the > above. I've tried clean builds. I have no idea how to procede. I'm > hopeing its not a sourcesafe issue, because I don't understand version > control very well. (I tried to remove the version controll, but was > unable) > > Has anyone (outside of valve) gotten the SDK to compile? with vs.net? > (2003?) > How would someone go about removeing source control (source safe) from a > vs.net solution/project? > Where do I go from here? What else can I look at and/or provide to help > debug this? > Any other suggestions? > > ___ > 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] SDK issues: a list
On Wed, 01 Dec 2004 15:12:29 -0700, Steven Guy <[EMAIL PROTECTED]> wrote: > use "" around the path, it's not steam it's the dos emu, whenever you use > spaces in paths make sure to enclose it in "" This is what it looks like, and it doesn't work: "c:\program files\valve\steam\steam.exe" -applaunch 220 -dev -game "C:\Documents and Settings\James\My Documents\HL2 Mods\*censored1*\*censored2*" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 The *censored* bits are actual, real values, BTW. If moved out to the root, like this: "C:\*censored1*\*censored2* it works great. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: SV: [hlcoders] Need Help compiling SDK example (vs.net 2003)
So you compiled it on vs.net 2003? Can you list the exact steps, incase I'm missing something? Also, I've posted my build logs incase there is any useful info there, but I can only find one instance of 'error' in the summary at the end ("1 error(s)"). http://abysmalstudios.com/files/Release_hl2-BuildLog.htm http://abysmalstudios.com/files/cl_dll___Win32_HL2-Release-BuildLog.htm Jakob W. Nielsen wrote: Sry I can't be of much help, I just used the create mp mod wizard, compiled and ran the thing no probs... *shrugs* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK issues: a list
use "" around the path, it's not steam it's the dos emu, whenever you use spaces in paths make sure to enclose it in "" From: James Williams <[EMAIL PROTECTED]> Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: [hlcoders] SDK issues: a list Date: Wed, 1 Dec 2004 16:15:17 -0500 I've managed to find a few bugs/issues with the Source SDK. Some have been repeated elsewhere, but it might be a good idea to start a list for Valve's sake. :) If you've found any others, feel free to post them here. * run_mod.bat chokes on paths with spaces: This appears to be an issue with Steam itself, not the SDK. I like having my code and such under My Documents, which is all fine and dandy with the "Create A Mod" wizard. However, when you run the batch file, Steam chokes and dies saying it can't find the gameinfo.txt file in "C:\Documents." Doesn't look like it handles spaces in the -game parameter very well. An update to fix these ASAP would be _greatly_ appreciated. TIA. -James "Corvidae" Williams ([EMAIL PROTECTED]) ___ 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] Source MP Mod
I'm not sure if that was clear enough - basically the map loads up as if it were a single-player map (no record of frags, etc, etc) --- Chris Adams Fragzzhost T (07005) 964 855 F (07005) 964 857 www.fragzzhost.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Adams Sent: 01 December 2004 20:42 To: [EMAIL PROTECTED] Subject: [hlcoders] Source MP Mod This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey all, I'm now at the stage where I have a set of source code made with the 'Start from scratch' option in the SDK, and I've made a few changes here and there to .res files and I have done things like adding in CVARs, etc. Basically, how on earth does one unlock the MOTD screen, scoreboard, team selection screens (if there are any), etc, etc. Right now when I start a server I'm just spawned straight into the map? Thanks, --- Chris Adams Fragzzhost T (07005) 964 855 F (07005) 964 857 www.fragzzhost.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
SV: [hlcoders] Need Help compiling SDK example (vs.net 2003)
Sry I can't be of much help, I just used the create mp mod wizard, compiled and ran the thing no probs... *shrugs* -Oprindelig meddelelse- Fra: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] På vegne af Colin Dabritz Sendt: 1. december 2004 21:33 Til: [EMAIL PROTECTED] Emne: [hlcoders] Need Help compiling SDK example (vs.net 2003) [ As a thread on HL2.NET: http://www.halflife2.net/forums/showthread.php?t=58204 ] Hi all, I'm new to the list, but I didn't see this in the archive. I was trying to walk through the http://www.valve-erc.com/srcsdk/MyFirstMod.htm example. I have visualstudio.net 2003, and I was careful to set my VPROJECT environment variable ( http://www.valve-erc.com/srcsdk/dev_environment.html ). The first thing I would like to note is that it complains bitterly about not having a sourcesafe server. If that aspect could be removed from the project, I'd apreciate it, as I doubt valve wants people to check out the HL2 source from them. Anyhow, I click through the errors, and then choose to 'work disconnected' to get those out of the way. The rest of the how-to goes well up until compiling. The output window gives me this: -- Build started: Project: client, Configuration: Debug SDK Win32 -- Build log was saved at "file://g:\MyTestMod\src\cl_dll\Debug_SDK\BuildLog.htm" client - 1 error(s), 0 warning(s) -- Build started: Project: hl, Configuration: Debug SDK Win32 -- Build log was saved at "file://g:\MyTestMod\src\dlls\Release_SDK\BuildLog.htm" hl - 1 error(s), 0 warning(s) -- Done -- Build: 0 succeeded, 2 failed, 0 skipped Which is odd, because it fails to specify what the errors are. I've never seen it do that. I looked at the build logs, but they don't make much sense to me, and they don't seem to indicate any kind of error. I can provide them if they will help. I would also note that these results come up nearly instantly, meaning nothing at all is being compiled. I have also tried compiling the debug version, compiling the everything sln in both version, setting up a 'from scratch' mod, and do all of the above. I've tried clean builds. I have no idea how to procede. I'm hopeing its not a sourcesafe issue, because I don't understand version control very well. (I tried to remove the version controll, but was unable) Has anyone (outside of valve) gotten the SDK to compile? with vs.net? (2003?) How would someone go about removeing source control (source safe) from a vs.net solution/project? Where do I go from here? What else can I look at and/or provide to help debug this? Any other suggestions? ___ 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] Running serverplugin_empty
Try copying serverplugin_empty.dll to the base bin/ directory (rather than cstrike/bin/). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of covert Sent: Wednesday, December 01, 2004 7:12 AM To: hlcoders Subject: [hlcoders] Running serverplugin_empty > [ Converted text/html to text/plain ] > > > I have compiled the serverplugin_empty. I have made the .vdf file in > > the > addons folder. When I ran my mod and do a mapthe map > loads and I get a "found pluging serverplugin_empty.vdf" > > > > So upto this point all seems fine. But I cannot trigger it to do > anything. > > > > I thinking I need to do a "plugin_load" but I can not seem to find a > working filename for it to load. Tried both the dll file and the vdf > file. both with and without correct paths set. > > > > Anyone got an idea ? > ___ > 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] compiling the sdk
what I want to know is what major changes did Microsoft make from VS 7 to VS 7.1 that renders VS 7 unable to open VS 7.1 files. I bet there is no reason at all why VS 7 won't work. Just got to find a way to let VS 7 open VS 7.1 files (who knows maybe just have to change a string :) ) From: "Alfred Reynolds" <[EMAIL PROTECTED]> Reply-To: [EMAIL PROTECTED] To: <[EMAIL PROTECTED]> Subject: RE: [hlcoders] compiling the sdk Date: Wed, 1 Dec 2004 12:59:29 -0800 The Source code is ANSI complaint (compiles clean on GCC 3.4.x, not 3.3 due to some templating problems with GCC however). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jorge Rodriguez Sent: Wednesday, December 01, 2004 4:51 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] compiling the sdk > Woah!! Calm down, my friend. Just because Valve uses another compiler > doesn't mean that you are barred from compiling the game. Eventually > someone will make a good ANSI-compliant port... sounds like a job for > super-botman?!? > > On Wed, Dec 01, 2004 at 09:10:49PM +1000, Draco wrote: > > Will we have to go out and buy yet another bloody compiler from > > those > > blood sucking microsoft pricks to mod this game?!? It took me ages > > to > > get my hands on a copy of MSVC 6 for HL1 and now I have to get MSVC > > 7 > > or something ARGH This is so disapointing. I'd fiddle with it > > and > > get it to compile myself, but I always mess up such things. anyone > > know of a way to run it on msvc 6? > > > > -Draco > > > > ___ > > 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
[hlcoders] SDK issues: a list
I've managed to find a few bugs/issues with the Source SDK. Some have been repeated elsewhere, but it might be a good idea to start a list for Valve's sake. :) If you've found any others, feel free to post them here. * Dropdown box in SDK window doesn't resize with window: Trivial. * run_mod.bat chokes on paths with spaces: This appears to be an issue with Steam itself, not the SDK. I like having my code and such under My Documents, which is all fine and dandy with the "Create A Mod" wizard. However, when you run the batch file, Steam chokes and dies saying it can't find the gameinfo.txt file in "C:\Documents." Doesn't look like it handles spaces in the -game parameter very well. * Source control: This has been mentioned on the list already, but I figured I'd throw it in here too. The solutions the SDK ships with are bound to Valve's SCC source, which appears to be rather difficult to remove or replace with your own versioning system. * Can't edit dropdown box entries: As far as I can tell, there's no way to add or remove entries the "Create a Mod" wizard adds in the SDK dropdown box. This is a bit problematic, as it makes it near-impossible to have multiple developers working on the same source (i.e. with some SCC solution). You also can't get rid of them, so I have about a half-dozen entries in there I've managed to create and can't get rid of now. :/ An update to fix these ASAP would be _greatly_ appreciated. TIA. -James "Corvidae" Williams ([EMAIL PROTECTED]) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New Physics Feature?
Something I noticed trying to follow a tutorial on making a hinged door : At some point my door collided with another physics door. One of them went flying through the air and it got "wedged" into a non physics brush. There a small amount of smoke/particles where the two objects were intersecting but there was nothing I could do to un-wedge the objects. When I move two of these doors on top of each other, they both bounced around until they were flat on the ground. Instead of just sitting still on top of each other like they should. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK
You need to copy it from a Windows install. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra Sent: Wednesday, December 01, 2004 4:44 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Source SDK > Is there a way to download it from linux? > Or do we actualy need to copy files from our windows system? > > On Tue, 2004-11-30 at 21:55 -0800, Alfred Reynolds wrote: > > We have released the full Source SDK via Steam. It now contains all > > the tools you need to make a Mod using the Source engine. To get the > > SDK you need to have a Steam account that owns Half-Life 2 (either > > brought via Steam or using a retail CD key). > > The documentation for the SDK can be found at: > > http://www.valve-erc.com/srcsdk/ > > > > > > - Alfred > > > > ___ > > 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] compiling the sdk
The Source code is ANSI complaint (compiles clean on GCC 3.4.x, not 3.3 due to some templating problems with GCC however). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jorge Rodriguez Sent: Wednesday, December 01, 2004 4:51 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] compiling the sdk > Woah!! Calm down, my friend. Just because Valve uses another compiler > doesn't mean that you are barred from compiling the game. Eventually > someone will make a good ANSI-compliant port... sounds like a job for > super-botman?!? > > On Wed, Dec 01, 2004 at 09:10:49PM +1000, Draco wrote: > > Will we have to go out and buy yet another bloody compiler from > > those > > blood sucking microsoft pricks to mod this game?!? It took me ages > > to > > get my hands on a copy of MSVC 6 for HL1 and now I have to get MSVC > > 7 > > or something ARGH This is so disapointing. I'd fiddle with it > > and > > get it to compile myself, but I always mess up such things. anyone > > know of a way to run it on msvc 6? > > > > -Draco > > > > ___ > > 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] VC++ 8 Express Compiling
To compile source sdk what is needed? Microsoft Visual Studio .NET ? What version? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "John Bellone" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, December 01, 2004 3:11 PM Subject: [hlcoders] VC++ 8 Express Compiling > I hit some errors while compiling (clean copy) of the SDK. Anyone else > hit them? Want to make sure that I set everything up right. It converted > it from VC++ 7 to VC++ 8 (when I clicked on Game_SDK). > > > > ___ > 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] Source MP Mod
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hey all, I'm now at the stage where I have a set of source code made with the 'Start from scratch' option in the SDK, and I've made a few changes here and there to .res files and I have done things like adding in CVARs, etc. Basically, how on earth does one unlock the MOTD screen, scoreboard, team selection screens (if there are any), etc, etc. Right now when I start a server I'm just spawned straight into the map? Thanks, --- Chris Adams Fragzzhost T (07005) 964 855 F (07005) 964 857 www.fragzzhost.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Need Help compiling SDK example (vs.net 2003)
[ As a thread on HL2.NET: http://www.halflife2.net/forums/showthread.php?t=58204 ] Hi all, I'm new to the list, but I didn't see this in the archive. I was trying to walk through the http://www.valve-erc.com/srcsdk/MyFirstMod.htm example. I have visualstudio.net 2003, and I was careful to set my VPROJECT environment variable ( http://www.valve-erc.com/srcsdk/dev_environment.html ). The first thing I would like to note is that it complains bitterly about not having a sourcesafe server. If that aspect could be removed from the project, I'd apreciate it, as I doubt valve wants people to check out the HL2 source from them. Anyhow, I click through the errors, and then choose to 'work disconnected' to get those out of the way. The rest of the how-to goes well up until compiling. The output window gives me this: -- Build started: Project: client, Configuration: Debug SDK Win32 -- Build log was saved at "file://g:\MyTestMod\src\cl_dll\Debug_SDK\BuildLog.htm" client - 1 error(s), 0 warning(s) -- Build started: Project: hl, Configuration: Debug SDK Win32 -- Build log was saved at "file://g:\MyTestMod\src\dlls\Release_SDK\BuildLog.htm" hl - 1 error(s), 0 warning(s) -- Done -- Build: 0 succeeded, 2 failed, 0 skipped Which is odd, because it fails to specify what the errors are. I've never seen it do that. I looked at the build logs, but they don't make much sense to me, and they don't seem to indicate any kind of error. I can provide them if they will help. I would also note that these results come up nearly instantly, meaning nothing at all is being compiled. I have also tried compiling the debug version, compiling the everything sln in both version, setting up a 'from scratch' mod, and do all of the above. I've tried clean builds. I have no idea how to procede. I'm hopeing its not a sourcesafe issue, because I don't understand version control very well. (I tried to remove the version controll, but was unable) Has anyone (outside of valve) gotten the SDK to compile? with vs.net? (2003?) How would someone go about removeing source control (source safe) from a vs.net solution/project? Where do I go from here? What else can I look at and/or provide to help debug this? Any other suggestions? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VC++ 8 Express Compiling
I managed to successfully compile under Express Beta by using casts in several spots and copying various include files (e.g. windows.h) from my VC6 directories which Express Beta seemed to lack. However I ran into possibly serious (and certainly fatal) link errors which are worrisome with regard to this ad hoc methodology. After work, I intend to see if using VC7.1 includes and libraries will work in place of my VC6 files under Express Beta. There is a good thread on compilation here: http://www.chatbear.com/board.plm?a=viewthread&t=551,1101914362,14458&id=738023&b=4991&v=flatold On Wed, 1 Dec 2004, John Bellone wrote: > I hit some errors while compiling (clean copy) of the SDK. Anyone else > hit them? Want to make sure that I set everything up right. It converted > it from VC++ 7 to VC++ 8 (when I clicked on Game_SDK). > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > *** Mark Ettinger Los Alamos National Laboratory (NIS-8)505-665-4789 email: [EMAIL PROTECTED] (PGP public key available on request) *** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VC++ 8 Express Compiling
I hit some errors while compiling (clean copy) of the SDK. Anyone else hit them? Want to make sure that I set everything up right. It converted it from VC++ 7 to VC++ 8 (when I clicked on Game_SDK). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] New Physics Feature?
I haven't duplicated this experiment, but this is most likely a poor explanation of a performance tuning parameter. If you're working with the Source SDK, you can bound the CPU cost per simulation step of vphysics using a parameter: physenv->SetPerformanceSettings() After you initialize your physics environment. Note that there are two of these in most games (one on the client and one of the server) which can be tuned independently. Look at public/vphysics/performance.h struct physics_performanceparams_t { int maxCollisionsPerObjectPerTimestep; // object will be frozen after this many collisions (visual hitching vs. CPU cost) Increasing that value will change the tradeoff. It will cost more CPU, but allow more interactions per object per step. For HL2 it's set to 6 (the default). Jay > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of ChessMess > Sent: Wednesday, December 01, 2004 11:40 AM > To: [EMAIL PROTECTED]; [EMAIL PROTECTED] > Subject: [hlcoders] New Physics Feature? > > Original Post: http://www.halflife2.net/forums/showthread.php?t=58378 > > Source's Awesome (NEW?) Physics Feature! > > -- > -- > > I tend to type too much, so if you just want the info, go down to > DISCOVERY below. The rest of this is just back-story. > > I'm a real fan of the physics made available in the Source engine. > Ever since I buddied up with a guy at Havok who let me try > out a few of their "super secret " concepts for the Source > physics engine, I've been playing with the physics like crazy. > > Well today I booted up HL DM to play around in my own private > server to experiment with the hundreds of items featured in > DM_overlook. > > I decided to stack up some explosive barrels against the > combine retaining wall, then pack as much of the physics > enabled stuff around them, blow them up, and watch my CPU > explode trying to calculate all the trajectories of the > different objects. > > Here is a pic of about halfway through the stacking process. > Hunk O Junk > > After that, I gravgunned the car and dumpster right up > against the pile. It was around this point that I noticed > something odd. None of the objects were jostling around, > floating or hovering in odd ways. > When I walked into the pile and bumped against it, it didn't > budge, and was solid. > > I exploded the barrels with a well-placed magnum shot (could > you imagine how much fun satchel charges would be? Someone make them!) > > Most of the outer objects flew off, but I noticed a good > number of the larger tables, etc, hadn't moved an inch. In an > attempt to investigate, I jumped on top of the remaining > pile, only to find it was rock-solid! I threw grenades, > rockets, even launched the dumpster at it from close range. > It didn't budge. I was able to climb all over the structure > without my weight causing any of them to move or jostle at all. > > Then, I took the manipulator gun out and tried to pick up a > cabinet that was wedged in tight. It didn't move either. > These objects had become a solid mass that no longer reacted > to physics! Now at first, I thought that Valve, perhaps had > written in coding that would turn off physics for a certain > number of physics-enabled brushes that were touching each > other at the same time. This would be a smart move to save CPU power. > > Then I booted up the console and lo and behold: > > *DISCOVERY** > > The brushes had not suddenly lost their physics-enabled > status, rather, they had become dependant on the other > objects they were resting on or under. The top items could be > removed with the manipulator, but they could also be stepped > on without that strange "tipping" sensation. > > The processes in the console told the story: > Essentially this feature is a structure-building aspect to the coding. > It allows a stable (extremely stable) structure to be created > out of individual, physics enabled objects. These structures > can be dissassembled, but only in a realistic manner, in > which objects are only removed from the top down. Untill they > are "freed" this 'stasis' > one by one by the gravity gun, the objects function as one > immovable entity. > > This melding stasis is initated by a specific script > apparently, and theoretically should be able to be enabled > and disabled via console. > > The implications of this script (which I have not heard > mentioned yet) are far-reaching, especially in the > multiplayer mode. A large structure fashioned by players > working together on the same team could serve as a bridge > critical to reaching a mission objective. This script is > special in this case, because as anyone who has stacked > brushes in singleplayer to reach out-of-the-way areas knows, > they are very unstable normally, and it is easy to > destabilize an object stacked upon another object simply by > walking or jum
[hlcoders] New Physics Feature?
Original Post: http://www.halflife2.net/forums/showthread.php?t=58378 Source's Awesome (NEW?) Physics Feature! I tend to type too much, so if you just want the info, go down to DISCOVERY below. The rest of this is just back-story. I'm a real fan of the physics made available in the Source engine. Ever since I buddied up with a guy at Havok who let me try out a few of their "super secret " concepts for the Source physics engine, I've been playing with the physics like crazy. Well today I booted up HL DM to play around in my own private server to experiment with the hundreds of items featured in DM_overlook. I decided to stack up some explosive barrels against the combine retaining wall, then pack as much of the physics enabled stuff around them, blow them up, and watch my CPU explode trying to calculate all the trajectories of the different objects. Here is a pic of about halfway through the stacking process. Hunk O Junk After that, I gravgunned the car and dumpster right up against the pile. It was around this point that I noticed something odd. None of the objects were jostling around, floating or hovering in odd ways. When I walked into the pile and bumped against it, it didn't budge, and was solid. I exploded the barrels with a well-placed magnum shot (could you imagine how much fun satchel charges would be? Someone make them!) Most of the outer objects flew off, but I noticed a good number of the larger tables, etc, hadn't moved an inch. In an attempt to investigate, I jumped on top of the remaining pile, only to find it was rock-solid! I threw grenades, rockets, even launched the dumpster at it from close range. It didn't budge. I was able to climb all over the structure without my weight causing any of them to move or jostle at all. Then, I took the manipulator gun out and tried to pick up a cabinet that was wedged in tight. It didn't move either. These objects had become a solid mass that no longer reacted to physics! Now at first, I thought that Valve, perhaps had written in coding that would turn off physics for a certain number of physics-enabled brushes that were touching each other at the same time. This would be a smart move to save CPU power. Then I booted up the console and lo and behold: *DISCOVERY** The brushes had not suddenly lost their physics-enabled status, rather, they had become dependant on the other objects they were resting on or under. The top items could be removed with the manipulator, but they could also be stepped on without that strange "tipping" sensation. The processes in the console told the story: Essentially this feature is a structure-building aspect to the coding. It allows a stable (extremely stable) structure to be created out of individual, physics enabled objects. These structures can be dissassembled, but only in a realistic manner, in which objects are only removed from the top down. Untill they are "freed" this 'stasis' one by one by the gravity gun, the objects function as one immovable entity. This melding stasis is initated by a specific script apparently, and theoretically should be able to be enabled and disabled via console. The implications of this script (which I have not heard mentioned yet) are far-reaching, especially in the multiplayer mode. A large structure fashioned by players working together on the same team could serve as a bridge critical to reaching a mission objective. This script is special in this case, because as anyone who has stacked brushes in singleplayer to reach out-of-the-way areas knows, they are very unstable normally, and it is easy to destabilize an object stacked upon another object simply by walking or jumping on it if you don't do it just right. What I do not know about this script is EXACTLY what triggers the "stability script" to engage a series of objects. I do know that stacking an extremely large number of heavy, non destructable brushes together creates the effect. I do not know if it is simply the number of objects stacked or the collective weight of the brushes touching each other that causes the script to engage. I would really appreciate some of the more code-savy users out there to attempt to re-create this phenomenon while monitoring the console and other physics statistics. If you do attempt to re-create what I have done in the above screenshot, you will notice at a certain point objects launched via gravity gun into the pile no-longer bounce off as they would a wall or another group of brushes like barrels. Instead, they seem to impact and "lock" into the mass, almost as though the stack had become magnetic. I would be more than willing to create a demo of this phenomenon if someone could direct me to a link explaining how to record a demo, where the demo is saved, and how to export the demo to another user. P.S. I know I can be long winded, sorry about that, but I hate posting to forums an
[hlcoders] SDK - Valve vs. Epic
Out of curiosity, how do you feel Valve's efforts compare with Epics? -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 SDK Docs Available Online
Thanks! On Wed, 1 Dec 2004 13:22:15 -0500, James Williams <[EMAIL PROTECTED]> wrote: > On Wed, 1 Dec 2004 13:17:08 -0500, ChessMess <[EMAIL PROTECTED]> wrote: > > Are the SDK available anywhere online? I'd like to grab and read > > during my lunch hour at work. > > Docs can be found at http://www.valve-erc.com/srcsdk/ . > > -James "Corvidae" Williams ([EMAIL PROTECTED]) > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Face Poser.
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Any word? I'm really looking forward to playing with this, and it's not included with the "full" SDK. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL2 SDK Docs Available Online
Are the SDK available anywhere online? I'd like to grab and read during my lunch hour at work. -- ChessMess Stratactic Studios http://www.StratacticStudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 SDK Docs Available Online
On Wed, 1 Dec 2004 13:17:08 -0500, ChessMess <[EMAIL PROTECTED]> wrote: > Are the SDK available anywhere online? I'd like to grab and read > during my lunch hour at work. Docs can be found at http://www.valve-erc.com/srcsdk/ . -James "Corvidae" Williams ([EMAIL PROTECTED]) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: SV: [hlcoders] sdk release and a surprise ideas..
Visual C++ 2005 Express Beta might be of interest to some of you, downloadable for free at http://lab.msdn.microsoft.com/express/visualc/default.aspx . "Game mods" is even listed as one of the possible uses for the software. Looks like an almost full-featured IDE for free. Not sure what the license restrictions are though. I haven't tried it myself, so I can't vouch for it yet (I have VS.NET 2002). Anyone who does try it, let us know how it does with the SDK. -Mike Jakob W. Nielsen wrote: Having VS7.1 myself and only just now downloading the sdk I have no idea but... Will the linux makefiles work with the free VC7.1 compiler ? If not is there any chance you will make makefiles for that?, as this would be great for people not able to gather the amount of money needed for the entire Visual Studio... Jakob Nielsen -Oprindelig meddelelse- Fra: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] På vegne af Alfred Reynolds Sendt: 1. december 2004 07:13 Til: [EMAIL PROTECTED] Emne: RE: [hlcoders] sdk release and a surprise ideas.. Only VC7.1 (.NET 2003) will be supported for the Source SDK under Windows. The SDK includes linux makefiles (in the linux_sdk directory). You can read more details on how to compile under linux here: http://www.valve-erc.com/srcsdk/linux_compiling.html - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ruari O'Sullivan Sent: Tuesday, November 30, 2004 9:58 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] sdk release and a surprise ideas.. Hey, there it is. Didn't most people say they were still using MSVC++ 6? I know I am. Any chance of project files? If not, how about a makefile for g++? Digging the documentation so far. It's good to have something there. -randomnine- ___ 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
SV: [hlcoders] sdk release and a surprise ideas..
Having VS7.1 myself and only just now downloading the sdk I have no idea but... Will the linux makefiles work with the free VC7.1 compiler ? If not is there any chance you will make makefiles for that?, as this would be great for people not able to gather the amount of money needed for the entire Visual Studio... Jakob Nielsen -Oprindelig meddelelse- Fra: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] På vegne af Alfred Reynolds Sendt: 1. december 2004 07:13 Til: [EMAIL PROTECTED] Emne: RE: [hlcoders] sdk release and a surprise ideas.. Only VC7.1 (.NET 2003) will be supported for the Source SDK under Windows. The SDK includes linux makefiles (in the linux_sdk directory). You can read more details on how to compile under linux here: http://www.valve-erc.com/srcsdk/linux_compiling.html - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ruari O'Sullivan Sent: Tuesday, November 30, 2004 9:58 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] sdk release and a surprise ideas.. > Hey, there it is. > > Didn't most people say they were still using MSVC++ 6? I know I am. > Any chance of project files? If not, how about a makefile for g++? > > Digging the documentation so far. It's good to have something there. > > -randomnine- > > ___ > 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] compiling the sdk
http://www.codeproject.com/tools/prjconverter.asp try this, I got the proj working in VC++ 6 .. didn't try compiling yet. On Wed, 1 Dec 2004 09:28:23 -0500, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > I feel you man, I'm all tied up here too or I'd be hacking right now. > > > > On Wed, Dec 01, 2004 at 07:52:50AM -0600, Jeffrey botman Broome wrote: > > Yeah, I'll be working on that too (besides doing a bot for Source). > > > > It's too bad Brothers In Arms is in crunch mode right now. I'm spending > > 12-14 hours a day, seven days a week, at the office and have little time > > for anything else besides sleeping and eating. > > > > I'll probably have to wait until the Christmas holidays to get into some > > serious Source hacking. > > > > -- > > Jeffrey "botman" Broome > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > -- > Jorge "Vino" Rodriguez > > > > ___ > 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] (no subject)
Disgraceful, remove yourself from the list immediately and go stand in the corner until mailed to do otherwise ! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of covert Sent: 01 December 2004 15:22 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] (no subject) [ Converted text/html to text/plain ] Sorry. I dont know how I manage to send a empty message On Thu, 2 Dec 2004 01:07:21 +1000, covert wrote: >> [ Converted text/html to text/plain ] >> >>> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders[1] > > ===References:=== 1. 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 *** This e-mail and its attachments are confidential and are intended for the above named recipient only. If this has come to you in error, please notify the sender immediately and delete this e-mail from your system. You must take no action based on this, nor must you copy or disclose it or any part of its contents to any person or organisation. Statements and opinions contained in this email may not necessarily represent those of Littlewoods. Please note that e-mail communications may be monitored. The registered office of Littlewoods Limited and its subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB. Registered number of Littlewoods Limited is 262152. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
[ Converted text/html to text/plain ] Sorry. I dont know how I manage to send a empty message On Thu, 2 Dec 2004 01:07:21 +1000, covert wrote: >> [ Converted text/html to text/plain ] >> >>> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders[1] > > ===References:=== 1. 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] Running serverplugin_empty
[ Converted text/html to text/plain ] >I have compiled the serverplugin_empty. I have made the .vdf file in the addons folder. When I ran my mod and do a mapthe map loads and I get a "found pluging serverplugin_empty.vdf" So upto this point all seems fine. But I cannot trigger it to do anything. I thinking I need to do a "plugin_load" but I can not seem to find a working filename for it to load. Tried both the dll file and the vdf file. both with and without correct paths set. Anyone got an idea ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] (no subject)
[ Converted text/html to text/plain ] > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VS .NET Professional - Academic Version
And if all else fails and you have your school ID and some handy way of scanning it, there's always http://www.academicsuperstore.com -- Bob Aman http://www.rapidcanvas.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VS .NET Professional - Academic Version
Actually as far as I can tell based on ms's current education and acedemic sites, and there are no restriction on the academic version. Certainly not in the eula, and nothing I found on thier site mentions a word about it. Google only turns up issues with the MSDNAA version which is a seperate program. Now the whole issue of if you actually qualify for the academic pricing is a whole other issue, but if you buy the academic package say for instance in your school bookstore your golden full comercial rights and all. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Bruce "Bahamut" Andrews Sent: Wednesday, December 01, 2004 9:17 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] VS .NET Professional - Academic Version Does it prevent you from distributing the code? I know the beta version of the next visual studio does... :/ - Bruce "Bahamut" Andrews Napier, Kevin wrote: >Well the source sdk problably has a similar clause...so it's probably not a >big loss. >Afaik though the content is the same. > > >-Original Message- >From: [EMAIL PROTECTED] >[mailto:[EMAIL PROTECTED] Behalf Of covert >Sent: Wednesday, December 01, 2004 8:41 AM >To: [EMAIL PROTECTED] >Subject: Re: [hlcoders] VS .NET Professional - Academic Version > > >[ Converted text/html to text/plain ] > >afaik it is the licence terms of the Academic that prevents you from selling >or gaining profit from any code you compile on it. > > > >On Wed, 1 Dec 2004 10:50:29 -, Mike Blowers wrote: > > >>> This is a multi-part message in MIME format. >>> -- >>> [ Picked text/plain from multipart/alternative ] >>> Are there any differences between Visual Studio .NET Professional >>> (Academic License) and (normal license) ? except about Â700.00 >>> -- >>> >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list >>> archives, please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders[1] >> >> >> >> > >===References:=== > 1. http://list.valvesoftware.com/mailman/listinfo/hlcoders > >___ >To unsubscribe, edit your list preferences, or view the list archives, please >visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >___ >To unsubscribe, edit your list preferences, or view the list archives, please >visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] compiling the sdk
I feel you man, I'm all tied up here too or I'd be hacking right now. On Wed, Dec 01, 2004 at 07:52:50AM -0600, Jeffrey botman Broome wrote: > Yeah, I'll be working on that too (besides doing a bot for Source). > > It's too bad Brothers In Arms is in crunch mode right now. I'm spending > 12-14 hours a day, seven days a week, at the office and have little time > for anything else besides sleeping and eating. > > I'll probably have to wait until the Christmas holidays to get into some > serious Source hacking. > > -- > Jeffrey "botman" Broome > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VS .NET Professional - Academic Version
On Wed, 1 Dec 2004 08:50:20 -0500, Napier, Kevin <[EMAIL PROTECTED]> wrote: > Well the source sdk problably has a similar clause...so it's probably not a > big loss. > Afaik though the content is the same. > > > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] Behalf Of covert > Sent: Wednesday, December 01, 2004 8:41 AM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] VS .NET Professional - Academic Version > > [ Converted text/html to text/plain ] > > afaik it is the licence terms of the Academic that prevents you from selling > or gaining profit from any code you compile on it. > > On Wed, 1 Dec 2004 10:50:29 -, Mike Blowers wrote: > >> This is a multi-part message in MIME format. > >> -- > >> [ Picked text/plain from multipart/alternative ] > >> Are there any differences between Visual Studio .NET Professional > >> (Academic License) and (normal license) ? except about £700.00 > >> -- > >> > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view the list > >> archives, please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders[1] > > > > > > ===References:=== > 1. 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 > > -- Childe Roland "I will show you fear in a handful of jelly beans." ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VS .NET Professional - Academic Version
Does it prevent you from distributing the code? I know the beta version of the next visual studio does... :/ - Bruce "Bahamut" Andrews Napier, Kevin wrote: Well the source sdk problably has a similar clause...so it's probably not a big loss. Afaik though the content is the same. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of covert Sent: Wednesday, December 01, 2004 8:41 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] VS .NET Professional - Academic Version [ Converted text/html to text/plain ] afaik it is the licence terms of the Academic that prevents you from selling or gaining profit from any code you compile on it. On Wed, 1 Dec 2004 10:50:29 -, Mike Blowers wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Are there any differences between Visual Studio .NET Professional > (Academic License) and (normal license) ? except about Â700.00 > -- > > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders[1] ===References:=== 1. 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] sdk release and a surprise ideas..
On Wed, 1 Dec 2004 08:53:49 -0500, Bob Aman <[EMAIL PROTECTED]> wrote: > A converter can be found here: > http://www.codeproject.com/macro/vsconvert.asp > > I haven't seen any converters that will convert to VC6 though unfortunately. Supposedly there's a better converter that uses the previously linked one as a code base that can be found here: http://www.eggheadcafe.com/articles/20030425.asp -- Bob Aman http://www.rapidcanvas.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sdk release and a surprise ideas..
A converter can be found here: http://www.codeproject.com/macro/vsconvert.asp I haven't seen any converters that will convert to VC6 though unfortunately. On Wed, 01 Dec 2004 08:07:47 +0100, tei <[EMAIL PROTECTED]> wrote: > > VC6 its only a handy IDE, maybe can be posible to recreate a vc6 project > file from the vc7 alien thing, or from the makefile (a import > somewhere?), or by hand (if else fail). Maybe with small changes you can > directly use the "linux" makefile to compile on windows for windows with > msys or cygwin. > > Time to work! :D > > > > > Alfred Reynolds wrote: > > Only VC7.1 (.NET 2003) will be supported for the Source SDK under > > Windows. The SDK includes linux makefiles (in the linux_sdk directory). > > You can read more details on how to compile under linux here: > > http://www.valve-erc.com/srcsdk/linux_compiling.html > > > > - Alfred > > > > Original Message > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Ruari > > O'Sullivan Sent: Tuesday, November 30, 2004 9:58 PM To: > > [EMAIL PROTECTED] Subject: Re: [hlcoders] sdk release and > > a surprise ideas.. > > > > > >>Hey, there it is. > >> > >>Didn't most people say they were still using MSVC++ 6? I know I am. > >>Any chance of project files? If not, how about a makefile for g++? > >> > >>Digging the documentation so far. It's good to have something there. > >> > >>-randomnine- > >> > >>___ > >>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 > > -- Bob Aman http://www.rapidcanvas.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] compiling the sdk
Jorge Rodriguez wrote: Woah!! Calm down, my friend. Just because Valve uses another compiler doesn't mean that you are barred from compiling the game. Eventually someone will make a good ANSI-compliant port... sounds like a job for super-botman?!? Yeah, I'll be working on that too (besides doing a bot for Source). It's too bad Brothers In Arms is in crunch mode right now. I'm spending 12-14 hours a day, seven days a week, at the office and have little time for anything else besides sleeping and eating. I'll probably have to wait until the Christmas holidays to get into some serious Source hacking. -- 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] VS .NET Professional - Academic Version
Well the source sdk problably has a similar clause...so it's probably not a big loss. Afaik though the content is the same. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of covert Sent: Wednesday, December 01, 2004 8:41 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] VS .NET Professional - Academic Version [ Converted text/html to text/plain ] afaik it is the licence terms of the Academic that prevents you from selling or gaining profit from any code you compile on it. On Wed, 1 Dec 2004 10:50:29 -, Mike Blowers wrote: >> This is a multi-part message in MIME format. >> -- >> [ Picked text/plain from multipart/alternative ] >> Are there any differences between Visual Studio .NET Professional >> (Academic License) and (normal license) ? except about £700.00 >> -- >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders[1] > > ===References:=== 1. 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] compiling the sdk
[ Converted text/html to text/plain ] Us On Wed, 1 Dec 2004 07:50:41 -0500, Jorge Rodriguez wrote: >> Woah!! Calm down, my friend. Just because Valve uses another >> compiler doesn't mean that you are barred from compiling the game. >> Eventually someone will make a good ANSI-compliant port... sounds >> like a job for super-botman?!? >> >> On Wed, Dec 01, 2004 at 09:10:49PM +1000, Draco wrote: >>> Will we have to go out and buy yet another bloody compiler from >>> those blood >>> sucking microsoft pricks to mod this game?!? It took me ages to >>> get my hands >>> on a copy of MSVC 6 for HL1 and now I have to get MSVC 7 or >>> something >>> ARGH This is so disapointing. I'd fiddle with it and get it >>> to compile >>> myself, but I always mess up such things. anyone know of a way to >>> run it on >>> msvc 6? >>> >>> -Draco >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list >>> archives, please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders[1] >>> >> >> -- >> Jorge "Vino" Rodriguez >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders[2] > > ===References:=== 1. http://list.valvesoftware.com/mailman/listinfo/hlcoders 2. 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] VS .NET Professional - Academic Version
[ Converted text/html to text/plain ] afaik it is the licence terms of the Academic that prevents you from selling or gaining profit from any code you compile on it. On Wed, 1 Dec 2004 10:50:29 -, Mike Blowers wrote: >> This is a multi-part message in MIME format. >> -- >> [ Picked text/plain from multipart/alternative ] >> Are there any differences between Visual Studio .NET Professional >> (Academic License) and (normal license) ? except about £700.00 >> -- >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders[1] > > ===References:=== 1. 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] compiling the sdk
Woah!! Calm down, my friend. Just because Valve uses another compiler doesn't mean that you are barred from compiling the game. Eventually someone will make a good ANSI-compliant port... sounds like a job for super-botman?!? On Wed, Dec 01, 2004 at 09:10:49PM +1000, Draco wrote: > Will we have to go out and buy yet another bloody compiler from those blood > sucking microsoft pricks to mod this game?!? It took me ages to get my hands > on a copy of MSVC 6 for HL1 and now I have to get MSVC 7 or something > ARGH This is so disapointing. I'd fiddle with it and get it to compile > myself, but I always mess up such things. anyone know of a way to run it on > msvc 6? > > -Draco > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK
Is there a way to download it from linux? Or do we actualy need to copy files from our windows system? On Tue, 2004-11-30 at 21:55 -0800, Alfred Reynolds wrote: > We have released the full Source SDK via Steam. It now contains all the > tools you need to make a Mod using the Source engine. To get the SDK you > need to have a Steam account that owns Half-Life 2 (either brought via > Steam or using a retail CD key). > The documentation for the SDK can be found at: > http://www.valve-erc.com/srcsdk/ > > > - Alfred > > ___ > 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] compiling the sdk
Will we have to go out and buy yet another bloody compiler from those blood sucking microsoft pricks to mod this game?!? It took me ages to get my hands on a copy of MSVC 6 for HL1 and now I have to get MSVC 7 or something ARGH This is so disapointing. I'd fiddle with it and get it to compile myself, but I always mess up such things. anyone know of a way to run it on msvc 6? -Draco ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VS .NET Professional - Academic Version
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Are there any differences between Visual Studio .NET Professional (Academic License) and (normal license) ? except about £700.00 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] Source SDK
Hello Jay, Wednesday, December 1, 2004, 10:15:34 AM, you wrote: JS> I'm not sure I understand the question. I would tell you that you get JS> the SDK through steam, but I assume you already know that. I guess you don't watch news reports ;) There is a revolution and that is why all international mail is blocked\delayed. JS> You don't have to purchase HL2 for each computer, simply use the same JS> steam account on each computer. Other computers are not connected to internet. JS> You can use your steam account on any computer. You can use the steam JS> backup feature to move the SDK (or any other steam product) between JS> computers and save download time. Will it work if I'll just copy my Steam folder to another computer? What to do? Also, if I'll use ATI voucher HL2 key in Steam before I'll receive HL2 (for example today), will I be able to receive retail version, or as soon as I'll enter key into Steam it will be cancelled? -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Does HL2 have built-in metamod-like functionality?
Its released with the SDK, see: http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html The "hlds_apps" mailing list has been used as a discussion place for plugin developers, you should subscribe to it also. Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Peter Holcroft Sent: Wednesday, December 01, 2004 1:12 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Does HL2 have built-in metamod-like functionality? > I had a look in the SDK and couldn't see any sign of this. Could we > have an update on it please Alfred? > > Pete. > > > -Original Message- > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > [EMAIL PROTECTED] On Behalf Of Alfred Reynolds > > Sent: 17 October 2004 03:49 > > To: [EMAIL PROTECTED] > > Subject: RE: [hlcoders] Does HL2 have built-in metamod-like > > functionality? > > > > Nope, its release it tied with the SDK and I don't know the timing > > on > > it. > > > > Original Message > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Lyme > > Marionette Sent: Saturday, October 16, 2004 11:19 AM To: > > [EMAIL PROTECTED] Subject: Re: [hlcoders] Does HL2 > > have built-in metamod-like functionality? > > > > > [ Converted text/html to text/plain ] > > > Alfred can you give a ballpark timeline for when this will be > > > availible even in a basic form? There are alot of servers that > > > are screaming for controls to enforce server policy. Thanks. > > > Alfred Reynolds wrote: > > > > > > It will be true (just as soon as I write it). Details will be sent > > > to the list when something is available. > > > > > > - Alfred > > > > > > Original Message > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED] On Behalf Of > > > Pavol Marko Sent: Tuesday, October 12, 2004 10:34 AM To: > > > [EMAIL PROTECTED] Subject: [hlcoders] Does HL2 > > > have built-in metamod-like functionality? > > > > > > > > > > > > Hello, > > > > > > I remember someone stating that the HL2 engine will have built-in > > > metamod like functionality a while back. Is this actually true? > > > Or is it only a myth? > > > > > > Thanks > > > PM > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders[4] > > > > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders[5] > > > > > > > > > > > > > > > ===References:=== > > > 1. mailto:[EMAIL PROTECTED] > > > 2. mailto:[EMAIL PROTECTED] > > > 3. mailto:[EMAIL PROTECTED] > > > 4. http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > 5. http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Does HL2 have built-in metamod-like functionality?
No matter I found it. I didn't realise I had to extract the HL1 single player thingy. > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Peter Holcroft > Sent: 01 December 2004 09:12 > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Does HL2 have built-in metamod-like functionality? > > I had a look in the SDK and couldn't see any sign of this. Could we have > an > update on it please Alfred? > > Pete. > > > -Original Message- > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > [EMAIL PROTECTED] On Behalf Of Alfred Reynolds > > Sent: 17 October 2004 03:49 > > To: [EMAIL PROTECTED] > > Subject: RE: [hlcoders] Does HL2 have built-in metamod-like > functionality? > > > > Nope, its release it tied with the SDK and I don't know the timing on > > it. > > > > Original Message > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Lyme > > Marionette Sent: Saturday, October 16, 2004 11:19 AM To: > > [EMAIL PROTECTED] Subject: Re: [hlcoders] Does HL2 have > > built-in metamod-like functionality? > > > > > [ Converted text/html to text/plain ] > > > Alfred can you give a ballpark timeline for when this will be > > > availible even in a basic form? There are alot of servers that > > > are screaming for controls to enforce server policy. Thanks. > > > Alfred Reynolds wrote: > > > > > > It will be true (just as soon as I write it). Details will be sent to > > > the list when something is available. > > > > > > - Alfred > > > > > > Original Message > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED] On Behalf Of Pavol > > > Marko > > > Sent: Tuesday, October 12, 2004 10:34 AM To: > > > [EMAIL PROTECTED] Subject: [hlcoders] Does HL2 have > > > built-in metamod-like functionality? > > > > > > > > > > > > Hello, > > > > > > I remember someone stating that the HL2 engine will have built-in > > > metamod like functionality a while back. Is this actually true? Or is > > > it only a myth? > > > > > > Thanks > > > PM > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders[4] > > > > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders[5] > > > > > > > > > > > > > > > ===References:=== > > > 1. mailto:[EMAIL PROTECTED] > > > 2. mailto:[EMAIL PROTECTED] > > > 3. mailto:[EMAIL PROTECTED] > > > 4. http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > 5. http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Does HL2 have built-in metamod-like functionality?
I had a look in the SDK and couldn't see any sign of this. Could we have an update on it please Alfred? Pete. > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Alfred Reynolds > Sent: 17 October 2004 03:49 > To: [EMAIL PROTECTED] > Subject: RE: [hlcoders] Does HL2 have built-in metamod-like functionality? > > Nope, its release it tied with the SDK and I don't know the timing on > it. > > Original Message > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Lyme > Marionette Sent: Saturday, October 16, 2004 11:19 AM To: > [EMAIL PROTECTED] Subject: Re: [hlcoders] Does HL2 have > built-in metamod-like functionality? > > > [ Converted text/html to text/plain ] > > Alfred can you give a ballpark timeline for when this will be > > availible even in a basic form? There are alot of servers that > > are screaming for controls to enforce server policy. Thanks. > > Alfred Reynolds wrote: > > > > It will be true (just as soon as I write it). Details will be sent to > > the list when something is available. > > > > - Alfred > > > > Original Message > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Pavol > > Marko > > Sent: Tuesday, October 12, 2004 10:34 AM To: > > [EMAIL PROTECTED] Subject: [hlcoders] Does HL2 have > > built-in metamod-like functionality? > > > > > > > > Hello, > > > > I remember someone stating that the HL2 engine will have built-in > > metamod like functionality a while back. Is this actually true? Or is > > it only a myth? > > > > Thanks > > PM > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders[4] > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders[5] > > > > > > > > > > ===References:=== > > 1. mailto:[EMAIL PROTECTED] > > 2. mailto:[EMAIL PROTECTED] > > 3. mailto:[EMAIL PROTECTED] > > 4. http://list.valvesoftware.com/mailman/listinfo/hlcoders > > 5. 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] Source SDK
> 1) I live in Kyiv, Ukraine. I have Half-Life 2 which can't > reach my country regarding political situation. How do I get the SDK? I'm not sure I understand the question. I would tell you that you get the SDK through steam, but I assume you already know that. > 2) I want to install SDK on multiple computers - what should > should I do - buy HL2 for each of the computers and install > Steam there? :O Or waste my friends ATI voucher just to > download SDK? (internet is > 3kb/sec) You don't have to purchase HL2 for each computer, simply use the same steam account on each computer. > 3) What if I have slow connection (as I told previously - it is 3kb a > second) and I want my friend to download SDK? How to do that? You can use your steam account on any computer. You can use the steam backup feature to move the SDK (or any other steam product) between computers and save download time. You can also just copy the GCF files using other means. Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK
[ Converted text/html to text/plain ] Not many modders are in the same situation as you. I don't believe there is much of a situation to fix. As for copying it to other computer you can back up your steam to a DVD-R / CDR then load it to a new computer. On Wed, 1 Dec 2004 09:18:14 +0200, Vyacheslav Djura wrote: >> Hello Alfred, >> >> Wednesday, December 1, 2004, 7:55:12 AM, you wrote: >> AR> We have released the full Source SDK via Steam. >> You made me crying!!! I have several questions to you, please reply >> them. >> >> 1) I live in Kyiv, Ukraine. I have Half-Life 2 which can't reach my >> country regarding political situation. How do I get the SDK? >> 2) I want to install SDK on multiple computers - what should should >> I >> do - buy HL2 for each of the computers and install Steam there? :O >> Or waste my friends ATI voucher just to download SDK? (internet is >> 3kb/sec) >> 3) What if I have slow connection (as I told previously - it is 3kb >> a >> second) and I want my friend to download SDK? How to do that? >> If you won't fix the situation I guess you will loose a lot of >> potential modders :( >> >> PLEASE SOMEONE AT VALVE REPLY. >> >> -- >> Best regards, >> Vyacheslavmailto:[EMAIL PROTECTED] >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list >> archives, please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders[2] > > ===References:=== 1. mailto:[EMAIL PROTECTED] 2. 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