[hlcoders] (no subject)

2004-12-01 Thread r00t 3:16
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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
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RE: [hlcoders] Compile SDK under VS .NET 2002

2004-12-01 Thread Steven Guy
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
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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
--
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Re: [hlcoders] SDK - Valve vs. Epic

2004-12-01 Thread Bob Aman
> 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

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RE: [hlcoders] Running serverplugin_empty

2004-12-01 Thread covert
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 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]
 >>

Re: [hlcoders] testing mod multiplayer

2004-12-01 Thread covert
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:
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RE: [hlcoders] Running serverplugin_empty

2004-12-01 Thread Peter Holcroft
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

2004-12-01 Thread r00t 3:16
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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
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RE: [hlcoders] Running serverplugin_empty

2004-12-01 Thread Alfred Reynolds
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

2004-12-01 Thread Alfred Reynolds
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:
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Re: [hlcoders] Drop down list fix for create mod

2004-12-01 Thread Brian \"Satertek\" Irelan
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
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[hlcoders] Drop down list fix for create mod

2004-12-01 Thread r00t 3:16
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
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RE: [hlcoders] ServerPlugin API

2004-12-01 Thread covert
[ 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

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RE: [hlcoders] ServerPlugin API

2004-12-01 Thread David Anderson
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
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RE: [hlcoders] ServerPlugin API

2004-12-01 Thread Alfred Reynolds
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

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[hlcoders] ServerPlugin API

2004-12-01 Thread David Anderson
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
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Re: [hlcoders] Running serverplugin_empty

2004-12-01 Thread Dustin
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]
>>
>> ___
>> 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

2004-12-01 Thread covert
[ 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]
>>>
>>> ___
>>> 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

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Re: [hlcoders] Compile SDK under VS .NET 2002

2004-12-01 Thread NuclearFriend
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
>
>

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[hlcoders] Compile SDK under VS .NET 2002

2004-12-01 Thread Dustin
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
--


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[hlcoders] HL1 licensing?

2004-12-01 Thread James Williams
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])

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RE: [hlcoders] Running serverplugin_empty

2004-12-01 Thread Alfred Reynolds
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 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]
> > > > ___
> > > 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

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SV: SV: [hlcoders] Need Help compiling SDK example (vs.net 2003)

2004-12-01 Thread Jakob W. Nielsen
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*
>

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Re: [hlcoders] SDK - Valve vs. Epic

2004-12-01 Thread Bruce \"Bahamut\" Andrews
...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
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RE: [hlcoders] Running serverplugin_empty

2004-12-01 Thread covert
[ 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 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]
>>
>> ___
>> 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

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[hlcoders] compiling with vc6

2004-12-01 Thread tei
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
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[hlcoders] VC++ 6

2004-12-01 Thread Hasan Aljudy
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?

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Re: [hlcoders] compiling the sdk

2004-12-01 Thread Draco
Thank you:)

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Re[2]: [hlcoders] Source SDK

2004-12-01 Thread Vyacheslav Djura
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]


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SV: [hlcoders] sdk release and a surprise ideas..

2004-12-01 Thread Jakob W. Nielsen
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-
>
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Re: [hlcoders] VC++ 8 Express Compiling

2004-12-01 Thread Marcelo Bezerra
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).

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RE: [hlcoders] SDK issues: a list

2004-12-01 Thread Mike Dussault
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])

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Re: SV: [hlcoders] Need Help compiling SDK example (vs.net 2003)

2004-12-01 Thread Josh Ferguson
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?
>
> ___
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> please visit:
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Re: [hlcoders] SDK issues: a list

2004-12-01 Thread James Williams
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.

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Re: SV: [hlcoders] Need Help compiling SDK example (vs.net 2003)

2004-12-01 Thread Colin Dabritz
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*
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RE: [hlcoders] SDK issues: a list

2004-12-01 Thread Steven Guy
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])
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RE: [hlcoders] Source MP Mod

2004-12-01 Thread Chris Adams
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


--




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SV: [hlcoders] Need Help compiling SDK example (vs.net 2003)

2004-12-01 Thread Jakob W. Nielsen
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?

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RE: [hlcoders] Running serverplugin_empty

2004-12-01 Thread Alfred Reynolds
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 ?
> ___
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RE: [hlcoders] compiling the sdk

2004-12-01 Thread Steven Guy
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
> >
> > ___
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> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
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[hlcoders] SDK issues: a list

2004-12-01 Thread James Williams
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])

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Re: [hlcoders] New Physics Feature?

2004-12-01 Thread Humpty Bogarter
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.

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RE: [hlcoders] Source SDK

2004-12-01 Thread Alfred Reynolds
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
> >
> > ___
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> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
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RE: [hlcoders] compiling the sdk

2004-12-01 Thread Alfred Reynolds
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
> >
> > ___
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> > archives, please visit:
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Re: [hlcoders] VC++ 8 Express Compiling

2004-12-01 Thread r00t 3:16
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).
>
>
>
> ___
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>
>


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[hlcoders] Source MP Mod

2004-12-01 Thread Chris Adams
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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


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[hlcoders] Need Help compiling SDK example (vs.net 2003)

2004-12-01 Thread Colin Dabritz
[ 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?
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Re: [hlcoders] VC++ 8 Express Compiling

2004-12-01 Thread Mark Ettinger

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).
>
>
>
> ___
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> 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)
***


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[hlcoders] VC++ 8 Express Compiling

2004-12-01 Thread John Bellone
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).

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RE: [hlcoders] New Physics Feature?

2004-12-01 Thread Jay Stelly
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?

2004-12-01 Thread ChessMess
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

2004-12-01 Thread ChessMess
Out of curiosity, how do you feel Valve's efforts compare with Epics?

--
ChessMess
Stratactic Studios
http://www.StratacticStudios.com

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Re: [hlcoders] HL2 SDK Docs Available Online

2004-12-01 Thread ChessMess
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])
>
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>


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Stratactic Studios
http://www.StratacticStudios.com

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[hlcoders] Face Poser.

2004-12-01 Thread Ben Davison
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.





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[hlcoders] HL2 SDK Docs Available Online

2004-12-01 Thread ChessMess
Are the SDK available anywhere online? I'd like to grab and read
during my lunch hour at work.

--
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Stratactic Studios
http://www.StratacticStudios.com

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Re: [hlcoders] HL2 SDK Docs Available Online

2004-12-01 Thread James Williams
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])

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Re: SV: [hlcoders] sdk release and a surprise ideas..

2004-12-01 Thread Michael Fischer
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-
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SV: [hlcoders] sdk release and a surprise ideas..

2004-12-01 Thread Jakob W. Nielsen
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-
>
> ___
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Re: [hlcoders] compiling the sdk

2004-12-01 Thread Hasan Aljudy
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
>
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RE: [hlcoders] (no subject)

2004-12-01 Thread McCormack, Chris
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]
>
>

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Re: [hlcoders] (no subject)

2004-12-01 Thread covert
[ 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]
>
>

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[hlcoders] Running serverplugin_empty

2004-12-01 Thread covert
[ 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 ?
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[hlcoders] (no subject)

2004-12-01 Thread covert
[ Converted text/html to text/plain ]

>
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Re: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread Bob Aman
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

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RE: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread Napier, Kevin
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
>
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>visit:
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>
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Re: [hlcoders] compiling the sdk

2004-12-01 Thread Jorge Rodriguez
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
>

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Re: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread Childe Roland
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
>
> ___
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--

 Childe Roland
"I will show you fear in a handful of jelly beans."

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Re: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread Bruce \"Bahamut\" Andrews
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]



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Re: [hlcoders] sdk release and a surprise ideas..

2004-12-01 Thread Bob Aman
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

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Re: [hlcoders] sdk release and a surprise ideas..

2004-12-01 Thread Bob Aman
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:
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> >
> >
>
> ___
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> visit:
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>
>


--
Bob Aman
http://www.rapidcanvas.com

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Re: [hlcoders] compiling the sdk

2004-12-01 Thread Jeffrey \"botman\" Broome
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
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RE: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread Napier, Kevin
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]
>
>

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Re: [hlcoders] compiling the sdk

2004-12-01 Thread covert
[ 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]
>
>

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Re: [hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread covert
[ 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]
>
>

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Re: [hlcoders] compiling the sdk

2004-12-01 Thread Jorge Rodriguez
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:
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>

--
Jorge "Vino" Rodriguez

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Re: [hlcoders] Source SDK

2004-12-01 Thread Marcelo Bezerra
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
>
> ___
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[hlcoders] compiling the sdk

2004-12-01 Thread Draco
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

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[hlcoders] VS .NET Professional - Academic Version

2004-12-01 Thread Mike Blowers
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
--



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Re[2]: [hlcoders] Source SDK

2004-12-01 Thread Vyacheslav Djura
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]


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

2004-12-01 Thread Alfred Reynolds
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:
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RE: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-12-01 Thread Peter Holcroft
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:
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RE: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-12-01 Thread Peter Holcroft
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




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RE: [hlcoders] Source SDK

2004-12-01 Thread Jay Stelly

> 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


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Re: [hlcoders] Source SDK

2004-12-01 Thread covert
[ 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

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