Re: [hlcoders] Gmail Mailing Lists
I got 10 gmail invites yesterday .. anybody needs one? On Sun, 12 Dec 2004 12:45:50 -0600, Igor Murashkin [EMAIL PROTECTED] wrote: The whole point of Gmail is that you only use Gmail, and nothing else. They've been way too nice by adding forwarding support and POP3 support when other free mail clients don't do that. -Igor p.s. plus you don't need any software installed when you go to a different computer On Sun, 12 Dec 2004 03:50:09 -0500, Skyler York [EMAIL PROTECTED] wrote: I don't remember the last time GMail got the mail from my IMAP account, or from my newsgroups. As a matter of fact, I have Thunderbird set up to get my GMail. Oh sweet irony! ZoMtEc wrote: Gmail is still better than outlook or firebird... Oo On Sun, 12 Dec 2004 18:26:27 +1100, Tim Nagel [EMAIL PROTECTED] wrote: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Finding the entity based on the userid
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I was just wondering how I can get an entity or an index of the entity that is fired. Meaning the player_hurt event is fired and I get a userid of 2. Will this is different than the IndexOfEdict function in engine. How can I determine the IndexOfEdict or get the pointer to the entity of a userid? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Gmail Mailing Lists
I have 6 invites left. If anyone needs one mail me off list Happy Holidays From: Hasan Aljudy [EMAIL PROTECTED] Reply-To: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Gmail Mailing Lists Date: Mon, 20 Dec 2004 09:11:33 -0700 I got 10 gmail invites yesterday .. anybody needs one? On Sun, 12 Dec 2004 12:45:50 -0600, Igor Murashkin [EMAIL PROTECTED] wrote: The whole point of Gmail is that you only use Gmail, and nothing else. They've been way too nice by adding forwarding support and POP3 support when other free mail clients don't do that. -Igor p.s. plus you don't need any software installed when you go to a different computer On Sun, 12 Dec 2004 03:50:09 -0500, Skyler York [EMAIL PROTECTED] wrote: I don't remember the last time GMail got the mail from my IMAP account, or from my newsgroups. As a matter of fact, I have Thunderbird set up to get my GMail. Oh sweet irony! ZoMtEc wrote: Gmail is still better than outlook or firebird... Oo On Sun, 12 Dec 2004 18:26:27 +1100, Tim Nagel [EMAIL PROTECTED] wrote: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finding the entity based on the userid
The UserID can be accessed through the IPlayerInfo and the IPlayerInfoManager interfaces. Greets Ronny This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I was just wondering how I can get an entity or an index of the entity that is fired. Meaning the player_hurt event is fired and I get a userid of 2. Will this is different than the IndexOfEdict function in engine. How can I determine the IndexOfEdict or get the pointer to the entity of a userid? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finding the entity based on the userid
You can look from 1 to maxplayers, get the pEntity and use: engine-GetPlayerUserId(pEntity); Loop from Josh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I was just wondering how I can get an entity or an index of the entity that is fired. Meaning the player_hurt event is fired and I get a userid of 2. Will this is different than the IndexOfEdict function in engine. How can I determine the IndexOfEdict or get the pointer to the entity of a userid? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Finding the entity based on the userid
OK all I have is the playerid (userid). How do I get a pointer to the entity having this userid? And I CANNOT use IndexOfEdict b/c that is a different number. For example, I join a game then I call the iplayerinfo on myself and find out that my userid is 2. But IndexOfEdict is 1. They are different. Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra Sent: Monday, December 20, 2004 12:36 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finding the entity based on the userid You can look from 1 to maxplayers, get the pEntity and use: engine-GetPlayerUserId(pEntity); Loop from Josh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I was just wondering how I can get an entity or an index of the entity that is fired. Meaning the player_hurt event is fired and I get a userid of 2. Will this is different than the IndexOfEdict function in engine. How can I determine the IndexOfEdict or get the pointer to the entity of a userid? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finding the entity based on the userid
When you have the userid (the thing that appears in the logs and such), you can do the loop thing to get the entity id (as described by Marcelo and me before). Then, you can do PEntFromEntIndex (or whatever) to get the edict pointer. PM - Original Message - From: Josh [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, December 20, 2004 7:16 PM Subject: RE: [hlcoders] Finding the entity based on the userid OK all I have is the playerid (userid). How do I get a pointer to the entity having this userid? And I CANNOT use IndexOfEdict b/c that is a different number. For example, I join a game then I call the iplayerinfo on myself and find out that my userid is 2. But IndexOfEdict is 1. They are different. Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra Sent: Monday, December 20, 2004 12:36 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finding the entity based on the userid You can look from 1 to maxplayers, get the pEntity and use: engine-GetPlayerUserId(pEntity); Loop from Josh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I was just wondering how I can get an entity or an index of the entity that is fired. Meaning the player_hurt event is fired and I get a userid of 2. Will this is different than the IndexOfEdict function in engine. How can I determine the IndexOfEdict or get the pointer to the entity of a userid? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finding the entity based on the userid
for(int i=1;i=maxplayers;i++) { edict_t *pEntity = engine-PEntityOfEntIndex(i); if(!pEntity || pEntity-IsFree()) { continue; } int uid = engine-GetPlayerUserId(pEntity); } Josh wrote: OK all I have is the playerid (userid). How do I get a pointer to the entity having this userid? And I CANNOT use IndexOfEdict b/c that is a different number. For example, I join a game then I call the iplayerinfo on myself and find out that my userid is 2. But IndexOfEdict is 1. They are different. Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra Sent: Monday, December 20, 2004 12:36 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finding the entity based on the userid You can look from 1 to maxplayers, get the pEntity and use: engine-GetPlayerUserId(pEntity); Loop from Josh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I was just wondering how I can get an entity or an index of the entity that is fired. Meaning the player_hurt event is fired and I get a userid of 2. Will this is different than the IndexOfEdict function in engine. How can I determine the IndexOfEdict or get the pointer to the entity of a userid? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finding the entity based on the userid
I'm putting together a Type Conversions list for such. Everyone's welcome to add / edit. http://hl2-dev.com/wiki/index.php?pagename=SdkTypeConversions -- Roy Kylratix Laurie On 20 Dec 2004 at 18:20, Ronny Schedel wrote: The UserID can be accessed through the IPlayerInfo and the IPlayerInfoManager interfaces. Greets Ronny This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I was just wondering how I can get an entity or an index of the entity that is fired. Meaning the player_hurt event is fired and I get a userid of 2. Will this is different than the IndexOfEdict function in engine. How can I determine the IndexOfEdict or get the pointer to the entity of a userid? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Finding the entity based on the userid
Yea that's what I was thinking :( I was really hoping to not do that, as a LOT of functions will need to call that function. (I'm working on a war3 mod for CSS, just building the groundwork). So every time someone is shot / died that will be called twice. Doesn't that seem intensive? Do you think valve could create an easier way? Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra Sent: Monday, December 20, 2004 2:46 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finding the entity based on the userid for(int i=1;i=maxplayers;i++) { edict_t *pEntity = engine-PEntityOfEntIndex(i); if(!pEntity || pEntity-IsFree()) { continue; } int uid = engine-GetPlayerUserId(pEntity); } Josh wrote: OK all I have is the playerid (userid). How do I get a pointer to the entity having this userid? And I CANNOT use IndexOfEdict b/c that is a different number. For example, I join a game then I call the iplayerinfo on myself and find out that my userid is 2. But IndexOfEdict is 1. They are different. Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra Sent: Monday, December 20, 2004 12:36 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finding the entity based on the userid You can look from 1 to maxplayers, get the pEntity and use: engine-GetPlayerUserId(pEntity); Loop from Josh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I was just wondering how I can get an entity or an index of the entity that is fired. Meaning the player_hurt event is fired and I get a userid of 2. Will this is different than the IndexOfEdict function in engine. How can I determine the IndexOfEdict or get the pointer to the entity of a userid? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finding the entity based on the userid
Josh wrote: Yea that's what I was thinking :( I was really hoping to not do that, as a LOT of functions will need to call that function. (I'm working on a war3 mod for CSS, just building the groundwork). So every time someone is shot / died that will be called twice. Doesn't that seem intensive? Do you think valve could create an easier way? You need the updated value eveyframe? often its better to build linked list with interesting values than querying everything everywhere. - a linked list of players - a linked list of waypoints, etc. - a linked list of buildings, etc.. Having to search everything to search the nearest Orc building its a bad idea. While a loop with p = p-next its fastest than light -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra Sent: Monday, December 20, 2004 2:46 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finding the entity based on the userid for(int i=1;i=maxplayers;i++) { edict_t *pEntity = engine-PEntityOfEntIndex(i); if(!pEntity || pEntity-IsFree()) { continue; } int uid = engine-GetPlayerUserId(pEntity); } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finding the entity based on the userid
You can code the loop so it looks up both pEntities on a single pass. (You will be special casing this one to speed things up). Copy and paste from my plugin: --- for(i=1;i=maxplayers (!pVictim || !pAttacker;i++)) { edict_t *pEntity = engine-PEntityOfEntIndex(i); if(!pEntity || pEntity-IsFree()) { continue; } int this_uid = engine-GetPlayerUserId(pEntity); if(this_uid=0) { if(uid == this_uid) { pVictim = pEntity; } if(attacker == this_uid) { pAttacker = pEntity; } } } --- I am generating an attacked logline to be used on my tk prevention system :) (It runs remotely, parsing log from multiple servers) Josh wrote: Yea that's what I was thinking :( I was really hoping to not do that, as a LOT of functions will need to call that function. (I'm working on a war3 mod for CSS, just building the groundwork). So every time someone is shot / died that will be called twice. Doesn't that seem intensive? Do you think valve could create an easier way? Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra Sent: Monday, December 20, 2004 2:46 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finding the entity based on the userid for(int i=1;i=maxplayers;i++) { edict_t *pEntity = engine-PEntityOfEntIndex(i); if(!pEntity || pEntity-IsFree()) { continue; } int uid = engine-GetPlayerUserId(pEntity); } Josh wrote: OK all I have is the playerid (userid). How do I get a pointer to the entity having this userid? And I CANNOT use IndexOfEdict b/c that is a different number. For example, I join a game then I call the iplayerinfo on myself and find out that my userid is 2. But IndexOfEdict is 1. They are different. Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra Sent: Monday, December 20, 2004 12:36 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finding the entity based on the userid You can look from 1 to maxplayers, get the pEntity and use: engine-GetPlayerUserId(pEntity); Loop from Josh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I was just wondering how I can get an entity or an index of the entity that is fired. Meaning the player_hurt event is fired and I get a userid of 2. Will this is different than the IndexOfEdict function in engine. How can I determine the IndexOfEdict or get the pointer to the entity of a userid? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Determining the weapon that caused player_hurt
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is this possible? Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Determining the damage dealth (server-plugin)
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Just curious if there is a way besides keeping track of the player's current health and then subtracting that from the value passed from player_hurt. Why doesn't player_hurt just pass the damage dealt instead? Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Determining the weapon that caused player_hurt
This and the damage inflicted are missing. :( We only have health and armor left. Josh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is this possible? Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finding the entity based on the userid
In the end, I think it comes down to a simple profiling decision. The question being: Which method is more economical? If you're handling an event that happens often...like player_death, my guess is the extra 64 bits (depending on the compiler) per player might be worth the amount of function calls if you're doing it often. It'll certainly prevent sudden choppiness; replacing it with negligible(?) sluggishness. Of course, I base this on absolutely nothing as I haven't profiled the difference. -- Roy Kylratix Laurie On 20 Dec 2004 at 18:51, Marcelo Bezerra wrote: You can code the loop so it looks up both pEntities on a single pass. (You will be special casing this one to speed things up). Copy and paste from my plugin: --- for(i=1;i=maxplayers (!pVictim || !pAttacker;i++)) { edict_t *pEntity = engine-PEntityOfEntIndex(i); if(!pEntity || pEntity-IsFree()) { continue; } int this_uid = engine-GetPlayerUserId(pEntity); if(this_uid=0) { if(uid == this_uid) { pVictim = pEntity; } if(attacker == this_uid) { pAttacker = pEntity; } } } --- I am generating an attacked logline to be used on my tk prevention system :) (It runs remotely, parsing log from multiple servers) Josh wrote: Yea that's what I was thinking :( I was really hoping to not do that, as a LOT of functions will need to call that function. (I'm working on a war3 mod for CSS, just building the groundwork). So every time someone is shot / died that will be called twice. Doesn't that seem intensive? Do you think valve could create an easier way? Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra Sent: Monday, December 20, 2004 2:46 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finding the entity based on the userid for(int i=1;i=maxplayers;i++) { edict_t *pEntity = engine-PEntityOfEntIndex(i); if(!pEntity || pEntity-IsFree()) { continue; } int uid = engine-GetPlayerUserId(pEntity); } Josh wrote: OK all I have is the playerid (userid). How do I get a pointer to the entity having this userid? And I CANNOT use IndexOfEdict b/c that is a different number. For example, I join a game then I call the iplayerinfo on myself and find out that my userid is 2. But IndexOfEdict is 1. They are different. Josh -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marcelo Bezerra Sent: Monday, December 20, 2004 12:36 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Finding the entity based on the userid You can look from 1 to maxplayers, get the pEntity and use: engine-GetPlayerUserId(pEntity); Loop from Josh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I was just wondering how I can get an entity or an index of the entity that is fired. Meaning the player_hurt event is fired and I get a userid of 2. Will this is different than the IndexOfEdict function in engine. How can I determine the IndexOfEdict or get the pointer to the entity of a userid? Thanks, Josh -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Today's Steam DLL update
An update on this -- you can actually delete the Steam.dll and SteamApp.cfg from your game directory. Neither one is required anymore to do debug launches. Launching hl2.exe w/ -steam and the appropriate -game on the command-line is all that should be needed. So, the only Steam.dll on your system should be in the main Steam directory, next to Steam.exe. Taylor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Taylor Sherman Sent: Tuesday, December 14, 2004 2:33 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Today's Steam DLL update This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Note: if you have a steam.dll file in your game directory -- for launching the game in the debugger -- you will need to make sure it is in sync with the one in your main Steam folder. So, once you get today's Steam client update, copy the new steam.dll into the game dir over the old one. If you don't, the game will not launch (the process will hang before the screen comes up). Taylor -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] gmail invite
Could I get one please? [EMAIL PROTECTED] Thanks heaps. Find local movie times and trailers on Yahoo! Movies. http://au.movies.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Newest SDK update.
Oh face poser how I love thee. -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Today's Steam DLL update
Hi Taylor This update seems to have fixed the Hammer crash on my system with 6 folders deep. Can you confirm if this really has been one of the items fixed before I start spreading the word? I've not been able to find any release notes for this update otherwise i wouldn't be asking. Thanks Ian On Mon, 20 Dec 2004 15:31:18 -0800, Taylor Sherman [EMAIL PROTECTED] wrote: An update on this -- you can actually delete the Steam.dll and SteamApp.cfg from your game directory. Neither one is required anymore to do debug launches. Launching hl2.exe w/ -steam and the appropriate -game on the command-line is all that should be needed. So, the only Steam.dll on your system should be in the main Steam directory, next to Steam.exe. Taylor ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Today's Steam DLL update
Yes, this was one of the fixes. We are working on the release notes right now. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent: Monday, December 20, 2004 4:55 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Today's Steam DLL update Hi Taylor This update seems to have fixed the Hammer crash on my system with 6 folders deep. Can you confirm if this really has been one of the items fixed before I start spreading the word? I've not been able to find any release notes for this update otherwise i wouldn't be asking. Thanks Ian On Mon, 20 Dec 2004 15:31:18 -0800, Taylor Sherman [EMAIL PROTECTED] wrote: An update on this -- you can actually delete the Steam.dll and SteamApp.cfg from your game directory. Neither one is required anymore to do debug launches. Launching hl2.exe w/ -steam and the appropriate -game on the command-line is all that should be needed. So, the only Steam.dll on your system should be in the main Steam directory, next to Steam.exe. Taylor ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] gmail invite
This is not the place to ask for gmail invites you may be better off using this link. http://isnoop.net/gmailomatic.php Too bad you did not send this message late last night since i would have gave you one, i recived 10 gmail invites to give out i asked around in irc gave a few out and Sent the rest out to the above link. On Tue, 21 Dec 2004 11:52:04 +1100 (EST), spo spo [EMAIL PROTECTED] wrote: Could I get one please? [EMAIL PROTECTED] Thanks heaps. Find local movie times and trailers on Yahoo! Movies. http://au.movies.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Today's Steam DLL update
Yes, that's correct. The news post was a little bit late. This update also fixes the need for the working directory set in the debugger to be case-preserved. Taylor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent: Monday, December 20, 2004 4:55 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Today's Steam DLL update Hi Taylor This update seems to have fixed the Hammer crash on my system with 6 folders deep. Can you confirm if this really has been one of the items fixed before I start spreading the word? I've not been able to find any release notes for this update otherwise i wouldn't be asking. Thanks Ian On Mon, 20 Dec 2004 15:31:18 -0800, Taylor Sherman [EMAIL PROTECTED] wrote: An update on this -- you can actually delete the Steam.dll and SteamApp.cfg from your game directory. Neither one is required anymore to do debug launches. Launching hl2.exe w/ -steam and the appropriate -game on the command-line is all that should be needed. So, the only Steam.dll on your system should be in the main Steam directory, next to Steam.exe. Taylor ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Today's Steam DLL update
Alfred thanks for the note. I just found the update info on steampowered.com. Our mappers are now working furiously. Congrats on such a fast turnaround on that problem. On Mon, 20 Dec 2004 17:02:08 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Yes, this was one of the fixes. We are working on the release notes right now. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent: Monday, December 20, 2004 4:55 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Today's Steam DLL update Hi Taylor This update seems to have fixed the Hammer crash on my system with 6 folders deep. Can you confirm if this really has been one of the items fixed before I start spreading the word? I've not been able to find any release notes for this update otherwise i wouldn't be asking. Thanks Ian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] gmail invite
Invite a friend to Gmail! You have 4 invitations left An invitation has been emailed to your friend spo at [EMAIL PROTECTED] -Original Message- From: spo spo [mailto:[EMAIL PROTECTED] Sent: December 20, 2004 7:52 PM To: [EMAIL PROTECTED] Subject: [hlcoders] gmail invite Could I get one please? [EMAIL PROTECTED] Thanks heaps. Find local movie times and trailers on Yahoo! Movies. http://au.movies.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders --- Incoming mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.817 / Virus Database: 555 - Release Date: 15/12/2004 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.817 / Virus Database: 555 - Release Date: 15/12/2004 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Today's Steam DLL update
Im very happy with the way you valve guys are listening to the community. All these changes are definitly for the better. Keep up the good work and we will hopefully have some released mods soon :) On Tue, 21 Dec 2004 01:14:10 +, Ian [EMAIL PROTECTED] wrote: Alfred thanks for the note. I just found the update info on steampowered.com. Our mappers are now working furiously. Congrats on such a fast turnaround on that problem. On Mon, 20 Dec 2004 17:02:08 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Yes, this was one of the fixes. We are working on the release notes right now. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent: Monday, December 20, 2004 4:55 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Today's Steam DLL update Hi Taylor This update seems to have fixed the Hammer crash on my system with 6 folders deep. Can you confirm if this really has been one of the items fixed before I start spreading the word? I've not been able to find any release notes for this update otherwise i wouldn't be asking. Thanks Ian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] This is how you get the player's origin/velocity/money/health/clip/armor using a server-plugin (Windows only)
These offsets can change with steam updates. Thanks to Damaged Soul for leading me in the right direction and for money offsets :P I would imagine these offsets would be 5 off for a unix machine. I haven't gotten a compile for unix so I haven't tested it. #define OFFSET_ORIGIN_X 812 // Player Origin in X Axis #define OFFSET_ORIGIN_Y 813 // Player Origin in Y Axis #define OFFSET_ORIGIN_Z 814 // Player Origin in Z Axis #define OFFSET_VELOCITY_X 648 #define OFFSET_VELOCITY_Y 649 #define OFFSET_VELOCITY_Z 650 Vector get_user_origin(edict_t pEnt) { float fX = *((float *)pEnt-GetUnknown() + OFFSET_ORIGIN_X); float fY = *((float *)pEnt-GetUnknown() + OFFSET_ORIGIN_Y); float fZ = *((float *)pEnt-GetUnknown() + OFFSET_ORIGIN_Z); return Vector( fX, fY, fZ ); } And no you can't change the origin, well you can, but it won't register it with the engine so it will just be overwritten again. Have fun, similar function to get the velocity. Other offsets you might want to play with: (beware of setting health to 1024, weird things happen) define OFFSET_HEALTH39 #define OFFSET_CLIP 402 #define OFFSET_ARMOR749 // This will change the armor value on the player's screen #define OFFSET_ARMOR2 739 // This will change another offset associated with armor #define OFFSET_MONEY863 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Today's Steam DLL update
Can anyone get faceposer to work? I keep getting a Last extraction result: an error occured during extraction When I try to get the phonems working. On Mon, 20 Dec 2004 20:29:23 -0500, Daniel Menard [EMAIL PROTECTED] wrote: Im very happy with the way you valve guys are listening to the community. All these changes are definitly for the better. Keep up the good work and we will hopefully have some released mods soon :) On Tue, 21 Dec 2004 01:14:10 +, Ian [EMAIL PROTECTED] wrote: Alfred thanks for the note. I just found the update info on steampowered.com. Our mappers are now working furiously. Congrats on such a fast turnaround on that problem. On Mon, 20 Dec 2004 17:02:08 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Yes, this was one of the fixes. We are working on the release notes right now. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent: Monday, December 20, 2004 4:55 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Today's Steam DLL update Hi Taylor This update seems to have fixed the Hammer crash on my system with 6 folders deep. Can you confirm if this really has been one of the items fixed before I start spreading the word? I've not been able to find any release notes for this update otherwise i wouldn't be asking. Thanks Ian ___ 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 -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Today's Steam DLL update
I don't have anything in the working directory field, it's left blank :P I restarted steam again just now and it's working. On Mon, 20 Dec 2004 20:29:23 -0500, Daniel Menard [EMAIL PROTECTED] wrote: Im very happy with the way you valve guys are listening to the community. All these changes are definitly for the better. Keep up the good work and we will hopefully have some released mods soon :) On Tue, 21 Dec 2004 01:14:10 +, Ian [EMAIL PROTECTED] wrote: Alfred thanks for the note. I just found the update info on steampowered.com. Our mappers are now working furiously. Congrats on such a fast turnaround on that problem. On Mon, 20 Dec 2004 17:02:08 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Yes, this was one of the fixes. We are working on the release notes right now. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Sent: Monday, December 20, 2004 4:55 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Today's Steam DLL update Hi Taylor This update seems to have fixed the Hammer crash on my system with 6 folders deep. Can you confirm if this really has been one of the items fixed before I start spreading the word? I've not been able to find any release notes for this update otherwise i wouldn't be asking. Thanks Ian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] This is how you get the player's origin/velocity/money/health/clip/armor using a server-plugin (Windows only)
How filthy and volatile. I love it. Thanks -- Roy Kylratix Laurie On 20 Dec 2004 at 20:36, Josh wrote: These offsets can change with steam updates. Thanks to Damaged Soul for leading me in the right direction and for money offsets :P I would imagine these offsets would be 5 off for a unix machine. I haven't gotten a compile for unix so I haven't tested it. #define OFFSET_ORIGIN_X 812 // Player Origin in X Axis #define OFFSET_ORIGIN_Y 813 // Player Origin in Y Axis #define OFFSET_ORIGIN_Z 814 // Player Origin in Z Axis #define OFFSET_VELOCITY_X 648 #define OFFSET_VELOCITY_Y 649 #define OFFSET_VELOCITY_Z 650 Vector get_user_origin(edict_t pEnt) { float fX = *((float *)pEnt-GetUnknown() + OFFSET_ORIGIN_X); float fY = *((float *)pEnt-GetUnknown() + OFFSET_ORIGIN_Y); float fZ = *((float *)pEnt-GetUnknown() + OFFSET_ORIGIN_Z); return Vector( fX, fY, fZ ); } And no you can't change the origin, well you can, but it won't register it with the engine so it will just be overwritten again. Have fun, similar function to get the velocity. Other offsets you might want to play with: (beware of setting health to 1024, weird things happen) define OFFSET_HEALTH 39 #define OFFSET_CLIP 402 #define OFFSET_ARMOR 749 // This will change the armor value on the player's screen #define OFFSET_ARMOR2 739 // This will change another offset associated with armor #define OFFSET_MONEY 863 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Half-Life 2 has hosed itself!
As the subject suggests, this latest update really hosed over my Half-Life 2 installation. After starting Steam and receiving the new update, here's what happened: 1) Steam updates and the Play Games window opens. 2) I double-click on the Half-Life 2 icon in the Steam menu. 3) Preparing to play dialog pops up, then disappears. Cursor turns to busy hourglass. 4) A few seconds later is when Half-Life 2 *usually* starts up. However it doesn't now. Instead, the cursor just turns back into normal and nothing happens. 5) I check the process window, and there is indeed a hl2.exe running the background taking up a mere 4 kb of memory. 6) I attempt to load the Source SDK app (with hl2.exe still in the background) and get this intimidating messagebox: SteamStartup() failed: SteamStartup(0xf,0x12f69c) failed with error 1 : failed to take master pipe connection lock, Win32 Error 2 The system cannot find the file specified. 7) So I shutdown the hl2.exe process and try again. However the error persists. 8) At this point, Steam won't close normally and I have to end that process too. Shutting down Steam resets everything back to it's original state where I can reproduce the above procedure again and again, and receive the same errors. If I go to Source SDK before attempting to run HL2, then it works without problem and Steam shutdowns normally. I get the same error with HL2DM and starting up HL2 with my mod in the -game path. In other words, the problems only start if HL2 is invoked in some way. Restarting the computer didn't help. I thought it was something I did with the SDK, so I re-downloaded that, refreshed everything etc., and the error persisted. I've done everything short of re-downloading Half-Life 2. I'm thinking that somewhere along the line my Filesystem_Steam.dll or Steam.dll got messed up. Between this update and the last update, I *did* copy Filesystem_Steam.dll from half-life 2/bin to sourcesdk/bin because Hammer was complaining about not being able to find it. But that's the only subversive change I've made. All these problems seem to relate to the system, and I know that this last update changed the directory structure a bit. If you need any more information I'd be happy to provide you with it. In the meantime I will give in and re-download Half-Life 2 (all 838 megs, jeez) and see if that helps. Thank God for fast university internet connections... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Half-Life 2 has hosed itself!
There's a Steam.dll in your game directory. Delete it. :) If it's not there, then find any that aren't in the main Steam directory and delete them. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Skyler York Sent: Monday, December 20, 2004 6:56 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Half-Life 2 has hosed itself! As the subject suggests, this latest update really hosed over my Half-Life 2 installation. After starting Steam and receiving the new update, here's what happened: 1) Steam updates and the Play Games window opens. 2) I double-click on the Half-Life 2 icon in the Steam menu. 3) Preparing to play dialog pops up, then disappears. Cursor turns to busy hourglass. 4) A few seconds later is when Half-Life 2 *usually* starts up. However it doesn't now. Instead, the cursor just turns back into normal and nothing happens. 5) I check the process window, and there is indeed a hl2.exe running the background taking up a mere 4 kb of memory. 6) I attempt to load the Source SDK app (with hl2.exe still in the background) and get this intimidating messagebox: SteamStartup() failed: SteamStartup(0xf,0x12f69c) failed with error 1 : failed to take master pipe connection lock, Win32 Error 2 The system cannot find the file specified. 7) So I shutdown the hl2.exe process and try again. However the error persists. 8) At this point, Steam won't close normally and I have to end that process too. Shutting down Steam resets everything back to it's original state where I can reproduce the above procedure again and again, and receive the same errors. If I go to Source SDK before attempting to run HL2, then it works without problem and Steam shutdowns normally. I get the same error with HL2DM and starting up HL2 with my mod in the -game path. In other words, the problems only start if HL2 is invoked in some way. Restarting the computer didn't help. I thought it was something I did with the SDK, so I re-downloaded that, refreshed everything etc., and the error persisted. I've done everything short of re-downloading Half-Life 2. I'm thinking that somewhere along the line my Filesystem_Steam.dll or Steam.dll got messed up. Between this update and the last update, I *did* copy Filesystem_Steam.dll from half-life 2/bin to sourcesdk/bin because Hammer was complaining about not being able to find it. But that's the only subversive change I've made. All these problems seem to relate to the system, and I know that this last update changed the directory structure a bit. If you need any more information I'd be happy to provide you with it. In the meantime I will give in and re-download Half-Life 2 (all 838 megs, jeez) and see if that helps. Thank God for fast university internet connections... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
I had a similar problem with a previous update. To fix it, go to your half-life 2 directory where hl2.exe resides user\half-life 2\ and delete all the exe and dll files in that directory and in all subdirectories. run half-life 2 (from steam menu) and it should recreate those files. If it still doesn't run, then delete the whole half-life 2 directory, or better yet, rename it to something else. now run half-life 2, and see what happens. If that works, you probably would want to restore your config files and your saved game and demos .. etc. On Mon, 20 Dec 2004 21:56:10 -0500, Skyler York [EMAIL PROTECTED] wrote: As the subject suggests, this latest update really hosed over my Half-Life 2 installation. After starting Steam and receiving the new update, here's what happened: 1) Steam updates and the Play Games window opens. 2) I double-click on the Half-Life 2 icon in the Steam menu. 3) Preparing to play dialog pops up, then disappears. Cursor turns to busy hourglass. 4) A few seconds later is when Half-Life 2 *usually* starts up. However it doesn't now. Instead, the cursor just turns back into normal and nothing happens. 5) I check the process window, and there is indeed a hl2.exe running the background taking up a mere 4 kb of memory. 6) I attempt to load the Source SDK app (with hl2.exe still in the background) and get this intimidating messagebox: SteamStartup() failed: SteamStartup(0xf,0x12f69c) failed with error 1 : failed to take master pipe connection lock, Win32 Error 2 The system cannot find the file specified. 7) So I shutdown the hl2.exe process and try again. However the error persists. 8) At this point, Steam won't close normally and I have to end that process too. Shutting down Steam resets everything back to it's original state where I can reproduce the above procedure again and again, and receive the same errors. If I go to Source SDK before attempting to run HL2, then it works without problem and Steam shutdowns normally. I get the same error with HL2DM and starting up HL2 with my mod in the -game path. In other words, the problems only start if HL2 is invoked in some way. Restarting the computer didn't help. I thought it was something I did with the SDK, so I re-downloaded that, refreshed everything etc., and the error persisted. I've done everything short of re-downloading Half-Life 2. I'm thinking that somewhere along the line my Filesystem_Steam.dll or Steam.dll got messed up. Between this update and the last update, I *did* copy Filesystem_Steam.dll from half-life 2/bin to sourcesdk/bin because Hammer was complaining about not being able to find it. But that's the only subversive change I've made. All these problems seem to relate to the system, and I know that this last update changed the directory structure a bit. If you need any more information I'd be happy to provide you with it. In the meantime I will give in and re-download Half-Life 2 (all 838 megs, jeez) and see if that helps. Thank God for fast university internet connections... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Half-Life 2 has hosed itself!
Delete any SteamApp.cfg files you have on disk (this update removes the need for them) and also delete any Steam.dll files you may have copied around (except for, of course, the one in the base steam install directory). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Skyler York Sent: Monday, December 20, 2004 6:56 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Half-Life 2 has hosed itself! As the subject suggests, this latest update really hosed over my Half-Life 2 installation. After starting Steam and receiving the new update, here's what happened: 1) Steam updates and the Play Games window opens. 2) I double-click on the Half-Life 2 icon in the Steam menu. 3) Preparing to play dialog pops up, then disappears. Cursor turns to busy hourglass. 4) A few seconds later is when Half-Life 2 *usually* starts up. However it doesn't now. Instead, the cursor just turns back into normal and nothing happens. 5) I check the process window, and there is indeed a hl2.exe running the background taking up a mere 4 kb of memory. 6) I attempt to load the Source SDK app (with hl2.exe still in the background) and get this intimidating messagebox: SteamStartup() failed: SteamStartup(0xf,0x12f69c) failed with error 1 : failed to take master pipe connection lock, Win32 Error 2 The system cannot find the file specified. 7) So I shutdown the hl2.exe process and try again. However the error persists. 8) At this point, Steam won't close normally and I have to end that process too. Shutting down Steam resets everything back to it's original state where I can reproduce the above procedure again and again, and receive the same errors. If I go to Source SDK before attempting to run HL2, then it works without problem and Steam shutdowns normally. I get the same error with HL2DM and starting up HL2 with my mod in the -game path. In other words, the problems only start if HL2 is invoked in some way. Restarting the computer didn't help. I thought it was something I did with the SDK, so I re-downloaded that, refreshed everything etc., and the error persisted. I've done everything short of re-downloading Half-Life 2. I'm thinking that somewhere along the line my Filesystem_Steam.dll or Steam.dll got messed up. Between this update and the last update, I *did* copy Filesystem_Steam.dll from half-life 2/bin to sourcesdk/bin because Hammer was complaining about not being able to find it. But that's the only subversive change I've made. All these problems seem to relate to the system, and I know that this last update changed the directory structure a bit. If you need any more information I'd be happy to provide you with it. In the meantime I will give in and re-download Half-Life 2 (all 838 megs, jeez) and see if that helps. Thank God for fast university internet connections... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
Completely shooting off of the hip, here. Try renaming or deleting your clientregistry.blob file in your hl2 directory (where hl2.exe resides). -- Roy Kylratix Laurie On 20 Dec 2004 at 21:56, Skyler York wrote: As the subject suggests, this latest update really hosed over my Half-Life 2 installation. After starting Steam and receiving the new update, here's what happened: 1) Steam updates and the Play Games window opens. 2) I double-click on the Half-Life 2 icon in the Steam menu. 3) Preparing to play dialog pops up, then disappears. Cursor turns to busy hourglass. 4) A few seconds later is when Half-Life 2 *usually* starts up. However it doesn't now. Instead, the cursor just turns back into normal and nothing happens. 5) I check the process window, and there is indeed a hl2.exe running the background taking up a mere 4 kb of memory. 6) I attempt to load the Source SDK app (with hl2.exe still in the background) and get this intimidating messagebox: SteamStartup() failed: SteamStartup(0xf,0x12f69c) failed with error 1 : failed to take master pipe connection lock, Win32 Error 2 The system cannot find the file specified. 7) So I shutdown the hl2.exe process and try again. However the error persists. 8) At this point, Steam won't close normally and I have to end that process too. Shutting down Steam resets everything back to it's original state where I can reproduce the above procedure again and again, and receive the same errors. If I go to Source SDK before attempting to run HL2, then it works without problem and Steam shutdowns normally. I get the same error with HL2DM and starting up HL2 with my mod in the -game path. In other words, the problems only start if HL2 is invoked in some way. Restarting the computer didn't help. I thought it was something I did with the SDK, so I re-downloaded that, refreshed everything etc., and the error persisted. I've done everything short of re-downloading Half-Life 2. I'm thinking that somewhere along the line my Filesystem_Steam.dll or Steam.dll got messed up. Between this update and the last update, I *did* copy Filesystem_Steam.dll from half-life 2/bin to sourcesdk/bin because Hammer was complaining about not being able to find it. But that's the only subversive change I've made. All these problems seem to relate to the system, and I know that this last update changed the directory structure a bit. If you need any more information I'd be happy to provide you with it. In the meantime I will give in and re-download Half-Life 2 (all 838 megs, jeez) and see if that helps. Thank God for fast university internet connections... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
I didn't check because I've never touched a Steam.dll in my life, but it appears one managed to sneak it's way into half-life 2/bin :) Sneaky bastard child of a file. But I'm an idiot and already started re-downloading HL2, so I won't be able to let you know if things work for another two hours or so. Although I'm sure it will work. Taylor Sherman wrote: There's a Steam.dll in your game directory. Delete it. :) If it's not there, then find any that aren't in the main Steam directory and delete them. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
you could have tried to validate the cache before redownloading :/ On Mon, 20 Dec 2004 22:14:29 -0500, Skyler York [EMAIL PROTECTED] wrote: I didn't check because I've never touched a Steam.dll in my life, but it appears one managed to sneak it's way into half-life 2/bin :) Sneaky bastard child of a file. But I'm an idiot and already started re-downloading HL2, so I won't be able to let you know if things work for another two hours or so. Although I'm sure it will work. Taylor Sherman wrote: There's a Steam.dll in your game directory. Delete it. :) If it's not there, then find any that aren't in the main Steam directory and delete them. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL2 has hosed itself (differently)
Launching Half-Life2 results in: Half-Life FileSystem_Steam Error SteamStartup(0xf,0x13fb60) failed with error 1: failed to take master pipe connection lock, Win32 Error 2 The system cannot find the file specified Launching the SDK results in: Steam Error: This game is currently unavailable. Please try again later. -Don ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 has hosed itself (differently)
Have you tried any of the previously suggested, er, suggestions? Don Alvarez wrote: Launching Half-Life2 results in: Half-Life FileSystem_Steam Error SteamStartup(0xf,0x13fb60) failed with error 1: failed to take master pipe connection lock, Win32 Error 2 The system cannot find the file specified Launching the SDK results in: Steam Error: This game is currently unavailable. Please try again later. -Don ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 has hosed itself!
True, but I figured re-downloading it would be the best way to get a clean sweep of the whole installation. And I actually have a lot of work I should be doing instead of playing with Steam, so it's all for the better :P Why must Valve release such a distracting toy right around the time most American college students have final exams? ;-) Hasan Aljudy wrote: you could have tried to validate the cache before redownloading :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HL2 has hosed itself (differently)
Have you tried any of the previously suggested, er, suggestions? Yup. But adding a reboot to the mix seems to have helped immensely. -Don -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Skyler York Sent: Monday, December 20, 2004 8:12 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] HL2 has hosed itself (differently) Have you tried any of the previously suggested, er, suggestions? Don Alvarez wrote: Launching Half-Life2 results in: Half-Life FileSystem_Steam Error SteamStartup(0xf,0x13fb60) failed with error 1: failed to take master pipe connection lock, Win32 Error 2 The system cannot find the file specified Launching the SDK results in: Steam Error: This game is currently unavailable. Please try again later. -Don ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders