Re: [hlcoders] Gmail Mailing Lists

2004-12-20 Thread Hasan Aljudy
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:
  
 
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[hlcoders] Finding the entity based on the userid

2004-12-20 Thread Josh
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

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Re: [hlcoders] Gmail Mailing Lists

2004-12-20 Thread Roc Solomita
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:
  
 
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please visit:
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Re: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Ronny Schedel
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
--
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Re: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Marcelo Bezerra
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
--
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RE: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Josh
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

--


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Re: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Pavol Marko
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
--
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Re: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Marcelo Bezerra
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
--
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Re: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Roy Laurie
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
 
  --
 
 
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  please visit:
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RE: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Josh
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

--


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please visit:


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Re: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread tei
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);
}
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Re: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Marcelo Bezerra
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
--
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[hlcoders] Determining the weapon that caused player_hurt

2004-12-20 Thread Josh
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
Is this possible?



Josh

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[hlcoders] Determining the damage dealth (server-plugin)

2004-12-20 Thread Josh
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

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Re: [hlcoders] Determining the weapon that caused player_hurt

2004-12-20 Thread Marcelo Bezerra
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
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Re: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Roy Laurie
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
 
 --
 
 
 ___
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RE: [hlcoders] Today's Steam DLL update

2004-12-20 Thread Taylor Sherman
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

--

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[hlcoders] gmail invite

2004-12-20 Thread spo spo
Could I get one please? [EMAIL PROTECTED]

Thanks heaps.

Find local movie times and trailers on Yahoo! Movies.
http://au.movies.yahoo.com

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[hlcoders] Newest SDK update.

2004-12-20 Thread Ben Davison
Oh face poser how I love thee.
--
- Ben Davison
- http://www.shadow-phoenix.com

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Re: [hlcoders] Today's Steam DLL update

2004-12-20 Thread Ian
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


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RE: [hlcoders] Today's Steam DLL update

2004-12-20 Thread Alfred Reynolds
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
 

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Re: [hlcoders] gmail invite

2004-12-20 Thread Stephen Micheals
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

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RE: [hlcoders] Today's Steam DLL update

2004-12-20 Thread Taylor Sherman
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


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Re: [hlcoders] Today's Steam DLL update

2004-12-20 Thread Ian
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
 

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RE: [hlcoders] gmail invite

2004-12-20 Thread Tony \omega\ Sergi
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

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Version: 6.0.817 / Virus Database: 555 - Release Date: 15/12/2004


---
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Re: [hlcoders] Today's Steam DLL update

2004-12-20 Thread Daniel Menard
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
  

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[hlcoders] This is how you get the player's origin/velocity/money/health/clip/armor using a server-plugin (Windows only)

2004-12-20 Thread Josh
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


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Re: [hlcoders] Today's Steam DLL update

2004-12-20 Thread Ben Davison
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
   
 
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--
- Ben Davison
- http://www.shadow-phoenix.com

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Re: [hlcoders] Today's Steam DLL update

2004-12-20 Thread Hasan Aljudy
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
   
 
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  please visit:
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Re: [hlcoders] This is how you get the player's origin/velocity/money/health/clip/armor using a server-plugin (Windows only)

2004-12-20 Thread Roy Laurie
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


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[hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Skyler York
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...
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RE: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Taylor Sherman
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...

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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Hasan Aljudy
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...

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RE: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Alfred Reynolds
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...

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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Roy Laurie
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...

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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Skyler York
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.
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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Hasan Aljudy
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.
 

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[hlcoders] HL2 has hosed itself (differently)

2004-12-20 Thread Don Alvarez

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



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Re: [hlcoders] HL2 has hosed itself (differently)

2004-12-20 Thread Skyler York
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

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Re: [hlcoders] Half-Life 2 has hosed itself!

2004-12-20 Thread Skyler York
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 :/

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RE: [hlcoders] HL2 has hosed itself (differently)

2004-12-20 Thread Don Alvarez
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



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