Re: [hlcoders] Resizing models dynamically?

2007-06-30 Thread Drak

Nice, thanks. But as for scaling Z, i'm not so sure about. Iv looked up
every function i could find dealing with the width setting, but I can't
track down were it actually does the rendering for the scale.
- Original Message -
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, June 30, 2007 11:57 PM
Subject: Re: [hlcoders] Resizing models dynamically?



--
[ Picked text/plain from multipart/alternative ]
setmodelwidthscale.

you'll need to modify the code on the client that uses it though, so that
it
will also scale Z.
oh and change the network table so it doesn't get clamped at 1.0 if you
wanted to make it bigger for example.
just remember, don't do it on anything you need vphysics for ;)

On 6/30/07, Drak <[EMAIL PROTECTED]> wrote:


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm trying to resize models 'dynamically' just for a simple rendering
effect.
But.. like in the HL1 SDK, all you had todo was change some stuff around
in the function that loads the model.
Is there a function in source that is basicly the same?
(Some function that calls before the model in rendered onto the screen)

I was looking through "studio.cpp" which seams that it's possable todo
there, but does anyone have any ideas?
--


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Re: [hlcoders] Recent Steam Problems

2007-06-30 Thread Adam \"amckern\" McKern
Do you have pure server enabled on your testing
server?

Adam


--- Justin Krenz <[EMAIL PROTECTED]> wrote:

> Since about two weeks ago (coinciding with when the
> recent server
> updates began releasing), I've been experiencing a
> few problems with
> Steam and my mod (Empires).  Whenever my beta
> testers or I try to join
> my testing server via the in-game server browser,
> they'll receive a
> message saying "Server is running an older version."
> and refuse to
> connect.  If they join via the console (connect
> ) or Steam's
> server browser, they can connect normally.  This
> only began happening
> once the new server update was released several
> weeks ago. I've made
> sure the dedicated testing server has the latest
> version of HL2DM
> loaded, and my mod is using a SteamAppId of 215.
> When running my own
> local server, the console says something along the
> lines of "Server must
> be restarted to load the latest update."  Has anyone
> else encountered
> this problem?
>
> Another problem I've begun experiencing that seems
> related is that I'll
> receive the following error at random times:
>
> Steam.exe (main exception): Win32
> StructuredException at 10005317 :
> Attempt to read from virtual address 0 without
> appropriate access rights.
>
> Steam will close and have to be restarted.  It
> happens randomly.  I can
> be loading a map, running inside a level, in the IDE
> with the main
> program halted by a breakpoint, etc and the error
> will appear at which
> point my mod will begin experiencing problems from
> Steam no longer
> running.  The only fix I've found so far is to
> disable my network
> connection, and then Steam behaves nicely.  Just
> going to off-line mode
> does not fix the problem.  The network interface has
> to be disabled.
>
> My guess is that there's an issue with Steam not
> able to update the
> Source SDK Base, or Steam thinks it's not fully
> updated even though it
> is (supported by the fact that console lists the
> latest version number
> when running my mod).
>
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> the list archives, please visit:
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[hlcoders] Recent Steam Problems

2007-06-30 Thread Justin Krenz

Since about two weeks ago (coinciding with when the recent server
updates began releasing), I've been experiencing a few problems with
Steam and my mod (Empires).  Whenever my beta testers or I try to join
my testing server via the in-game server browser, they'll receive a
message saying "Server is running an older version." and refuse to
connect.  If they join via the console (connect ) or Steam's
server browser, they can connect normally.  This only began happening
once the new server update was released several weeks ago. I've made
sure the dedicated testing server has the latest version of HL2DM
loaded, and my mod is using a SteamAppId of 215.  When running my own
local server, the console says something along the lines of "Server must
be restarted to load the latest update."  Has anyone else encountered
this problem?

Another problem I've begun experiencing that seems related is that I'll
receive the following error at random times:

Steam.exe (main exception): Win32 StructuredException at 10005317 :
Attempt to read from virtual address 0 without appropriate access rights.

Steam will close and have to be restarted.  It happens randomly.  I can
be loading a map, running inside a level, in the IDE with the main
program halted by a breakpoint, etc and the error will appear at which
point my mod will begin experiencing problems from Steam no longer
running.  The only fix I've found so far is to disable my network
connection, and then Steam behaves nicely.  Just going to off-line mode
does not fix the problem.  The network interface has to be disabled.

My guess is that there's an issue with Steam not able to update the
Source SDK Base, or Steam thinks it's not fully updated even though it
is (supported by the fact that console lists the latest version number
when running my mod).

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Re: [hlcoders] Resizing models dynamically?

2007-06-30 Thread Tony \"omega\" Sergi
--
[ Picked text/plain from multipart/alternative ]
setmodelwidthscale.

you'll need to modify the code on the client that uses it though, so that it
will also scale Z.
oh and change the network table so it doesn't get clamped at 1.0 if you
wanted to make it bigger for example.
just remember, don't do it on anything you need vphysics for ;)

On 6/30/07, Drak <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> I'm trying to resize models 'dynamically' just for a simple rendering
> effect.
> But.. like in the HL1 SDK, all you had todo was change some stuff around
> in the function that loads the model.
> Is there a function in source that is basicly the same?
> (Some function that calls before the model in rendered onto the screen)
>
> I was looking through "studio.cpp" which seams that it's possable todo
> there, but does anyone have any ideas?
> --
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


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Re: [hlcoders] Any reason my Custom HudElements Compile fine but dont show ingame?

2007-06-30 Thread Greg Scott
--
[ Picked text/plain from multipart/alternative ]
Did you create the hud element in the script files as well or only in the
code?

On 6/30/07, Josh Marshall <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hey,
>
> Ive implemented code that draws the players nameand health above
> team-mates
> and it compiles fine, but it doesnt show ingame. I checked it out in debug
> mode and it is being called but not drawn. Any reason for this?
>
> Also same thing with my Radar, I followed a tutorial on the VERC Forums
>
> http://www.chatbear.com/unity2/4991/523,1158665415,7374/1010784/0?v=flatoldand
> it draws the Radar with the Overview (if present) but does not draw any
> player markers/names or anything. How can I fix this? I can't seem to find
> a
> problem with it!
>
> One more problem, Im trying to add SMOD style blood spurts from the point
> of
> entry so Ive coded in a custom UTIL function to use and made a function in
> hl2mp_player.cpp in TraceAttack which sets it off, again it compiles fine
> and gets called but doesnt draw! This recurring problem is starting to get
> on my nerves :S
>
> Can anyone help?
>
> Thankyou!
> --
>
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[hlcoders] Resizing models dynamically?

2007-06-30 Thread Drak
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I'm trying to resize models 'dynamically' just for a simple rendering effect.
But.. like in the HL1 SDK, all you had todo was change some stuff around in the 
function that loads the model.
Is there a function in source that is basicly the same?
(Some function that calls before the model in rendered onto the screen)

I was looking through "studio.cpp" which seams that it's possable todo there, 
but does anyone have any ideas?
--


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[hlcoders] Any reason my Custom HudElements Compile fine but dont show ingame?

2007-06-30 Thread Josh Marshall
--
[ Picked text/plain from multipart/alternative ]
Hey,

Ive implemented code that draws the players nameand health above team-mates
and it compiles fine, but it doesnt show ingame. I checked it out in debug
mode and it is being called but not drawn. Any reason for this?

Also same thing with my Radar, I followed a tutorial on the VERC Forums
http://www.chatbear.com/unity2/4991/523,1158665415,7374/1010784/0?v=flatold and
it draws the Radar with the Overview (if present) but does not draw any
player markers/names or anything. How can I fix this? I can't seem to find a
problem with it!

One more problem, Im trying to add SMOD style blood spurts from the point of
entry so Ive coded in a custom UTIL function to use and made a function in
hl2mp_player.cpp in TraceAttack which sets it off, again it compiles fine
and gets called but doesnt draw! This recurring problem is starting to get
on my nerves :S

Can anyone help?

Thankyou!
--

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RE: [hlcoders] Team colors are screwey

2007-06-30 Thread Ben Everett
I first encountered this bug a long time ago in Forsaken, and I fixed it.
Forsaken compiles fine in VS2003 and VS2005 without this problem.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Saturday, June 30, 2007 3:05 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Team colors are screwey

I've asked about this bug also. Search hlcoders for "Scoreboard bug?".
I do not remember having this bug with vs2003. It is a pretty strange
bug, I came to the conclusion this was either a valve bug, or vs2005
bug. I hope someone can investigate this bug, but I doubt anyone will.

Good luck in solving the bug. If you find a fix please email it to me,
I would be interested in fixing this bug as well.

On 6/29/07, Ben Everett <[EMAIL PROTECTED]> wrote:
> Sounds like GetTeam is returning a bad value, or your order for the teams
is
> wrong. In shareddefs.h, what does the TEAM_ declaration order look like?
> Should look something like:
>
> #define TEAM_INVALID-1
> #define TEAM_UNASSIGNED 0
> #define TEAM_GOVERNORS  1
> #define TEAM_CIVILIANS  2
> #define TEAM_RELIGIOUS  3
> #define TEAM_SPECTATOR  4
>
> Also, how are you disabling teams? My suggestion would be to set a
> breakpoint at that specific line when you notice it is messing up, and see
> what could be going wrong. My money is still on GetTeam.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Baer
> Sent: Friday, June 29, 2007 5:18 AM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Team colors are screwey
>
> --
> [ Picked text/plain from multipart/alternative ]
> I am using:
>
>   m_pPlayerList->SetSectionFgColor(sectionID, g_PR->GetTeamColor(i));
>   at the bottom of UpdateTeamInfo.
>   This is what I am using in UpdatePlayerInfo:
>
>   // set the row color based on the players team
>   m_pPlayerList->SetItemFgColor( itemID, g_PR->GetTeamColor(
g_PR->GetTeam(
> i ) ) );
>   In c_playerresource.cpp I am using:
>
>   #ifndef HL2MP
>   m_Colors[TEAM_BRITAIN] = COLOR_BLUE;
>   m_Colors[TEAM_FRANCE] = COLOR_RED;
>   m_Colors[TEAM_GERMANY] = COLOR_YELLOW;
>   m_Colors[TEAM_SPECTATOR] = COLOR_WHITE;
>   #endif
>
>   and the colors are defined in shareddefs.h
>
>   Baer
>
>   From: "Ben Everett" <[EMAIL PROTECTED]>
> To: 
> Subject: RE: [hlcoders] Team colors are screwey
> Date: Thu, 28 Jun 2007 20:25:46 -0500
> Reply-To: hlcoders@list.valvesoftware.com
>
> What are you using to obtain team colors?
>
>
>
> -
> Need Mail bonding?
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>
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Re: [hlcoders] Team colors are screwey

2007-06-30 Thread Nick

I've asked about this bug also. Search hlcoders for "Scoreboard bug?".
I do not remember having this bug with vs2003. It is a pretty strange
bug, I came to the conclusion this was either a valve bug, or vs2005
bug. I hope someone can investigate this bug, but I doubt anyone will.

Good luck in solving the bug. If you find a fix please email it to me,
I would be interested in fixing this bug as well.

On 6/29/07, Ben Everett <[EMAIL PROTECTED]> wrote:

Sounds like GetTeam is returning a bad value, or your order for the teams is
wrong. In shareddefs.h, what does the TEAM_ declaration order look like?
Should look something like:

#define TEAM_INVALID-1
#define TEAM_UNASSIGNED 0
#define TEAM_GOVERNORS  1
#define TEAM_CIVILIANS  2
#define TEAM_RELIGIOUS  3
#define TEAM_SPECTATOR  4

Also, how are you disabling teams? My suggestion would be to set a
breakpoint at that specific line when you notice it is messing up, and see
what could be going wrong. My money is still on GetTeam.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Baer
Sent: Friday, June 29, 2007 5:18 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Team colors are screwey

--
[ Picked text/plain from multipart/alternative ]
I am using:

  m_pPlayerList->SetSectionFgColor(sectionID, g_PR->GetTeamColor(i));
  at the bottom of UpdateTeamInfo.
  This is what I am using in UpdatePlayerInfo:

  // set the row color based on the players team
  m_pPlayerList->SetItemFgColor( itemID, g_PR->GetTeamColor( g_PR->GetTeam(
i ) ) );
  In c_playerresource.cpp I am using:

  #ifndef HL2MP
  m_Colors[TEAM_BRITAIN] = COLOR_BLUE;
  m_Colors[TEAM_FRANCE] = COLOR_RED;
  m_Colors[TEAM_GERMANY] = COLOR_YELLOW;
  m_Colors[TEAM_SPECTATOR] = COLOR_WHITE;
  #endif

  and the colors are defined in shareddefs.h

  Baer

  From: "Ben Everett" <[EMAIL PROTECTED]>
To: 
Subject: RE: [hlcoders] Team colors are screwey
Date: Thu, 28 Jun 2007 20:25:46 -0500
Reply-To: hlcoders@list.valvesoftware.com

What are you using to obtain team colors?



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RE: [hlcoders] Redirect server command output

2007-06-30 Thread Tony Paloma
Yes, I understand that, but it's also buffered and therefore not written
right away so I wouldn't be able to use the log file to see what the output
was.

Not to mention some output isn't written to the log.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Saturday, June 30, 2007 6:42 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Redirect server command output

--
[ Picked text/plain from multipart/alternative ]
did you try turning logging on?
"log on" in the console?

it redirects all text to a log file.



On 6/30/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> Ya, it does. I'm thinking that somehow Msg() is bypassing write() or the
> stdout file descriptor or something.
>
> Is there a different trick that rcon uses to redirect output?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Greg Scott
> Sent: Friday, June 29, 2007 8:23 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Redirect server command output
>
> --
> [ Picked text/plain from multipart/alternative ]
> Did you try stepping through it in debug mode to make sure it's passing
> all
> the checks correctly?
>
> On 6/29/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
> >
> > This is a multipart message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm trying to redirect the output of a server command to a file, but I'm
> > having problems.
> >
> > I've come up with the following code (this code is within a ConCommand
> > that
> > I have written):
> >
> >
> >
> >
> >
> >
> >
> > char cmd[2048];
> >
> >
> >
> > // clear out any pending commands first
> >
> > engine->ServerExecute();
> >
> >
> >
> > // save the old stdout
> >
> > int oldstdout = dup(1);
> >
> > // redirect stdout to rcon.txt if writable
> >
> > FILE *fp = fopen("rcon.txt", "w");
> >
> > if(fp)
> >
> > {
> >
> > dup2(fileno(fp), 1);
> >
> > }
> >
> > // prepare the command
> >
> > Q_snprintf(cmd, sizeof(cmd), "%s\n",
> engine->Cmd_Args());
> >
> > // just some tests
> >
> > puts("Test:");
> >
> > Msg("Cooltest\n");
> >
> > // queue the command
> >
> > engine->ServerCommand(msg);
> >
> > // actually execute the command
> >
> > engine->ServerExecute();
> >
> > // more tests
> >
> > puts("posttest");
> >
> > Msg("coolposttest\n");
> >
> > // restore everything if we messed with anything
> >
> > if(fp)
> >
> > {
> >
> > // flush to make sure text gets written
> to
> > file, not console
> >
> > fflush(stdout);
> >
> > fclose(fp);
> >
> > // put stdout back
> >
> > dup2(oldstdout, 1);
> >
> > // and close the duplicate
> >
> > close(oldstdout);
> >
> > flushall();
> >
> > }
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > When this code executes a command on the server (cvarlist for example),
> no
> > output is written to the console but there is no relevant output in the
> > rcon.txt file either. The contents of the rcon.txt file are:
> >
> > Test:
> >
> > posttest
> >
> >
> >
> > The tests using Msg() don't write to the file nor does the server
> command.
> > Nothing is written to the console either, so it looks like the output
> gets
> > lost somewhere. Why doesn't this work to redirect output of Msg()? I'm
> > testing this in Windows. I'd be surprised if it didn't work in Linux as
> > well
> > since Linux seems to be more compliant with these sorts of things.
> >
> >
> >
> > Does anybody have any ideas or recommendations?
> >
> > --
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
> >
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Re: [hlcoders] Redirect server command output

2007-06-30 Thread Tony \"omega\" Sergi
--
[ Picked text/plain from multipart/alternative ]
did you try turning logging on?
"log on" in the console?

it redirects all text to a log file.



On 6/30/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> Ya, it does. I'm thinking that somehow Msg() is bypassing write() or the
> stdout file descriptor or something.
>
> Is there a different trick that rcon uses to redirect output?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Greg Scott
> Sent: Friday, June 29, 2007 8:23 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Redirect server command output
>
> --
> [ Picked text/plain from multipart/alternative ]
> Did you try stepping through it in debug mode to make sure it's passing
> all
> the checks correctly?
>
> On 6/29/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
> >
> > This is a multipart message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm trying to redirect the output of a server command to a file, but I'm
> > having problems.
> >
> > I've come up with the following code (this code is within a ConCommand
> > that
> > I have written):
> >
> >
> >
> >
> >
> >
> >
> > char cmd[2048];
> >
> >
> >
> > // clear out any pending commands first
> >
> > engine->ServerExecute();
> >
> >
> >
> > // save the old stdout
> >
> > int oldstdout = dup(1);
> >
> > // redirect stdout to rcon.txt if writable
> >
> > FILE *fp = fopen("rcon.txt", "w");
> >
> > if(fp)
> >
> > {
> >
> > dup2(fileno(fp), 1);
> >
> > }
> >
> > // prepare the command
> >
> > Q_snprintf(cmd, sizeof(cmd), "%s\n",
> engine->Cmd_Args());
> >
> > // just some tests
> >
> > puts("Test:");
> >
> > Msg("Cooltest\n");
> >
> > // queue the command
> >
> > engine->ServerCommand(msg);
> >
> > // actually execute the command
> >
> > engine->ServerExecute();
> >
> > // more tests
> >
> > puts("posttest");
> >
> > Msg("coolposttest\n");
> >
> > // restore everything if we messed with anything
> >
> > if(fp)
> >
> > {
> >
> > // flush to make sure text gets written
> to
> > file, not console
> >
> > fflush(stdout);
> >
> > fclose(fp);
> >
> > // put stdout back
> >
> > dup2(oldstdout, 1);
> >
> > // and close the duplicate
> >
> > close(oldstdout);
> >
> > flushall();
> >
> > }
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > When this code executes a command on the server (cvarlist for example),
> no
> > output is written to the console but there is no relevant output in the
> > rcon.txt file either. The contents of the rcon.txt file are:
> >
> > Test:
> >
> > posttest
> >
> >
> >
> > The tests using Msg() don't write to the file nor does the server
> command.
> > Nothing is written to the console either, so it looks like the output
> gets
> > lost somewhere. Why doesn't this work to redirect output of Msg()? I'm
> > testing this in Windows. I'd be surprised if it didn't work in Linux as
> > well
> > since Linux seems to be more compliant with these sorts of things.
> >
> >
> >
> > Does anybody have any ideas or recommendations?
> >
> > --
> >
> >
> > ___
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> > please visit:
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> >
> >
> --
>
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>
>
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>


--
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