Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Tom Leighton

Could this be related to gmod 9 where Lua files were blocked by VALVe
because of the mass of Lua viruses spreading?

I would try a different extension for your file and try again, if it
works, then maybe that is it.

Jeremy wrote:

--
[ Picked text/plain from multipart/alternative ]
We use lua to go along with our maps, and I'm trying to get the server to
automatically send the lua files to the clients like it already does the
maps. After messing with it a bit trying to get it to work, I tried a text
file and it worked, so it appears that lua files are filtered/excluded from
being able to be downloaded. Is there any way to get around this? In our mod
at least, the map files are incomplete without the lua files, so the clients
can start their own server with the maps unless they get the lua files from
somewhere else. Obviously that's not practical when it would be best if we
could get the engine to send them the lua file as well. There a way to do
this?

J
--

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RE: [hlcoders] VCPM problem

2007-10-19 Thread Keeper
That would work, but it would be a lot more work.  Honestly the only
difference is the Version 8,00 for 1250 is Version 8.00 for 1252.

I'll probably just write a perl script that creates a new project file just
for vcpm.  That would be quick and easy.

Thanks for the info.
Keeper

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman
Broome
Sent: Friday, October 19, 2007 10:05 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] VCPM problem

Keeper wrote:
 Poland.  Ding Ding.

 Thanks, that's what I was afraid of.

 So, since there is no real difference as far as our project files go, is
 there any way to trick vcpm to treat them the same?

Maybe just tell the person in Poland to not check in changes to the
project file?  Have him/her email the changes so someone else can make them.

--
Jeffrey botman Broome

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Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
I read you the first time, and like I said, that's not a solution for how we
use map scripting. I would like a real solution from Valve. Blocking lua
files from downloading across all mods because of one mod was a pretty rash
decision, and one that should be reversed and left up to each mod to filter
file extensions as desired. engine-DisallowDownload(extension) or something
simple like that. Had this problem been identified before we released we
might have worked around it by using a different extension, ff_lua or
something. But post release, and after there is a number of 3rd party maps
already in the wild, we need to be able to accommodate lua files.


On 10/19/07, Mark Chandler [EMAIL PROTECTED] wrote:

 Add it to the bsp using pakrat

 On Oct 19, 2007, at 2:10 PM, Jeremy [EMAIL PROTECTED] wrote:

  --
  [ Picked text/plain from multipart/alternative ]
  We use lua to go along with our maps, and I'm trying to get the
  server to
  automatically send the lua files to the clients like it already does
  the
  maps. After messing with it a bit trying to get it to work, I tried
  a text
  file and it worked, so it appears that lua files are filtered/
  excluded from
  being able to be downloaded. Is there any way to get around this? In
  our mod
  at least, the map files are incomplete without the lua files, so the
  clients
  can start their own server with the maps unless they get the lua
  files from
  somewhere else. Obviously that's not practical when it would be best
  if we
  could get the engine to send them the lua file as well. There a way
  to do
  this?
 
  J
  --
 
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  archives, please visit:
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Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Tom Leighton

I dont know whether it was *just* for gmod, or whether it was all
downloads, however, Garry Newman has his own lua downloader in Gmod
10, maybe you could make something similar to that to allow lua downloads...


Jeremy wrote:

--
[ Picked text/plain from multipart/alternative ]
I read you the first time, and like I said, that's not a solution for how we
use map scripting. I would like a real solution from Valve. Blocking lua
files from downloading across all mods because of one mod was a pretty rash
decision, and one that should be reversed and left up to each mod to filter
file extensions as desired. engine-DisallowDownload(extension) or something
simple like that. Had this problem been identified before we released we
might have worked around it by using a different extension, ff_lua or
something. But post release, and after there is a number of 3rd party maps
already in the wild, we need to be able to accommodate lua files.


On 10/19/07, Mark Chandler [EMAIL PROTECTED] wrote:


Add it to the bsp using pakrat

On Oct 19, 2007, at 2:10 PM, Jeremy [EMAIL PROTECTED] wrote:



--
[ Picked text/plain from multipart/alternative ]
We use lua to go along with our maps, and I'm trying to get the
server to
automatically send the lua files to the clients like it already does
the
maps. After messing with it a bit trying to get it to work, I tried
a text
file and it worked, so it appears that lua files are filtered/
excluded from
being able to be downloaded. Is there any way to get around this? In
our mod
at least, the map files are incomplete without the lua files, so the
clients
can start their own server with the maps unless they get the lua
files from
somewhere else. Obviously that's not practical when it would be best
if we
could get the engine to send them the lua file as well. There a way
to do
this?

J
--

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RE: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Mark Chandler
Sorry about the double post, I sent a version on my phone and it got back
logged. :P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler
Sent: Friday, October 19, 2007 6:03 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Adding downloads via downloadables table

Add it to the bsp using pakrat

On Oct 19, 2007, at 2:10 PM, Jeremy [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 We use lua to go along with our maps, and I'm trying to get the
 server to
 automatically send the lua files to the clients like it already does
 the
 maps. After messing with it a bit trying to get it to work, I tried
 a text
 file and it worked, so it appears that lua files are filtered/
 excluded from
 being able to be downloaded. Is there any way to get around this? In
 our mod
 at least, the map files are incomplete without the lua files, so the
 clients
 can start their own server with the maps unless they get the lua
 files from
 somewhere else. Obviously that's not practical when it would be best
 if we
 could get the engine to send them the lua file as well. There a way
 to do
 this?

 J
 --

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 archives, please visit:
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--
No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.488 / Virus Database: 269.15.1/1078 - Release Date: 10/18/2007
5:47 PM


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Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
On 19/10/2007, Jeremy [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 *Packing them
 with the bsp isn't practical for how we are using them.*

 On 10/19/07, Mark Chandler [EMAIL PROTECTED] wrote:
 
  Use pakrat and add it to the bsp file :P
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Spencer
  'voogru'
  MacDonald
  Sent: Friday, October 19, 2007 4:43 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] Adding downloads via downloadables table
 
  Send the lua files as a txt file then rename it on the client perhaps?
 
  - voogru.
 
  -Original Message-
  From: Jeremy [mailto:[EMAIL PROTECTED]
  Sent: Friday, October 19, 2007 2:11 AM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Adding downloads via downloadables table
 
  --
  [ Picked text/plain from multipart/alternative ]
  We use lua to go along with our maps, and I'm trying to get the server
 to
  automatically send the lua files to the clients like it already does the
  maps. After messing with it a bit trying to get it to work, I tried a
 text
  file and it worked, so it appears that lua files are filtered/excluded
  from
  being able to be downloaded. Is there any way to get around this? In our
  mod
  at least, the map files are incomplete without the lua files, so the
  clients
  can start their own server with the maps unless they get the lua files
  from
  somewhere else. Obviously that's not practical when it would be best if
 we
  could get the engine to send them the lua file as well. There a way to
 do
  this?
 
  J
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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  --
  No virus found in this incoming message.
  Checked by AVG Free Edition.
  Version: 7.5.488 / Virus Database: 269.15.1/1078 - Release Date:
  10/18/2007
  5:47 PM
 
 
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  please visit:
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Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Mark Chandler

Add it to the bsp using pakrat

On Oct 19, 2007, at 2:10 PM, Jeremy [EMAIL PROTECTED] wrote:


--
[ Picked text/plain from multipart/alternative ]
We use lua to go along with our maps, and I'm trying to get the
server to
automatically send the lua files to the clients like it already does
the
maps. After messing with it a bit trying to get it to work, I tried
a text
file and it worked, so it appears that lua files are filtered/
excluded from
being able to be downloaded. Is there any way to get around this? In
our mod
at least, the map files are incomplete without the lua files, so the
clients
can start their own server with the maps unless they get the lua
files from
somewhere else. Obviously that's not practical when it would be best
if we
could get the engine to send them the lua file as well. There a way
to do
this?

J
--

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Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Garry Newman
The reason I needed this 'hack' was to stop servers downloading lua
files into GMod's autorun folders (which is open to all kinda of dumb
attacks from dumb server admins, ie adding a timer to make you say
this server sucks every 10 seconds). AFAIK there's no real way to
handle this without this hack.

That said, I'm all for a callback allowing the client.dll to reject
the download rather than blocking files for all mods.

But even if that happens I don't know how much that will help you,
since it'd probably have to happen in the EP2 code and I don't know
whether you're going to bother porting FF to the new engine.


garry

On 10/19/07, Jeremy [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Lua is as safe as you make it, as is any scripting language. It's up to the
 developer to limit what sort of access it can have to the mod/system. Our
 map scripts aren't dynamically executable, they are server side only. We
 don't have any such thing as client side lua. However, the server sending
 the maps to the clients leave them with a useless map unless they also have
 the script. They won't be able to host the map themselves, run around in a
 listen server, etc. Blocking *.lua is a hack. If a mod supports lua and
 leave the default bindings wide open to open/edit files in arbitrary
 directories then yes it will be abused. Like I said, it's as safe as you
 want to make it. I'm not familiar with how it was being abused in garrys
 mod, and it doesn't really matter to me, because we need to be able to send
 them in a reasonable fashion(not hacking around it by making up some new
 extension, using txt files, or packing them in the bsp or something). I
 would still like an official answer on this please.

 Jeremy

 On 10/19/07, Kevin Ottalini [EMAIL PROTECTED] wrote:
 
  Jeremy,
  Downloading dynamic execuatble /scriptable files to clients from
  servers
  is always a big no no since they can be (and will be) abused.
 
  From the documentation, lua does not appear to be a safe solution.
 
 
 
  - Original Message -
  From: Jeremy
  To: hlcoders@list.valvesoftware.com
  Sent: Friday, October 19, 2007 10:56 AM
  Subject: Re: [hlcoders] Adding downloads via downloadables table
 
 
   I read you the first time, and like I said, that's not a solution for
  how
   we
   use map scripting. I would like a real solution from Valve. Blocking lua
   files from downloading across all mods because of one mod was a pretty
   rash
   decision, and one that should be reversed and left up to each mod to
   filter
   file extensions as desired. engine-DisallowDownload(extension) or
   something
   simple like that. Had this problem been identified before we released we
   might have worked around it by using a different extension, ff_lua or
   something. But post release, and after there is a number of 3rd party
  maps
   already in the wild, we need to be able to accommodate lua files.
  
  
   On 10/19/07, Mark Chandler  wrote:
  
   Add it to the bsp using pakrat
  
   On Oct 19, 2007, at 2:10 PM, Jeremy  wrote:
  
We use lua to go along with our maps, and I'm trying to get the
server to
automatically send the lua files to the clients like it already does
the
maps. After messing with it a bit trying to get it to work, I tried
a text
file and it worked, so it appears that lua files are filtered/
excluded from
being able to be downloaded. Is there any way to get around this? In
our mod
at least, the map files are incomplete without the lua files, so the
clients
can start their own server with the maps unless they get the lua
files from
somewhere else. Obviously that's not practical when it would be best
if we
could get the engine to send them the lua file as well. There a way
to do
this?
   
J
 
 
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  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] Adding downloads via downloadables table

2007-10-19 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Lua is as safe as you make it, as is any scripting language. It's up to the
developer to limit what sort of access it can have to the mod/system. Our
map scripts aren't dynamically executable, they are server side only. We
don't have any such thing as client side lua. However, the server sending
the maps to the clients leave them with a useless map unless they also have
the script. They won't be able to host the map themselves, run around in a
listen server, etc. Blocking *.lua is a hack. If a mod supports lua and
leave the default bindings wide open to open/edit files in arbitrary
directories then yes it will be abused. Like I said, it's as safe as you
want to make it. I'm not familiar with how it was being abused in garrys
mod, and it doesn't really matter to me, because we need to be able to send
them in a reasonable fashion(not hacking around it by making up some new
extension, using txt files, or packing them in the bsp or something). I
would still like an official answer on this please.

Jeremy

On 10/19/07, Kevin Ottalini [EMAIL PROTECTED] wrote:

 Jeremy,
 Downloading dynamic execuatble /scriptable files to clients from
 servers
 is always a big no no since they can be (and will be) abused.

 From the documentation, lua does not appear to be a safe solution.



 - Original Message -
 From: Jeremy
 To: hlcoders@list.valvesoftware.com
 Sent: Friday, October 19, 2007 10:56 AM
 Subject: Re: [hlcoders] Adding downloads via downloadables table


  I read you the first time, and like I said, that's not a solution for
 how
  we
  use map scripting. I would like a real solution from Valve. Blocking lua
  files from downloading across all mods because of one mod was a pretty
  rash
  decision, and one that should be reversed and left up to each mod to
  filter
  file extensions as desired. engine-DisallowDownload(extension) or
  something
  simple like that. Had this problem been identified before we released we
  might have worked around it by using a different extension, ff_lua or
  something. But post release, and after there is a number of 3rd party
 maps
  already in the wild, we need to be able to accommodate lua files.
 
 
  On 10/19/07, Mark Chandler  wrote:
 
  Add it to the bsp using pakrat
 
  On Oct 19, 2007, at 2:10 PM, Jeremy  wrote:
 
   We use lua to go along with our maps, and I'm trying to get the
   server to
   automatically send the lua files to the clients like it already does
   the
   maps. After messing with it a bit trying to get it to work, I tried
   a text
   file and it worked, so it appears that lua files are filtered/
   excluded from
   being able to be downloaded. Is there any way to get around this? In
   our mod
   at least, the map files are incomplete without the lua files, so the
   clients
   can start their own server with the maps unless they get the lua
   files from
   somewhere else. Obviously that's not practical when it would be best
   if we
   could get the engine to send them the lua file as well. There a way
   to do
   this?
  
   J


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[hlcoders] Render scope

2007-10-19 Thread Emiel Regis

Hey,

I'm trying to implement a real-time rendered scope for my mod. I've used
some modified code from Rear-view mirror tutorial from valve developer,
but I can't get it to work. The render texture is compiled well using
tutrorial from http://www.fpsbanana.com/tuts/208 and it shows as black
ingame, but no scope is rendered on it. The code I use:

rendertexture.cpp:

//=
// Scope Texture
//=
static CTextureReference s_pScopeTexture;
ITexture *GetScopeTexture( void )
{
if ( !s_pScopeTexture )
{
if( materials-FindTexture( _rt_Scope, 
TEXTURE_GROUP_RENDER_TARGET ) )
{
s_pScopeTexture.Init( materials-FindTexture( 
_rt_Scope,
TEXTURE_GROUP_RENDER_TARGET ) );
if( IsErrorTexture( s_pScopeTexture ) )
return NULL;
Assert( !IsErrorTexture( s_pScopeTexture ) );
AddReleaseFunc();
}
}

return s_pScopeTexture;
}

view.cpp:

void CViewRender::DrawScope( const CViewSetup viewSet )
{
C_BasePlayer *localPlayer = C_BasePlayer::GetLocalPlayer();

if(!localPlayer)
return;

if( !localPlayer-GetActiveWeapon() )
return;

//Copy our current View.
CViewSetup mirrorView = viewSet;

//Get our camera render target.
ITexture *pRenderTarget = GetScopeTexture();

if( pRenderTarget == NULL )
return;

//Fog data, enables for this view, and reverts back to default.
fogparams_t oldFogParams;
float flOldZFar = 0.0f;
bool fogEnabled = true;
if ( fogEnabled )
{
oldFogParams = localPlayer-m_Local.m_fog;
flOldZFar = mirrorView.zFar;
localPlayer-m_Local.m_fog.enable = true;
localPlayer-m_Local.m_fog.start = 2048;
localPlayer-m_Local.m_fog.end = 4096;
localPlayer-m_Local.m_fog.farz = 4096;
localPlayer-m_Local.m_fog.colorPrimary.SetR( 0 );
localPlayer-m_Local.m_fog.colorPrimary.SetG( 0 );
localPlayer-m_Local.m_fog.colorPrimary.SetB( 0 );
mirrorView.zFar = 4096;
}

//Our view information, Origin, View Direction, window size
//  location on material, and visual ratios.
mirrorView.width = 256;
mirrorView.height = 256;
mirrorView.x = 0;
mirrorView.y = 0;
mirrorView.origin = localPlayer-GetAbsOrigin() + Vector( 0, 0, 50);
mirrorView.angles = localPlayer-GetRenderAngles();
//mirrorView.angles.x += 30;
//mirrorView.angles.y = AngleNormalize( mirrorView.angles.y + 180 );
mirrorView.fov = 40/*localPlayer-GetActiveWeapon()-GetZoomFov()*/;
mirrorView.m_bOrtho = false;
mirrorView.m_flAspectRatio = 1.0f;

//Set the view up and output the scene to our RenderTarget (Scope
Material).
render-Push3DView( mirrorView, VIEW_CLEAR_DEPTH | VIEW_CLEAR_COLOR,
true, pRenderTarget, m_Frustum );
ViewDrawScene( true, true, mirrorView, 0, VIEW_MAIN );
render-PopView( m_Frustum );

// Reset the world fog parameters.
if ( fogEnabled )
{
localPlayer-m_Local.m_fog = oldFogParams;
mirrorView.zFar = flOldZFar;
}
}

And this in RenderViewEx:

if(g_pMaterialSystemHardwareConfig-GetDXSupportLevel() = 70 )
{
DrawScope( view );
}

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Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Jeremy
--
[ Picked text/plain from multipart/alternative ]
Wtf, what kind of viruses were built with lua that couldn't be addressed
on the mod side, like disabling file IO or limiting it to certain folders
etc. Seems stupid to me to just block a file extension like that. Valve, is
there a way to get around that filter without renaming our many many lua
files to a different extension or packing them with the bsp? We share a
number of common scripts in addition to the map script itself. Packing them
with the bsp isn't practical for how we are using them.

On 10/19/07, Mark Chandler [EMAIL PROTECTED] wrote:

 Use pakrat and add it to the bsp file :P

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Spencer
 'voogru'
 MacDonald
 Sent: Friday, October 19, 2007 4:43 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Adding downloads via downloadables table

 Send the lua files as a txt file then rename it on the client perhaps?

 - voogru.

 -Original Message-
 From: Jeremy [mailto:[EMAIL PROTECTED]
 Sent: Friday, October 19, 2007 2:11 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Adding downloads via downloadables table

 --
 [ Picked text/plain from multipart/alternative ]
 We use lua to go along with our maps, and I'm trying to get the server to
 automatically send the lua files to the clients like it already does the
 maps. After messing with it a bit trying to get it to work, I tried a text
 file and it worked, so it appears that lua files are filtered/excluded
 from
 being able to be downloaded. Is there any way to get around this? In our
 mod
 at least, the map files are incomplete without the lua files, so the
 clients
 can start their own server with the maps unless they get the lua files
 from
 somewhere else. Obviously that's not practical when it would be best if we
 could get the engine to send them the lua file as well. There a way to do
 this?

 J
 --

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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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 --
 No virus found in this incoming message.
 Checked by AVG Free Edition.
 Version: 7.5.488 / Virus Database: 269.15.1/1078 - Release Date:
 10/18/2007
 5:47 PM


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Re: [hlcoders] VCPM problem

2007-10-19 Thread Jeffrey botman Broome

Keeper wrote:

Poland.  Ding Ding.

Thanks, that's what I was afraid of.

So, since there is no real difference as far as our project files go, is
there any way to trick vcpm to treat them the same?


Maybe just tell the person in Poland to not check in changes to the
project file?  Have him/her email the changes so someone else can make them.

--
Jeffrey botman Broome

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RE: [hlcoders] VCPM problem

2007-10-19 Thread Keeper
Poland.  Ding Ding.

Thanks, that's what I was afraid of.

So, since there is no real difference as far as our project files go, is
there any way to trick vcpm to treat them the same?

Keeper

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman
Broome
Sent: Friday, October 19, 2007 9:32 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] VCPM problem

It's the code table (which language version of Windows is installed on
that machine)...

http://en.wikipedia.org/wiki/Windows-1252

1252 is (I believe) United States (and other Western English countries).
  1250 is the Eastern European version of Windows (countries such as
Poland, Hungary, czechoslovakia, etc...

http://en.wikipedia.org/wiki/Windows-1250

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Jeffrey botman Broome



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RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

2007-10-19 Thread Keeper
That's odd, because I'm not using gameeventmanager and it's working for me.


But my plugin class is also extending the IGameEventListener2 class...

Keeper

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ray
Sent: Friday, October 19, 2007 6:51 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?

if I do that with gameeventmanager it works fine..but if I set up
using gameeventmanager2 it doesnt.
BUT I cant seem to get the sudden death events so that the plugin
knows when the servers in sudden  death mode.

Ray





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Re: [hlcoders] VCPM problem

2007-10-19 Thread Jeffrey botman Broome

Keeper wrote:

I am part of a mod that has coding members in two different countries.

I have no idea if this is relevant, but the encoding on the project file
keeps changing from:

?xml version=1.0 encoding=windows-1252?

to

?xml version=1.0 encoding=windows-1250?

Which causes vcpm to crash.  All I do is change it back with text editor and
it compiles fine.  Is there a setting somewhere that is causing the encoding
to change?  Anybody know where this is?


It's the code table (which language version of Windows is installed on
that machine)...

http://en.wikipedia.org/wiki/Windows-1252

1252 is (I believe) United States (and other Western English countries).
 1250 is the Eastern European version of Windows (countries such as
Poland, Hungary, czechoslovakia, etc...

http://en.wikipedia.org/wiki/Windows-1250

--
Jeffrey botman Broome

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Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Tom Leighton

Whether this was gmod specific i dont know, but it seems you are getting
bitten by GMod :P


*Source Engine*


   * Exclude .lua files from being downloaded by clients
   * Exclude the addons/, gamemods/ and lua/ from having files inside
 of them downloaded to clients (Garry's MOD support)
   * Optimization for dedicated server and SourceTV relays



http://www.steampowered.com/v/index.php?area=newsid=778cc=GB

Jeremy wrote:

--
[ Picked text/plain from multipart/alternative ]
We use lua to go along with our maps, and I'm trying to get the server to
automatically send the lua files to the clients like it already does the
maps. After messing with it a bit trying to get it to work, I tried a text
file and it worked, so it appears that lua files are filtered/excluded from
being able to be downloaded. Is there any way to get around this? In our mod
at least, the map files are incomplete without the lua files, so the clients
can start their own server with the maps unless they get the lua files from
somewhere else. Obviously that's not practical when it would be best if we
could get the engine to send them the lua file as well. There a way to do
this?

J
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Re: [hlcoders] Adding downloads via downloadables table

2007-10-19 Thread Kevin Ottalini

Jeremy,
   Downloading dynamic execuatble /scriptable files to clients from servers
is always a big no no since they can be (and will be) abused.


From the documentation, lua does not appear to be a safe solution.




- Original Message -
From: Jeremy
To: hlcoders@list.valvesoftware.com
Sent: Friday, October 19, 2007 10:56 AM
Subject: Re: [hlcoders] Adding downloads via downloadables table



I read you the first time, and like I said, that's not a solution for how
we
use map scripting. I would like a real solution from Valve. Blocking lua
files from downloading across all mods because of one mod was a pretty
rash
decision, and one that should be reversed and left up to each mod to
filter
file extensions as desired. engine-DisallowDownload(extension) or
something
simple like that. Had this problem been identified before we released we
might have worked around it by using a different extension, ff_lua or
something. But post release, and after there is a number of 3rd party maps
already in the wild, we need to be able to accommodate lua files.


On 10/19/07, Mark Chandler  wrote:


Add it to the bsp using pakrat

On Oct 19, 2007, at 2:10 PM, Jeremy  wrote:

 We use lua to go along with our maps, and I'm trying to get the
 server to
 automatically send the lua files to the clients like it already does
 the
 maps. After messing with it a bit trying to get it to work, I tried
 a text
 file and it worked, so it appears that lua files are filtered/
 excluded from
 being able to be downloaded. Is there any way to get around this? In
 our mod
 at least, the map files are incomplete without the lua files, so the
 clients
 can start their own server with the maps unless they get the lua
 files from
 somewhere else. Obviously that's not practical when it would be best
 if we
 could get the engine to send them the lua file as well. There a way
 to do
 this?

 J



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