Re: [hlcoders] Adding downloads via downloadables table
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VCPM problem
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding downloads via downloadables table
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding downloads via downloadables table
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Adding downloads via downloadables table
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding downloads via downloadables table
-- [ 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding downloads via downloadables table
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding downloads via downloadables table
-- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Render scope
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 ); } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding downloads via downloadables table
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VCPM problem
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 -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VCPM problem
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding downloads via downloadables table
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding downloads via downloadables table
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders