Re: [hlcoders] How to find SteamID
Okay, thanks a lot for clarifying that :-) Yes, I meant odd numbers - directly translated to Danish, an odd number is "ulige"(uneven). Hehe. Thanks again! I'll probably return with more silly questions for you, later on ;-) > From: drunkenf...@hotmail.com > To: hlcoders@list.valvesoftware.com > Date: Tue, 5 Jan 2010 11:06:26 -0800 > Subject: Re: [hlcoders] How to find SteamID > > It can, but it means the same thing. Ex: STEAM_1 is used in L4D(2) and > STEAM_0 in every other game afaik. > > What do you mean if AccountID is an uneven number? Do you mean odd number or > fractional number? AccountID should always be a whole number and taking mod > 2 of that should only yield 0 or 1. 0 for even AccountID, 1 for odd > AccountID. When dividing by 2 when calculating Y, yes you should truncate > any decimal but "(AccountID mod 2) / 2" is not the correct calculation to do > so. > > Try: > Y = CLng(AccountID / 2) > > -Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang > Sent: Tuesday, January 05, 2010 9:21 AM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] How to find SteamID > > > Ah okay - so a SteamID can't start with anything but a zero? > > Hmm.. If the AccountID is an uneven number, I guess y is as follows : > y = (AccountID mod 2) / 2 ?? > Since a SteamID can't have decimals in it :-) > > > From: drunkenf...@hotmail.com > > To: hlcoders@list.valvesoftware.com > > Date: Tue, 5 Jan 2010 09:08:06 -0800 > > Subject: Re: [hlcoders] How to find SteamID > > > > STEAM_0:x:y > > > > Where X is "AccountID mod 2" > > Where Y is "AccountID / 2" > > > > You're using VB6, right? So you want the modulus operator as written > above. > > Basically, if AccountID is odd, X should be 1 otherwise 0. > > > > -Original Message- > > From: hlcoders-boun...@list.valvesoftware.com > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang > > Sent: Tuesday, January 05, 2010 8:55 AM > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] How to find SteamID > > > > > > Oh sorry, now I got it!! - at least how to find the last 4-6 digits. > > How do you figure out what the first two numbers in the SteamID are? > > STEAM_0:0:x > > > > > From: michael__b...@hotmail.com > > > To: hlcoders@list.valvesoftware.com > > > Date: Tue, 5 Jan 2010 16:34:19 + > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > Hi again, > > > > > > I'm not quite sure what you meant by the calculations you wrote, on how > to > > convert an AccountID to a SteamID. > > > > > > I didn't understand the first line at all; > > STEAM_0:"AccountID & > > 0x01":"AccountID >> 1" > > > As for the second line, I tried to use the modulo operation > > (Mod(AccountID,2)), but that just gave me the number two. > > > > > > Could you explain it to me with more words? > > > Thanks! > > > > > > > From: michael__b...@hotmail.com > > > > To: hlcoders@list.valvesoftware.com > > > > Date: Tue, 5 Jan 2010 07:15:19 + > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > > > Thank you! I'll try that when I get home tonight :-) > > > > > > > > > From: drunkenf...@hotmail.com > > > > > To: hlcoders@list.valvesoftware.com > > > > > Date: Mon, 4 Jan 2010 15:21:00 -0800 > > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > STEAM_0:"AccountID & 0x01":"AccountID >> 1" > > > > > > > > > > Or "Mod 2" and "/ 2" respectively. > > > > > > > > > > -Original Message- > > > > > From: hlcoders-boun...@list.valvesoftware.com > > > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of > Michael > > Bang > > > > > Sent: Monday, January 04, 2010 3:13 PM > > > > > To: hlcoders@list.valvesoftware.com > > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > > > > > > Okay. > > > > > How would you get a SteamID from an account ID - as you described in > : > > > > > > > > > > > > > > Well as long as we're coming up with alternatives: > > > > > > > - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed > > > > > > > - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a > > matching > > > > > > > friends\PersonaName value > > > > > > >- The keys under Users are account IDs. You can use them to > get > > a > > > > > > > SteamID. > > > > > > > > > > Thanks > > > > > > > > > > > From: drunkenf...@hotmail.com > > > > > > To: hlcoders@list.valvesoftware.com > > > > > > Date: Mon, 4 Jan 2010 15:05:33 -0800 > > > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > > > No examples for VB6, but if I were doing it, I'd make a separate > C++ > > DLL > > > > > > with an exported function that gives me what I want and use VB6 to > > call > > > > > > that. > > > > > > > > > > > > Steamclient.dll does export some functions, but nothing with what > > you > > > > > want. > > > > > > Everything else is in a
Re: [hlcoders] How to find SteamID
It can, but it means the same thing. Ex: STEAM_1 is used in L4D(2) and STEAM_0 in every other game afaik. What do you mean if AccountID is an uneven number? Do you mean odd number or fractional number? AccountID should always be a whole number and taking mod 2 of that should only yield 0 or 1. 0 for even AccountID, 1 for odd AccountID. When dividing by 2 when calculating Y, yes you should truncate any decimal but "(AccountID mod 2) / 2" is not the correct calculation to do so. Try: Y = CLng(AccountID / 2) -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang Sent: Tuesday, January 05, 2010 9:21 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] How to find SteamID Ah okay - so a SteamID can't start with anything but a zero? Hmm.. If the AccountID is an uneven number, I guess y is as follows : y = (AccountID mod 2) / 2 ?? Since a SteamID can't have decimals in it :-) > From: drunkenf...@hotmail.com > To: hlcoders@list.valvesoftware.com > Date: Tue, 5 Jan 2010 09:08:06 -0800 > Subject: Re: [hlcoders] How to find SteamID > > STEAM_0:x:y > > Where X is "AccountID mod 2" > Where Y is "AccountID / 2" > > You're using VB6, right? So you want the modulus operator as written above. > Basically, if AccountID is odd, X should be 1 otherwise 0. > > -Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang > Sent: Tuesday, January 05, 2010 8:55 AM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] How to find SteamID > > > Oh sorry, now I got it!! - at least how to find the last 4-6 digits. > How do you figure out what the first two numbers in the SteamID are? > STEAM_0:0:x > > > From: michael__b...@hotmail.com > > To: hlcoders@list.valvesoftware.com > > Date: Tue, 5 Jan 2010 16:34:19 + > > Subject: Re: [hlcoders] How to find SteamID > > > > > > Hi again, > > > > I'm not quite sure what you meant by the calculations you wrote, on how to > convert an AccountID to a SteamID. > > > > I didn't understand the first line at all; > > STEAM_0:"AccountID & > 0x01":"AccountID >> 1" > > As for the second line, I tried to use the modulo operation > (Mod(AccountID,2)), but that just gave me the number two. > > > > Could you explain it to me with more words? > > Thanks! > > > > > From: michael__b...@hotmail.com > > > To: hlcoders@list.valvesoftware.com > > > Date: Tue, 5 Jan 2010 07:15:19 + > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > Thank you! I'll try that when I get home tonight :-) > > > > > > > From: drunkenf...@hotmail.com > > > > To: hlcoders@list.valvesoftware.com > > > > Date: Mon, 4 Jan 2010 15:21:00 -0800 > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > STEAM_0:"AccountID & 0x01":"AccountID >> 1" > > > > > > > > Or "Mod 2" and "/ 2" respectively. > > > > > > > > -Original Message- > > > > From: hlcoders-boun...@list.valvesoftware.com > > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael > Bang > > > > Sent: Monday, January 04, 2010 3:13 PM > > > > To: hlcoders@list.valvesoftware.com > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > > > Okay. > > > > How would you get a SteamID from an account ID - as you described in : > > > > > > > > > > > Well as long as we're coming up with alternatives: > > > > > > - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed > > > > > > - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a > matching > > > > > > friends\PersonaName value > > > > > >- The keys under Users are account IDs. You can use them to get > a > > > > > > SteamID. > > > > > > > > Thanks > > > > > > > > > From: drunkenf...@hotmail.com > > > > > To: hlcoders@list.valvesoftware.com > > > > > Date: Mon, 4 Jan 2010 15:05:33 -0800 > > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > No examples for VB6, but if I were doing it, I'd make a separate C++ > DLL > > > > > with an exported function that gives me what I want and use VB6 to > call > > > > > that. > > > > > > > > > > Steamclient.dll does export some functions, but nothing with what > you > > > > want. > > > > > Everything else is in an interface and working with that in VB6 will > be > > > > > impossible. > > > > > > > > > > -Original Message- > > > > > From: hlcoders-boun...@list.valvesoftware.com > > > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of > Michael Bang > > > > > Sent: Monday, January 04, 2010 2:51 PM > > > > > To: hlcoders@list.valvesoftware.com > > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > > > > > > Thanks a lot! That really helped. > > > > > > > > > > > > > > > > > > > > You wouldn't happen to have an example of how to use the > Steamclient.dll > > > > > file in VB6/.net lying around, would you? ;-)
Re: [hlcoders] C_BaseAnimating::CreateUnragdollInfo(), Assertion Failed question.
Hi Olly No, It's not working. IsFrameLocking() Assert is back. And other stay the same. Charkrid P. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How to find SteamID
Ah okay - so a SteamID can't start with anything but a zero? Hmm.. If the AccountID is an uneven number, I guess y is as follows : y = (AccountID mod 2) / 2 ?? Since a SteamID can't have decimals in it :-) > From: drunkenf...@hotmail.com > To: hlcoders@list.valvesoftware.com > Date: Tue, 5 Jan 2010 09:08:06 -0800 > Subject: Re: [hlcoders] How to find SteamID > > STEAM_0:x:y > > Where X is "AccountID mod 2" > Where Y is "AccountID / 2" > > You're using VB6, right? So you want the modulus operator as written above. > Basically, if AccountID is odd, X should be 1 otherwise 0. > > -Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang > Sent: Tuesday, January 05, 2010 8:55 AM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] How to find SteamID > > > Oh sorry, now I got it!! - at least how to find the last 4-6 digits. > How do you figure out what the first two numbers in the SteamID are? > STEAM_0:0:x > > > From: michael__b...@hotmail.com > > To: hlcoders@list.valvesoftware.com > > Date: Tue, 5 Jan 2010 16:34:19 + > > Subject: Re: [hlcoders] How to find SteamID > > > > > > Hi again, > > > > I'm not quite sure what you meant by the calculations you wrote, on how to > convert an AccountID to a SteamID. > > > > I didn't understand the first line at all; > > STEAM_0:"AccountID & > 0x01":"AccountID >> 1" > > As for the second line, I tried to use the modulo operation > (Mod(AccountID,2)), but that just gave me the number two. > > > > Could you explain it to me with more words? > > Thanks! > > > > > From: michael__b...@hotmail.com > > > To: hlcoders@list.valvesoftware.com > > > Date: Tue, 5 Jan 2010 07:15:19 + > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > Thank you! I'll try that when I get home tonight :-) > > > > > > > From: drunkenf...@hotmail.com > > > > To: hlcoders@list.valvesoftware.com > > > > Date: Mon, 4 Jan 2010 15:21:00 -0800 > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > STEAM_0:"AccountID & 0x01":"AccountID >> 1" > > > > > > > > Or "Mod 2" and "/ 2" respectively. > > > > > > > > -Original Message- > > > > From: hlcoders-boun...@list.valvesoftware.com > > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael > Bang > > > > Sent: Monday, January 04, 2010 3:13 PM > > > > To: hlcoders@list.valvesoftware.com > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > > > Okay. > > > > How would you get a SteamID from an account ID - as you described in : > > > > > > > > > > > Well as long as we're coming up with alternatives: > > > > > > - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed > > > > > > - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a > matching > > > > > > friends\PersonaName value > > > > > >- The keys under Users are account IDs. You can use them to get > a > > > > > > SteamID. > > > > > > > > Thanks > > > > > > > > > From: drunkenf...@hotmail.com > > > > > To: hlcoders@list.valvesoftware.com > > > > > Date: Mon, 4 Jan 2010 15:05:33 -0800 > > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > No examples for VB6, but if I were doing it, I'd make a separate C++ > DLL > > > > > with an exported function that gives me what I want and use VB6 to > call > > > > > that. > > > > > > > > > > Steamclient.dll does export some functions, but nothing with what > you > > > > want. > > > > > Everything else is in an interface and working with that in VB6 will > be > > > > > impossible. > > > > > > > > > > -Original Message- > > > > > From: hlcoders-boun...@list.valvesoftware.com > > > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of > Michael Bang > > > > > Sent: Monday, January 04, 2010 2:51 PM > > > > > To: hlcoders@list.valvesoftware.com > > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > > > > > > Thanks a lot! That really helped. > > > > > > > > > > > > > > > > > > > > You wouldn't happen to have an example of how to use the > Steamclient.dll > > > > > file in VB6/.net lying around, would you? ;-) > > > > > > > > > > I've not been looking deeply into it, but I haven't been able to > find any > > > > > documentation on how to use the steamclient.dll. > > > > > > > > > > Thanks > > > > > > > > > > > From: drunkenf...@hotmail.com > > > > > > To: hlcoders@list.valvesoftware.com > > > > > > Date: Mon, 4 Jan 2010 13:31:04 -0800 > > > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > > > Well as long as we're coming up with alternatives: > > > > > > - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed > > > > > > - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a > matching > > > > > > friends\PersonaName value > > > > > >- The keys under Users are account IDs. You can use them to get > a > > > > > > SteamID. > > > > > >
Re: [hlcoders] How to find SteamID
STEAM_0:x:y Where X is "AccountID mod 2" Where Y is "AccountID / 2" You're using VB6, right? So you want the modulus operator as written above. Basically, if AccountID is odd, X should be 1 otherwise 0. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang Sent: Tuesday, January 05, 2010 8:55 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] How to find SteamID Oh sorry, now I got it!! - at least how to find the last 4-6 digits. How do you figure out what the first two numbers in the SteamID are? STEAM_0:0:x > From: michael__b...@hotmail.com > To: hlcoders@list.valvesoftware.com > Date: Tue, 5 Jan 2010 16:34:19 + > Subject: Re: [hlcoders] How to find SteamID > > > Hi again, > > I'm not quite sure what you meant by the calculations you wrote, on how to convert an AccountID to a SteamID. > > I didn't understand the first line at all; > > STEAM_0:"AccountID & 0x01":"AccountID >> 1" > As for the second line, I tried to use the modulo operation (Mod(AccountID,2)), but that just gave me the number two. > > Could you explain it to me with more words? > Thanks! > > > From: michael__b...@hotmail.com > > To: hlcoders@list.valvesoftware.com > > Date: Tue, 5 Jan 2010 07:15:19 + > > Subject: Re: [hlcoders] How to find SteamID > > > > > > Thank you! I'll try that when I get home tonight :-) > > > > > From: drunkenf...@hotmail.com > > > To: hlcoders@list.valvesoftware.com > > > Date: Mon, 4 Jan 2010 15:21:00 -0800 > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > STEAM_0:"AccountID & 0x01":"AccountID >> 1" > > > > > > Or "Mod 2" and "/ 2" respectively. > > > > > > -Original Message- > > > From: hlcoders-boun...@list.valvesoftware.com > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang > > > Sent: Monday, January 04, 2010 3:13 PM > > > To: hlcoders@list.valvesoftware.com > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > Okay. > > > How would you get a SteamID from an account ID - as you described in : > > > > > > > > Well as long as we're coming up with alternatives: > > > > > - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed > > > > > - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a matching > > > > > friends\PersonaName value > > > > >- The keys under Users are account IDs. You can use them to get a > > > > > SteamID. > > > > > > Thanks > > > > > > > From: drunkenf...@hotmail.com > > > > To: hlcoders@list.valvesoftware.com > > > > Date: Mon, 4 Jan 2010 15:05:33 -0800 > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > No examples for VB6, but if I were doing it, I'd make a separate C++ DLL > > > > with an exported function that gives me what I want and use VB6 to call > > > > that. > > > > > > > > Steamclient.dll does export some functions, but nothing with what you > > > want. > > > > Everything else is in an interface and working with that in VB6 will be > > > > impossible. > > > > > > > > -Original Message- > > > > From: hlcoders-boun...@list.valvesoftware.com > > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang > > > > Sent: Monday, January 04, 2010 2:51 PM > > > > To: hlcoders@list.valvesoftware.com > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > > > Thanks a lot! That really helped. > > > > > > > > > > > > > > > > You wouldn't happen to have an example of how to use the Steamclient.dll > > > > file in VB6/.net lying around, would you? ;-) > > > > > > > > I've not been looking deeply into it, but I haven't been able to find any > > > > documentation on how to use the steamclient.dll. > > > > > > > > Thanks > > > > > > > > > From: drunkenf...@hotmail.com > > > > > To: hlcoders@list.valvesoftware.com > > > > > Date: Mon, 4 Jan 2010 13:31:04 -0800 > > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > Well as long as we're coming up with alternatives: > > > > > - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed > > > > > - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a matching > > > > > friends\PersonaName value > > > > >- The keys under Users are account IDs. You can use them to get a > > > > > SteamID. > > > > > > > > > > Infallible? Hardly. But it's the best out-of-game, no-steam-dlls > > > solution > > > > I > > > > > could come up with besides mucking around in the blob file. > > > > > > > > > > If you know where Steam is installed > > > > > (HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath), you can load > > > > > steamclient.dll and get the SteamID easy. If you want more details, > > > reply > > > > > and ask. > > > > > > > > > > -Original Message- > > > > > From: hlcoders-boun...@list.valvesoftware.com > > > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Darien > > > Hager > > > > > Sent: Monday, Januar
Re: [hlcoders] How to find SteamID
Oh sorry, now I got it!! - at least how to find the last 4-6 digits. How do you figure out what the first two numbers in the SteamID are? STEAM_0:0:x > From: michael__b...@hotmail.com > To: hlcoders@list.valvesoftware.com > Date: Tue, 5 Jan 2010 16:34:19 + > Subject: Re: [hlcoders] How to find SteamID > > > Hi again, > > I'm not quite sure what you meant by the calculations you wrote, on how to > convert an AccountID to a SteamID. > > I didn't understand the first line at all; > > STEAM_0:"AccountID & > 0x01":"AccountID >> 1" > As for the second line, I tried to use the modulo operation > (Mod(AccountID,2)), but that just gave me the number two. > > Could you explain it to me with more words? > Thanks! > > > From: michael__b...@hotmail.com > > To: hlcoders@list.valvesoftware.com > > Date: Tue, 5 Jan 2010 07:15:19 + > > Subject: Re: [hlcoders] How to find SteamID > > > > > > Thank you! I'll try that when I get home tonight :-) > > > > > From: drunkenf...@hotmail.com > > > To: hlcoders@list.valvesoftware.com > > > Date: Mon, 4 Jan 2010 15:21:00 -0800 > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > STEAM_0:"AccountID & 0x01":"AccountID >> 1" > > > > > > Or "Mod 2" and "/ 2" respectively. > > > > > > -Original Message- > > > From: hlcoders-boun...@list.valvesoftware.com > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang > > > Sent: Monday, January 04, 2010 3:13 PM > > > To: hlcoders@list.valvesoftware.com > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > Okay. > > > How would you get a SteamID from an account ID - as you described in : > > > > > > > > Well as long as we're coming up with alternatives: > > > > > - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed > > > > > - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a > > > > > matching > > > > > friends\PersonaName value > > > > >- The keys under Users are account IDs. You can use them to get a > > > > > SteamID. > > > > > > Thanks > > > > > > > From: drunkenf...@hotmail.com > > > > To: hlcoders@list.valvesoftware.com > > > > Date: Mon, 4 Jan 2010 15:05:33 -0800 > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > No examples for VB6, but if I were doing it, I'd make a separate C++ DLL > > > > with an exported function that gives me what I want and use VB6 to call > > > > that. > > > > > > > > Steamclient.dll does export some functions, but nothing with what you > > > want. > > > > Everything else is in an interface and working with that in VB6 will be > > > > impossible. > > > > > > > > -Original Message- > > > > From: hlcoders-boun...@list.valvesoftware.com > > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael > > > > Bang > > > > Sent: Monday, January 04, 2010 2:51 PM > > > > To: hlcoders@list.valvesoftware.com > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > > > Thanks a lot! That really helped. > > > > > > > > > > > > > > > > You wouldn't happen to have an example of how to use the Steamclient.dll > > > > file in VB6/.net lying around, would you? ;-) > > > > > > > > I've not been looking deeply into it, but I haven't been able to find > > > > any > > > > documentation on how to use the steamclient.dll. > > > > > > > > Thanks > > > > > > > > > From: drunkenf...@hotmail.com > > > > > To: hlcoders@list.valvesoftware.com > > > > > Date: Mon, 4 Jan 2010 13:31:04 -0800 > > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > Well as long as we're coming up with alternatives: > > > > > - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed > > > > > - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a > > > > > matching > > > > > friends\PersonaName value > > > > >- The keys under Users are account IDs. You can use them to get a > > > > > SteamID. > > > > > > > > > > Infallible? Hardly. But it's the best out-of-game, no-steam-dlls > > > solution > > > > I > > > > > could come up with besides mucking around in the blob file. > > > > > > > > > > If you know where Steam is installed > > > > > (HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath), you can load > > > > > steamclient.dll and get the SteamID easy. If you want more details, > > > reply > > > > > and ask. > > > > > > > > > > -Original Message- > > > > > From: hlcoders-boun...@list.valvesoftware.com > > > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Darien > > > Hager > > > > > Sent: Monday, January 04, 2010 1:06 PM > > > > > To: Discussion of Half-Life Programming > > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > > Just to toss out an alternative... I think the "current user name" is > > > > > probably somewhere in the clientregistry.blob file after the user is > > > > > logged-in... but parsing that thing directly isn't very fun and > > > > > likely > > > > > won't be as stable making y
Re: [hlcoders] File operations from stdio.h
Wow... sorry for that. Guess I wasn't really thinking straight here. Thanks for your help! 2010/1/5 Saul Rennison > You need to add the actual file to the project (VCPROJ), not a project > folder. > > Thanks, > - Saul. > > > 2010/1/5 Klaus Müller > > > Sorry, I didn't make that clear enough. I added both the header and > source > > file to the /src/common folder. Obviously this folder is already > registered > > in the project settings as additional include directory. If I create an > > instance of the class now, I get the linker error. > > > > 2010/1/5 Ronny Schedel > > > > > You have to add the encryption cpp to your project, so it will be > > compiled > > > and linked. > > > > > > - Original Message - > > > From: "Klaus Müller" > > > To: "Discussion of Half-Life Programming" < > > hlcoders@list.valvesoftware.com > > > > > > > Sent: Tuesday, January 05, 2010 3:00 PM > > > Subject: Re: [hlcoders] File operations from stdio.h > > > > > > > > > In a way this is good news cause it should help me resolve the fopen > > issue. > > > However, it turns up another problem. Part of what I'm planning to > write > > to > > > the external file is encrypted data. The encryption shall be done using > a > > > public domain implementation of a specific encryption algorithm. I > > included > > > the corresponding header file in the basecombatplayer.cpp (the file > > itself > > > I > > > placed in the /src/common) and created an instance of the encryption > > class. > > > This turned up another LNK2019 linker error, but with an error > > description > > > like: "LNK2019: unresolved external symbol "public: class... referenced > > in > > > function void foo..." > > > > > > I didn't mention this in my first mail cause I thought solving the > fopen > > > issue would solve this issue as well, despite the different error > > message. > > > > > > 2010/1/5 Saul Rennison > > > > > > > Not really lol. You could always: > > > > #undef fopen > > > > > > > > and you're fine. But I guess VALVe just want you to use filesystem > > > > instead. > > > > > > > > On Tuesday, January 5, 2010, ZuM wrote: > > > > > They do this because then they can control what you can acess and > > > > > modify, > > > > > not allowing to open and modify user files on other directories > that > > > > > have > > > > > nothing to do with your Mod :). > > > > > > > > > > At least that's for fopen :). > > > > > > > > > > 2010/1/5 Jed > > > > > > > > > >> It's a trap! > > > > >> > > > > >> It's caused by a preprocessor definition in the C++ part of your > > > > >> projects configuration, e.g: > > > > >> > > > > >> fopen=dont_use_fopen; > > > > >> strncpy=use_Q_strncpy_instead; > > > > >> _snprintf=use_Q_snprintf_instead > > > > >> > > > > >> Basically it's to stop you using fopen and it throws the > > > > >> "dont_use_fopen" error instead. Valve do this to make you use > their > > > > >> alternate function calls. > > > > >> > > > > >> You're choices are: > > > > >> > > > > >> 1) Find out what the Valve "equivalent" of fopen is. > > > > >> 2) Comment out fopen=dont_use_fopen; in your projects preprocessor > > > > defines. > > > > >> > > > > >> - Jed > > > > >> > > > > >> 2010/1/5 Klaus Müller : > > > > >> > Hey, > > > > >> > > > > > >> > I'm currently trying to read certain information from a demo and > > > > >> > write > > > > >> them > > > > >> > to an external file. Therefore I included stdio.h in the source > > file > > > > >> where I > > > > >> > need to use the function (in this case basecombatplayer.cpp) and > > > did: > > > > >> > > > > > >> > FILE *fRecord; > > > > >> > fRecord = fopen( m_sNewpath.c_str(), "wb" ); > > > > >> > fclose( fRecord ); > > > > >> > > > > > >> > Now, when trying to compile, I get: > > > > >> > > > > > >> > Error1error LNK2019: unresolved external symbol > > > > _dont_use_fopen > > > > >> > referenced in function "public: void __thiscall > > > > >> > CBaseCombatCharacter::CreateRecord(void)" > > > > >> > (?createrec...@cbasecombatcharacter@@QAEXXZ) > > > > basecombatcharacter.obj > > > > >> > Error2fatal error LNK1120: 1 unresolved externals > > > > >> > .\Release_episodic/Server.dll > > > > >> > > > > > >> > I'm guessing for an experienced user this is an easily solveable > > > > error, > > > > >> but > > > > >> > I'm not too familiar with the whole process of compiling and > > > linking. > > > > I > > > > >> > never had to deal with a project as complex and big as the > Source > > > > engine > > > > >> > code before, so maybe that's why I never had to deal with a > > problem > > > > like > > > > >> > this before. Thanks in advance for your help. > > > > >> > > > > > >> > Cheers. > > > > >> > ___ > > > > >> > To unsubscribe, edit your list preferences, or view the list > > > > >> > archives, > > > > >> please visit: > > > > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > >> > > > > > >> > > > > > >> > > > > >> _
Re: [hlcoders] How to find SteamID
Hi again, I'm not quite sure what you meant by the calculations you wrote, on how to convert an AccountID to a SteamID. I didn't understand the first line at all; > > STEAM_0:"AccountID & 0x01":"AccountID >> 1" As for the second line, I tried to use the modulo operation (Mod(AccountID,2)), but that just gave me the number two. Could you explain it to me with more words? Thanks! > From: michael__b...@hotmail.com > To: hlcoders@list.valvesoftware.com > Date: Tue, 5 Jan 2010 07:15:19 + > Subject: Re: [hlcoders] How to find SteamID > > > Thank you! I'll try that when I get home tonight :-) > > > From: drunkenf...@hotmail.com > > To: hlcoders@list.valvesoftware.com > > Date: Mon, 4 Jan 2010 15:21:00 -0800 > > Subject: Re: [hlcoders] How to find SteamID > > > > STEAM_0:"AccountID & 0x01":"AccountID >> 1" > > > > Or "Mod 2" and "/ 2" respectively. > > > > -Original Message- > > From: hlcoders-boun...@list.valvesoftware.com > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang > > Sent: Monday, January 04, 2010 3:13 PM > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] How to find SteamID > > > > > > Okay. > > How would you get a SteamID from an account ID - as you described in : > > > > > > Well as long as we're coming up with alternatives: > > > > - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed > > > > - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a matching > > > > friends\PersonaName value > > > >- The keys under Users are account IDs. You can use them to get a > > > > SteamID. > > > > Thanks > > > > > From: drunkenf...@hotmail.com > > > To: hlcoders@list.valvesoftware.com > > > Date: Mon, 4 Jan 2010 15:05:33 -0800 > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > No examples for VB6, but if I were doing it, I'd make a separate C++ DLL > > > with an exported function that gives me what I want and use VB6 to call > > > that. > > > > > > Steamclient.dll does export some functions, but nothing with what you > > want. > > > Everything else is in an interface and working with that in VB6 will be > > > impossible. > > > > > > -Original Message- > > > From: hlcoders-boun...@list.valvesoftware.com > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Bang > > > Sent: Monday, January 04, 2010 2:51 PM > > > To: hlcoders@list.valvesoftware.com > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > > Thanks a lot! That really helped. > > > > > > > > > > > > You wouldn't happen to have an example of how to use the Steamclient.dll > > > file in VB6/.net lying around, would you? ;-) > > > > > > I've not been looking deeply into it, but I haven't been able to find any > > > documentation on how to use the steamclient.dll. > > > > > > Thanks > > > > > > > From: drunkenf...@hotmail.com > > > > To: hlcoders@list.valvesoftware.com > > > > Date: Mon, 4 Jan 2010 13:31:04 -0800 > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > Well as long as we're coming up with alternatives: > > > > - Read HKEY_CURRENT_USER\Software\Valve\Steam\LastGameNameUsed > > > > - Enumerate HKEY_CURRENT_USER\Software\Valve\Steam\Users for a matching > > > > friends\PersonaName value > > > >- The keys under Users are account IDs. You can use them to get a > > > > SteamID. > > > > > > > > Infallible? Hardly. But it's the best out-of-game, no-steam-dlls > > solution > > > I > > > > could come up with besides mucking around in the blob file. > > > > > > > > If you know where Steam is installed > > > > (HKEY_CURRENT_USER\Software\Valve\Steam\SteamPath), you can load > > > > steamclient.dll and get the SteamID easy. If you want more details, > > reply > > > > and ask. > > > > > > > > -Original Message- > > > > From: hlcoders-boun...@list.valvesoftware.com > > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Darien > > Hager > > > > Sent: Monday, January 04, 2010 1:06 PM > > > > To: Discussion of Half-Life Programming > > > > Subject: Re: [hlcoders] How to find SteamID > > > > > > > > Just to toss out an alternative... I think the "current user name" is > > > > probably somewhere in the clientregistry.blob file after the user is > > > > logged-in... but parsing that thing directly isn't very fun and likely > > > > won't be as stable making your own exe/dll. (I'm working on phasing out > > > > some clientregistry-using code for those reasons.) > > > > > > > > --Darien > > > > > > > > Alexander Hirsch wrote: > > > > > It does work. I did some stuff with that already. > > > > > The code down there is just on top of my head though. Still, should > > > > > work like that. > > > > > > > > > > > > > > > > > > > > > > ___ > > > > To unsubscribe, edit your list preferences, or view the list archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > >
Re: [hlcoders] File operations from stdio.h
It's not done by just copying the files into the folder. You have to add the cpp file to your project settings (compile and link) of Visual Studio or whatever you use. Otherwise it will never compile and link the file. - Original Message - From: "Klaus Müller" To: "Discussion of Half-Life Programming" Sent: Tuesday, January 05, 2010 5:07 PM Subject: Re: [hlcoders] File operations from stdio.h Sorry, I didn't make that clear enough. I added both the header and source file to the /src/common folder. Obviously this folder is already registered in the project settings as additional include directory. If I create an instance of the class now, I get the linker error. 2010/1/5 Ronny Schedel > You have to add the encryption cpp to your project, so it will be compiled > and linked. > > - Original Message - > From: "Klaus Müller" > To: "Discussion of Half-Life Programming" > > Sent: Tuesday, January 05, 2010 3:00 PM > Subject: Re: [hlcoders] File operations from stdio.h > > > In a way this is good news cause it should help me resolve the fopen > issue. > However, it turns up another problem. Part of what I'm planning to write > to > the external file is encrypted data. The encryption shall be done using a > public domain implementation of a specific encryption algorithm. I > included > the corresponding header file in the basecombatplayer.cpp (the file itself > I > placed in the /src/common) and created an instance of the encryption > class. > This turned up another LNK2019 linker error, but with an error description > like: "LNK2019: unresolved external symbol "public: class... referenced in > function void foo..." > > I didn't mention this in my first mail cause I thought solving the fopen > issue would solve this issue as well, despite the different error message. > > 2010/1/5 Saul Rennison > > > Not really lol. You could always: > > #undef fopen > > > > and you're fine. But I guess VALVe just want you to use filesystem > > instead. > > > > On Tuesday, January 5, 2010, ZuM wrote: > > > They do this because then they can control what you can acess and > > > modify, > > > not allowing to open and modify user files on other directories that > > > have > > > nothing to do with your Mod :). > > > > > > At least that's for fopen :). > > > > > > 2010/1/5 Jed > > > > > >> It's a trap! > > >> > > >> It's caused by a preprocessor definition in the C++ part of your > > >> projects configuration, e.g: > > >> > > >> fopen=dont_use_fopen; > > >> strncpy=use_Q_strncpy_instead; > > >> _snprintf=use_Q_snprintf_instead > > >> > > >> Basically it's to stop you using fopen and it throws the > > >> "dont_use_fopen" error instead. Valve do this to make you use their > > >> alternate function calls. > > >> > > >> You're choices are: > > >> > > >> 1) Find out what the Valve "equivalent" of fopen is. > > >> 2) Comment out fopen=dont_use_fopen; in your projects preprocessor > > defines. > > >> > > >> - Jed > > >> > > >> 2010/1/5 Klaus Müller : > > >> > Hey, > > >> > > > >> > I'm currently trying to read certain information from a demo and > > >> > write > > >> them > > >> > to an external file. Therefore I included stdio.h in the source > > >> > file > > >> where I > > >> > need to use the function (in this case basecombatplayer.cpp) and > did: > > >> > > > >> > FILE *fRecord; > > >> > fRecord = fopen( m_sNewpath.c_str(), "wb" ); > > >> > fclose( fRecord ); > > >> > > > >> > Now, when trying to compile, I get: > > >> > > > >> > Error1error LNK2019: unresolved external symbol > > _dont_use_fopen > > >> > referenced in function "public: void __thiscall > > >> > CBaseCombatCharacter::CreateRecord(void)" > > >> > (?createrec...@cbasecombatcharacter@@QAEXXZ) > > basecombatcharacter.obj > > >> > Error2fatal error LNK1120: 1 unresolved externals > > >> > .\Release_episodic/Server.dll > > >> > > > >> > I'm guessing for an experienced user this is an easily solveable > > error, > > >> but > > >> > I'm not too familiar with the whole process of compiling and > linking. > > I > > >> > never had to deal with a project as complex and big as the Source > > engine > > >> > code before, so maybe that's why I never had to deal with a problem > > like > > >> > this before. Thanks in advance for your help. > > >> > > > >> > Cheers. > > >> > ___ > > >> > 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/ma
Re: [hlcoders] File operations from stdio.h
You need to add the actual file to the project (VCPROJ), not a project folder. Thanks, - Saul. 2010/1/5 Klaus Müller > Sorry, I didn't make that clear enough. I added both the header and source > file to the /src/common folder. Obviously this folder is already registered > in the project settings as additional include directory. If I create an > instance of the class now, I get the linker error. > > 2010/1/5 Ronny Schedel > > > You have to add the encryption cpp to your project, so it will be > compiled > > and linked. > > > > - Original Message - > > From: "Klaus Müller" > > To: "Discussion of Half-Life Programming" < > hlcoders@list.valvesoftware.com > > > > > Sent: Tuesday, January 05, 2010 3:00 PM > > Subject: Re: [hlcoders] File operations from stdio.h > > > > > > In a way this is good news cause it should help me resolve the fopen > issue. > > However, it turns up another problem. Part of what I'm planning to write > to > > the external file is encrypted data. The encryption shall be done using a > > public domain implementation of a specific encryption algorithm. I > included > > the corresponding header file in the basecombatplayer.cpp (the file > itself > > I > > placed in the /src/common) and created an instance of the encryption > class. > > This turned up another LNK2019 linker error, but with an error > description > > like: "LNK2019: unresolved external symbol "public: class... referenced > in > > function void foo..." > > > > I didn't mention this in my first mail cause I thought solving the fopen > > issue would solve this issue as well, despite the different error > message. > > > > 2010/1/5 Saul Rennison > > > > > Not really lol. You could always: > > > #undef fopen > > > > > > and you're fine. But I guess VALVe just want you to use filesystem > > > instead. > > > > > > On Tuesday, January 5, 2010, ZuM wrote: > > > > They do this because then they can control what you can acess and > > > > modify, > > > > not allowing to open and modify user files on other directories that > > > > have > > > > nothing to do with your Mod :). > > > > > > > > At least that's for fopen :). > > > > > > > > 2010/1/5 Jed > > > > > > > >> It's a trap! > > > >> > > > >> It's caused by a preprocessor definition in the C++ part of your > > > >> projects configuration, e.g: > > > >> > > > >> fopen=dont_use_fopen; > > > >> strncpy=use_Q_strncpy_instead; > > > >> _snprintf=use_Q_snprintf_instead > > > >> > > > >> Basically it's to stop you using fopen and it throws the > > > >> "dont_use_fopen" error instead. Valve do this to make you use their > > > >> alternate function calls. > > > >> > > > >> You're choices are: > > > >> > > > >> 1) Find out what the Valve "equivalent" of fopen is. > > > >> 2) Comment out fopen=dont_use_fopen; in your projects preprocessor > > > defines. > > > >> > > > >> - Jed > > > >> > > > >> 2010/1/5 Klaus Müller : > > > >> > Hey, > > > >> > > > > >> > I'm currently trying to read certain information from a demo and > > > >> > write > > > >> them > > > >> > to an external file. Therefore I included stdio.h in the source > file > > > >> where I > > > >> > need to use the function (in this case basecombatplayer.cpp) and > > did: > > > >> > > > > >> > FILE *fRecord; > > > >> > fRecord = fopen( m_sNewpath.c_str(), "wb" ); > > > >> > fclose( fRecord ); > > > >> > > > > >> > Now, when trying to compile, I get: > > > >> > > > > >> > Error1error LNK2019: unresolved external symbol > > > _dont_use_fopen > > > >> > referenced in function "public: void __thiscall > > > >> > CBaseCombatCharacter::CreateRecord(void)" > > > >> > (?createrec...@cbasecombatcharacter@@QAEXXZ) > > > basecombatcharacter.obj > > > >> > Error2fatal error LNK1120: 1 unresolved externals > > > >> > .\Release_episodic/Server.dll > > > >> > > > > >> > I'm guessing for an experienced user this is an easily solveable > > > error, > > > >> but > > > >> > I'm not too familiar with the whole process of compiling and > > linking. > > > I > > > >> > never had to deal with a project as complex and big as the Source > > > engine > > > >> > code before, so maybe that's why I never had to deal with a > problem > > > like > > > >> > this before. Thanks in advance for your help. > > > >> > > > > >> > Cheers. > > > >> > ___ > > > >> > 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/mailm
Re: [hlcoders] File operations from stdio.h
Sorry, I didn't make that clear enough. I added both the header and source file to the /src/common folder. Obviously this folder is already registered in the project settings as additional include directory. If I create an instance of the class now, I get the linker error. 2010/1/5 Ronny Schedel > You have to add the encryption cpp to your project, so it will be compiled > and linked. > > - Original Message - > From: "Klaus Müller" > To: "Discussion of Half-Life Programming" > > Sent: Tuesday, January 05, 2010 3:00 PM > Subject: Re: [hlcoders] File operations from stdio.h > > > In a way this is good news cause it should help me resolve the fopen issue. > However, it turns up another problem. Part of what I'm planning to write to > the external file is encrypted data. The encryption shall be done using a > public domain implementation of a specific encryption algorithm. I included > the corresponding header file in the basecombatplayer.cpp (the file itself > I > placed in the /src/common) and created an instance of the encryption class. > This turned up another LNK2019 linker error, but with an error description > like: "LNK2019: unresolved external symbol "public: class... referenced in > function void foo..." > > I didn't mention this in my first mail cause I thought solving the fopen > issue would solve this issue as well, despite the different error message. > > 2010/1/5 Saul Rennison > > > Not really lol. You could always: > > #undef fopen > > > > and you're fine. But I guess VALVe just want you to use filesystem > > instead. > > > > On Tuesday, January 5, 2010, ZuM wrote: > > > They do this because then they can control what you can acess and > > > modify, > > > not allowing to open and modify user files on other directories that > > > have > > > nothing to do with your Mod :). > > > > > > At least that's for fopen :). > > > > > > 2010/1/5 Jed > > > > > >> It's a trap! > > >> > > >> It's caused by a preprocessor definition in the C++ part of your > > >> projects configuration, e.g: > > >> > > >> fopen=dont_use_fopen; > > >> strncpy=use_Q_strncpy_instead; > > >> _snprintf=use_Q_snprintf_instead > > >> > > >> Basically it's to stop you using fopen and it throws the > > >> "dont_use_fopen" error instead. Valve do this to make you use their > > >> alternate function calls. > > >> > > >> You're choices are: > > >> > > >> 1) Find out what the Valve "equivalent" of fopen is. > > >> 2) Comment out fopen=dont_use_fopen; in your projects preprocessor > > defines. > > >> > > >> - Jed > > >> > > >> 2010/1/5 Klaus Müller : > > >> > Hey, > > >> > > > >> > I'm currently trying to read certain information from a demo and > > >> > write > > >> them > > >> > to an external file. Therefore I included stdio.h in the source file > > >> where I > > >> > need to use the function (in this case basecombatplayer.cpp) and > did: > > >> > > > >> > FILE *fRecord; > > >> > fRecord = fopen( m_sNewpath.c_str(), "wb" ); > > >> > fclose( fRecord ); > > >> > > > >> > Now, when trying to compile, I get: > > >> > > > >> > Error1error LNK2019: unresolved external symbol > > _dont_use_fopen > > >> > referenced in function "public: void __thiscall > > >> > CBaseCombatCharacter::CreateRecord(void)" > > >> > (?createrec...@cbasecombatcharacter@@QAEXXZ) > > basecombatcharacter.obj > > >> > Error2fatal error LNK1120: 1 unresolved externals > > >> > .\Release_episodic/Server.dll > > >> > > > >> > I'm guessing for an experienced user this is an easily solveable > > error, > > >> but > > >> > I'm not too familiar with the whole process of compiling and > linking. > > I > > >> > never had to deal with a project as complex and big as the Source > > engine > > >> > code before, so maybe that's why I never had to deal with a problem > > like > > >> > this before. Thanks in advance for your help. > > >> > > > >> > Cheers. > > >> > ___ > > >> > 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 > > > > > > > > > > -- > > > > Thanks, > > - Saul. > > > > ___ > > 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://lis
Re: [hlcoders] File operations from stdio.h
You have to add the encryption cpp to your project, so it will be compiled and linked. - Original Message - From: "Klaus Müller" To: "Discussion of Half-Life Programming" Sent: Tuesday, January 05, 2010 3:00 PM Subject: Re: [hlcoders] File operations from stdio.h In a way this is good news cause it should help me resolve the fopen issue. However, it turns up another problem. Part of what I'm planning to write to the external file is encrypted data. The encryption shall be done using a public domain implementation of a specific encryption algorithm. I included the corresponding header file in the basecombatplayer.cpp (the file itself I placed in the /src/common) and created an instance of the encryption class. This turned up another LNK2019 linker error, but with an error description like: "LNK2019: unresolved external symbol "public: class... referenced in function void foo..." I didn't mention this in my first mail cause I thought solving the fopen issue would solve this issue as well, despite the different error message. 2010/1/5 Saul Rennison > Not really lol. You could always: > #undef fopen > > and you're fine. But I guess VALVe just want you to use filesystem > instead. > > On Tuesday, January 5, 2010, ZuM wrote: > > They do this because then they can control what you can acess and > > modify, > > not allowing to open and modify user files on other directories that > > have > > nothing to do with your Mod :). > > > > At least that's for fopen :). > > > > 2010/1/5 Jed > > > >> It's a trap! > >> > >> It's caused by a preprocessor definition in the C++ part of your > >> projects configuration, e.g: > >> > >> fopen=dont_use_fopen; > >> strncpy=use_Q_strncpy_instead; > >> _snprintf=use_Q_snprintf_instead > >> > >> Basically it's to stop you using fopen and it throws the > >> "dont_use_fopen" error instead. Valve do this to make you use their > >> alternate function calls. > >> > >> You're choices are: > >> > >> 1) Find out what the Valve "equivalent" of fopen is. > >> 2) Comment out fopen=dont_use_fopen; in your projects preprocessor > defines. > >> > >> - Jed > >> > >> 2010/1/5 Klaus Müller : > >> > Hey, > >> > > >> > I'm currently trying to read certain information from a demo and > >> > write > >> them > >> > to an external file. Therefore I included stdio.h in the source file > >> where I > >> > need to use the function (in this case basecombatplayer.cpp) and did: > >> > > >> > FILE *fRecord; > >> > fRecord = fopen( m_sNewpath.c_str(), "wb" ); > >> > fclose( fRecord ); > >> > > >> > Now, when trying to compile, I get: > >> > > >> > Error1error LNK2019: unresolved external symbol > _dont_use_fopen > >> > referenced in function "public: void __thiscall > >> > CBaseCombatCharacter::CreateRecord(void)" > >> > (?createrec...@cbasecombatcharacter@@QAEXXZ) > basecombatcharacter.obj > >> > Error2fatal error LNK1120: 1 unresolved externals > >> > .\Release_episodic/Server.dll > >> > > >> > I'm guessing for an experienced user this is an easily solveable > error, > >> but > >> > I'm not too familiar with the whole process of compiling and linking. > I > >> > never had to deal with a project as complex and big as the Source > engine > >> > code before, so maybe that's why I never had to deal with a problem > like > >> > this before. Thanks in advance for your help. > >> > > >> > Cheers. > >> > ___ > >> > 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 > > > > > > -- > > Thanks, > - Saul. > > ___ > 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] C_BaseAnimating::CreateUnragdollInfo() Assertion Failed question.
Just put it in the function that is calling the unragdoll stuff, don't edit the base classes. 2010/1/5 Charkrid Pornpitackchaikul > Thanks for reply Olly, > >Oh yes I fixed it. I did add it like Know Issue on Sept 06 > suggested. But I still have this problem. So I add > MDLCACHE_CRITICAL_SECTION() macro into C_BaseAnimating::GetModelPtr() > itself. > But what about the assertion from s_bAbsQueiresValid? Do you have any > idea with that? > > Charkrid P. > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] File operations from stdio.h
In a way this is good news cause it should help me resolve the fopen issue. However, it turns up another problem. Part of what I'm planning to write to the external file is encrypted data. The encryption shall be done using a public domain implementation of a specific encryption algorithm. I included the corresponding header file in the basecombatplayer.cpp (the file itself I placed in the /src/common) and created an instance of the encryption class. This turned up another LNK2019 linker error, but with an error description like: "LNK2019: unresolved external symbol "public: class... referenced in function void foo..." I didn't mention this in my first mail cause I thought solving the fopen issue would solve this issue as well, despite the different error message. 2010/1/5 Saul Rennison > Not really lol. You could always: > #undef fopen > > and you're fine. But I guess VALVe just want you to use filesystem instead. > > On Tuesday, January 5, 2010, ZuM wrote: > > They do this because then they can control what you can acess and modify, > > not allowing to open and modify user files on other directories that have > > nothing to do with your Mod :). > > > > At least that's for fopen :). > > > > 2010/1/5 Jed > > > >> It's a trap! > >> > >> It's caused by a preprocessor definition in the C++ part of your > >> projects configuration, e.g: > >> > >> fopen=dont_use_fopen; > >> strncpy=use_Q_strncpy_instead; > >> _snprintf=use_Q_snprintf_instead > >> > >> Basically it's to stop you using fopen and it throws the > >> "dont_use_fopen" error instead. Valve do this to make you use their > >> alternate function calls. > >> > >> You're choices are: > >> > >> 1) Find out what the Valve "equivalent" of fopen is. > >> 2) Comment out fopen=dont_use_fopen; in your projects preprocessor > defines. > >> > >> - Jed > >> > >> 2010/1/5 Klaus Müller : > >> > Hey, > >> > > >> > I'm currently trying to read certain information from a demo and write > >> them > >> > to an external file. Therefore I included stdio.h in the source file > >> where I > >> > need to use the function (in this case basecombatplayer.cpp) and did: > >> > > >> > FILE *fRecord; > >> > fRecord = fopen( m_sNewpath.c_str(), "wb" ); > >> > fclose( fRecord ); > >> > > >> > Now, when trying to compile, I get: > >> > > >> > Error1error LNK2019: unresolved external symbol > _dont_use_fopen > >> > referenced in function "public: void __thiscall > >> > CBaseCombatCharacter::CreateRecord(void)" > >> > (?createrec...@cbasecombatcharacter@@QAEXXZ) > basecombatcharacter.obj > >> > Error2fatal error LNK1120: 1 unresolved externals > >> > .\Release_episodic/Server.dll > >> > > >> > I'm guessing for an experienced user this is an easily solveable > error, > >> but > >> > I'm not too familiar with the whole process of compiling and linking. > I > >> > never had to deal with a project as complex and big as the Source > engine > >> > code before, so maybe that's why I never had to deal with a problem > like > >> > this before. Thanks in advance for your help. > >> > > >> > Cheers. > >> > ___ > >> > 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 > > > > > > -- > > Thanks, > - Saul. > > ___ > 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] File operations from stdio.h
Not really lol. You could always: #undef fopen and you're fine. But I guess VALVe just want you to use filesystem instead. On Tuesday, January 5, 2010, ZuM wrote: > They do this because then they can control what you can acess and modify, > not allowing to open and modify user files on other directories that have > nothing to do with your Mod :). > > At least that's for fopen :). > > 2010/1/5 Jed > >> It's a trap! >> >> It's caused by a preprocessor definition in the C++ part of your >> projects configuration, e.g: >> >> fopen=dont_use_fopen; >> strncpy=use_Q_strncpy_instead; >> _snprintf=use_Q_snprintf_instead >> >> Basically it's to stop you using fopen and it throws the >> "dont_use_fopen" error instead. Valve do this to make you use their >> alternate function calls. >> >> You're choices are: >> >> 1) Find out what the Valve "equivalent" of fopen is. >> 2) Comment out fopen=dont_use_fopen; in your projects preprocessor defines. >> >> - Jed >> >> 2010/1/5 Klaus Müller : >> > Hey, >> > >> > I'm currently trying to read certain information from a demo and write >> them >> > to an external file. Therefore I included stdio.h in the source file >> where I >> > need to use the function (in this case basecombatplayer.cpp) and did: >> > >> > FILE *fRecord; >> > fRecord = fopen( m_sNewpath.c_str(), "wb" ); >> > fclose( fRecord ); >> > >> > Now, when trying to compile, I get: >> > >> > Error 1 error LNK2019: unresolved external symbol _dont_use_fopen >> > referenced in function "public: void __thiscall >> > CBaseCombatCharacter::CreateRecord(void)" >> > (?createrec...@cbasecombatcharacter@@QAEXXZ) basecombatcharacter.obj >> > Error 2 fatal error LNK1120: 1 unresolved externals >> > .\Release_episodic/Server.dll >> > >> > I'm guessing for an experienced user this is an easily solveable error, >> but >> > I'm not too familiar with the whole process of compiling and linking. I >> > never had to deal with a project as complex and big as the Source engine >> > code before, so maybe that's why I never had to deal with a problem like >> > this before. Thanks in advance for your help. >> > >> > Cheers. >> > ___ >> > 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 > > -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] File operations from stdio.h
This is a setting of the VC project file: fopen=dont_use_fopen I suppose Valve wants you to use the provided filesystem API. > Hey, > > I'm currently trying to read certain information from a demo and write > them > to an external file. Therefore I included stdio.h in the source file where > I > need to use the function (in this case basecombatplayer.cpp) and did: > > FILE *fRecord; > fRecord = fopen( m_sNewpath.c_str(), "wb" ); > fclose( fRecord ); > > Now, when trying to compile, I get: > > Error1error LNK2019: unresolved external symbol _dont_use_fopen > referenced in function "public: void __thiscall > CBaseCombatCharacter::CreateRecord(void)" > (?createrec...@cbasecombatcharacter@@QAEXXZ)basecombatcharacter.obj > Error2fatal error LNK1120: 1 unresolved externals > .\Release_episodic/Server.dll > > I'm guessing for an experienced user this is an easily solveable error, > but > I'm not too familiar with the whole process of compiling and linking. I > never had to deal with a project as complex and big as the Source engine > code before, so maybe that's why I never had to deal with a problem like > this before. Thanks in advance for your help. > > Cheers. > ___ > 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] File operations from stdio.h
They do this because then they can control what you can acess and modify, not allowing to open and modify user files on other directories that have nothing to do with your Mod :). At least that's for fopen :). 2010/1/5 Jed > It's a trap! > > It's caused by a preprocessor definition in the C++ part of your > projects configuration, e.g: > > fopen=dont_use_fopen; > strncpy=use_Q_strncpy_instead; > _snprintf=use_Q_snprintf_instead > > Basically it's to stop you using fopen and it throws the > "dont_use_fopen" error instead. Valve do this to make you use their > alternate function calls. > > You're choices are: > > 1) Find out what the Valve "equivalent" of fopen is. > 2) Comment out fopen=dont_use_fopen; in your projects preprocessor defines. > > - Jed > > 2010/1/5 Klaus Müller : > > Hey, > > > > I'm currently trying to read certain information from a demo and write > them > > to an external file. Therefore I included stdio.h in the source file > where I > > need to use the function (in this case basecombatplayer.cpp) and did: > > > > FILE *fRecord; > > fRecord = fopen( m_sNewpath.c_str(), "wb" ); > > fclose( fRecord ); > > > > Now, when trying to compile, I get: > > > > Error1error LNK2019: unresolved external symbol _dont_use_fopen > > referenced in function "public: void __thiscall > > CBaseCombatCharacter::CreateRecord(void)" > > (?createrec...@cbasecombatcharacter@@QAEXXZ)basecombatcharacter.obj > > Error2fatal error LNK1120: 1 unresolved externals > > .\Release_episodic/Server.dll > > > > I'm guessing for an experienced user this is an easily solveable error, > but > > I'm not too familiar with the whole process of compiling and linking. I > > never had to deal with a project as complex and big as the Source engine > > code before, so maybe that's why I never had to deal with a problem like > > this before. Thanks in advance for your help. > > > > Cheers. > > ___ > > 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] File operations from stdio.h
As it tells you... don't use fopen. Use Steams filesystem instead. Look for the Filesystem-class. On Tue, Jan 5, 2010 at 11:57 AM, Klaus Müller wrote: > Hey, > > I'm currently trying to read certain information from a demo and write them > to an external file. Therefore I included stdio.h in the source file where I > need to use the function (in this case basecombatplayer.cpp) and did: > > FILE *fRecord; > fRecord = fopen( m_sNewpath.c_str(), "wb" ); > fclose( fRecord ); > > Now, when trying to compile, I get: > > Error 1 error LNK2019: unresolved external symbol _dont_use_fopen > referenced in function "public: void __thiscall > CBaseCombatCharacter::CreateRecord(void)" > (?createrec...@cbasecombatcharacter@@QAEXXZ) basecombatcharacter.obj > Error 2 fatal error LNK1120: 1 unresolved externals > .\Release_episodic/Server.dll > > I'm guessing for an experienced user this is an easily solveable error, but > I'm not too familiar with the whole process of compiling and linking. I > never had to deal with a project as complex and big as the Source engine > code before, so maybe that's why I never had to deal with a problem like > this before. Thanks in advance for your help. > > Cheers. > ___ > 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] File operations from stdio.h
It's a trap! It's caused by a preprocessor definition in the C++ part of your projects configuration, e.g: fopen=dont_use_fopen; strncpy=use_Q_strncpy_instead; _snprintf=use_Q_snprintf_instead Basically it's to stop you using fopen and it throws the "dont_use_fopen" error instead. Valve do this to make you use their alternate function calls. You're choices are: 1) Find out what the Valve "equivalent" of fopen is. 2) Comment out fopen=dont_use_fopen; in your projects preprocessor defines. - Jed 2010/1/5 Klaus Müller : > Hey, > > I'm currently trying to read certain information from a demo and write them > to an external file. Therefore I included stdio.h in the source file where I > need to use the function (in this case basecombatplayer.cpp) and did: > > FILE *fRecord; > fRecord = fopen( m_sNewpath.c_str(), "wb" ); > fclose( fRecord ); > > Now, when trying to compile, I get: > > Error 1 error LNK2019: unresolved external symbol _dont_use_fopen > referenced in function "public: void __thiscall > CBaseCombatCharacter::CreateRecord(void)" > (?createrec...@cbasecombatcharacter@@QAEXXZ) basecombatcharacter.obj > Error 2 fatal error LNK1120: 1 unresolved externals > .\Release_episodic/Server.dll > > I'm guessing for an experienced user this is an easily solveable error, but > I'm not too familiar with the whole process of compiling and linking. I > never had to deal with a project as complex and big as the Source engine > code before, so maybe that's why I never had to deal with a problem like > this before. Thanks in advance for your help. > > Cheers. > ___ > 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] File operations from stdio.h
Hey, I'm currently trying to read certain information from a demo and write them to an external file. Therefore I included stdio.h in the source file where I need to use the function (in this case basecombatplayer.cpp) and did: FILE *fRecord; fRecord = fopen( m_sNewpath.c_str(), "wb" ); fclose( fRecord ); Now, when trying to compile, I get: Error1error LNK2019: unresolved external symbol _dont_use_fopen referenced in function "public: void __thiscall CBaseCombatCharacter::CreateRecord(void)" (?createrec...@cbasecombatcharacter@@QAEXXZ)basecombatcharacter.obj Error2fatal error LNK1120: 1 unresolved externals .\Release_episodic/Server.dll I'm guessing for an experienced user this is an easily solveable error, but I'm not too familiar with the whole process of compiling and linking. I never had to deal with a project as complex and big as the Source engine code before, so maybe that's why I never had to deal with a problem like this before. Thanks in advance for your help. Cheers. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders