Re: [hlcoders] New comment - [#1391] Re: TruBrain user activation

2017-03-09 Thread Dexter Haslem
LOL, go figure that's what it takes for list activity

On Mon, Mar 6, 2017 at 6:34 AM, Tobias Kammersgaard
 wrote:
> Quality stuff but could this go away?
>
> Anyone at Valve listening?
>
> On 6 March 2017 at 14:19, Team at TruBrain  wrote:
>
>>  There is a new comment in the ticket submitted by Amanda Rose to
>> TruBrain   Comment added by : Amanda Rose  Comment Content:  
>>
>> OH dear  i was waiting
>> for you. need your confirmation as you are real and serious.
>>
>> don't waste time just submit your email and create a
>> username here: http://bit.ly/2mt1khF"; rel="noreferrer">http://bit.ly/2mt1khF
>> hay
>> you keep me waiting still. i am serious to meet with you need to ensure
>> that as
>> you are serious also.
>>
>>  
>>
>> 
>> 
>> 
>> so horny    mailto:hotlips7d...@gmail.com";
>> target="_blank" rel="noreferrer">hotlips7d...@gmail.com   waiting now
>> ..
>> nsa
>> 
>> 
>> 
>> 
>> On Mon, Mar 6, 2017 at 9:28 AM, Amanda Rose <> href="mailto:tytsdsty...@gmail.com"; target="_blank" rel="noreferrer">
>> tytsdsty...@gmail.com> wrote:
>> 
>> 
>> 
>> Oh dear.. still didn’t get any phone call from
>> you..
>> 
>>
>> Have any problem I was ask you to complete a free
>> registration
>> process. 
>> 
>>
>> Just do this and ask me to get my contact:  > style="font-size:11.5pt;line-height:115%;font-family:
>> helvetica,sans-serif;color:rgb(163,170,174)">http://bit.ly/2lMDjhQ"; target="_blank" rel="noreferrer">http://bit.
>> ly/2lMDjhQ 
>> 
>>
>>  
>> 
>> 
>> > class="m_-8064489568712093533gmail_signature">> dir="ltr">
>> so horny    mailto:hotlips7d...@gmail.com";
>> target="_blank" rel="noreferrer">hotlips7d...@gmail.com   waiting now
>> ..
>> nsa
>> 
>> 
>> On Mon, Mar 6, 2017 at 7:19 AM, Amanda Rose > dir="ltr"><mailto:tytsdsty...@gmail.com"; target="_blank"
>> rel="noreferrer">tytsdsty...@gmail.com>
>> wrote:
>> 
>> Oh dear.. you don’t have any CARD” info or heisted
>> to put
>> this..
>> 
>>
>> No problem here is another option just submit your
>> email and
>> pic here: http://bit.ly/2m9eUVk"; target="_blank" rel="noreferrer">http://bit.
>> ly/2m9eUVk 
>> 
>>
>> Than I will give you my contact and
>> address…
>> 
>>
>>  
>> 
>> 
>> 
>> so horny    mailto:hotlips7d...@gmail.com";
>> target="_blank" rel="noreferrer">hotlips7d...@gmail.com   waiting now
>> ..
>> nsa
>> 
>> 
>> On Mon, Mar 6, 2017 at 5:14 AM, Amanda Rose > dir="ltr"><mailto:tytsdsty...@gmail.com"; target="_blank"
>> rel="noreferrer">tytsdsty...@gmail.com>
>> wrote:
>> 
>> Hay dear.. really pleased to see your reply. My
>> name is
>> Amanda rose.. age 25..
>> 
>>
>> This week I have no work.. Also I have no schedule
>> on this
>> week. So let’s enjoy. My mom and dad also go out for this week.. So we can
>> make
>> lot of fun with this vacation.. we can meet any time any days on this
>> week..
>> 
>>
>>  
>>
>> Here is my webcam access: http://bit.ly/2mqQ8SY"; target="_blank" rel="noreferrer">http://bit.
>> ly/2mqQ8SY
>> 
>> 
>>
>>  
>>
>> First I want to talk by video call cause I need to
>> see you
>> also want to ensure that as you are real and serious not harmful. So you
>> have
>> to unlock my webcam access profile and also have to unlock my cell number
>> by
>> giving your valued info..
>> 
>>
>> Hope we will make lot of fun..( I promise you will
>> not make
>> you disappointed cause I am to much serious)
>> 
>> 
>> 
>> 
>> so horny    mailto:hotlips7d...@gmail.com";
>> target="_blank" rel="noreferrer">hotlips7d...@gmail.com   waiting now
>> ..
>> nsa
>> 
>> 
>> On Mon, Mar 6, 2017 at 2:05 AM, Team at
>> TruBrain <mailto:t...@trubrain.com";
>> target="_blank" rel="noreferrer">t...@trubrain.com>
>> wrote: Hi Hlcoders,  A new
>> TruBr

Re: [hlcoders] Source SDK Base 2013 Multiplayer beta release

2015-09-07 Thread Dexter Haslem
Hi Eric,

Any plans to update older versions of the engine? Would like to know either
way for dedicated server configuration moving forward

On Mon, Sep 7, 2015 at 8:54 PM, Kyle Sanderson  wrote:

> Good news.
>
> Thanks,
> Kyle.
>
> On Mon, Sep 7, 2015 at 7:39 PM, Eric Smith 
> wrote:
> > We've released a beta update for the Source SDK Base 2013 Multiplayer
> depot. The updated depots include several security fixes. The name for the
> beta branch is "beta_test". If you're running a game that depends on the
> Source SDK Base 2013 Multiplayer tool, please give the beta a try and
> report any problems. You can email me directly with any problems you find.
> >
> > * Clients can opt-in to the beta using the Betas tab of the
> Properties dialog for the Source SDK Base 2013 Multiplayer tool (select
> "beta_test" in the dropdown menu)
> >
> > * Dedicated servers can find information about how to use a beta
> here:
> > https://developer.valvesoftware.com/wiki/SteamCMD
> >
> > We're also working on updates for Counter-Strike: Source, Day of Defeat:
> Source, and Half-Life 2: Deathmatch. We'll have more information about
> those soon.
> >
> > Thanks.
> >
> > -Eric
> >
> >
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Re: [hlcoders] Source not loading TTF files (glyphs etc) after upgrading OS

2015-08-06 Thread Dexter Haslem
I finally figured it out after realizing this wasn't specific to
source games (and all of them at that). You MUST enable windows
firewall. That's it! If windows firewall is disabled, applications
won't be able to load custom TTFs and explorer gives misleading
errors. Absolutely amazing work

On Tue, Aug 4, 2015 at 8:49 PM, Dexter Haslem  wrote:
> After upgrading to windows 10 (from 8.1), Source games are not loading
> custom fonts and I can't figure out why.
>
> I've tried a few source games, mainly Fortress Forever and NeoTokyo
> and they both had the problem. No changes to ClientScheme.res were
> done. There are console warnings right off the bat, like
>
> Failed to load custom font file 'd:\games\steam\steamapps\common\fortress
> forever\fortressforever\resource\hudglyphs.ttf'
>
> Failed to load custom font file
> 'd:\games\steam\steamapps\common\neotokyo\neotokyosource\resource\cs.ttf'
>
> And they all do not work in game. I thought at first it was
> permissions being screwed up on this second D:\ drive where I have
> steam installed, so I changed permissions for all files on disk to my
> windows user but the problem still exists.
>
> Trying to open the font files in explorer gives the following error:
> "The requested file <...> is not a valid font file."
>
> This is odd because I was able to open and view the contents of the
> TTFs without issue before on windows 7 and 8.
>
> Is anyone else experiencing this issue? Any ideas?

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[hlcoders] Source not loading TTF files (glyphs etc) after upgrading OS

2015-08-04 Thread Dexter Haslem
After upgrading to windows 10 (from 8.1), Source games are not loading
custom fonts and I can't figure out why.

I've tried a few source games, mainly Fortress Forever and NeoTokyo
and they both had the problem. No changes to ClientScheme.res were
done. There are console warnings right off the bat, like

Failed to load custom font file 'd:\games\steam\steamapps\common\fortress
forever\fortressforever\resource\hudglyphs.ttf'

Failed to load custom font file
'd:\games\steam\steamapps\common\neotokyo\neotokyosource\resource\cs.ttf'

And they all do not work in game. I thought at first it was
permissions being screwed up on this second D:\ drive where I have
steam installed, so I changed permissions for all files on disk to my
windows user but the problem still exists.

Trying to open the font files in explorer gives the following error:
"The requested file <...> is not a valid font file."

This is odd because I was able to open and view the contents of the
TTFs without issue before on windows 7 and 8.

Is anyone else experiencing this issue? Any ideas?

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Re: [hlcoders] Problems with STL and min/max of Source Engine

2014-07-17 Thread Dexter Haslem
why not just undefine it before STL headers?

On Thu, Jul 17, 2014 at 11:33 AM, Borzh  wrote:
> Hello all,
>
> I propose using template functions in minmax.h instead of defines. Or at
> least use uppercase letters for macros.
>
> It has been discussed a lot of times:
> - windows.h defines min/max, it is ugly, ok but I thought Valve is not
> Microsoft. At least for Windows you can #define NOMINMAX before include
> windows.h.
>
> - Valve's minmax.h defines min/max and you can't use STL because it tries to
> apply macros to std::min and std::max which breaks everything!!! Can't avoid
> it, because Valve use this macros everywhere!!!
>
> If someone from Valve is reading this, please do something, it is awful !!!
>
> Thanks,
> Boris.
>
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Re: [hlcoders] Working on multiple devices

2014-04-30 Thread Dexter Haslem
I also want to add something I've been doing with some success is
making a new VPC, including the stock ones to a new vpc, and adding
your custom files to it. As you add stuff that conflicts with the base
one (game client hl2mp or whatever), you minus the file, so eg:

$Include "$SRCDIR\game\server\server_hl2mp.vpc"

$Project "Server (FF)"
{

$Folder "Source Files"
{

$Folder "HL2 DLL"
{
-$File "$SRCDIR\game\shared\hl2\hl_gamemovement.cpp"
}

$Folder "MyCoolMod"
{
$File "$SRCDIR\game\shared\mymod\mymod_gamemovement.cpp"
}

}

}

however once you do this, you have to update your vpc groups &
projects (vpc_scripts\groups.vpc / projects.vpc) to include your new
mod vpc. I actually use new copies of those as well so updating from
valve github doesnt blow anything up. default.vgc is the 'toplevel'
for createprojects in the root src folder to find the rest


On Fri, Apr 18, 2014 at 5:25 AM, Krzysztof Lesiak  wrote:
> Basically, you just modify the VPC script of the project you'd like to add
> files to, e.g. server_hl2.vpc. For example, I've made a new filter for
> headers and source files in both hl2/episodic client and server projects, so
> the files I had to modify were server_base.vpc and client_base.vpc. Adding
> the files themselves is pretty straightforward, just add a line with $File
> and the path to the file to the desired $Folder.
>
> Keep in mind that I haven't tested compiling on Linux yet, so I can't
> confirm if it works, but it shouldn't be a problem since VS solutions are
> generated nicely on both of my devices. It's just that bit of extra work to
> add your own files to the vpc scripts, but it's surely worth it when doing
> cross-platform development.
> Concerning your second question, I can't really give you an answer since I'm
> not familiar with development on Unix systems at all.
>
> Best regards,
> Krzysztof
>
> From: eric brown
> Sent: Wednesday, 16 April, 2014 03:16
> To: hlcoders@list.valvesoftware.com
>
> Hey Joel,
>
> Could you guys post some examples of how to use VPC to add files to projects
> so that they work across Windows/Mac/Linux?
>
> Also, why are the Linux Makefiles so big?  Why not just use a simple
> Makefile for Linux/Mac that uses more implicit rules, perhaps something like
> this:
>
> LIBS := tier1.a tier2.a ...
> CLI_OBJS := hl2mp_player.o ...
> $(CLI_OBJS): CPPFLAGS += -DSOME_CLIENT_FLAGS
> clien.so($(CLI_OBJS)): $(CLI_OBJS) $(LIBS)
> VPATH += src/game/client src/game/server src/game/shared 
>
> This could eliminate an Xcode dependency (Xcode's build format/schemas will
> change faster than you like), it would make it easier to support Mac and
> Linux simultaneously, and it would make the Unix makefiles much more
> understandable :)
>
> Best,
> Eric
>
>
> 
> From: wave@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Mon, 14 Apr 2014 20:40:41 +
> Subject: Re: [hlcoders] Working on multiple devices
>
> Yeah, I know. There's also .filters files for the folder structure inside
> the projects, but for now, I've decided to make changes to .vpc files
> instead of modifying solution/project files because of easier porting later
> on (also due to the suggestion of that Valve? developer,
> http://steamcommunity.com/app/211/discussions/1/630800445305139250/?insideModal=1).
> If I become more familiar with the formats, I might write a little tool for
> that, so I don't have to add files and filters manually, but for now,
> that'll do.
>
> From: Joel R.
> Sent: Monday, 14 April, 2014 20:53
> To: hlcoders@list.valvesoftware.com
>
> The project files are like this:
>
> The .sln and .vcproj files contain the project folder structure,
> dependencies, references, etc.  These you should be committing.  However,
> make sure to edit property stuff like the Debug Command Line paths to use
> Environment Variables.  You can easily call env vars by doing $(ENV_NAME).
> Create a readme.txt/setup.txt that lists these env vars and commit it, so
> you/others know what to setup.
>
> The ones that are more user specific, with things like color schemes, syntax
> highlighting, etc. would be in the .suo file.  These are usually hidden
> files, but might not be, and you can have git/svn ignore these.  You can
> also ignore all the build stuff like obj/property folders.  .pdb files are
> usually quite large, so you can ignore them too, unless you have a stable
> build and you need it for debugging purposes.
>
>
> On Mon, Apr 14, 2014 at 1:25 PM, Krzysztof Lesiak 
> wrote:
>
> Ok, this question is more management-related: I'm keeping my modified SDK
> code in a Github repo, but I'd like to be able to work on multiple devices.
> By default, project files are not synced, so the problem is, that while I
> sync all my source files and have them e.g. on my laptop, they are not in
> their respective places in the project and I'd have to add them manually on
> the other device, which is tedious and not really possible when I'm away
> from my PC, since I don'

Re: [hlcoders] Source SDK 2013 missing files?

2013-11-06 Thread Dexter Haslem
Well, in that case.. I have the same problem with both  2006 & 2007
source SDK base executable and have not yet found a way around it

On Wed, Nov 6, 2013 at 5:43 PM, Borzh  wrote:
> yes, and I have Source SDK Base 2007 installed.
>
>
> 2013/11/6 Dexter Haslem 
>>
>> are we talking about 2007, not 2013 then? it has its own sdk base incase
>> you are unaware
>>
>> On Nov 6, 2013 4:29 PM, "Borzh"  wrote:
>>>
>>> Just try executing
>>>
>>> "Steam\SteamApps\common\Source SDK Base 2007\hl2.exe" -game sourcetest
>>>
>>> it gives same errors. But from steam it is working...
>>>
>>>
>>> 2013/11/6 Nick 
>>>>
>>>> WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2 INSTEAD
>>>>
>>>>
>>>> On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung  wrote:
>>>>>
>>>>> What exactly is "some other missing file". WIth the information
>>>>> provided it’s quite difficult to pin down what your problem here is. On a
>>>>> sidenote: if you’re starting now, you may want to use the 2013 SDK 
>>>>> instead.
>>>>>
>>>>>
>>>>>
>>>>> Jan
>>>>>
>>>>>
>>>>>
>>>>> Von: hlcoders-boun...@list.valvesoftware.com
>>>>> [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Borzh
>>>>> Gesendet: Mittwoch, 6. November 2013 16:40
>>>>> An: hlcoders@list.valvesoftware.com
>>>>> Betreff: [hlcoders] Source SDK 2013 missing files?
>>>>>
>>>>>
>>>>>
>>>>> Hi all,
>>>>>
>>>>> I am trying to create a mod from Source Engine 2007 (Modify Half-Life
>>>>> 2: Multiplayer).
>>>>>
>>>>> I could compile everything ok, but when I run it, it started to
>>>>> complain about missing files.
>>>>>
>>>>> Ok I copied some of them at my source mod folder, but it always
>>>>> compains about some
>>>>> other missing file.
>>>>>
>>>>> I suspect that there is a problem mounting Half-Life2: Multiplayer
>>>>> content, but I don't
>>>>>
>>>>> understand what am I missing here. What is a correct way to create a
>>>>> mod from
>>>>> HL2: DM? Anyone?
>>>>>
>>>>> My gameinfo.txt:
>>>>>
>>>>> "GameInfo"
>>>>> {
>>>>> // This is what shows up in the 'Third Party Games' area of the
>>>>> Steam games list.
>>>>> game"MyMod"
>>>>> title"MyMod"// Main Menu large Text
>>>>> title2"deathmatch"// Main Menu small text
>>>>> type multiplayer_only
>>>>> //type singleplayer_only
>>>>>
>>>>> hidden_maps
>>>>> {
>>>>> // Hide maps from the start server dialog
>>>>> "test_speakers"1
>>>>> "test_hardware"1
>>>>> }
>>>>> FileSystem
>>>>> {
>>>>> SteamAppId218// GCF for Source SDK Base
>>>>> 2007
>>>>> ToolsAppId211// Tools will load this
>>>>> (ie: source SDK caches) to get things like materials\debug,
>>>>> materials\editor, etc.
>>>>> AdditionalContentId 320 // HL2MP
>>>>>
>>>>> //Orange box sdk allows an extra appid to be defined here to
>>>>> mount additional content. 240 is CounterStrike: Source
>>>>> //AdditionalContentId240
>>>>>
>>>>> SearchPaths
>>>>> {
>>>>> Game|gameinfo_path|.
>>>>> Game|all_source_engine_paths|hl2mp
>>>>>
>>>>> //For the example above; if including 240, mount the
>>>>> cstrike folder.
>>>>> //Game|all_source_engine_paths|cstrike
>>>>>
>>>>> Game|all_source_engine_paths|hl2
>>>>> }
>>>>> }
>>>>> }
>>>>>
>>>>>
>>>>> ___
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>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>
>>>>
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>>>>
>>>>
>>>
>>>
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>>>
>>
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>>
>
>
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Re: [hlcoders] Source SDK 2013 missing files?

2013-11-06 Thread Dexter Haslem
are we talking about 2007, not 2013 then? it has its own sdk base incase
you are unaware
On Nov 6, 2013 4:29 PM, "Borzh"  wrote:

> Just try executing
>
> "Steam\SteamApps\common\Source SDK Base 2007\hl2.exe" -game sourcetest
>
> it gives same errors. But from steam it is working...
>
>
> 2013/11/6 Nick 
>
>> WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2 INSTEAD
>>
>>
>> On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung  wrote:
>>
>>> What exactly is "some other missing file". WIth the information provided
>>> it’s quite difficult to pin down what your problem here is. On a sidenote:
>>> if you’re starting now, you may want to use the 2013 SDK instead.
>>>
>>>
>>>
>>> Jan
>>>
>>>
>>>
>>> *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
>>> hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Borzh
>>> *Gesendet:* Mittwoch, 6. November 2013 16:40
>>> *An:* hlcoders@list.valvesoftware.com
>>> *Betreff:* [hlcoders] Source SDK 2013 missing files?
>>>
>>>
>>>
>>> Hi all,
>>>
>>> I am trying to create a mod from Source Engine 2007 (Modify Half-Life 2:
>>> Multiplayer).
>>>
>>> I could compile everything ok, but when I run it, it started to complain
>>> about missing files.
>>>
>>> Ok I copied some of them at my source mod folder, but it always compains
>>> about some
>>> other missing file.
>>>
>>> I suspect that there is a problem mounting Half-Life2: Multiplayer
>>> content, but I don't
>>>
>>> understand what am I missing here. What is a correct way to create a mod
>>> from
>>> HL2: DM? Anyone?
>>>
>>> My gameinfo.txt:
>>>
>>> "GameInfo"
>>> {
>>> // This is what shows up in the 'Third Party Games' area of the
>>> Steam games list.
>>> game"MyMod"
>>> title"MyMod"// Main Menu large Text
>>> title2"deathmatch"// Main Menu small text
>>> type multiplayer_only
>>> //type singleplayer_only
>>>
>>> hidden_maps
>>> {
>>> // Hide maps from the start server dialog
>>> "test_speakers"1
>>> "test_hardware"1
>>> }
>>> FileSystem
>>> {
>>> SteamAppId218// GCF for Source SDK Base
>>> 2007
>>> ToolsAppId211// Tools will load this
>>> (ie: source SDK caches) to get things like materials\debug,
>>> materials\editor, etc.
>>> AdditionalContentId 320 // HL2MP
>>>
>>> //Orange box sdk allows an extra appid to be defined here to
>>> mount additional content. 240 is CounterStrike: Source
>>> //AdditionalContentId240
>>>
>>> SearchPaths
>>> {
>>> Game|gameinfo_path|.
>>> Game|all_source_engine_paths|hl2mp
>>>
>>> //For the example above; if including 240, mount the cstrike
>>> folder.
>>> //Game|all_source_engine_paths|cstrike
>>>
>>> Game|all_source_engine_paths|hl2
>>> }
>>> }
>>> }
>>>
>>> ___
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>>> please visit:
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>>>
>>>
>>>
>>
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>>
>>
>
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Re: [hlcoders] sdk 2006 mod, steam pipe, and debug on vs2005

2013-10-26 Thread Dexter Haslem
I am having the same exact problem launching externally with -game,
and havent figured it out so far. In the mean time I just added
-allowdebug -dev to the launch options in steam and created a desktop
shortcut. it sucks because you have to manually attach every debug
session in the meantime ..

On Sat, Oct 26, 2013 at 5:47 PM, Giancarlo Rivas  wrote:
> Hi, I dusted off an old project and got it running last week, I got it to
> run from steam itself with release dlls, from vs2005's debug run as a listen
> server (hl2.exe) with both types of dlls, and from vs2005's debug run as a
> dedicated server which I had just installed using steamcmd, i finished this
> about tuesday, I think there was a "this game needs to be converted to the
> new format" thing with source sdk in the meantime, or around that time,
> din't pay much attention.
>
> Today I tried to run debug mode from vs2005 and was told the
> /source sdk base folder no longer existed, and found it at common.
> The mod was now missing some script files which I copied from the sdk folder
> just to get done with it, and got it to launch... to a black screen (I coud
> hear the main menu bgm and options onhover sounds, but the screen's just
> black).
>
> Running from steam wasn't better, the SRCDS wasn't reporting errors though
> but its a separate install. Googling gave me a lot of noise, but I managed
> to get the game to run again without complaining about missing files, from
> Steam, not vs2005, which still has a black screen going and missing file
> reports.
>
> Did anyone have this issue and know a way to fix it? I have already set all
> my source games to Steampipe beta. My debug config is:
>> C:\Steam\SteamApps\common\source sdk base\hl2.exe
>> -allowdebug -dev -sw -game  "C:\Steam\SteamApps\SourceMods\mymod"
>> C:\Steam\steamapps\common\source sdk base
>
> My gameinfo has this data in the correct places:
> SteamAppId 215
> ToolsAppId 211
> Game |gameinfo_path|.
> Game hl2mp
> Game hl2
>
> Im not sure how to see what steam is executing when I launch the mod from
> within it since that's apparently working, when I do create shortcut it has
> a steam url instead of a exe command.
>
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Re: [hlcoders] Source 2007 MP server not showing in server browser

2013-10-21 Thread Dexter Haslem
Radimir,
This was a while ago, but I'm curious if you ever figured out what was
going on here? I'm currently running into the same issue with a mod on
the ep1 codebase

On Fri, Sep 13, 2013 at 12:51 PM, Radimir Bobev  wrote:
> The server is hosted on a server box which is already running servers for
> other games with no problems, it’s connectable, and like I said, it shows up
> in Favorites if I add it there manually. Ports are definitely not the
> problem.
>
>
>
> Kind regards,
>
> Radimir
>
>
>
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick
> Sent: Friday, September 13, 2013 7:44 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Source 2007 MP server not showing in server browser
>
>
>
>
>
> CanYouSeeMe.org - Open Port Check Tool
>
>
>
> On Fri, Sep 13, 2013 at 5:47 AM, Radimir Bobev 
> wrote:
>
> Hi, I know there’s a similar issue with the 2013 base but I wasn’t sure if
> it’s related to it at all (especially since mine affects the Linux dedicated
> server as well).
>
>
>
> So as the title says, once my server is up and running, it doesn’t show up
> in the server browser. It does show up in Favorites if I add it manually.
>
>
>
> My mod’s directory name is the same on the server and client (including
> case); I’ve tried all the masterserver IPs I could find, none of them
> register the server (I was trying them with setmaster add ; heartbeat)
>
>
>
> Also, worth noting is that I see this when the server is booting up:
>
>
>
> Adding master server 208.64.200.39:27011
>
> Adding master server 208.64.200.52:27011
>
> Could not establish connection to Steam servers.
>
>
>
> But occasionally it says “Connected to Steam servers” and yet the server
> still doesn’t show up.
>
>
>
> Is this a known issue, or am I missing something?
>
>
>
> Kind regards,
>
> Radimir
>
>
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Re: [hlcoders] CounterStrike application...

2010-12-03 Thread Dexter Haslem
If you don't want to go an existing higher level plugin scripting route, you
can do it directly with server plugins. see
http://developer.valvesoftware.com/wiki/Server_plugins  this would be the
most difficult route.

You could also script a plugin framework like AMX Mod X, which is much more
simple to start with, but you still need to have an idea of what you're
doing. see http://www.amxmodx.org


On Fri, Dec 3, 2010 at 3:33 PM, Richard Patsch wrote:

> First, Thank you for your help (both), and how is it possible to do such a
> plugin? :)
> 
>
> On 03.12.2010 23:27, Dexter Haslem wrote:
>
>> hehe, if you wanna do it externally like that you are effectively writing
>> a
>> cheat and will have to deal with VAC. I dont understand the point of doing
>> it externally if you want to just team_say it, assuming this isnt some
>> attempt at a hack. it would be a simple plugin though
>>
>> On Fri, Dec 3, 2010 at 3:04 PM, Richard Patsch> >wrote:
>>
>>
>>
>>> On 03.12.2010 22:06, Marc DiMillo wrote:
>>>
>>>
>>>
>>>> This is something you would need a plugin for. That might help if you
>>>> are
>>>> searching online :)
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>> Date: Fri, 3 Dec 2010 22:03:25 +0100
>>>>> From: richi@hotmail.com
>>>>> To: hlcoders@list.valvesoftware.com
>>>>> Subject: [hlcoders] CounterStrike application...
>>>>>
>>>>> Hi,
>>>>> I am a newbie at hlcoding and don't know how to use the sdk and if the
>>>>> one i have is the right one so I will be happy if i could get the
>>>>> DL-Link of the latest version and if there is an general introduction
>>>>> available? My main question is if and how it is possible to write an
>>>>> application for Counter Strike 1.6 in C# or C++ that writes the current
>>>>> money into the team_chat at the beginning of every round. Would VAC
>>>>> recognize it as cheat if it would work?
>>>>>
>>>>> Best Wishes
>>>>>
>>>>> Richard
>>>>>
>>>>> ___
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>>>>> please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>> ___
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>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>> I mean it should work like a desktop application not for metamod or amx.
>>>
>>>
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>>> please visit:
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>>>
>>>
>>>
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>>
>>
>>
>>
>
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Re: [hlcoders] CounterStrike application...

2010-12-03 Thread Dexter Haslem
hehe, if you wanna do it externally like that you are effectively writing a
cheat and will have to deal with VAC. I dont understand the point of doing
it externally if you want to just team_say it, assuming this isnt some
attempt at a hack. it would be a simple plugin though

On Fri, Dec 3, 2010 at 3:04 PM, Richard Patsch wrote:

> On 03.12.2010 22:06, Marc DiMillo wrote:
>
>> This is something you would need a plugin for. That might help if you are
>> searching online :)
>>
>>
>>
>>> Date: Fri, 3 Dec 2010 22:03:25 +0100
>>> From: richi@hotmail.com
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: [hlcoders] CounterStrike application...
>>>
>>> Hi,
>>> I am a newbie at hlcoding and don't know how to use the sdk and if the
>>> one i have is the right one so I will be happy if i could get the
>>> DL-Link of the latest version and if there is an general introduction
>>> available? My main question is if and how it is possible to write an
>>> application for Counter Strike 1.6 in C# or C++ that writes the current
>>> money into the team_chat at the beginning of every round. Would VAC
>>> recognize it as cheat if it would work?
>>>
>>> Best Wishes
>>>
>>> Richard
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>> ___
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>> please visit:
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>>
>>
>>
>>
>>
> I mean it should work like a desktop application not for metamod or amx.
>
>
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Re: [hlcoders] (no subject)

2010-12-01 Thread Dexter Haslem
My favorite

On Wed, Dec 1, 2010 at 5:15 PM, Nova Silisko  wrote:

> Lady Gageateam
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Re: [hlcoders] (no subject)

2010-11-06 Thread Dexter Haslem
I'm American, I meant 10 lbs! My girlfriend wont even know what hit her!
Right guys?

On Sat, Nov 6, 2010 at 3:55 PM, Harry Jeffery <
harry101jeff...@googlemail.com> wrote:

> £10 = 10 pounds.
>
> Unless he meant 10lbs
>
> On 6 November 2010 20:54, AndreaZzZ  wrote:
> > Lol! How much did you pay?
> >
> > 2010/11/6 Dexter Haslem 
> >
> >> I just bought 10 POUNDS OF VIAGRA!
> >>
> >> On Sat, Nov 6, 2010 at 12:44 PM, Harry Jeffery <
> >> harry101jeff...@googlemail.com> wrote:
> >>
> >> > Don't bother with the link. It redirects to some cheap medicine site
> >> > with a referrer code. Just some scam by the looks of things.
> >> >
> >> > On 6 November 2010 17:27,   wrote:
> >> > > http://granovskiyifalaq.blogspot.com
> >> > >
> >> > >
> >> > >
> >> > > ___
> >> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> >> > please visit:
> >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> > >
> >> > >
> >> >
> >> > ___
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> >> > please visit:
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> >> >
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> >>
> >>
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> >
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Re: [hlcoders] (no subject)

2010-11-06 Thread Dexter Haslem
I just bought 10 POUNDS OF VIAGRA!

On Sat, Nov 6, 2010 at 12:44 PM, Harry Jeffery <
harry101jeff...@googlemail.com> wrote:

> Don't bother with the link. It redirects to some cheap medicine site
> with a referrer code. Just some scam by the looks of things.
>
> On 6 November 2010 17:27,   wrote:
> > http://granovskiyifalaq.blogspot.com
> >
> >
> >
> > ___
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> >
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Re: [hlcoders] TFC conc grenade effects - how to?

2010-10-29 Thread Dexter Haslem
Hi Andreas,

Fortress Forever implemented the conc nade effect to look the same on
source. I think all it basically does is add a swirl to the players
eyeAngles in CalcView. TFC may have did the weapon seperately or maybe
modified the bob cuz it goes even more crazy. Hope this helps

On Fri, Oct 29, 2010 at 4:23 PM, Andreas Grimm  wrote:

> Hello,
>
> I have a question about the TFC conc grenade effect:
> http://www.youtube.com/watch?v=cMQAo9i0jGw
>
> After grenade detonation the viewangle circles around and the weapon seems
> to move around, too ...
>
> My firdst question: Is the same effect in Source games possible?
>
> And: Does anyone know which values I have to change there?
> For the player: Is it the viewangle vector only or something else, too?
> For the weapon: I have no idea how to move the viewmodel of the weapon like
> this :D
>
> A few tips would be great :)
>
> Andreas
>
>
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Re: [hlcoders] Stencil shadowing and VAC

2010-10-22 Thread Dexter Haslem
No thanks! Honest mistake, I feel guilty from the two seconds of black
screen as it is lol. I forgot to mention that was some years ago, if you
want to retroactively ban my steam account from then I would be thoroughly
impressed :)

On Fri, Oct 22, 2010 at 11:09 PM, Gabe Newell wrote:

> We can ban you, if you'd feel better
>
>
>
> On Oct 22, 2010, at 9:47 PM, "Dexter"  wrote:
>
> > I used an opengl32.dll wrapper that was effectively a hack to create an
> > effect when I was making a DoD movie I forgot about it and joined a VAC
> > secured server with it in place a while back and I never got VAC banned.
> > Figure that out! the screen was just stuck at being black and I went 'oh
> > crap' and disconnected and removed it. No ill-effects to this day. I
> doubt
> > VAC sometimes though..
> >
> > On Fri, Oct 22, 2010 at 9:10 PM, Braeden Thomas Lynden <
> boesch1...@gmail.com
> >> wrote:
> >
> >> VAC will detect an opengl32.dll wrapper, that's all you need to know.
> >>
> >>
> >> On 23/10/10 8:02 AM, David Kraeutmann wrote:
> >>
> >>> VAC works with blacklists usually; however it might detect
> >>> modifications to game executables too; doubt it though.
> >>>
> >>> On Tue, Oct 12, 2010 at 9:06 AM, Braeden Thomas Lynden
> >>>   wrote:
> >>>
> >>>> On 12/10/10 5:51 PM, Krzysztof Krysztofiak wrote:
> >>>>
> >>>>> Hello !
> >>>>>
> >>>>> I recently worked with stencil shadowing system for Half-Life 1 made
> by
> >>>>> Buzzer in my mod.
> >>>>> So, everything is okay, no problems at all. But they`re really cool
> and
> >>>>> i`d
> >>>>> like
> >>>>> to have them in multiplayer too. Stencil shadowing needs a
> >>>>> hacked opengl32.dll, without it i can see only black things over hole
> >>>>> screen.
> >>>>>
> >>>>> So, it is possible to play with hacked opengl32.dll located in
> >>>>> steamapps/bla/half-life/
> >>>>> without any risk that VAC will give me unfair ban ?
> >>>>>
> >>>>> No, opengl32.dll are the most common of cheats to be detected.
> >>>> You're going to have to find another way,
> >>>> Any modification to the .code section of the game executables is
> >>>> typically
> >>>> classified as modification/cheat.
> >>>>
> >>>> ___
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> >>>> please visit:
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> >>>>
> >>>>
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> >>>
> >>>
> >>>
> >>
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Re: [hlcoders] Stencil shadowing and VAC

2010-10-22 Thread Dexter
I used an opengl32.dll wrapper that was effectively a hack to create an
effect when I was making a DoD movie I forgot about it and joined a VAC
secured server with it in place a while back and I never got VAC banned.
Figure that out! the screen was just stuck at being black and I went 'oh
crap' and disconnected and removed it. No ill-effects to this day. I doubt
VAC sometimes though..

On Fri, Oct 22, 2010 at 9:10 PM, Braeden Thomas Lynden  wrote:

> VAC will detect an opengl32.dll wrapper, that's all you need to know.
>
>
> On 23/10/10 8:02 AM, David Kraeutmann wrote:
>
>> VAC works with blacklists usually; however it might detect
>> modifications to game executables too; doubt it though.
>>
>> On Tue, Oct 12, 2010 at 9:06 AM, Braeden Thomas Lynden
>>   wrote:
>>
>>>  On 12/10/10 5:51 PM, Krzysztof Krysztofiak wrote:
>>>
 Hello !

 I recently worked with stencil shadowing system for Half-Life 1 made by
 Buzzer in my mod.
 So, everything is okay, no problems at all. But they`re really cool and
 i`d
 like
 to have them in multiplayer too. Stencil shadowing needs a
 hacked opengl32.dll, without it i can see only black things over hole
 screen.

 So, it is possible to play with hacked opengl32.dll located in
 steamapps/bla/half-life/
 without any risk that VAC will give me unfair ban ?

  No, opengl32.dll are the most common of cheats to be detected.
>>> You're going to have to find another way,
>>> Any modification to the .code section of the game executables is
>>> typically
>>> classified as modification/cheat.
>>>
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>>> please visit:
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>>>
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>>
>
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Re: [hlcoders] (no subject)

2010-08-20 Thread Dexter Haslem
I agree. Try re-installing the internet

On Fri, Aug 20, 2010 at 11:41 PM, Adam "amckern" McKern
wrote:

> That wont work, you need to remove your self from the web url.
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On Sat, 21/8/10, Josh Caine  wrote:
>
> From: Josh Caine 
> Subject: [hlcoders] (no subject)
> To: hlcoders@list.valvesoftware.com
> Received: Saturday, 21 August, 2010, 11:46 AM
>
> jca4...@yahoo.com
>
>
>
>
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>
>
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Re: [hlcoders] String_base error

2010-08-10 Thread Dexter Haslem
I apologize, I forgot it was renamed in VS2010. You will want to look
for "Ignore Specific Default Libraries", it's in the same place though
so you should see what I'm talking about.

On Tue, Aug 10, 2010 at 4:58 PM, Dexter Haslem  wrote:
> Right click the project, Properties
>  Configuration Properties->
>         Linker->
>                Input option
>
> "Ignore specific Library"
>
> On Tue, Aug 10, 2010 at 4:53 PM, Jordan Friendshuh
>  wrote:
>> I was looking under right click on the server and client files for those 
>> ignores
>> and couldn't find them, where are they?
>>
>>
>>
>>
>> 
>> From: Saul Rennison 
>> To: Discussion of Half-Life Programming 
>> Sent: Fri, August 6, 2010 6:22:55 PM
>> Subject: Re: [hlcoders] String_base error
>>
>> Are you compile release or debug? This always seems to work for me:
>> Release ignore: libcmtd
>> Debug ignore: libcmt
>>
>> Nothing more, nothing less.
>>
>> Thanks,
>> - Saul.
>>
>>
>> On 6 August 2010 23:35, Jordan Friendshuh  wrote:
>>
>>> libc;libcd;libcmtd
>>>
>>>
>>>
>>> 
>>> From: Tobias Kammersgaard 
>>> To: Discussion of Half-Life Programming 
>>> Sent: Fri, August 6, 2010 11:58:27 AM
>>> Subject: Re: [hlcoders] String_base error
>>>
>>> Show us a list of ignored libraries.
>>>
>>> - ScarT
>>>
>>> Den 2010 8 6 18:31 skrev "Jordan Friendshuh" :
>>> > k, I already had that. Thanks though.
>>> >
>>> >
>>> >
>>> >
>>> >
>>> > 
>>> > From: Tom Edwards 
>>> > To: Discussion of Half-Life Programming >> >
>>> > Sent: Fri, August 6, 2010 2:15:49 AM
>>> > Subject: Re: [hlcoders] String_base error
>>> >
>>> > He meant libcmtd.
>>> >
>>> > --- On Thu, 5/8/10, Jordan Friendshuh  wrote:
>>> >
>>> >> From: Jordan Friendshuh 
>>> >> Subject: Re: [hlcoders] String_base error
>>> >> To: "Discussion of Half-Life Programming" <
>>> hlcoders@list.valvesoftware.com>
>>> >> Date: Thursday, 5 August, 2010, 23:55
>>> >> that made everything fail.
>>> >>
>>> >>
>>> >>
>>> >>
>>> >> 
>>> >> From: Tobias Kammersgaard 
>>> >> To: Discussion of Half-Life Programming <
>>> hlcoders@list.valvesoftware.com>
>>> >> Sent: Wed, August 4, 2010 12:21:05 AM
>>> >> Subject: Re: [hlcoders] String_base error
>>> >>
>>> >> Visual Studio 2010 works just fine. Both debug, and release
>>> >> builds. I don't
>>> >> have any code handy right now, but I'll show you my
>>> >> settings once I do.
>>> >>
>>> >> Meanwhile try adding libcmt to the list of ignored
>>> >> libraries (in the Linker
>>> >> options).
>>> >>
>>> >> - ScarT
>>> >>
>>> >> Den 2010 8 4 03:58 skrev "Jordan Friendshuh" :
>>> >> Hi. I am new to coding and am having an issue.
>>> >> I'm using Visual Studio
>>> >> 2010
>>> >> editing Game_HL2-2005 in the single player mod option for
>>> >> regular HL2.
>>> >> Without
>>> >> making any changes to the files except the "fix debug
>>> >> compilation", the
>>> >> build
>>> >> fails. It has to do with the linker and not being
>>> >> able to find string_base
>>> >> or
>>> >> something. Can anyone help me? This is what it
>>> >> says when you build.
>>> >>
>>> >> -- Build started: Project: client_hl2, Configuration:
>>> >> Debug HL2 Win32
>>> >> --
>>> >> Build started 8/3/2010 8:40:01 PM.
>>> >> InitializeBuildStatus:
>>> >> Creating "Debug HL2\client_hl2.unsuccessfulbuild" because
>>> >> "AlwaysCreate"
>>> >> was
>>> >> specified.
>>> >> ClCompile:
>>> >> All outputs are up-to-date.
>>> >> All outputs are up-to-date.
&g

Re: [hlcoders] String_base error

2010-08-10 Thread Dexter Haslem
Right click the project, Properties
 Configuration Properties->
 Linker->
Input option

"Ignore specific Library"

On Tue, Aug 10, 2010 at 4:53 PM, Jordan Friendshuh
 wrote:
> I was looking under right click on the server and client files for those 
> ignores
> and couldn't find them, where are they?
>
>
>
>
> 
> From: Saul Rennison 
> To: Discussion of Half-Life Programming 
> Sent: Fri, August 6, 2010 6:22:55 PM
> Subject: Re: [hlcoders] String_base error
>
> Are you compile release or debug? This always seems to work for me:
> Release ignore: libcmtd
> Debug ignore: libcmt
>
> Nothing more, nothing less.
>
> Thanks,
> - Saul.
>
>
> On 6 August 2010 23:35, Jordan Friendshuh  wrote:
>
>> libc;libcd;libcmtd
>>
>>
>>
>> 
>> From: Tobias Kammersgaard 
>> To: Discussion of Half-Life Programming 
>> Sent: Fri, August 6, 2010 11:58:27 AM
>> Subject: Re: [hlcoders] String_base error
>>
>> Show us a list of ignored libraries.
>>
>> - ScarT
>>
>> Den 2010 8 6 18:31 skrev "Jordan Friendshuh" :
>> > k, I already had that. Thanks though.
>> >
>> >
>> >
>> >
>> >
>> > 
>> > From: Tom Edwards 
>> > To: Discussion of Half-Life Programming > >
>> > Sent: Fri, August 6, 2010 2:15:49 AM
>> > Subject: Re: [hlcoders] String_base error
>> >
>> > He meant libcmtd.
>> >
>> > --- On Thu, 5/8/10, Jordan Friendshuh  wrote:
>> >
>> >> From: Jordan Friendshuh 
>> >> Subject: Re: [hlcoders] String_base error
>> >> To: "Discussion of Half-Life Programming" <
>> hlcoders@list.valvesoftware.com>
>> >> Date: Thursday, 5 August, 2010, 23:55
>> >> that made everything fail.
>> >>
>> >>
>> >>
>> >>
>> >> 
>> >> From: Tobias Kammersgaard 
>> >> To: Discussion of Half-Life Programming <
>> hlcoders@list.valvesoftware.com>
>> >> Sent: Wed, August 4, 2010 12:21:05 AM
>> >> Subject: Re: [hlcoders] String_base error
>> >>
>> >> Visual Studio 2010 works just fine. Both debug, and release
>> >> builds. I don't
>> >> have any code handy right now, but I'll show you my
>> >> settings once I do.
>> >>
>> >> Meanwhile try adding libcmt to the list of ignored
>> >> libraries (in the Linker
>> >> options).
>> >>
>> >> - ScarT
>> >>
>> >> Den 2010 8 4 03:58 skrev "Jordan Friendshuh" :
>> >> Hi. I am new to coding and am having an issue.
>> >> I'm using Visual Studio
>> >> 2010
>> >> editing Game_HL2-2005 in the single player mod option for
>> >> regular HL2.
>> >> Without
>> >> making any changes to the files except the "fix debug
>> >> compilation", the
>> >> build
>> >> fails. It has to do with the linker and not being
>> >> able to find string_base
>> >> or
>> >> something. Can anyone help me? This is what it
>> >> says when you build.
>> >>
>> >> -- Build started: Project: client_hl2, Configuration:
>> >> Debug HL2 Win32
>> >> --
>> >> Build started 8/3/2010 8:40:01 PM.
>> >> InitializeBuildStatus:
>> >> Creating "Debug HL2\client_hl2.unsuccessfulbuild" because
>> >> "AlwaysCreate"
>> >> was
>> >> specified.
>> >> ClCompile:
>> >> All outputs are up-to-date.
>> >> All outputs are up-to-date.
>> >> All outputs are up-to-date.
>> >> ManifestResourceCompile:
>> >> All outputs are up-to-date.
>> >> C:\Program
>> >> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
>> >> warning MSB8012: TargetPath(C:\Crazy
>> >> Weapons\src\cl_dll\Debug
>> >> HL2\client_hl2.dll) does not match the Linker's OutputFile
>> >> property value
>> >> (C:\Crazy Weapons\src\cl_dll\Debug HL2\client.dll). This
>> >> may cause your
>> >> project
>> >> to build incorrectly. To correct this, please make sure
>> >> that $(OutDir),
>> >> $(TargetName) and $(TargetExt) property values match the
>> >> value specified in
>> >> %(Link.OutputFile).
>> >> C:\Program
>> >> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5):
>> >> warning MSB8012: TargetName(client_hl2) does not match the
>> >> Linker's
>> >> OutputFile
>> >> property value (client). This may cause your project to
>> >> build incorrectly.
>> >> To
>> >> correct this, please make sure that $(OutDir),
>> >> $(TargetName) and
>> >> $(TargetExt)
>> >> property values match the value specified in
>> >> %(Link.OutputFile).
>> >> Link:
>> >> All outputs are up-to-date.
>> >> Manifest:
>> >> All outputs are up-to-date.
>> >> BscMake:
>> >> All outputs are up-to-date.
>> >> CustomBuildStep:
>> >> Description: Copying to destination folder
>> >> 1 file(s) copied.
>> >> FinalizeBuildStatus:
>> >> Deleting file "Debug HL2\client_hl2.unsuccessfulbuild".
>> >> Touching "Debug HL2\client_hl2.lastbuildstate".
>> >>
>> >> Build succeeded.
>> >>
>> >> Time Elapsed 00:00:03.32
>> >> -- Build started: Project: server_hl2, Configuration:
>> >> Debug HL2 Win32
>> >> --
>> >> Build started 8/3/2010 8:40:06 PM.
>> >> InitializeBuildStatus:
>> >> Touching "Debug HL2\server_hl2.unsuccessfulbuild".
>> >> ClCompile:
>> >> All outputs are up-to-date.
>> >> Al

Re: [hlcoders] String_base error

2010-08-06 Thread Dexter Haslem
Oh woops. I always change it on new projects and mentally thought it
was an error :)
Never seen std::basic_string errors on a link before

On Fri, Aug 6, 2010 at 12:03 PM, Tobias Kammersgaard
 wrote:
> That's just a warning and isn't critical.
>
> - ScarT
>
> Den 2010 8 6 19:07 skrev "Dexter Haslem" :
>> Have you renamed your project's target names? The error seems to be
>> related to that.
>>
>> From the SDK wiki:
>> "Right click on the client and server projects in VS and go to
>> Properties > Configuration > General. Change Target Name to client and
>> server respectively."
>>
>> Try this and let us know what errors you still get.
>>
>> On Fri, Aug 6, 2010 at 10:58 AM, Tobias Kammersgaard
>>  wrote:
>>> Show us a list of ignored libraries.
>>>
>>> - ScarT
>>>
>>> Den 2010 8 6 18:31 skrev "Jordan Friendshuh" :
>>>> k, I already had that. Thanks though.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> 
>>>> From: Tom Edwards 
>>>> To: Discussion of Half-Life Programming >
>>>> Sent: Fri, August 6, 2010 2:15:49 AM
>>>> Subject: Re: [hlcoders] String_base error
>>>>
>>>> He meant libcmtd.
>>>>
>>>> --- On Thu, 5/8/10, Jordan Friendshuh  wrote:
>>>>
>>>>> From: Jordan Friendshuh 
>>>>> Subject: Re: [hlcoders] String_base error
>>>>> To: "Discussion of Half-Life Programming" <
>>> hlcoders@list.valvesoftware.com>
>>>>> Date: Thursday, 5 August, 2010, 23:55
>>>>> that made everything fail.
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> 
>>>>> From: Tobias Kammersgaard 
>>>>> To: Discussion of Half-Life Programming <
> hlcoders@list.valvesoftware.com>
>>>>> Sent: Wed, August 4, 2010 12:21:05 AM
>>>>> Subject: Re: [hlcoders] String_base error
>>>>>
>>>>> Visual Studio 2010 works just fine. Both debug, and release
>>>>> builds. I don't
>>>>> have any code handy right now, but I'll show you my
>>>>> settings once I do.
>>>>>
>>>>> Meanwhile try adding libcmt to the list of ignored
>>>>> libraries (in the Linker
>>>>> options).
>>>>>
>>>>> - ScarT
>>>>>
>>>>> Den 2010 8 4 03:58 skrev "Jordan Friendshuh" :
>>>>> Hi. I am new to coding and am having an issue.
>>>>> I'm using Visual Studio
>>>>> 2010
>>>>> editing Game_HL2-2005 in the single player mod option for
>>>>> regular HL2.
>>>>> Without
>>>>> making any changes to the files except the "fix debug
>>>>> compilation", the
>>>>> build
>>>>> fails. It has to do with the linker and not being
>>>>> able to find string_base
>>>>> or
>>>>> something. Can anyone help me? This is what it
>>>>> says when you build.
>>>>>
>>>>> -- Build started: Project: client_hl2, Configuration:
>>>>> Debug HL2 Win32
>>>>> --
>>>>> Build started 8/3/2010 8:40:01 PM.
>>>>> InitializeBuildStatus:
>>>>> Creating "Debug HL2\client_hl2.unsuccessfulbuild" because
>>>>> "AlwaysCreate"
>>>>> was
>>>>> specified.
>>>>> ClCompile:
>>>>> All outputs are up-to-date.
>>>>> All outputs are up-to-date.
>>>>> All outputs are up-to-date.
>>>>> ManifestResourceCompile:
>>>>> All outputs are up-to-date.
>>>>> C:\Program
>>>>> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
>>>>> warning MSB8012: TargetPath(C:\Crazy
>>>>> Weapons\src\cl_dll\Debug
>>>>> HL2\client_hl2.dll) does not match the Linker's OutputFile
>>>>> property value
>>>>> (C:\Crazy Weapons\src\cl_dll\Debug HL2\client.dll). This
>>>>> may cause your
>>>>> project
>>>>> to build incorrectly. To correct this, please make sure
>>>>> that $(OutDir),
>>>>> $(TargetName) and $(TargetExt) property values match the

Re: [hlcoders] String_base error

2010-08-06 Thread Dexter Haslem
Have you renamed your project's target names? The error seems to be
related to that.

>From the SDK wiki:
"Right click on the client and server projects in VS and go to
Properties > Configuration > General. Change Target Name to client and
server respectively."

Try this and let us know what errors you still get.

On Fri, Aug 6, 2010 at 10:58 AM, Tobias Kammersgaard
 wrote:
> Show us a list of ignored libraries.
>
> - ScarT
>
> Den 2010 8 6 18:31 skrev "Jordan Friendshuh" :
>> k, I already had that. Thanks though.
>>
>>
>>
>>
>>
>> 
>> From: Tom Edwards 
>> To: Discussion of Half-Life Programming 
>> Sent: Fri, August 6, 2010 2:15:49 AM
>> Subject: Re: [hlcoders] String_base error
>>
>> He meant libcmtd.
>>
>> --- On Thu, 5/8/10, Jordan Friendshuh  wrote:
>>
>>> From: Jordan Friendshuh 
>>> Subject: Re: [hlcoders] String_base error
>>> To: "Discussion of Half-Life Programming" <
> hlcoders@list.valvesoftware.com>
>>> Date: Thursday, 5 August, 2010, 23:55
>>> that made everything fail.
>>>
>>>
>>>
>>>
>>> 
>>> From: Tobias Kammersgaard 
>>> To: Discussion of Half-Life Programming 
>>> Sent: Wed, August 4, 2010 12:21:05 AM
>>> Subject: Re: [hlcoders] String_base error
>>>
>>> Visual Studio 2010 works just fine. Both debug, and release
>>> builds. I don't
>>> have any code handy right now, but I'll show you my
>>> settings once I do.
>>>
>>> Meanwhile try adding libcmt to the list of ignored
>>> libraries (in the Linker
>>> options).
>>>
>>> - ScarT
>>>
>>> Den 2010 8 4 03:58 skrev "Jordan Friendshuh" :
>>> Hi. I am new to coding and am having an issue.
>>> I'm using Visual Studio
>>> 2010
>>> editing Game_HL2-2005 in the single player mod option for
>>> regular HL2.
>>> Without
>>> making any changes to the files except the "fix debug
>>> compilation", the
>>> build
>>> fails. It has to do with the linker and not being
>>> able to find string_base
>>> or
>>> something. Can anyone help me? This is what it
>>> says when you build.
>>>
>>> -- Build started: Project: client_hl2, Configuration:
>>> Debug HL2 Win32
>>> --
>>> Build started 8/3/2010 8:40:01 PM.
>>> InitializeBuildStatus:
>>> Creating "Debug HL2\client_hl2.unsuccessfulbuild" because
>>> "AlwaysCreate"
>>> was
>>> specified.
>>> ClCompile:
>>> All outputs are up-to-date.
>>> All outputs are up-to-date.
>>> All outputs are up-to-date.
>>> ManifestResourceCompile:
>>> All outputs are up-to-date.
>>> C:\Program
>>> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
>>> warning MSB8012: TargetPath(C:\Crazy
>>> Weapons\src\cl_dll\Debug
>>> HL2\client_hl2.dll) does not match the Linker's OutputFile
>>> property value
>>> (C:\Crazy Weapons\src\cl_dll\Debug HL2\client.dll). This
>>> may cause your
>>> project
>>> to build incorrectly. To correct this, please make sure
>>> that $(OutDir),
>>> $(TargetName) and $(TargetExt) property values match the
>>> value specified in
>>> %(Link.OutputFile).
>>> C:\Program
>>> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5):
>>> warning MSB8012: TargetName(client_hl2) does not match the
>>> Linker's
>>> OutputFile
>>> property value (client). This may cause your project to
>>> build incorrectly.
>>> To
>>> correct this, please make sure that $(OutDir),
>>> $(TargetName) and
>>> $(TargetExt)
>>> property values match the value specified in
>>> %(Link.OutputFile).
>>> Link:
>>> All outputs are up-to-date.
>>> Manifest:
>>> All outputs are up-to-date.
>>> BscMake:
>>> All outputs are up-to-date.
>>> CustomBuildStep:
>>> Description: Copying to destination folder
>>> 1 file(s) copied.
>>> FinalizeBuildStatus:
>>> Deleting file "Debug HL2\client_hl2.unsuccessfulbuild".
>>> Touching "Debug HL2\client_hl2.lastbuildstate".
>>>
>>> Build succeeded.
>>>
>>> Time Elapsed 00:00:03.32
>>> -- Build started: Project: server_hl2, Configuration:
>>> Debug HL2 Win32
>>> --
>>> Build started 8/3/2010 8:40:06 PM.
>>> InitializeBuildStatus:
>>> Touching "Debug HL2\server_hl2.unsuccessfulbuild".
>>> ClCompile:
>>> All outputs are up-to-date.
>>> All outputs are up-to-date.
>>> All outputs are up-to-date.
>>> All outputs are up-to-date.
>>> ManifestResourceCompile:
>>> All outputs are up-to-date.
>>> C:\Program
>>> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5):
>>> warning MSB8012: TargetPath(C:\Crazy
>>> Weapons\src\dlls\Debug
>>> HL2\server_hl2.dll)
>>> does not match the Linker's OutputFile property value
>>> (C:\Crazy
>>> Weapons\src\dlls\Debug HL2\server.dll). This may cause your
>>> project to build
>>> incorrectly. To correct this, please make sure that
>>> $(OutDir), $(TargetName)
>>> and
>>> $(TargetExt) property values match the value specified in
>>> %(Link.OutputFile).
>>> C:\Program
>>> Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5):
>>> warning MSB8012: TargetName(server_hl2) does not match the
>>> Linker's
>>> OutputFile
>>> property value (server). This may cause your project

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-26 Thread Dexter
IRONY OVERLOAD

On Mon, Jul 26, 2010 at 9:19 PM, Cory de La Torre  wrote:
> Even Toni Sergi replied, a *VALVE EMPLOYEE*, and you kept going. Men, we
> need to build additional Pylons to stop this injustice.
>
> On Mon, Jul 26, 2010 at 8:04 PM, Katrina Payne > wrote:
>
>> LOL~
>>
>> Thank you, that made my day. Now, if I just never see that picture ever
>> again
>> in my time on the internet >.>'
>>
>> ~Katrina
>>
>> On Monday, July 26, 2010 08:44:32 pm Ben Mears wrote:
>> > This is easily the most entertaining hlcoders thread I've read yet (wait,
>> > hlcoders threads are not supposed to be entertaining, hmmm..). Let me
>> write
>> > 12 paragraphs about why it is the most entertaining yet...
>> >
>> > [insert skyscraper of text here]
>> >
>> > In conclusion, this thread has degenerated into a stream of
>> > nonsense-consciousness (nonsensciousness) as exemplified by the text
>> above.
>> > Some people are arguing with some other people, but why can't we all just
>> > move along little doggies?
>> >
>> > Finalmente, I'll leave you with an inspirational poem:
>> >
>> > http://i64.photobucket.com/albums/h165/benjiwaa/thread_defused.jpg
>> >
>> >
>> >
>> >
>> >
>> >
>> > On Mon, Jul 26, 2010 at 6:26 PM, Bob Somers 
>> wrote:
>> >
>> > > Geez people, this thread has run its course. Let it end.
>> > >
>> > > --Bob
>> > >
>> > >
>> > >
>> > >
>> > >
>> > > On Mon, Jul 26, 2010 at 6:04 PM, Katrina Payne <
>> > > fullmetalhar...@nimhlabs.com
>> > > > wrote:
>> > >
>> > > > I came to the conclusion long ago that the OP is long gone.
>> > > >
>> > > > I mostly am just posting responses to stuff directed at things I have
>> > > said,
>> > > > or
>> > > > complaints made in my direction.
>> > > >
>> > > > To which I just get more complaints.
>> > > >
>> > > > That I tend try to address--but typically they are not qualified.
>> > > >
>> > > > Then I get more unqualified and unproven claims.
>> > > >
>> > > > I mean, yes, I may be a troll here... but equally so, this has kind
>> of
>> > > > became
>> > > > Trolls Trolling Trolls.
>> > > >
>> > > > Which is why I made the irreverent joke of just collecting these
>> dolls
>> to
>> > > > try
>> > > > to lighten the mood, and defuse the situation.
>> > > >
>> > > > Though, looking at my response to this picture, and the response to
>> my
>> > > > attempt
>> > > > to defuse this...
>> > > >
>> > > > I am starting to wonder if trying to defuse a thread is ever a good
>> idea?
>> > > > It
>> > > > only seems to cause explosions.
>> > > >
>> > > > ~Katrina
>> > > >
>> > > > On Monday, July 26, 2010 06:53:38 pm Lech wrote:
>> > > > > http://i671.photobucket.com/albums/vv77/Cisdaman/Stop_posting.jpg
>> > > > >
>> > > > > This is probably a wise thing to do until the original poster
>> actually
>> > > > > has a time to digest everything, laugh and respond...
>> > > > >
>> > > > > -L
>> > > > >
>> > > > > On Mon, Jul 26, 2010 at 7:48 PM, Jonathan Murphy
>> > > > >  wrote:
>> > > > > > I already took the time out to show you an example of your
>> > > superfluous
>> > > > > > typing, please don't try to take this in circles and make our
>> point
>> > > > even
>> > > > > > more valid than it already is.
>> > > > > >
>> > > > > > We shouldn't have to prove anything anyway, we have much better
>> > > things
>> > > > to
>> > > > do
>> > > > > > with our time. Just know that it is true because it seems to be a
>> > > > general
>> > > > > > concensus (at least four or five people on this thread alone have
>> > > > complained
>> > > > > > about it). If you can find anyone defending your view point
>> please
>> > > > point
>> > > > > > them out to us? Otherwise, take the comments on board and adjust
>> > > > > > accordingly.
>> > > > > >
>> > > > > > These are my final pieces of advise to you as a long time member
>> of
>> > > > this
>> > > > > > list, please remember we are trying to help you.
>> > > > > >
>> > > > > > On Tue, Jul 27, 2010 at 10:36 AM, Katrina Payne <
>> > > > > > fullmetalhar...@nimhlabs.com> wrote:
>> > > > > >
>> > > > > >> I am going to assume that most of your post is surplufious
>> hypeboles
>> > > > of
>> > > > > >> inqualifiable and unverifiable claims, and you assume anybody
>> else
>> > > > does the
>> > > > > >> same
>> > > > > >> as yours.
>> > > > > >>
>> > > > > >> Since mine are five as you say, you appear to assume that I do
>> five
>> > > of
>> > > > what
>> > > > > >> you
>> > > > > >> do.
>> > > > > >>
>> > > > > >> As that is all I can figure out from this post--without you
>> citing
>> > > > > >> examples.
>> > > > > >>
>> > > > > >> I know you will not however.
>> > > > > >> ~Katrina
>> > > > > >>
>> > > > > >> On Monday, July 26, 2010 06:28:16 pm Tony "omega" Sergi wrote:
>> > > > > >> > I try to avoid these types of things but- I just can't at the
>> > > > moment.
>> > > > > >> >
>> > > > > >> > The whole thing can be summed up in three sentences:
>> > > > > >> > It takes you 5 paragraphs to get your points across.
>> > > > > >> > You go off-topic abo

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-26 Thread Dexter
It has nothing to do with you being a female. It has a lot to do with
you posting walls of texts about irrelevant stuff!

On Mon, Jul 26, 2010 at 3:56 PM, Katrina Payne
 wrote:
> -blinks-
>
> You know--I should simply start collecting those dolls now.
>
> As from a lot of what people say, it appears to be a thing I should collect.
>
> Go all Meme Bobeck on that stuff.
>
> ~Katrina
>
> On Monday, July 26, 2010 03:49:39 pm Casey Doran wrote:
>> ITT: Trolls trolling trolls trolling trolls.
>>
>> On Mon, Jul 26, 2010 at 5:47 PM, Katrina Payne > > wrote:
>>
>> > Right--so back to the kitchen with me--or whatever crap I obviously do not
>> > know, as I got a few details wrong and lack a Y chromosone... or some such
>> > ridiculous notion.
>> >
>> > Because we all know, none of you ever get any minor details wrong. Which
>> > means, you are never talking crap.
>> >
>> > And trust me--I do not rant on every bloody thread in this list. In fact,
> I
>> > think there have been maybe five or six. So, if this list is made up of
>> > five or
>> > six threads, than I agree.
>> >
>> > Have a good day.
>> >
>> > ~Katrina
>> >
>> > On Monday, July 26, 2010 03:43:24 pm Cory de La Torre wrote:
>> > > We need to turn this HLCoders list to Katrina Payne "Never Stops
> talking"
>> > > List.
>> > >
>> > > On Mon, Jul 26, 2010 at 2:39 PM, Katrina Payne <
>> > fullmetalhar...@nimhlabs.com
>> > > > wrote:
>> > >
>> > > > Protip: I am not doing anything.
>> > > >
>> > > > Unless you can state what it is, and evidence I am doing it.
>> > > >
>> > > > Nobody has, so I am going to say I am not doing anything that I have
>> > not
>> > > > already apologised for and adjusted on.
>> > > >
>> > > > ~Katrina
>> > > >
>> > > > On Monday, July 26, 2010 03:34:38 pm Dexter wrote:
>> > > > > Katrina,
>> > > > > Pro-tip, you're still doing it.. and it doesn't have to do with
>> > Spanish
>> > > > :D
>> > > > >
>> > > > >
>> > > > > On Mon, Jul 26, 2010 at 3:23 PM, Katrina Payne
>> > > > >  wrote:
>> > > > > > On Monday, July 26, 2010 03:01:05 pm Rodrigo 'r2d2rigo' Diaz
> wrote:
>> > > > > >> Katryna, I find amusing how you always talk about crap you don't
>> > have
>> > > > a
>> > > > clue
>> > > > > >> about, and rant for 20-30 lines. The signature said "Nuevo
>> > Hotmail",
>> > > > and
>> > > > > >> it's a campaign for the new MSN Live! features being deployed.
>> > > > > >
>> > > > > > Look, I made a mistranslation for Neuvo for a word that sounds
>> > similar
>> > > > to
>> > > > the
>> > > > > > English nova. Which the Spanish word that pronounces similar to
> the
>> > > > English
>> > > > > > nova has the translation I did.
>> > > > > >
>> > > > > > Also, to be fair, I really have no idea why any website would need
>> > a
>> > > > new
>> > > > web
>> > > > > > domain just to advertise new features. Or if it is local, why they
>> > are
>> > > > still
>> > > > > > using ".com".
>> > > > > >
>> > > > > > So, I saw this site, and generally just assumed it was a phishing
>> > > > site--or
>> > > > > > some form of knock off.
>> > > > > >
>> > > > > > I will assume that this is another bad habit I have attributed
> from
>> > my
>> > > > days on
>> > > > > > the web (this stuff appeared a lot more often in the late nineties,
>> > and
>> > > > early
>> > > > > > 00s).
>> > > > > >
>> > > > > > There are a few of these that I need to adjust as they are no
>> > longer
>> > > > helpful--
>> > > > > > and only hurt me.
>> > > > > >
>> > > > > >> Yes, he looks Spanish/South American. Yes, he doesn't have a clue
>> 

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-26 Thread Dexter
Katrina,
Pro-tip, you're still doing it.. and it doesn't have to do with Spanish :D


On Mon, Jul 26, 2010 at 3:23 PM, Katrina Payne
 wrote:
> On Monday, July 26, 2010 03:01:05 pm Rodrigo 'r2d2rigo' Diaz wrote:
>> Katryna, I find amusing how you always talk about crap you don't have a clue
>> about, and rant for 20-30 lines. The signature said "Nuevo Hotmail", and
>> it's a campaign for the new MSN Live! features being deployed.
>
> Look, I made a mistranslation for Neuvo for a word that sounds similar to the
> English nova. Which the Spanish word that pronounces similar to the English
> nova has the translation I did.
>
> Also, to be fair, I really have no idea why any website would need a new web
> domain just to advertise new features. Or if it is local, why they are still
> using ".com".
>
> So, I saw this site, and generally just assumed it was a phishing site--or
> some form of knock off.
>
> I will assume that this is another bad habit I have attributed from my days on
> the web (this stuff appeared a lot more often in the late nineties, and early
> 00s).
>
> There are a few of these that I need to adjust as they are no longer helpful--
> and only hurt me.
>
>> Yes, he looks Spanish/South American. Yes, he doesn't have a clue about
>> English. Yes, he doesn't have a clue about programming. Just another kiddie
>> with the "OMG i want to maek t3h Kaunter Straiekk!!11oneoneon1!1eleelven!!1"
>> idea.
>
> Yes, I understand that this likely is a "OMG! I got teh roxxers ideas!"
>
> And yes, I understand what that feeling is like.
>
> I also understand what it feels like to learn that you cannot do that.
>
> I also understand the feeling of hitting the books to get to the point where
> you could conceivably do it.
>
> There is just one requirement. Somebody to be patient with this crap. Every
> programmer tends to have cycle that we all have gone through to get to our
> current spot.
>
> The main reason we tend to hate these people is we feel embarrassed for when
> we were that stupid.
>
> Everybody here has done this stuff at one time or another. It is essentially a
> form of being a toddler in the world of game design. Whether we did this at
> the age of five, or at the age of sixteen (oh dear sweet merciless Eris, was I
> bad for this when I was sixteen), or into your mid twenties--some people are
> in this stage in their fourties and fifties.
>
> Now, you can generally frown, and dislike that the toddler is there--due to
> your own embarrassment from the days where we all did the same thing.
>
> Which I think reeks of immaturity, BTW.
>
> Or you can change these toddlers' diapers.
>
> One reek or the other people. I have chosen mine--and it is one that a few
> tend to have issues agreeing. I can understand this.
>
> Yes, I know I am wrong (oh damn--have I been wrong lots)... the thing is... we
> are all just fvcking this up as we go along. Especially the successful people.
>
> ~Katrina
>
>> Nothing to see here, citizens. Move along.
>>
>>
>> 2010/7/26 Katrina Payne 
>>
>> > Well the signature appeared to be for "Neuvo Hotmail". That is
>> > neuvohotmail.com .
>> >
>> > Which does not strike me as any name any spanish hotmail service would
> ever
>> > think to use. Neuvo translates roughly to "no go", "nonexistant",
>> > "nothing",
>> > "nada", "not there".
>> >
>> > Yeah, and I will give you on the LAN version being the only current real
>> > reason. I said a few times that I considered the other reasons to be
>> > entirely
>> > fictional at the current time.
>> >
>> > Even to the point of the ridiculous comparison to C'thulhu and Activision
>> > as
>> > the only reason that the others could work.
>> >
>> > Though, I am very leery of believing most of the countries said to be high
>> > in
>> > piracy really are.
>> >
>> > As well, Canada is currently in that list of countries with large amounts
>> > of
>> > software piracy. Which really makes sense as well some companies are
> trying
>> > to
>> > push we get treated, for shipping and what not, much like how the USA
>> > treats
>> > trade with China, Russia and Cuba--it is there, but frowned upon.
>> >
>> > However, I dunno--if he really was a Latin Pirate, using a Spanish Hotmail
>> > that for some reason was locally called "not there hotmail", I doubt he
>> > would
>> > ask the official list for a way to help.
>> >
>> > I dunno--and again... the lack of confirmation of the OP makes this just
>> > seem
>> > like an even more ridiculous troll.
>> >
>> > However, not going to take the chance it is not, and help him, if he
>> > requires
>> > it.
>> >
>> > Oh and defend my own pride--or something silly like that. Or at least
>> > explain
>> > why I am thinking silly stuff.
>> >
>> > ~Katrina
>> >
>> > On Sunday, July 25, 2010 09:17:23 pm ZuM wrote:
>> > > Well about the situation you said the lan party is the only reason i
>> > believe
>> > > someone would use the Won version :P
>> > > Or to pirate the game, because if you look you can find several pirate
>

Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-24 Thread Dexter
I will plase halp him I guess.

http://metamod.sourceforge.net/files/sdk/hl_sdk_v23_source.exe

Compile it wid da visul C++ compiler, try converting to visual C++
2005 express edition

 Maybe an expert troll

On Sat, Jul 24, 2010 at 10:26 AM, Simon Rapilly  wrote:
> Nope I don't think he is
>
> 2010/7/24 AnAkIn . 
>
>> Are you kidding?
>>
>> 2010/7/24 joel olgado 
>>
>> >
>> > a question im creating a mod for HALF-LIFE called Sector B-12
>> >
>> > and I want to work in non steam hl version , and the hl won version .
>> > I need to create a new hl.dll ? I do not know what to
>> > do?
>> > i install a WON HL MOD (normal mod with the HL original dll) in NON STEAM
>> > HL  and does not work and i saw several mods with compatibility with non
>> > steam and WON...
>> > and a ultimate question :
>> >
>> > and that language use hl non steam
>> >
>> > VISUAL C++  or visual situdio 2008  (or other)
>> > Thanks
>> >
>> >
>> > help me plase
>> >
>> >
>> >
>> >
>> > _
>> > Pronto descubrirás un nuevo Hotmail. Nos estamos reinventando. Preparate
>> > para lo que se viene.
>> > http://www.nuevohotmail.com
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
>>
>>
>> --
>> Best regards,
>> AnAkIn,
>> -
>> ESL EU TF2 Admin
>> http://www.esl.eu/eu/tf2
>> ___
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>> please visit:
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>>
>>
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Re: [hlcoders] Discussion, edman747 has invited you to open a Google mail account

2010-07-21 Thread Dexter
I know right! Now I only have 95 invites left..

On Wed, Jul 21, 2010 at 12:10 PM, Adam Buckland wrote:

> Gmail invites were quite the sought-after items back in the day :P
>
>
>
> On 21 Jul 2010, at 19:00, Tobias Kammersgaard
>  wrote:
>
> > I would like a Gmail account
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > pause not
> >
> > - ScarT
> >
> >
> > On 21 July 2010 19:56, Dexter  wrote:
> >
> >> I am not sure if the hlcoders list really wants a gmail account XD
> >>
> >> On Wed, Jul 21, 2010 at 11:46 AM, edman747  wrote:
> >>
> >>> I've been using Gmail and thought you might like to try it out. Here's
> an
> >>> invitation to create an account.
> >>>
> >>>
> >>> You're Invited to Gmail!
> >>>
> >>> edman747 has invited you to open a Gmail account.
> >>>
> >>> Gmail is Google's free email service, built on the idea that email can
> be
> >>> intuitive, efficient, and fun. Gmail has:
> >>>
> >>> *Less spam*
> >>> Keep unwanted messages out of your inbox with Google's innovative
> >>> technology.
> >>>
> >>> *Lots of space*
> >>> Enough storage so that you'll never have to delete another message.
> >>>
> >>> *Built-in chat*
> >>> Text or video chat with edman747 and other friends in real time.
> >>>
> >>> *Mobile access*
> >>> Get your email anywhere with Gmail on your mobile phone.
> >>>
> >>> You can even import your contacts and email from Yahoo!, Hotmail, AOL,
> or
> >>> any other web mail or POP accounts. Learn
> >>> more<http://mail.google.com/mail/help/switch/>
> >>> .
> >>>
> >>> Once you create your account, edman747 will be notified of your new
> Gmail
> >>> address so you can stay in touch. Learn
> >>> more<http://mail.google.com/mail/help/intl/en/about.html>or get
> >>> started<
> >>>
> >>
> http://mail.google.com/mail/a-c2638ca622-768acb02d5-eAKKQVAvzcrruCuq1NbhOGA9fEk
> >>>>
> >>> !
> >>>   Sign up<
> >>>
> >>
> http://mail.google.com/mail/a-c2638ca622-768acb02d5-eAKKQVAvzcrruCuq1NbhOGA9fEk
> >>>>
> >>>   Learn
> >>> more <http://mail.google.com/mail/help/intl/en/about.html>
> >>>
> >>> Google Inc. | 1600 Ampitheatre Parkway | Mountain View, California
> 94043
> >>> ___
> >>> 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
> >
>
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Re: [hlcoders] Discussion, edman747 has invited you to open a Google mail account

2010-07-21 Thread Dexter
I am not sure if the hlcoders list really wants a gmail account XD

On Wed, Jul 21, 2010 at 11:46 AM, edman747  wrote:

> I've been using Gmail and thought you might like to try it out. Here's an
> invitation to create an account.
>
>
>  You're Invited to Gmail!
>
> edman747 has invited you to open a Gmail account.
>
> Gmail is Google's free email service, built on the idea that email can be
> intuitive, efficient, and fun. Gmail has:
>
>  *Less spam*
> Keep unwanted messages out of your inbox with Google's innovative
> technology.
>
> *Lots of space*
> Enough storage so that you'll never have to delete another message.
>
> *Built-in chat*
> Text or video chat with edman747 and other friends in real time.
>
> *Mobile access*
> Get your email anywhere with Gmail on your mobile phone.
>
> You can even import your contacts and email from Yahoo!, Hotmail, AOL, or
> any other web mail or POP accounts. Learn
> more
> .
>
> Once you create your account, edman747 will be notified of your new Gmail
> address so you can stay in touch. Learn
> moreor get
> started<
> http://mail.google.com/mail/a-c2638ca622-768acb02d5-eAKKQVAvzcrruCuq1NbhOGA9fEk
> >
> !
>Sign up<
> http://mail.google.com/mail/a-c2638ca622-768acb02d5-eAKKQVAvzcrruCuq1NbhOGA9fEk
> >
>Learn
> more 
>
> Google Inc. | 1600 Ampitheatre Parkway | Mountain View, California 94043
> ___
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Re: [hlcoders] Compiling for mac

2010-07-13 Thread Dexter
valve time joke here

On Tue, Jul 13, 2010 at 3:37 PM, Michael Corsaro  wrote:

> I'm sure we will get it when Source Filmmaker is released
>
> On Tue, Jul 13, 2010 at 1:24 PM, Adam Buckland  >wrote:
>
> > From a post I saw on Garry Newmans blog, it appears they use make
> > files (as he was compiling on Windows). If you look at the
> > Portal/Steam for Mac release photo, however, Xcode is clearly visible
> > in the dock. My guess is that Valve uses a system similar to the
> > chromium project utilising scripts to generate .vsproj .xcproj and
> > make files automatically. This would allow them to use Xcode, but
> > still compile on non-Mac servers. As we already know that each
> > check-in triggers an automatic build for all platforms, this sounds
> > reasonable.
> >
> > Sent from my iPhone
> >
> > On 13 Jul 2010, at 18:11, Ryan Sheffer  wrote:
> >
> > > I recently ported my own engine over to Mac and since it just uses gnu
> > compiler and gcc or g++, really if your code compiles on a Linux distro
> it
> > will work fine on the Mac. Not sure if valve use Xcode IDE or make
> files...
> > Hope they use Xcode since it's very simple.
> > >
> > > On another note, if anyone is interested in making a hammer clone for
> Mac
> > / Linux I would be interested in helping out.
> > >
> > > ~Ryan
> > >
> > > On Jul 12, 2010, at 4:33 PM, Harry Jeffery <
> > harry101jeff...@googlemail.com> wrote:
> > >
> > >> I don't actually own a mac tbh. One of our voice actors wants to
> > >> compile for Mac as he owns one and wants to support the mac community
> > >> when we release. I only use Windows 7 and Linux. The moment they port
> > >> steam + the source engine to linux I'm nuking win7.
> > >>
> > >> A nice optimized install of arch linux will do me just fine. All I
> > >> want is steam and TF2. CSS can come too.
> > >>
> > >> On 12 July 2010 20:37, Ryan Sheffer  wrote:
> > >>> You can't link enough to have MFC on the Mac though right? And it
> > relies on windows stuff I would think. Who doesn't have at least windows
> xp
> > these days. :p
> > >>>
> > >>> ~Ryan
> > >>>
> > >>> On Jul 10, 2010, at 7:44 PM, "Rodrigo 'r2d2rigo' Diaz" <
> > r2d2r...@gmail.com> wrote:
> > >>>
> >  Actually, it's still useful when your target is a machine that
> doesn't
> > have
> >  .NET Framework installed. And you can statically link the MFC
> > libraries to
> >  your executable.
> > 
> >  2010/7/11 Ryan Sheffer 
> > 
> > > Hammer is very old and back in those days MFC was actually...
> decent?
> > I
> > > cant
> > > imagine using it these days. :p
> > >
> > > On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy <
> > silverpowe...@gmail.com
> > >> wrote:
> > >
> > >> On 7/9/2010 7:08 PM, Harry Jeffery wrote:
> > >>> Has valve released the code update so a mod can be compiled on
> mac?
> > >>> The mod I work for is nearing release and we're looking into
> > releasing
> > >>> for windows and mac, prehaps at the same time.
> > >>>
> > >>> Do I have to port the mod to source 2009 though or can I just
> keep
> > the
> > >>> source 2007 code base?
> > >>
> > >> No. From what I understand, it's on Valve time at the moment, so
> > it's
> > >> effectively in limbo.
> > >>
> > >> And yes, you will have to port your mod to SE2009. The only Source
> > >> engine they ported and plan to port to Mac (and eventually Linux?)
> > is
> > >> SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D
> > engine
> > >> branch ported too, but that's the only mainline engine we're
> likely
> > >> going to get. I seriously doubt they want to port the older
> engines
> > over
> > >> to Mac/Linux, when they've outright refused to rewrite their SDK
> > tools
> > >> for portability (apparently they're nasty MFC-based
> monstrosities).
> > >>
> > >> It's a shame, because it'd mean I wouldn't be tied to Windows
> nearly
> > as
> > >> much as I am now. I really miss Unix-based OSes and tools.
> > >>
> > >> --michi
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > >
> > > --
> > > ~Ryan ( skidz )
> > > ___
> > > 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 vi

Re: [hlcoders] Real Time Strategy Camera

2010-06-30 Thread Dexter
This page on the wiki could be a good start
http://developer.valvesoftware.com/wiki/Over_the_Shoulder_View

Doesn't look like it's been updated for orange box, along with the 3rd
person camera one though.

On Wed, Jun 30, 2010 at 6:15 PM, Brian Albin  wrote:

> I'm using 2007 scratch SDK and I'm attempting to make a real time strategy
> type camera. Can someone point me in the right direction?
>
>
>
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Re: [hlcoders] "x currently playing Source SDK Base 200x"

2010-06-23 Thread Dexter
Yes, I stand corrected - it's definitely something wrong with steam. With
Steam.inf blank or with an appid in it, has the same behavior for every
source mod. :(

On Wed, Jun 23, 2010 at 3:04 PM, Matt Hoffman
wrote:

> I believe it's been like this for a while. In the past it would display "X
> is now playing " in the Steam toast in the corner, but as soon as
> that went away it would revert to playing SDK Base (on friends list and in
> group chats)
>
> On Wed, Jun 23, 2010 at 1:07 PM, jetscope  wrote:
>
> > Me and a bunch of friends were on a spree testing MP mods last week and
> we
> > played through a good number of them... they all displayed SDK Base
> > 2006/2007. I guess it's something wrong with Steam.
> >  ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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Re: [hlcoders] "x currently playing Source SDK Base 200x"

2010-06-23 Thread Dexter Haslem
Steam.inf should fix it.

Refer to http://blog.jailbreaksource.com/?p=1211 for a full explanation.

On Wed, Jun 23, 2010 at 1:36 PM, Janek  wrote:

> Hi all,
>
> Is there a solution to display in steamfriends (chat window and friends
> list) mod you're playing instead of this useless "playername currently
> playing Source SDK Base 200x" like in the past ?
>
> J.
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Re: [hlcoders] Demonstration to show how much more room Linux has (Was: Source Engine 2!!!)

2010-06-18 Thread Dexter
Why are you trying to replace GPUs?! Are you crazy?


On Fri, Jun 18, 2010 at 9:28 AM, Tom Edwards wrote:

> Perhaps you could continue this conversation privately?
>
>
>
>
>
> 
> From: Katrina Payne 
> To: Discussion of Half-Life Programming 
> Sent: Friday, 18 June, 2010 15:56:12
> Subject: [hlcoders] Demonstration to show how much more room Linux has
> (Was: Source Engine 2!!!)
>
> Yeah,
>
> 1) Kind of gave up on this... mostly due to my complete lack of
> understanding
> on how Eulerian Geometry works--which these processes are heavy on that.
> That
> was aset of course that I at best struggled by, as the basic Axioms Euler
> came
> up with, generally had me thinking Euler was smoking crack. I have never
> understood how to organise the universe in such a way--I could never break
> down any object into those. It seems most of our 3d technology just builds
> further onto those.
>
> 2) Never did I suggest anywhere what I was doing was even capable of
> replacing
> GPUs
>
> It was mostly just a form of PoC effort to demonstrated how much more space
> their is to work with in the Linux system
>
> With the end goal of having people porting the drivers to Linux, to allow
> that
> extra space to be put to even greater use.
>
> GAH! I AM NOT TRYING TO REPLACE BLOODY GPUS!
>
> I HAVE STATED A FEW TIMES THAT THIS WOULD LIKELY NEVER REACH AND FORM OF
> COMMERCIAL MARKET! AND WOULD ONLY BE USED FOR DEVELOPMENT AND DEMO
> PURPOSES!
>
> GAH!
>
> Please, just read what I fvcking write next time.
>
> It seems you read a few sentences, and jump to some odd conclusions about
> the
> rest was about.
>
> 1) Thanks for the wikipedia articles on the subject
>
> 2) This idea was never meant to be anything more than a PoC. Something to
> demonstrate how much more resources there is to work with on a Linux box,
> in
> comparison to a Windows box.
>
> 3) I AM NOT FVCKING TRYING TO REPLACE GPUS! THAT WAS NEVER THE GOAL HERE!
>
> 4) The goal was to demonstrate that Linux as an OS has less over head than
> Windows--and by doing this, the idea was to attract many of the GPU
> developers
> into porting drivers to Linux.
>
> You know what? I have no clue why I am even typing this... from the
> replies,
> it seems most of you do not even try to read what I write. Maybe just a few
> key sentences, then making some rather insane conclusions as to what I am
> saying from those.
>
> Well, except ZaM.
>
> Though, at least this mailing list has not devolved into several OT threads
> criticising my speling; grammar.
>
> ~Katrina
>
>
>
> On Friday, June 18, 2010 08:31:11 am Jonathan Murphy wrote:
> > Katrina, you might be interested in reading up on Real Time
> > Raytracing, which is an alternative to rasterisation (GPU) based
> > rendering and is/has been extensively researched and even implemented.
> >
> > http://en.m.wikipedia.org/wiki/Ray_tracing_(graphics)
> > http://en.m.wikipedia.org/wiki/Quake_Wars:_Ray_Traced
> >
> > At the moment though it seems GPUs are going to stay very mainstream.
> >
> > On Saturday, June 19, 2010, joshua simmons  wrote:
> > > Oh yeah I understand. There is only very rudmentry 3d support, in no
> way
> > > capable of supporting any game. My point was more on the radical rate
> at
> > > which they are evolving in comparison. Even the purely reverse
> engineered
> > > open source NVIDIA driver is out doing the proprietary one in terms of
> 2d.
> > > Now I of course realise there is a big jump from that to capable 3d,
> but
> > > considering (iirc) amd have developers working on the open source
> driver,
> I
> > > see it as mainly a matter of time before it becomes a viable
> alternative.
> > >
> > > On 18 Jun 2010 22:01, "Bob Somers"  wrote:
> > >
> > > Katrina, I'm not giving lectures on computer graphics here. Google has
> > > all the information you asked for. If you'd like, I can also recommend
> > > some graphics textbooks which would clear things up. Also, saying a
> > > Linux system running on a 100 MHz machine is comparable to Windows
> > > running on a 2 GHz machine is a ridiculous overstatement. They are not
> > > that radically different. If you're so convinced you can make the
> > > words best software renderer, by all means go do it. I'm sure at the
> > > very least you can wave your SIGGRAPH paper in our faces when you're
> > > done.
> > >
> > > Josh, I'm not sure you can call it better Linux support if their 3D
> > > support is... well... really bad. They may have opened up their
> > > hardware spec so that the free drivers can get rolling (I have tried
> > > the new drivers in Fedora 13 and they are quite good so far), but the
> > > free drivers are at least a year behind their Windows counterpart in
> > > terms of supporting the full features of the cards. There is virtually
> > > zero shader support in the free drivers at this point. nVidia's
> > > drivers, on the other hand, may be proprietary, but at lea

Re: [hlcoders] A2S_RULES just getting another challenge

2010-06-14 Thread Dexter
On a note, doesn't it look like you're sending "FF FF FF FF 57" when you're
expected to send "FF FF FF FF 56"  in that first packet?

On Mon, Jun 14, 2010 at 6:06 AM, Harry Jeffery <
harry101jeff...@googlemail.com> wrote:

> I am not sure what you are doing wrong but this library may be of
> interest to you:
> http://developer.valvesoftware.com/wiki/Steam_Condenser
>
> On 14 June 2010 12:37, C-F Strid  wrote:
> > Heyo.
> >
> > This is perhaps not entirely related to the subjects of this list, but
> > I'll give it a go.
> >
> > I'm trying to query a server for ConVars using a C# application (code
> > snippet here: http://csharp.pastebin.com/PW8Hfajm).
> >
> > I've followed the instructions on this page
> > http://developer.valvesoftware.com/wiki/Server_queries#A2S_RULES
> >
> > ... but instead of returning rules, I get another challenge number.
> > The packets seem to be in perfect order:
> > http://data.fuskbugg.se/skalman01/packets.jpg
> >
> > The server is fully functional and is listed on Game-Monitor and the
> > like, so I'm obviously doing something wrong here. Any input would be
> > appreciated.
> >
> > Cheers,
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Dexter
Maybe they're releasing Duke Nukem Forever on a new Source engine.

Or maybe a new version of the Source engine and SDK that doesn't break with
every update.

I'm not sure which is more far fetched

On Thu, Jun 10, 2010 at 2:21 PM, Sam  wrote:

> "Second reason, they lost their code and have to redo everything."
>
> I giggled, hard.
>
> I doubt the announcement would be anything related to the engine, they
> could've done that back in GDC, E3 is about entertrainment, not development
> like GDC is
>
> On Thu, Jun 10, 2010 at 5:09 PM, Adam Buckland  >wrote:
>
> > I'm going to go with Jeffrey, and call Portal for the Wii now. Valve
> > said that they wanted to do a Wii game, so this could be it!
> >
> > On 10 June 2010 20:07, Joel R.  wrote:
> > > Is this the big surprise for E3?!  I hope it is, that would so rock!
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> >
> > --
> >
> > Bucky
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> ___
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> please visit:
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Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)' is at index zero.

2010-05-26 Thread Dexter Haslem
I updated my mod AppIds and am still getting the error like crazy!

On Wed, May 26, 2010 at 4:55 PM, Sam  wrote:

> The new engine update to the HL2 games broke *everything* again, there's a
> hotfix that should fix your problem by using this in your gameinfo:
>
> SteamAppId 218
> ToolsAppId 211
> AdditionalContentID 420
>
> On Wed, May 26, 2010 at 7:47 PM, Tobias Kammersgaard <
> tobias.kammersga...@gmail.com> wrote:
>
> > Am I the only one that gets this error when I want to run my mod? I'm
> > pretty
> > sure its caused by the new update :o
> > Its happening even though my mod uses the Source SDK Base 2007 as its
> base.
> >
> > - ScarT
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-21 Thread Dexter
Glad you got it working! I'm looking for something similiar in effect, but
isn't doing so many tracelines performance impacting?

On Fri, May 21, 2010 at 12:23 PM, James K  wrote:

> I didn't comment enough stuff out. Whoops. Thanks for putting up with
> my stupidity, Tony.
>
> -James
>
> On Fri, May 21, 2010 at 9:57 AM, Tony "omega" Sergi 
> wrote:
> > I dropped the code into a a blank sdk and it works.
> > I made one minor alteration though, here's the whole thing. if it still
> > doesn't work for you then i have no idea, as i was just sitting in a box
> map
> > with a displacement ground seeing slime splashes randomly, WITH rain
> coming
> > down.
> > http://pastebin.com/0KfbHkii
> > -Tony
> >
> >
> > On Fri, May 21, 2010 at 9:50 AM, James K  wrote:
> >
> >> Removing the IsInAir conditional broke the rain completely. No rain or
> >> splashes at all now.
> >>
> >> On Thu, May 20, 2010 at 8:13 AM, Tony "omega" Sergi <
> omegal...@gmail.com>
> >> wrote:
> >> > and remove all of the other randoms other than what that i changed the
> >> code
> >> > to.
> >> > So for the final output:
> >> >
> >> >/*Tony; the traceline replaces the IsInAir check.
> >> >you also don't want the random's to be around the traceline either,
> or
> >> > it will only check SOMETIMES. it needs to check _all_ the time.
> >> >you also probably want to do some radius checking of the particles
> >> > position (ignoring z) for if it's in range of the local player to run
> >> this
> >> > code or not
> >> >otherwise you will have traces for every particle all over the
> place
> >> > even if there's no way that the player can see it
> >> >so when the player is out of that radius, you would only use if (
> >> > !IsInAir( pParticle->m_Pos ) { return false; }
> >> >   */
> >> >trace_t trace;
> >> >UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_SOLID, NULL,
> >> > COLLISION_GROUP_NONE, &trace);
> >> >if( trace.fraction < 1 || trace.DidHit() )
> >> >{
> >> >if ( RandomInt( 0, 100 ) <= r_RainSplashPercentage.GetInt() )
> >> >DispatchParticleEffect( "rain_splash",
> >> > trace.endpos,trace.m_pEnt->GetAbsAngles() , NULL );
> >> >
> >> >// Tell the framework it's time to remove the particle from the
> >> list
> >> >return false;
> >> >}
> >> >// We still want this particle
> >> >return true;
> >> >
> >> > -Tony
> >> >
> >> > On Thu, May 20, 2010 at 7:16 PM, Saul Rennison <
> saul.renni...@gmail.com
> >> >wrote:
> >> >
> >> >> Remove the IsInAir conditional, that's your issue.
> >> >>
> >> >> On Thursday, May 20, 2010, James K  wrote:
> >> >> > I don't want to post the whole file because I really haven't
> changed
> >> >> > anything else and that would be massive, so here's the tidbit i'm
> >> >> > working with. The whole file is c_effects.cpp if you need to see
> the
> >> >> > rest.
> >> >> >
> >> >> > // No longer in the air? punt.
> >> >> > if ( !IsInAir( pParticle->m_Pos ) )
> >> >> > {
> >> >> > // Possibly make a splash if we hit a water surface
> >> and
> >> >> it's in
> >> >> > front of the view.
> >> >> > if ( m_Splashes.Count() < 99 )
> >> >> > {
> >> >> > if ( RandomInt( 0, 100 ) <
> >> >> r_RainSplashPercentage.GetInt() )
> >> >> > {
> >> >> >trace_t trace;
> >> >> >UTIL_TraceLine(vOldPos, pParticle->m_Pos, MASK_ALL, NULL,
> >> >> > COLLISION_GROUP_NONE, &trace);
> >> >> >if( trace.fraction < 1 || trace.DidHit() )
> >> >> >{
> >> >> >if ( RandomInt( 0, 100 ) <= r_RainSplashPercentage.GetInt()
> )
> >> >> >DispatchParticleEffect( "rain_splash", trace.endpos,
> >> >> > trace.m_pEnt->GetAbsAngles() , NULL );
> >> >> >}
> >> >> > }
> >> >> > }
> >> >> >
> >> >> > // Tell the framework it's time to remove the
> particle
> >> >> from the list
> >> >> > return false;
> >> >> > }
> >> >> >
> >> >> > // We still want this particle
> >> >> > return true;
> >> >> > }
> >> >> >
> >> >>
> >> > ___
> >> > 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
> >>
> >>
> >
> >
> > --
> > -Tony
> > ___
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> please visit:
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> >
> >
>
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Re: [hlcoders] Dugs in sdk update

2010-05-10 Thread Dexter
Sure, let me just port all this C++ code to Uscript really quick .. :)

On Mon, May 10, 2010 at 1:27 PM, Ryan Sheffer  wrote:

> Download the UDK today!
>
> ~Ryan
>
> On May 10, 2010, at 10:30 AM, "Jeffrey \"botman\" Broome" <
> botman.hlcod...@gmail.com
>  > wrote:
>
> > "Coming Soon"
> >
> > http://developer.valvesoftware.com/wiki/Valve_Time  :)
> >
> >
> > On 5/10/2010 12:22 PM, Sam wrote:
> >> So does anyone know an ETA of when this is going to be fixed? I'm
> >> tired of
> >> changing the appID every time I open Source SDK.
> >>
> >> On Mon, May 3, 2010 at 4:55 PM, JumpCore Productions<
> onl...@jumpcore.com
> >> >wrote:
> >>
> >>
> >>> We're a bit off topic here, I know, but here's a work around from
> >>> the
> >>> forums. It seems to do the job, as far as I can tell. Good luck with
> >>> finishing up your mod!
> >>>
> >>> ***
> >>>
> >>> Originally Posted by IcarusNine:
> >>> Changing a mod's gameinfo.txt appID from 218 (SDK Base 2007) to
> >>> 440 (Team
> >>> Fortress 2) seems to work around it. I'm not sure what Hammer is
> >>> using/associating with the appID, but the lack of it is what's
> >>> causing at
> >>> least some of the problem.
> >>>
> >>>
> >>> -Original Message-
> >>> Date: Mon, 3 May 2010 17:32:19 +0100
> >>> From: Harry Jeffery
> >>> Subject: Re: [hlcoders] Dugs in sdk update
> >>> To: Discussion of Half-Life Programming
> >>>
> >>> Message-ID:
> >>> >>> >
> >>> Content-Type: text/plain; charset=ISO-8859-1
> >>>
> >>> It'd be nice if valve could fix this soon. Our mod can't progress at
> >>> all, we only really need to fix up the maps at the moment.
> >>>
> >>>
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >> ___
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> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
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