[hlcoders] Source SDK Base 2013 Multiplayer beta release

2015-09-07 Thread Eric Smith
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] Today's update breaks my game.

2014-10-02 Thread Eric Smith
We’ve rolled back the updates while we investigate what happened. The 
“upcoming” beta versions will still get you the new content if you need it.



-Eric


From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Zehnich
Sent: Thursday, October 02, 2014 9:04 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Today's update breaks my game.

Same for Dystopia (SDK 2013), I believe after a VGUI element pops up is what 
the players are saying.

On Thu, Oct 2, 2014 at 10:15 AM, Jesse Oak 
mailto:wazanato...@gmail.com>> wrote:

Can confirm this issue as well. Mod is now crashing on map load
On Oct 2, 2014 8:27 AM, "Nick" 
mailto:xnicho...@gmail.com>> wrote:
update us every 12 hours please

On Wed, Oct 1, 2014 at 11:23 PM, Jorge Rodriguez 
mailto:bs.v...@gmail.com>> wrote:
Here's a stack trace: http://codepad.org/5IUFpgD4
Here's another: http://codepad.org/tz0nEpKd
Here's a third: http://codepad.org/kRUAaFFA
All unreliable of course since I don't have engine symbols but there you have 
it.
Crash occurs on creating a listenserver and on connecting to existing servers. 
Crash does not occur when running Source SDK 2013 rendering test.

This is at a very bad time for me since I'm trying to release the game on Steam 
in the next few days and a really popular French YouTuber just made a video of 
the game, and now all of the traffic he sent my way is DOA. I'd very, very much 
appreciate a rollback.

--
Jorge "Vino" Rodríguez
[ Tw | Fb | 
G+ | Ht ]

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[hlcoders] RE: tags maybe messing up mods?

2008-03-04 Thread Eric Smith
What tags are you seeing for your mod? (check the value of sv_tags on
the server)

-Eric


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer
Sent: Monday, March 03, 2008 8:50 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Latest engine updates breaking sdk?

Hey

So with the latest steam updates I've noticed a couple things with our
mod.
Scoreboard avatars no longer work, and the only way you can see servers
is
through the custom tag server window. Anyone else noticed these?

--
~Ryan
--

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[hlcoders] Test

2006-07-07 Thread Eric Smith

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[hlcoders] RE: [hlds_linux] Engine update

2005-09-23 Thread Eric Smith
Sorry for the confusion, the last release was only a client Source
engine update to fix the problem described (below) with Source Mods.

You need to contact the authors of the server plugins/mods if you're
having problems with them.  Many of the server plugins/mods don't use
the APIs provided by the SDK.

-Eric


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Friday, September 23, 2005 4:38 PM
To: hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]; hlds@list.valvesoftware.com;
hlcoders@list.valvesoftware.com
Subject: RE: [hlds_linux] Engine update

This was only a Windows Source engine update.  It should fix the
problems servers and clients were having running Source Mods
("modname\gameinfo.txt" missing).

This does *not* address the problems people are reporting with Mani.

-Eric

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[hlcoders] RE: [hlds_linux] Engine update

2005-09-23 Thread Eric Smith
This was only a Windows Source engine update.  It should fix the
problems servers and clients were having running Source Mods
("modname\gameinfo.txt" missing).

This does *not* address the problems people are reporting with Mani.

-Eric


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Friday, September 23, 2005 4:13 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Engine update

We've released another Source engine update to fix the problems people
have been having with Source Mods.

-Eric



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RE: [hlcoders] Bugs in localized HL2

2005-02-11 Thread Eric Smith
We've fixed this for localized versions and will be releasing the fix soon.

-Eric

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of lb.cortina
Sent: Tuesday, January 25, 2005 1:06 AM
To: hlcoders
Subject: [hlcoders] Bugs in localized HL2

Localized versions of Source games (HL2, CSS) doesn't know where write some 
files.

First time I've seen it, it was with screen-shots.
The file isn't written because the game doesn't find the hl2/screenshots folder.
This folder doesnât exist because it is named hl2_french/screenshots in my 
French version.
The game doesnât find the English folder and doesn't try to go into the 
French folder.

I've just found that this bug is more annoying with the âbuildcubemapsâ 
command. The game doesn't find the correct folder to write picture files and 
crash!

Somewhere in the Source code the game use "hl2" instead of "hl2_xxx" folder. I 
think it's easy to fix for the next update.

Bye,
LeBourrin

AccÃdez au courrier Ãlectronique de La Poste : www.laposte.net ;
3615 LAPOSTENET (0,34â/mn) ; tÃl : 08 92 68 13 50 (0,34â/mn)




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RE: [hlcoders] Hey Eric

2004-07-02 Thread Eric Smith
There are a bunch of details that we still need to work out.  When we're
ready, we'll send email to this list.

Thanks for being patient.

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, July 02, 2004 4:19 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Hey Eric

Hey Eric is Valve Every going to release mods via steam??? I been
Waiting so Long.  :(

Munra

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[hlcoders] [OT]: New Mailing List "HLMappers"

2004-05-20 Thread Eric Smith
We've created a new mailing list for Half-Life mapping discussions.  You
can subscribe to the mailing list here:

http://list.valvesoftware.com/mailman/listinfo/hlmappers

Feel free to spread the word.  Thanks.

Eric Smith
Valve


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RE: [hlcoders] Steam and Mods

2004-05-11 Thread Eric Smith
Still working out some details.  Thanks for your patience.

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Friday, April 23, 2004 10:31 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam and Mods

Just a quick update on this:

We're still working out the details and getting things ready.  I've
received e-mails from various Mod teams and have been collecting builds.

As soon as we're ready, I'll post more information to this mailing list
and contact the individual Mod teams directly.

Thanks.

-Eric

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RE: [hlcoders] Steam and Mods

2004-04-23 Thread Eric Smith
Just a quick update on this:

We're still working out the details and getting things ready.  I've
received e-mails from various Mod teams and have been collecting builds.

As soon as we're ready, I'll post more information to this mailing list
and contact the individual Mod teams directly.

Thanks.

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Friday, March 26, 2004 1:03 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam and Mods
Importance: High

We'd like to begin collecting builds from Mod teams interested in
distributing their Mod on Steam.

Players will be able to click on the icon for your Mod in the Games list
to install your Mod and then get all of the files they need.  This means
they won't need to visit a web site to download the content and install
it manually.  We will be able to release new versions of your Mod on
Steam so everyone will automatically get the updates.

Dedicated servers will also be able to get the content for your Mod.

We should be ready to start distributing Mods on Steam in the next few
weeks.  In the meantime, if you'd like to have your team's Mod included,
please put together a complete build of what you'd like to release (.zip
or .exe) and send me an e-mail with a link to the file so I can download
it and get things ready on our end.  Make sure the build you give us has
been tested with Steam.

Please also include contact information for a Mod team member for us to
communicate with if we have any questions/problems.

Let me know if you have any questions.

Eric Smith
Valve


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RE: [hlcoders] Steam and Mods

2004-03-30 Thread Eric Smith
I've had a couple people e-mail me directly and ask about Half-Life 2
Mods.  Yes, we'll be distributing Half-Life 2 Mods the same way.

-Eric


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RE: [hlcoders] Steam and Mods

2004-03-29 Thread Eric Smith
When we have the details for something like this worked out, we'll send
the information to the mailing list.

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez
Sent: Monday, March 29, 2004 8:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods

On Mon, Mar 29, 2004 at 01:40:27PM -0800, Eric Smith wrote:
> Same answer...for now, we're going to focus on getting Mods running on

> Steam.  What sort of stuff are you wanting to charge people for?
>
> -Eric

Well, if not the mod itself, for example, Sven Coop and Natural
Selection have an option method to pay, perhaps these things would be
incorporated into Steam. Or perhaps if someone makes a totally new mod
that they wish to sell as a game. Or, for example, if I'm making a
machinima, and I have a hi res and a low res version, the high res
people pay for and the low res is free. Things like that. I'm really
only speaking in a general sense.

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RE: [hlcoders] Steam and Mods

2004-03-29 Thread Eric Smith
Same answer...for now, we're going to focus on getting Mods running on
Steam.  What sort of stuff are you wanting to charge people for?

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez
Sent: Saturday, March 27, 2004 1:16 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods

On Fri, Mar 26, 2004 at 01:03:28PM -0800, Eric Smith wrote:
> We'd like to begin collecting builds from Mod teams interested in
> distributing their Mod on Steam.

Two questions for now:

- Is Valve also interested in distributing other types of content, such
as machinimas, or demos, or developer tools?
- Is the option available yet for third parties to charge people to
download content?

--
Jorge "Vino" Rodriguez

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RE: [hlcoders] Steam and Mods

2004-03-29 Thread Eric Smith
For now, we're going to focus on getting Mods running on Steam.  Later,
we'll implement a system for custom maps and other content to be
distributed on Steam.

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K. Mike
Bradley
Sent: Saturday, March 27, 2004 7:08 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam and Mods

Alfred, Eric, Erik,

Here is a question from a map maker.

Could there also be a program to submit maps for these and any mod to be
included in the Steam update?

Maybe if they pass muster as a quality map and one that play tests well?



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RE: [hlcoders] Steam and Mods

2004-03-26 Thread Eric Smith
I don't have answers for your questions yet.  We'll be using this
mailing list to communicate information when we're ready.

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Caleb
'Ghoul' Delnay
Sent: Friday, March 26, 2004 5:41 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods
Importance: High

I have a few questions.

How is Valve going to determine what is Steam supported (content
delivery
wise) and what isn't?  What I mean is how high are the quality standards
going to be?  Obviously it would be illogical to throw every submitted
mod onto the content servers, there would be thousands.

That brings up my second question.  Is there going to be a better method
of organization besides just a games list?  As the list of supported
mods gets larger and larger, thats a lot more scrolling to do.  I
picture some kind of folder view with all the third party mods,
following some kind of organization and filtering method.  Would be neat
to just filter in "Oh I want any single player only mods that were
released from May 1st and forward" or something similar.  Have you guys
already taken this in to account?

--
Caleb 'Ghoul' Delnay
www.nocensmundus.net


> We'd like to begin collecting builds from Mod teams interested in
> distributing their Mod on Steam.
>
> Players will be able to click on the icon for your Mod in the Games
> list to install your Mod and then get all of the files they need.
> This means they won't need to visit a web site to download the content

> and install it manually.  We will be able to release new versions of
> your Mod on Steam so everyone will automatically get the updates.
>
> Dedicated servers will also be able to get the content for your Mod.
>
> We should be ready to start distributing Mods on Steam in the next few

> weeks.  In the meantime, if you'd like to have your team's Mod
> included, please put together a complete build of what you'd like to
> release (.zip or .exe) and send me an e-mail with a link to the file
> so I can download it and get things ready on our end.  Make sure the
> build you give us has been tested with Steam.
>
> Please also include contact information for a Mod team member for us
> to communicate with if we have any questions/problems.
>
> Let me know if you have any questions.
>
> Eric Smith
> Valve



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[hlcoders] Steam and Mods

2004-03-26 Thread Eric Smith
We'd like to begin collecting builds from Mod teams interested in
distributing their Mod on Steam.

Players will be able to click on the icon for your Mod in the Games list
to install your Mod and then get all of the files they need.  This means
they won't need to visit a web site to download the content and install
it manually.  We will be able to release new versions of your Mod on
Steam so everyone will automatically get the updates.

Dedicated servers will also be able to get the content for your Mod.

We should be ready to start distributing Mods on Steam in the next few
weeks.  In the meantime, if you'd like to have your team's Mod included,
please put together a complete build of what you'd like to release (.zip
or .exe) and send me an e-mail with a link to the file so I can download
it and get things ready on our end.  Make sure the build you give us has
been tested with Steam.

Please also include contact information for a Mod team member for us to
communicate with if we have any questions/problems.

Let me know if you have any questions.

Eric Smith
Valve


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RE: [hlcoders] *non coder* I have found new bug - Spectator/Play & Camera bug

2004-02-24 Thread Eric Smith
Title: Message



Yes, we're fixing it.
 
-Eric


From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf Of 
SimonSent: Tuesday, February 24, 2004 10:19 AMTo: 
[EMAIL PROTECTED]Subject: Re: [hlcoders] *non coder* I 
have found new bug - Spectator/Play & Camera bug

did you get my email because of the white 
models?
cheers

  - Original Message - 
  From: 
  Eric 
  Smith 
  To: [EMAIL PROTECTED] 
  
  Sent: Tuesday, February 24, 2004 6:22 
  PM
  Subject: RE: [hlcoders] *non coder* I 
  have found new bug - Spectator/Play & Camera bug
  
  You can send the details directly to 
  me.
   
  Thanks.
   
  -Eric
  
  
  From: [EMAIL PROTECTED] 
  [mailto:[EMAIL PROTECTED] On Behalf Of Frank 
  F.Sent: Tuesday, February 24, 2004 2:30 AMTo: [EMAIL PROTECTED]Subject: 
  [hlcoders] *non coder* I have found new bug - Spectator/Play & Camera 
  bug
  
  Hi 
  coders,
   
  I would like that 
  Valve contact me about this.
  It's not a coders' 
  question but it's a new (major??) bug.
  
   
  My little brother 
  has found a new major bug.
  With this bug you 
  can play as Terror/CT, have the enemy skin, spectate/using in-game 
  camera's.
  For example: I 
  play in CS_Office, there are 5 camera's there (I guess). I have a CT skin but 
  I am a terrorist. Every 5-6 seconds the camera will change so I will spawn to 
  another place. This bug was never used and I don't want it to be 
  leaked...
  I played with it a 
  couple of times to see how it actually works and how to activate it. You can 
  just spectate (fly/free look), have a gun and rescue hostages. If I'm in 
  1st person (spectating), the person I'm spectating can't see anymore because 
  of the model in front of him. They can't walk anymor (realy strange..only 
  in mirror-ways [sorry for english]). And now I know how to 
  activate
   
  So my question is 
  if ValvE can contact be about this, because when using the form you nearly 
  will receive a response. 
   
   
  Thanks in 
  advance,
  Frank 
  Frieswijk
  [EMAIL PROTECTED]
  --Outgoing mail is certified Virus Free.Checked by AVG 
  Anti-Virus (http://www.grisoft.com).Version: 7.0.211 / Virus Database: 
  261.9.7 - Release Date: 20-2-2004


RE: [hlcoders] *non coder* I have found new bug - Spectator/Play & Camera bug

2004-02-24 Thread Eric Smith
Title: Message



You can send the details directly to 
me.
 
Thanks.
 
-Eric


From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf Of Frank 
F.Sent: Tuesday, February 24, 2004 2:30 AMTo: 
[EMAIL PROTECTED]Subject: [hlcoders] *non coder* I have 
found new bug - Spectator/Play & Camera bug

Hi 
coders,
 
I would like that 
Valve contact me about this.
It's not a coders' 
question but it's a new (major??) bug.

 
My little brother 
has found a new major bug.
With this bug you 
can play as Terror/CT, have the enemy skin, spectate/using in-game 
camera's.
For example: I play 
in CS_Office, there are 5 camera's there (I guess). I have a CT skin but I am a 
terrorist. Every 5-6 seconds the camera will change so I will spawn to another 
place. This bug was never used and I don't want it to be 
leaked...
I played with it a 
couple of times to see how it actually works and how to activate it. You can 
just spectate (fly/free look), have a gun and rescue hostages. If I'm in 
1st person (spectating), the person I'm spectating can't see anymore because of 
the model in front of him. They can't walk anymor (realy strange..only in 
mirror-ways [sorry for english]). And now I know how to 
activate
 
So my question is if 
ValvE can contact be about this, because when using the form you nearly will 
receive a response. 
 
 
Thanks in 
advance,
Frank 
Frieswijk
[EMAIL PROTECTED]
--Outgoing mail is certified Virus Free.Checked by AVG 
Anti-Virus (http://www.grisoft.com).Version: 7.0.211 / Virus Database: 
261.9.7 - Release Date: 20-2-2004


RE: [hlcoders] Respawn Cheat

2004-02-11 Thread Eric Smith
You can send cheat information directly to me.

Thanks.

Eric Smith
Valve

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of McCormack, Chris
Sent: Wednesday, February 11, 2004 12:54 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Respawn Cheat

I have a demo of this cheat in action from about 2 months ago on a VAC server. I saw 
it again last night on a VAC server (both got banned). This is one of the worst cheats 
I have ever seen imo.

-Original Message-
From: Jonny Bergström [mailto:[EMAIL PROTECTED]
Sent: 10 February 2004 22:01
To: [EMAIL PROTECTED]
Subject: SV: [hlcoders] Respawn Cheat


Just be sure first that the server on which you played did not have let's say a 
Metamod/AMX/etc plugin that makes any of that possible.
Because it is very easy to make...

-Ursprungligt meddelande-
Från: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] För StealthMode
Skickat: den 8 februari 2004 18:26
Till: [EMAIL PROTECTED]
Ämne: Re: [hlcoders] Respawn Cheat


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Actually send that and any further 
info to [EMAIL PROTECTED], if not check out their employee list and email the guys who 
code vac. I am sure they would be interested in hearing about this as this is a hack I 
have not seen myself in a while.

-StealthMode
www.team-holy.com
--


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Street, Liverpool, L70 1AB.
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RE: [hlcoders] Registry values for installs and other things

2003-12-04 Thread Eric Smith
That should be fine.

-Eric

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Florian
Zschocke
Sent: Thursday, December 04, 2003 12:52 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Registry values for installs and other things

Eric Smith wrote:
>
> If you want to find
> Counter-Strike, you could back up one level and check for a folder
> called "counter-strike".

Okay, cool, that's what I wanted to know. Actually we are backing up two
levels in order to check for multiple installations for different users.
I just wanted to make sure this is a valid method.

Thank you,
Florian

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RE: [hlcoders] Registry values for installs and other things

2003-12-04 Thread Eric Smith
The ModInstallPath key points to the location where third-party Mods
should be installed for the current user.  If you want to find
Counter-Strike, you could back up one level and check for a folder
called "counter-strike".

"counter-strike"
"day of defeat"
"deathmatch classic"
"dedicated server"
"half-life"
"ricochet"
"team fortress classic"

-Eric


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Florian
Zschocke
Sent: Wednesday, December 03, 2003 10:24 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Registry values for installs and other things

Eric Smith wrote:

Eric,

> Steam Install Path (for Mods)
> =
> HKEY_CURRENT_USER\Software\Valve\Steam\ModInstallPath

Can this key be used to reliably find VALVe Steam Mods, e.g. CS?
That would be interesting for addons and bots. What we currently do is
using this key and going two directory levels up from it's value to find
the directory for the Steam accounts. I was just wondering if this is a
safe method.

Thanks,
Florian


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RE: [hlcoders] Registry values for installs and other things

2003-12-03 Thread Eric Smith
Keep in mind that people can have multiple installations that may not be
identified in the registry.  You can use the registry keys (below) to
see if you can detect an existing installation, but you should also give
people the opportunity to confirm/change the path.

-Eric


Steam Install Path (for Mods)
=
HKEY_CURRENT_USER\Software\Valve\Steam\ModInstallPath

Half-Life
=
HKEY_CURRENT_USER\Software\Valve\Half-Life\InstallPath
HKEY_LOCAL_MACHINE\SOFTWARE\Sierra OnLine\Setup\HALFLIFE\Directory
HKEY_LOCAL_MACHINE\SOFTWARE\Valve\Half-Life\InstallPath

Counter-Strike Retail
=
HKEY_CURRENT_USER\Software\Valve\Counter-Strike\InstallPath
HKEY_LOCAL_MACHINE\SOFTWARE\Sierra OnLine\Setup\CSTRIKE\Directory

Day of Defeat Retail
=
HKEY_CURRENT_USER\SOFTWARE\Valve\DOD\InstallPath
HKEY_LOCAL_MACHINE\SOFTWARE\Valve\DOD\InstallPath



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cale 'Mazor'
Dunlap
Sent: Tuesday, December 02, 2003 10:17 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Registry values for installs and other things

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Can someone tell me
what values the Valve installers use from the registry for both WON and
Steam installers?

I'm trying to make a quick little command line tool that moves the
firearms content into the proper folders for Steam from WON. I've gotten
it to work with the HL retail version, but I'm not sure if it'll work
for the platinum pack, CS, or DoD retail boxes. Could someone please
tell me?

-Cale 'Mazor' Dunlap
Programmer
Firearms Half-Life
http://www.firearmsmod.com/


--



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RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?]

2003-07-01 Thread Eric Smith
I'm sure everyone already knows this, but once we do our next client update
you won't want to include the old hw.dll and sw.dll anymore.  You'll need to
update your mod installer so it doesn't include those files after we've
updated, or your clients will have problems.

-Eric

-Original Message-
From: Eric Smith
Sent: Tuesday, July 01, 2003 11:02 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?]


It's okay to include the hw.dll/sw.dll files that come with DoD 1.0 (mod)
with your mod.  Thanks for checking with us first.

-Eric

 Original Message 
Subject: [hlcoders] DOD hw/sw.dll redistribution?
Date: Mon, 30 Jun 2003 20:09:09 -0400
From: Jonah Sherman <[EMAIL PROTECTED]>
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]

DOD 1.0 replaces the engine hw.dll and sw.dll with new ones that support
transparent models.  This would be a very cool feature for other mods
too.  Obviously valve is allowed to redistribute their own engine dlls
however they want, but can a non-valve mod include the DOD hw/sw.dll's
so transparent models can be used?  I would really appreciate it if
someone from valve would answer this so we know if we can include them
or not...

-Jonah
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RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?]

2003-07-01 Thread Eric Smith
It's okay to include the hw.dll/sw.dll files that come with DoD 1.0 (mod)
with your mod.  Thanks for checking with us first.

-Eric

 Original Message 
Subject: [hlcoders] DOD hw/sw.dll redistribution?
Date: Mon, 30 Jun 2003 20:09:09 -0400
From: Jonah Sherman <[EMAIL PROTECTED]>
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]

DOD 1.0 replaces the engine hw.dll and sw.dll with new ones that support
transparent models.  This would be a very cool feature for other mods
too.  Obviously valve is allowed to redistribute their own engine dlls
however they want, but can a non-valve mod include the DOD hw/sw.dll's
so transparent models can be used?  I would really appreciate it if
someone from valve would answer this so we know if we can include them
or not...

-Jonah
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RE: [hlcoders] anti-cheat ricochet

2002-12-11 Thread Eric Smith
We can fix this for the next client update.  The code that slows down the
player when they hit their "use" key is in \pm_shared\pm_shared.c inside the
function PM_PlayerMove().

// Slow down, I'm pulling it! (a box maybe) but only when I'm standing on
ground
if ( ( pmove->onground != -1 ) && ( pmove->cmd.buttons & IN_USE) )
{
VectorScale( pmove->velocity, 0.3, pmove->velocity );
}

-Eric

- Original Message -
From: <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, December 11, 2002 12:36 PM
Subject: [hlcoders] anti-cheat ricochet


> Sorry...forgot to update the subject
>
> I am an admin for a couple of Ricochet servers which I play frequently.
For
> those of you who haven't played it consists of 2 or more players throwing
2
> types of discs, one a push disc and the other a decap disc.
>
> There is a bug in the program which allows a player to press the +USE key
(left
> over bind from HL) that can block the push discs only.
>
> I would like to come up with a way to prevent players from exploiting this
bug
> without actually playing them, calling them on it and kick/banning them. I
know
> I can go into the SDK and fix it but was wondering if there might be a way
to
> rebind the alias "+USE" when players enter the server. Since +USE is not
> legally used in Ricochet there is no need for it. Is it possible to do
> something like bind "+USE" "say I just pressed USE" or maybe unbind +USE.
>
> Thanks for the help,
>
> desNotes
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RE: [hlcoders] VAC

2002-12-02 Thread Eric Smith
We're working on having additional mods take advantage of the VAC security
modules.  We'll release more information when we're ready.  We don't have a
date for this yet.

Mods using the VAC security modules will *not* need to have Valve "buy them
out".

-Eric

-Original Message-
From: Mazor [mailto:[EMAIL PROTECTED]]
Sent: Monday, December 02, 2002 8:36 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] VAC

My understanding was that valve needs to 'buy your mod out' for them to
let you use the VAC technology. I remember asking Valve about it a while
back about using it with Firearms. Too bad I have a horrible memory and
can't remember what they said in reply, but I think it was somewhere
along those same lines.

-Cale 'Mazor'
Firearms Programmer
http://www.firearmsmod.com/


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Mark Gornall
Sent: Monday, December 02, 2002 9:58 AM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] VAC

What's the word on using this regarding us 'normal' mods?

(feeling community pressure here...)

thanks,
Mark.
www.planethalflife.com/vampire
www.planethalflife.com/ios

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RE: [hlcoders] More hud difficulties

2002-11-05 Thread Eric Smith
That's most of the interesting ones, already.  There are a few more you
might find helpful:

Enable console
==
"-console"

Go directly to console
==
"-toconsole"

Numeric ping in server list
===
"-numericping"

Set gamedir
===
"-game "

Width/Height values
===
"-width "
"-w "
"-height "
"-h "

Creates "qconsole.log" in the gamedir with console output
=
"-condebug"

No sound

"-nosound"

No CD audio
===
"-nocdaudio"

Turns on the console, "developer 1", and "sv_cheats 1"
==
"-dev"

Turn on developer mode (more console output)

"+developer 1"

Set the maximum number of particles
===
"-particles "

-Eric

-Original Message-
From: Avatar-X [mailto:avreply@;cyberwyre.com]
Sent: Wednesday, October 23, 2002 4:27 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] More hud difficulties


--
[ Picked text/plain from multipart/alternative ]
Eric, could you do me an IMMENSE favour, and list ALL of the command
line parameters, including things like "-dev" and "-particles"?

thank you!

-av

Eric Smith wrote:

>All of the commands listed below are line parameters.
>
>-Eric
>
>
>Windowed mode
>=
>"-sw"
>"-startwindowed"
>"-windowed"
>"-window"
>
>Full screen
>===
>"-full"
>"-fullscreen"
>
>Software mode
>=
>"-soft"
>"-software"
>
>GL mode
>===
>"-gl"
>
>D3D mode
>
>"-d3d"
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RE: [hlcoders] Question about decreasing clipping rectangle

2002-10-24 Thread Eric Smith
This has already been fixed for the next update.

-Eric

-Original Message-
From: MoD [mailto:mod@;mossadnet.net]
Sent: Thursday, October 24, 2002 12:29 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Question about decreasing clipping rectangle
.
.
.
It's also in TFC, and in TFC its not coded as percentage of total armor, but
as parts of 100...
As in, if you're a hwguy (total 300 armor) and have 100 armor, the hud icon
will be fully 'charged', and only then start drop.

Maybe it will be fixed in the 1.1.1.1. release? *hint*
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RE: [hlcoders] More hud difficulties

2002-10-23 Thread Eric Smith
All of the commands listed below are line parameters.

-Eric


Windowed mode
=
"-sw"
"-startwindowed"
"-windowed"
"-window"

Full screen
===
"-full"
"-fullscreen"

Software mode
=
"-soft"
"-software"

GL mode
===
"-gl"

D3D mode

"-d3d"

-Original Message-
From: MoD [mailto:mod@;mossadnet.net]
Sent: Wednesday, October 23, 2002 10:58 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] More hud difficulties


> use: -game frontline -developer -console -sw
> NOTE: -sw runs HL in a window, so if you got a old Voodoo based card, the
> only way you can run it in a window is by running software mode

Correct me if I'm mistaken, but dont you need -win for windowed mode?

-sw only forces software rendering AFAICR

--
  MoD,

Always @ your service.


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[hlcoders] Valve File Depot

2002-10-08 Thread Eric Smith

The active projects from the Valve File Depot have been moved to a new site.
The login/password information will stay the same for any accounts you've
been using.

The URL for the new site is:

http://dev.valve-erc.com/

For example, the login for the beta server is still:

login: server_beta
 pass: server_beta

The old URL for the Valve File Depot has information regarding the new site.
Anyone who uses the old URL will be redirected to the new site.

-Eric
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RE: [hlcoders] Half-life SDK v2.3

2002-10-04 Thread Eric Smith

Yes, the single-player source can still be used for multiplayer games.

-Eric

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]
Sent: Friday, October 04, 2002 7:44 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Half-life SDK v2.3
.
.
.
Also, it appears the "Single-player source" can still be used for
multiplayer games.  Am I correct?
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RE: [hlcoders] Half-life SDK v2.3

2002-10-03 Thread Eric Smith

In the past, we've released the "Full SDK" (which included the AI/monster
source for single-player) and the "Standard SDK" (which did not include the
AI/monster source).  Now there will just be one SDK and it will include
folders called "Single-Player Source" and "Multiplayer Source".  These
folders are the same, with the exception of the AI/monster source in the
"Single-Player Source" folder.

Most of the bugs that were fixed have been mentioned on this mailing list at
some point since the last SDK release.  I don't have a list right now.  The
main bug I remember is the gauss fix (client prediction problem).

The login is case sensitive, so make sure you're entering the information
correctly.  I just tested it again and it appears to be working okay.

-Eric

-Original Message-
From: Persuter [mailto:[EMAIL PROTECTED]]
Sent: Thursday, October 03, 2002 6:15 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Half-life SDK v2.3

I have a question. What does it mean that the source code for both
single-player and multiplayer mods will be included in the same installer?
Weren't they always, or are you simply discontinuing the "Standard" SDK?

Also, is there a list of these bugs?

And finally, I can't log in to the server. :)

Persuter
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[hlcoders] Half-life SDK v2.3

2002-10-03 Thread Eric Smith

We're ready to release version 2.3 of the Half-Life SDK.  This latest
version of the Half-Life SDK changes format from previous versions.
Starting with version 2.3, the source code for both single-player and
multiplayer mods will be included in the same installer.

Version 2.3 of the Half-Life SDK features the following items:

* Updated single-player and multiplayer source
- Ricochet source (w/multi-serve technology)
- New spectator features included with the 1.1.1.0 release
- New interface
- First-person mode
- Bug Fixes
* Updated server protocol information
* Valve Hammer Editor v3.4
* Missing cinematic files from v2.2 release

You can download version 2.3 from the Valve File Depot:

http://files.valve-erc.com/
login: hl_sdk
 pass: hl_sdk

Half-Life SDK v2.3 Full Installation
4a4adf8dc28a352d668df18f1488fa0bhl_sdk_v23.exe

Half-Life SDK v2.3 Source-Only Installation
2d9241ed096d25ea3b9468c1e775d964hl_sdk_v23_source.exe

Let me know if you have any questions about this latest version of the
Half-Life SDK.

Eric Smith
VALVe
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RE: [hlcoders] SDK Licence Question

2002-10-03 Thread Eric Smith

These types of requests can be e-mailed directly to me.  I'll make sure they
get forwarded to the appropriate people.

I've already forwarded your request here at Valve.

-Eric

-Original Message-
From: Kuja [mailto:[EMAIL PROTECTED]]
Sent: Thursday, October 03, 2002 5:39 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] SDK Licence Question

Do you happen to know the proper email I should send my request to?
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[hlcoders] Half-Life Beta Server Release (x.1.0.9.c)

2002-05-10 Thread Eric Smith

We have another new beta version of the Half-Life Server for you guys to
start using.  The issues addressed with this version are:

Engine
==
- Added "sv_logbans" to turn the logging of player bans on and off.  Default
is 0 (off).
- Format change for logging kicks/bans.  Removed '.' at the end of the line.

HLTV

- Fixed rcon bug.
- Fixed delay being reset to default value during changelevel.
- Fixed a problem with propagating HLTV banners.

hlds_run script
===
- Linux: now does auto-restart by default, to disable it you need to define
"-norestart" on the command line.
- Linux: uses "exec" when you define the "-norestart" option.

HLDS

- Linux: Fixed another server freeze when using "-pingboost 1".


You can download the new beta server here:

http://files.valve-erc.com/
login: server_beta
 pass: kalafornia

Windows
===
filename: hlds_4109c_beta.zip
engine build: 2024
md5: 3e95b66d9547b4176239458d70fe8748
files: 4109c_changes.txt
   hw.dll
   sw.dll
   swds.dll
   hlds.exe
   hltv.exe
   cstrike\dlls\mp.dll
   dmc\dlls\dmc.dll

Linux
=
filename: hlds_l_3109c_beta.tar.gz
engine build: 2024
md5: 79b93740bb03c4bcbf70876ddf0432d2
files: 3109c_changes.txt
   engine_i386.so
   hlds
   hlds_run
   hltv
   cstrike\dlls\cs_i386.so
   dmc\dlls\dmc_i386.so

All you need to do is download the appropriate file(s) and replace your old
one(s).  It's always a good idea to back-up your old versions first.
Clients using 1.1.0.9/1.0.0.4 should not have any problems connecting to
your servers.  If you have any questions, please let me know
(mailto:[EMAIL PROTECTED]).

Thanks.

Eric Smith
VALVe
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RE: [hlcoders] VALVe: Bug in the game filter screen

2002-05-10 Thread Eric Smith

Yes, I saw the post and will be investigating the problem.

-Eric

-Original Message-
From: David Flor [mailto:[EMAIL PROTECTED]]
Sent: Friday, May 10, 2002 2:24 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] VALVe: Bug in the game filter screen


Plus, you can be reasonably sure that this list is read by the game
coders directly. Sometimes, you're never quite sure who's reading
support sites and troubleshooting pages.

--
Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, The Persistence Engine - http://www.persistengine.com/
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/
President, Mach III Enterprises

"When Alexander saw the breadth of his domain he wept for there were no
more worlds to conquer..."


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of botman
Sent: Friday, May 10, 2002 5:05 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VALVe: Bug in the game filter screen


> Call me thick but I can't seem to figure out how this has anything to
> do with HL Coding.
>
> Thanks for the useless email though, Nathan. You never disappoint.
>
> Keep the support calls off of the mail list, guys.

Why?  Sometimes you don't know whether a bug is caused by something in
the engine/game menu or something that you have done in your MOD.

You probably shouldn't post things like "Half-Life doesn't work with my
video card", but posting a question about bugs in the game could very
well be a coding issue.  (In this case it isn't, but you shouldn't have
a general rule that says "Don't post any bug related issues here!").

Jeffrey "botman" Broome

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RE: [hlcoders] 1109 HLTV bugs

2002-04-25 Thread Eric Smith

If you're having problems with HLTV, Martin Otten
(mailto:[EMAIL PROTECTED]) is a great reference for your questions
(since he created it).

-Eric

-Original Message-
From: Mark Gornall [mailto:[EMAIL PROTECTED]]
Sent: Thursday, April 25, 2002 4:26 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] 1109 HLTV bugs


>Are you still seeing it now with the new release?

I haven't tried it since 1109, I'll try it out tonight. I spent last night
just playing online making sure everything was ok with the online game under
1109, which it was :)

routetwo
www.vampireslayermod.com

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[hlcoders] RE: 1109/NS out-of-date problem?

2002-04-22 Thread Eric Smith

You won't be able to authenticate with WON using the pre-release installer.
Run with "+sv_lan 1" in your command line and you should be fine.

-Eric

-Original Message-
From: Charlie Cleveland [mailto:[EMAIL PROTECTED]]
Sent: Monday, April 22, 2002 12:42 PM
To: [EMAIL PROTECTED]
Cc: [EMAIL PROTECTED]; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Subject: 1109/NS out-of-date problem?



   First of all, I wanted to say I really appreciate the fact that you guys
are taking the time to run this update by us mod authors before unleashing
it upon the world.

   I just installed the pre-release of 1109 and tried running Natural
Selection.  I got this error:

   http://www.natural-selection.org/iB_html/uploads/cgc-NS-outofdate.jpg

   I also tried running BuzzyBots and DOD 2.0, and had no problems.  I have
a feeling that there is some other error happening, but this is the message
showing.  I then tried this on another machine I had NS installed on, but I
ran NS before the patch, just to be sure.  I created an icon with a bunch
of settings (-console -dev -game ns +map ns_hera -maxplayers 32), and
launched NS.  It worked fine.  I then installed 1109, and tried launching
NS from the same icon.  I get the same "out of date" message as above.

   I guess this is why we test! :)  Please let me know how I can help find
and fix this problem.

-Charlie
Charlie Cleveland
Game programmer and designer
http://www.natural-selection.org
[EMAIL PROTECTED]
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[hlcoders] GetPlayerAuthID( )

2002-04-22 Thread Eric Smith

We've made a change to the function:

const char *(*pfnGetPlayerAuthId)( edict_t *e );

This function will now return the string "BOT" as the AuthID for fake
clients.  This is the only change.

-Eric
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RE: [hlcoders] 1109 to contain any code we should know about?

2002-04-20 Thread Eric Smith

We don't have all the details worked out yet.  We'll be communicating this
type of information to the list as soon as we have it.  As always, we're
going to do our best to continue supporting the Mod community.

-Eric

-Original Message-
From: botman [mailto:[EMAIL PROTECTED]]
Sent: Saturday, April 20, 2002 4:11 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1109 to contain any code we should know about?

> Not all mods will need to support this right away because not all mods
will
> have Steam players.  For example: FireArms, Front Line Force, and The
Opera
> aren't on Steam yet so they won't have Steam players and don't need to
worry
> about supporting SteamIDs.

Which brings up another question.  HOW does a MOD become a Steam supported
MOD?

Does this require the as yet unreleased Steam SDK?  I would assume so.

Will it be possible for MODs to become Steam supported MODs without having
to go through Valve or is Steam reserved for MODs produced by Valve (or
companies that have licensed Steam from Valve) and thus unavailable to
community created MODs?

Jeffrey "botman" Broome
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RE: [hlcoders] 1109 to contain any code we should know about?

2002-04-20 Thread Eric Smith

You're correct.  The AuthID is a way for applications/mods to get the
Authentication ID (uniqueID) for a player.  The AuthID can be a WonID or a
SteamID.  The function I've written returns the AuthID as a string.

Not all mods will need to support this right away because not all mods will
have Steam players.  For example: FireArms, Front Line Force, and The Opera
aren't on Steam yet so they won't have Steam players and don't need to worry
about supporting SteamIDs.

This means that nothing changes for them.  The function:

unsigned int (*pfnGetPlayerWONId)( edict_t *e );

will still work for Non-Steam players just like it always has.  If
applications/mods want to get a jump start on getting ready to support Steam
players, then they can start using:

const char *(*pfnGetPlayerAuthId)( edict_t *e );

which will still work for Non-Steam players, but it will give the WonID as a
string instead of an unsigned int.

-Eric

-Original Message-
From: botman [mailto:[EMAIL PROTECTED]]
Sent: Friday, April 19, 2002 4:14 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1109 to contain any code we should know about?

> The WonID stuff hasn't changed.  You only need to worry about this (the
link
> below) if/when your applications/mods become part of the Steam process and
> need to support SteamIDs.
>
> -Eric

I'm confused.  I thought that people who paid for monthly Steam access would
only have a SteamID (and not a WONid).  It seems to me that if a MOD does
something special with the WONid (like storing persistant data on the server
or using it to authenticate a server operator), the MOD would need to be
modified to allow for a WONid (numeric) or SteamID (a string).  I thought
the purpose of the AuthID (a string) was to provide a single function to
return the unique identifier for a player (WONid or SteamID depending on
what was used for authorization).

Is this correct?

Jeffrey "botman" Broome
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RE: [hlcoders] HL 1.1.0.9 Update

2002-04-19 Thread Eric Smith

I'm not sure what you mean by "looking to shaft yourself bigtime".  If you
mean that you won't be able to use the small update (1.1.0.8 -> 1.1.0.9),
then yes it won't work because you're not at version 1.1.0.8 anymore.

The only way you'll be able to update your installation when the official
version is released is to run the *official* full 1.1.0.9 installer.

There's nothing special about this pre-release version except that it won't
authenticate so you can play on the Internet.  I'm not sure what happened to
you last time, but there shouldn't be any problems.

-Eric

-Original Message-
From: Matthew Lewis [mailto:[EMAIL PROTECTED]]
Sent: Friday, April 19, 2002 10:14 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] HL 1.1.0.9 Update

DANGER! DANGER! DANGER!

If the pre-release version of 109 does the same thing that 108 did, then you
setting yourself up for a BIG screwing if you install it. When I installed
the pre-release version of 108, the 'official' 108 version refused to
install because of the version numbers being screwed up. I ended having to
completely re-install halflife and all the damn patches from scratch to fix
the problem. In other words, do a complete backup of your halflife
folder -before- you even think about installing the pre-release patch unless
you're looking to shaft yourself bigtime.
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RE: [hlcoders] 1109 to contain any code we should know about?

2002-04-19 Thread Eric Smith

The WonID stuff hasn't changed.  You only need to worry about this (the link
below) if/when your applications/mods become part of the Steam process and
need to support SteamIDs.

-Eric

-Original Message-
From: botman [mailto:[EMAIL PROTECTED]]
Sent: Friday, April 19, 2002 7:35 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1109 to contain any code we should know about?


> Just the standard question as to what, if anything, we need to know about
> the upcoming HL patch. No 'trivial' bits of code been changed that will
> doubtless break _someones_ mod?
>
> Paul

The WONid/SteamId stuff will change (and become an AuthID)...

http://list.valvesoftware.com/pipermail/hlds_apps/2002-April/000133.html

...so if your MOD does anything special with WONid's, you'll have to deal
with
AuthID's instead.

Jeffrey "botman" Broome

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[hlcoders] HL 1.1.0.9 Update

2002-04-19 Thread Eric Smith

We're getting close to releasing our next product update.  I've posted the
installer on our FTP site for you guys to test your Mods with.  I've
uploaded the Half-Life full update (hl1109.exe).

Please don't post the file or this e-mail message anywhere on the Internet.
We're trying to give you guys a head start on testing your Mods with the
next update.  We don't want this file leaked because THIS IS NOT THE FINAL
VERSION THAT WILL BE RELEASED WHEN THE UPDATE IS READY.

FTP Information
===
ftp.valvesoftware.com
 login: hlcoders
  pass: coD3rs-r0x0r

  file: hl1109.exe
md5sum: 05a100781c7f13c30cb316b91ff3937c

The file is pretty big, so it'll take you some time to get it downloaded.
This IS NOT the final installer.  You won't be able to play on-line with
this installer.  This is only for you to test your Mods with.

Let me know if you have any questions/problems.  Thanks.

-Eric
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RE: [hlcoders] iuser4 variable ??

2002-03-20 Thread Eric Smith

heh...that was for Leon.  He's been up all night.  =)

-Eric

-Original Message-
From: Eric Smith
Sent: Wednesday, March 20, 2002 1:20 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] iuser4 variable ??


go to sleep!

-Original Message-
From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, March 20, 2002 1:17 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] iuser4 variable ??


This is a multi-part message in MIME format.
--
Depends where you put it in delta.lst and if you've supported it
accordingly in the source.

The last two numbers are the number of bits the variable gets sent with
(2 bits = only 4 unique values possible), and a pre-multiplier for being
able to send floats, angles, etc. with decimal precision (for integers,
shorts, bytes, etc, you should always just use 1.0).

See the NetworkEntity.doc file in the SDK for complete details.  Er,
details anyway.  Probably not complete. :)


> -Original Message-
> From: Cortex [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, March 20, 2002 1:00 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] iuser4 variable ??
>
>
> I put this in delta.lst :
>
> DEFINE_DELTA( iuser4, DT_INTEGER, 2, 1.0 )
>
> Is that correct ? I don't know what is the two last numbers (
> 2, 1.0 ).
> Could you explain me what it is ?

--
[ winmail.dat of type application/ms-tnef deleted ]
--

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RE: [hlcoders] iuser4 variable ??

2002-03-20 Thread Eric Smith

go to sleep!

-Original Message-
From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, March 20, 2002 1:17 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] iuser4 variable ??


This is a multi-part message in MIME format.
--
Depends where you put it in delta.lst and if you've supported it
accordingly in the source.

The last two numbers are the number of bits the variable gets sent with
(2 bits = only 4 unique values possible), and a pre-multiplier for being
able to send floats, angles, etc. with decimal precision (for integers,
shorts, bytes, etc, you should always just use 1.0).

See the NetworkEntity.doc file in the SDK for complete details.  Er,
details anyway.  Probably not complete. :)


> -Original Message-
> From: Cortex [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, March 20, 2002 1:00 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] iuser4 variable ??
>
>
> I put this in delta.lst :
>
> DEFINE_DELTA( iuser4, DT_INTEGER, 2, 1.0 )
>
> Is that correct ? I don't know what is the two last numbers (
> 2, 1.0 ).
> Could you explain me what it is ?

--
[ winmail.dat of type application/ms-tnef deleted ]
--

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RE: [hlcoders] iuser4 variable ??

2002-03-20 Thread Eric Smith

Is your delta.lst file setup correctly?

-Eric

-Original Message-
From: Cortex [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, March 20, 2002 8:44 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] iuser4 variable ??

Hello,

I'm having trouble with the iuser4 variable... I use the 3 other iuser
variables for the spectator mode, but the iuser4 doens't work :( The
pmove->iuser4 is always at zero :( However, the pPlayer->pev->iuser4 (so,
server side) is normally set...

I added this two lines in entity.cpp (if I good remember me, they were
already present...) :
state->iuser4 = client->iuser4; // in HUD_TxferLocalOverrides
pcd->iuser4 = ppcd->iuser4; // in HUD_TxferPredictionData

Any idea ??

  - Cortex : mapper & coder www.hlalbator.fr.st
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RE: [hlcoders] ServerActivate() crash

2002-02-26 Thread Eric Smith

Just to fill everyone in on the problem we found...the size of the entvars_t
struct in engine/progdefs.h had been changed.  You need to use the variables
that are already provided in that struct (iuser, fuser, etc.).  You can't
change its size.

-Eric

-Original Message-
From: Yacketta, Ronald [mailto:[EMAIL PROTECTED]]
Sent: Saturday, February 23, 2002 10:48 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] ServerActivate() crash

Folks,

I am trying to track down a crash in ServerActivate() at this line

if ( pClass && !(pClass->pev->flags & FL_DORMANT) )

the for loop is on its 17 iteration when it croaks.

What is being populated in  pEdictList this early on that could cause a
crash?

I know it is not map related, I tried to run with undertow and it still
crashes.

Regards,

Ron
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RE: [hlcoders] Models and sequences

2002-01-24 Thread Eric Smith

I'm attaching some sample source code to expose the appropriate server
blending interface to the engine.

Like Adrian said, if you're doing custom player model blending on the
client, you need to mirror that blending on the server or your hitboxes will
not match.

-Eric

-Original Message-
From: Adrian Finol [mailto:[EMAIL PROTECTED]]
Sent: Thursday, January 24, 2002 9:57 AM
To: 'David Flor '; '[EMAIL PROTECTED] '
Subject: RE: [hlcoders] Models and sequences

 Same way you do on the client, but this time you apply your transformations
to the server side partners of the cliet StudioModelRenderer. It's all on
animation.cpp.

-Original Message-
From: David Flor
To: [EMAIL PROTECTED]
Sent: 1/24/02 8:40 AM
Subject: RE: [hlcoders] Models and sequences

You know, it never dawned on me that that could be the cause of some of
the hit detection issues in my mod. 

OK, so refresh my memory: how do I define the transformations on the
SERVER?

Tnx & Rgds...
David "Nighthawk" Flor ( [EMAIL PROTECTED] )
Lead Programmer, The Persistence Engine - http://www.persistengine.com/
Lead Programmer, "The Opera" - http://opera.redeemedsoft.com/
President, Mach III Enterprises

"When Alexander saw the breadth of his domain he wept for there were no
more worlds to conquer..."

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Adrian Finol
Sent: Wednesday, January 23, 2002 11:31 PM
To: Ken Birdwell; ''[EMAIL PROTECTED]' '
Subject: RE: [hlcoders] Models and sequences


 One thing to remember is that any transformation applied to the model
client side has to be duplicated on the server in order to mantain hit
detection in order.

 We had this problem with CS, where the client was doing all the
blendings ( 9 to be exact ) while the server had no idea about what was
going on. Hence the old CS hitbox problem.

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// common\r_studioint.h


// server blending
#define SV_BLENDING_INTERFACE_VERSION 1

typedef struct sv_blending_interface_s
{
int version;

void( *SV_StudioSetupBones )( struct model_s *pModel, 
float frame,
int sequence,
const vec3_t angles,
const vec3_t origin,
const byte *pcontroller,
const byte *pblending,
int iBone,
const edict_t *pEdict );
} sv_blending_interface_t;


// dlls\animation.cpp

#include "com_model.h"
#include "r_studioint.h"

void SV_StudioSetupBones( struct model_s *pModel, float frame, int sequence, const 
vec3_t angles, const vec3_t origin, const byte *pcontroller, const byte *pblending, 
int iBone, const edict_t *pEdict );

// The simple blending interface we'll pass back to the engine
sv_blending_interface_t svBlending = 
{
SV_BLENDING_INTERFACE_VERSION,
SV_StudioSetupBones
};

// Global engine <-> studio model code interface
server_studio_api_t IEngineStudio;

studiohdr_t *g_pstudiohdr;

float (*g_pRotationMatrix)[3][4];

float (*g_pBoneTransform)[MAXSTUDIOBONES][3][4];

/*

Server_GetBlendingInterface

Export this function for the engine to use the blending code to blend models

*/
#ifdef _WIN32

extern "C" int __declspec( dllexport ) Server_GetBlendingInterface( int version, 
struct sv_blending_interface_s **ppinterface, struct engine_studio_api_s *pstudio, 
float (*rotationmatrix)[3][4], float (*bonetransform)[MAXSTUDIOBONES][3][4] )

#else

extern "C" int Server_GetBlendingInterface( int version, struct 
sv_blending_interface_s **ppinterface, struct engine_studio_api_s *pstudio, float 
(*rotationmatrix)[3][4], float (*bonetransform)[MAXSTUDIOBONES][3][4] )

#endif
{
if ( version != SV_BLENDING_INTERFACE_VERSION )
return 0;

// Point the engine to our callback
*ppinterface = &svBlending;

// Copy in engine helper functions
memcpy( &IEngineStudio, pstudio, sizeof( IEngineStudio ) );

g_pRotationMatrix = rotationmatrix;

g_pBoneTransform = bonetransform;

// Success
return 1;
}

.
.
.

// blending function used by the server to blend the models (for hitbox purposes)
void SV_StudioSetupBones( struct model_s *pModel, float frame, int sequence, const 
vec3_t angles, const vec3_t origin, const byte *pcontroller, const byte *pblending, 
int iBone, const edict_t *pEdict )
{
// your blending code

RE: [hlcoders] Player name length

2002-01-15 Thread Eric Smith

The maximum size of the player's name is currently set to 32 characters.

-Eric

-Original Message-
From: Florian Zschocke [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, January 15, 2002 1:15 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Player name length


Eric Smith wrote:
> 
> There was a script going around that would crash a server when a player
with
> a long name tried to connect.  It's been fixed in the last couple beta
> releases.

So is there an upper limit? Looks like names can be max. 128
characters long. Is that correct?

Florian.
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RE: [hlcoders] Player name length

2002-01-15 Thread Eric Smith

There was a script going around that would crash a server when a player with
a long name tried to connect.  It's been fixed in the last couple beta
releases.

ftp.valvesoftware.com
login: hlserver
 pass: hlserver

The latest beta release is in the /Beta/ folder.

-Eric

-Original Message-
From: Florian Zschocke [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, January 15, 2002 4:46 AM
To: HL Coders
Subject: [hlcoders] Player name length

Is there a maximum length for a player name in HL? There seems to
be an exploit floating around, messing with the server when names
of a certain length are used.

Florian.
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RE: [hlcoders] sv_clienttrace

2001-12-21 Thread Eric Smith

The server-side cvar "sv_clienttrace" inflates the players' hitboxes inside
their hulls, making them easier to hit.  With the improved netcode and
client prediction, etc., you don't need to have sv_clienttrace set to
anything but 1.

-Eric

-Original Message-
From: Mark Gornall [mailto:[EMAIL PROTECTED]]
Sent: Friday, December 21, 2001 3:14 AM
To: '[EMAIL PROTECTED] '
Subject: [hlcoders] sv_clienttrace

Hi,
  What is it? And what should it be set to? (this may not be the place to
ask, but I searched the net and just get thousands of "CS cheats/tips"
pages.
 Anyway, I just put the latest version of my mod out with it set to 1.0,
where as previously it was set to 3.5 (I must have copied it from the TFC
cfg). Would the players notice the difference.

Thanks,
Mark.
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RE: [hlcoders] VALVe: GMAX?

2001-12-18 Thread Eric Smith



What do you want to 
see out of GMAX?
 
-Eric
 
-Original Message-From: Eric Smith 
[mailto:[EMAIL PROTECTED]]Sent: Monday, December 17, 2001 4:56 
PMTo: '[EMAIL PROTECTED]'Subject: RE: 
[hlcoders] VALVe: GMAX?
We're looking into 
it.
 
-Eric
 
-Original Message-From: Nathan Taylor 
[mailto:[EMAIL PROTECTED]]Sent: Monday, December 17, 2001 4:48 
PMTo: HLCodersSubject: [hlcoders] VALVe: 
GMAX?
VALVe,
 
Are there any plans to release gmax support for half-life.  I know 
many people would love you if you did.  I'm also aware of the evident cost 
issue so it is your call.
 
- Thanks



Regards,LakarioModDev.netICQ: 

Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com



RE: [hlcoders] VALVe: GMAX?

2001-12-17 Thread Eric Smith



We're looking into 
it.
 
-Eric
 
-Original Message-From: Nathan Taylor 
[mailto:[EMAIL PROTECTED]]Sent: Monday, December 17, 2001 4:48 
PMTo: HLCodersSubject: [hlcoders] VALVe: 
GMAX?
VALVe,
 
Are there any plans to release gmax support for half-life.  I know 
many people would love you if you did.  I'm also aware of the evident cost 
issue so it is your call.
 
- Thanks



Regards,LakarioModDev.netICQ: 

Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com



[hlcoders] Cinematic Files

2001-11-19 Thread Eric Smith

There are some cinematic files missing from the Half-Life SDK.  You only
need these files if you are compiling models that use them.  Most people
will not be affected by these missing files.

Models using these cinematic files:

Monster Models
==
Barney\barney_shared.qc
Barney\g_barney.qc
Diablo\diablo.qc
Hvyweapons\heavy_shared.qc
Tentacle2\tentacle2.qc

Player Models
=
player\hologram.qc

Weapons Models
==
world_models\wrld_shotugn\scigun.qc

You can get the missing cinematic files here:
http://hlsdk.valve-erc.com/files/?file=cinematics.zip

You can get the md5sum information here:
http://hlsdk.valve-erc.com/files/?download=md5.txt

Thanks.

Eric Smith
Valve Software
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