RE: [hlcoders] PNG format

2003-10-26 Thread Geoff
Surely OGG Vorbis (http://www.vorbis.com) would be a better choice than
mp3? :)

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marco Leise
Sent: Sunday, October 26, 2003 2:32 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] PNG format

Am Sat, 25 Oct 2003 03:07:56 -0400 hat Tony "omega" Sergi
<[EMAIL PROTECTED]> geschrieben:

> I've thought about doing PNG for it too, but just never did. I
actually
> have PNG loading code sitting in another project of mine, I just
didn't
> bother to put it into this stuff. I really don't know why I didn't
> bother putting it in, I think it had something to do with the team
> saying like "you've put tga and jpeg in why bother with a third?" and
I
> guess that's why I never did;) (mind you, that was like 6 months ago
> when I first did it. I just never really finished it until now.
>
> -omega
> http://www.frontline2.com

Hehe, tell your team that PNG combines the compression of JPG and
features of TGA in one format and they'll ask you why you didn't tell
them in the first place ;)
A lot of people think that textures should only be compressed lossless
anyway (tiled textures sometimes come out with borders).
So this code will be in Frontline Force 2? MP3 sounds, too? Well then
this will be the smallest full featured Half-Life mod ever :]

---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.530 / Virus Database: 325 - Release Date: 22/10/2003




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] this is what we need here..

2003-10-06 Thread Geoff
It's defective.

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeff Katz
Sent: Monday, October 06, 2003 9:37 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] this is what we need here..

I believe it was a fire extinguisher. To put out flames.




---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.522 / Virus Database: 320 - Release Date: 29/09/2003




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Re: Re: Re: HL2 Source

2003-10-06 Thread Geoff
Sadly NTL's abuse department (if it even exists) is about as effective
as an untrained monkey with some rubber wirecutters.

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A.
Stumm
Sent: Monday, October 06, 2003 4:18 AM
To: [EMAIL PROTECTED]
Cc: [EMAIL PROTECTED]; [EMAIL PROTECTED]; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: Re: Re: HL2 Source



This mail is to notify you of illegal activity by your internet
subscriber. Your customer has admitted repeatedly on
list.valvesoftware.com to possessing stolen source code from the recent
break in to valvesoftware.com where in source code to the highly
anticipated half life 2 source code was stolen by illegal means. I
encourage you to check your logs to see if a file entitled hl2_src.rar
was
downloaded by your customer and implore you to report your findings to
your local authorities, US FBI as well as valvesoftware.com.

Your customer may feel that since this code was obtained through illegal
manner that HE is permitted to download said code but that doesn't
change
anything. This is copywritted intellectual property that was obtained
through illegal means. He feels that he has some "educational" licenese
to
view said source but obtained no such license from the owner of said
source code, valvesoftware.

I implore you to take action, if you do not then I will take your lack
of
action as support for illegal activities by your customers. And will
elevate this complaint further.

Thank you for your immediate attention to this matter.


HEADERS:


Return-Path: <[EMAIL PROTECTED]>
Received: from list.valvesoftware.com (mail.list.valvesoftware.com
[207.173.176.202])
by bs-linux.com (8.11.6/linuxconf) with ESMTP id h95JdXF05225
for <[EMAIL PROTECTED]>; Sun, 5 Oct 2003 12:39:33 -0700
Received: from localhost ([127.0.0.1] helo=list.valvesoftware.com)
by list.valvesoftware.com with esmtp (Exim 3.35 #1 (Debian))
id 1A6Eay-00014I-00; Sun, 05 Oct 2003 12:31:08 -0700
Received: from [207.44.152.105] (helo=DD1.TheDryDock.Net)
by list.valvesoftware.com with esmtp (Exim 3.35 #1 (Debian))
id 1A6EaH-yD-00
for <[EMAIL PROTECTED]>; Sun, 05 Oct 2003 12:30:25
-0700
X-ClientAddr: 80.3.177.6
Received: from utserver (public1-fare1-3-cust6.cosh.broadband.ntl.com
[80.3.177.6])
(authenticated (0 bits))
by DD1.TheDryDock.Net (8.11.6/8.11.6) with ESMTP id h95JVQN17416
for <[EMAIL PROTECTED]>; Sun, 5 Oct 2003 14:31:28
-0500
Message-ID: <[EMAIL PROTECTED]>
From: "Manip" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
References: <[EMAIL PROTECTED]>
<[EMAIL PROTECTED]>
Subject: Re: [hlcoders] Re: Re: Re: HL2 Source
MIME-Version: 1.0
X-Priority: 3
X-MSMail-Priority: Normal
X-Mailer: Microsoft Outlook Express 6.00.2800.1158
X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2800.1165
X-MailScanner-Information: Please contact the ISP for more information
X-MailScanner: Found to be clean
X-MailScanner-SpamCheck: not spam, SpamAssassin (score=0.9, required 8,
OPPORTUNITY_2 1.26, QUOTED_EMAIL_TEXT -0.48,
RCVD_IN_OSIRUSOFT_COM 0.55, REFERENCES -0.50)
content-transfer-encoding: 7bit
content-type: text/plain;
 charset=iso-8859-1
Sender: [EMAIL PROTECTED]
Errors-To: [EMAIL PROTECTED]
X-BeenThere: [EMAIL PROTECTED]
X-Mailman-Version: 2.0.11
Precedence: bulk

-
original message:
-

On Sun, 5 Oct 2003, Manip wrote:

> > http://www.justinrossetti.com/albums/HalfLife2/hl2_death.jpg
>
> hahaha. I wouldn't want to work for valve right now either. Worse I
wouldn't
> want to be the guy that got his
> account broken into, if it was his fault or not. Just generally not a
good
> day, and I don't think a few developers
> talking openly about the source they know we have is going to make
things
> worse. I'm not planning to develop
> games with it but I am curious about how they did certain things so
the
> label 'for education use only' kind fits the
> bill. Most developers that have blood going though their vanes can't
resist
> information and something like this where
> you have the unique opportunity to see how the pro's are doing it is
too
> good to resist. I have nothing against valve and
> don't plan on making a penny off of their hard work but me looking
over code
> that is already public doesn't hurt anyone
> so stop slamming me just because I'm open unlike all of you that are
looking
> but don't want to talk about it.
>
> Please stop going on about IP, I am not selling it, I am not making
money
> off of it, they can sue me for every penny
> I have made off the half-life 2 source, duh.
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>

--
   ab.
Brian A. Stumm

RE: [hlcoders] Host_Error under Steam

2003-10-02 Thread Geoff
The client 57 a sent a message that doesn't exist.

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Charlie
Cleveland
Sent: Thursday, October 02, 2003 5:48 AM
To: hlcoder
Subject: [hlcoders] Host_Error under Steam

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
We're running some NS playtests under Steam, and one of the big problems
were having is something called a Host_Error. Suddenly, everyone on the
server will get kicked off the server, and will be back in their Steam
UI.  Written to everyone's console is this ominous error message:

Host_Error: UserMsg: Not Present on Client 57

Does anyone have any idea on what might be causing this, or how to fix
it?

-Charlie
--
Charlie Cleveland
Game programmer and designer
http://www.natural-selection.org
http://overmind.org
--


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

---
Incoming mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.521 / Virus Database: 319 - Release Date: 23/09/2003


---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.521 / Virus Database: 319 - Release Date: 23/09/2003




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Steam and Server side only mods?

2003-09-27 Thread Geoff
I believe this is due to a client side bug/feature. Whenever you attempt
to join a server that’s running a game type that’s not one of valves
steam mods it runs the CS install. It should of course be running the
Half-life install.

Try connecting to it again via ASE and running your tests, I bet it
works :)

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dave Meyers
Sent: Saturday, September 27, 2003 11:13 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam and Server side only mods?

Not sure if Valve is gonna be able to help with this, but is it possible
to
run server side only mods with Steam?

I tried lastnight with OZ Deathmatch.

Result were kind mixed

If I ran it in its own folder, when a client that did not have it tried
to
connect, steam tried to install CS...
If I overwrote the standard valve stuff, it worked, but showed up under
valve in the server browser.
If I ran it in its own folder, when a client that had it installed tried
to
connect after launching it a a third party mod, it worked just fine

but that pretty much defeats the purpose of a serverside only mod..

Will there be support for server side mods sooner or later, or will we
need
to make it client/server now?

Dave Meyers
aka Starbreaker
OZ Deathmatch



---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.521 / Virus Database: 319 - Release Date: 23/09/2003




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Stupid ?'s

2003-09-16 Thread Geoff
I'm sure someone will find something. You can't just dump HTML parsing
in the MOTD VGUI routines and expect it to be bug free.

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron
Sent: Tuesday, September 16, 2003 7:45 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Stupid ?'s

When I tried a simple java redirect in a modt window I didn't work,
which would lead me to believe that scripting is disabled.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of StealthMode
Sent: Monday, September 15, 2003 10:21 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Stupid ?'s

If the MOTD is html and Steam is java based? Then isnt it remotely
possible
someone could exploit this to cause exception or overflow errors to gain
root access to a clients comp?

Sorry I am kinda new to the coding scene (mainly reworkin older plugin
scripts so far), but I am concerned about the languages used in
this...Don't
flame me too harshly 8)


___
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

---
Incoming mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003


---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Truncated Hud Messages

2003-09-16 Thread Geoff
I doubt it, this limit was imposed to stop malicious
servers/plugins/admins causing a buffer overflow on clients and
exploiting their machines. Using a dynamic buffer would have been nicer
though.

(Theres a BUGTRAQ post someplace, I'll find the link if your interested)

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron
Sent: Tuesday, September 16, 2003 6:25 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Truncated Hud Messages

I have noticed that you have limited the amount of characters that are
allowed in hud messages. This puts a huge limit on 3rd party plugins
that use these messages to display stats or other useful information. Is
there anyway this limit can be removed in later versions?



---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Steam passwords policy suggestion.

2003-09-16 Thread Geoff
HKEY_CURRENT_USER\Software\Valve\Steam\SteamExe

Just strip off the steam.exe filename (there's native functions in
Delphi/C builder for this I assume there's similar in VB)

That gives you your steam install location.

Then parse \config\SteamAppData.vdf

This will give you the 'account name'

You can then do whatever with \SteamApps\


-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Florian
Zschocke
Sent: Tuesday, September 16, 2003 7:37 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam passwords policy suggestion.

Taylor Sherman wrote:

> In the future, Steam will support moving the game dir to a location of
> your choosing.

That is nice. But would it be possible to have the info on what
game is installed where easily accessible from a public pace like
the registry of a cleartext config file? Right now the path to the
folder which holds all the steam apps content can be only found in
the ClientRegistry.blob file which can be a pain to parse if you
don't know the exact structure or you have only very limited
binary file access methods (talk VBS).

Florian.




---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] A SteamDK?

2003-09-16 Thread Geoff
I need my netris fix. :) Beyond games maybe plugins for file transfers,
chat rooms, etc? The possibilities are endless :)

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Gerry
Sent: Tuesday, September 16, 2003 4:41 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] A SteamDK?

Well... I was wondering if there will be a SDK for Steam... It'd be
quite
nice to be able to create plugins (such as the Checkers/etc plugins) for
steam...

Anyhow... Any outlook for this? Or is steam going to be non-modable?

Sorry, I was looking forward to maybe making a browser add-in(For the
clickable links...) And so on...

Thanks =0



---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Won being retired -- how do we test non-valve mods?

2003-09-16 Thread Geoff
Details on the auth protocol would be sufficient. Releasing the source
to won may have Copyright/DMCA/ issues
even if Valve were inclined to do so.

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Foss
Sent: Monday, September 15, 2003 11:32 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Won being retired -- how do we test non-valve
mods?

Can you release the old won auth server source/binaries?

Some of us enjoy playing old versions of counterstrike, and etc...

Just so gaming history isn't wiped out by "progress"
- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, September 15, 2003 10:36 AM
Subject: RE: [hlcoders] Won being retired -- how do we test non-valve
mods?


> Can you give more details on the exact error message?
>
> WON will not be retired until we have resolved all the important
issues
with
> 3rd party mods (i.e running and debugging them).
>
>
> Pat Magnan wrote:
> > I seem to be unable to run our mod's dedicated server and connect to
> > it, it runs up, did all the update to steam, etc finally correctly.
> > Whenever a player connects, I'm getting Invalid Steam ID ticket. It
> > works on the same server if the game is 'valve', but not our mod.
> >
> > I initially created a new account for the server, and I've also
tried
> > using my steam client account as well.
> >
> > The only information I'm getting on the steampowered forums is that
> > 'the system is overloaded right now'.
> >
> > Anyone else succeeding in this endeavor?. Hmm apologies if this is
> > more appropriate for hlds list..
> >
> >
> > Pat 'sluggo' Magnan
> > Tour of Duty mod
> > http://www.tourofdutymod.com
> >
> >
> >
> > ___
> > 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

---
Incoming mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003


---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Steam and pak files

2003-09-15 Thread Geoff
Trying to break steam for fun and profit. :D

But seriously, you can treat

steamapps\\\

Just like a vanilla HL install, especially the 'Half Life' one. Any mods
installed in there will appear as '3rd party mods' on your games menu.
(This may be the case with the other directories, e.g. cstrike) Thusly
you can play just about any mod with steam. (Unless the mod dislikes any
engine changes in 1.1.2.0). However, I am unsure as to what will happen
when steam attempts to patch said directory.

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei
Sent: Monday, September 15, 2003 6:28 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and pak files


Where this info come from?
This work for everthing media?

:D

time to learn the "hard link" function of NTFS volumes :D



http://www.clourd2.com/slash/steam2.gif


G> Just install them in your steamappsmaps folder,
it
G> should work fine (did for me)

G> -EvilGrin

G> -Original Message-
G> From: [EMAIL PROTECTED]
G> [mailto:[EMAIL PROTECTED] On Behalf Of Rice,
Rick
G> Sent: Monday, September 15, 2003 1:31 PM
G> To: '[EMAIL PROTECTED]'
G> Subject: RE: [hlcoders] Steam and pak files

G> This message is in MIME format. Since your mail reader does not
G> understand
G> this format, some or all of this message may not be legible.
G> --
G> [ Picked text/plain from multipart/alternative ]
G> I was one of those people that thought that Steam was locked up due
to
G> 1. No disk activity
G> 2. No indication WHAT SO EVER that the conversion was taking
G> place
G> 3. Task manager (Win2K) stating that the application was not
G> responding
G> 4. The cursor turning into an hourglass and not being able to
G> move,
G> or access the open steam app.
G> 5. Repainting of the screen turned the whole desktop white!

G> Well, I killed the process, downloaded the full steam + cs and
G> re-installed.
G> Now, none of the custom maps are available anymore.

G> Is there a way to manually force the conversion of the maps from my
G> original
G> CS maps folder into the cache? Maybe doing this one map at a time?

G> Radi8

G> -Original Message-
G> From: Daniel Koppes [mailto:[EMAIL PROTECTED]
G> Sent: Sunday, September 14, 2003 1:42 AM
G> To: [EMAIL PROTECTED]
G> Subject: Re: [hlcoders] Steam and pak files

G> It should offer to convert your old install. It did for me.

G> At 05:28 14/09/03, you wrote:
>>I'm on day 2 of trying to convert my linux server to Steam. I have
been
>>plagued with numerous freeze-ups and connection reset errors as many
of
>>you probably have experienced. There has to be a better way.
>>
>>But my question is why is Steam downloading the contents of the pak
>>files when they already exist on the server? This doesn't make sense.
>>Why  download the entire contents of the pak files when it's likely
G> that
>>99% of the files haven't undergone any changes under Steam? Can the
old
>>pak files be deleted since Steam has seen fit to unpack them?
>>
>>BTW: Some of you may find a petition circulating on PlanetHalflife to
G> do
>>away with Steam amusing.
>>
>>http://www.petitiononline.com/nosteam/petition.html
>>


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

---
Incoming mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003


---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Steam and pak files

2003-09-15 Thread Geoff
Just install them in your steamappsmaps folder, it
should work fine (did for me)

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rice, Rick
Sent: Monday, September 15, 2003 1:31 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] Steam and pak files

This message is in MIME format. Since your mail reader does not
understand
this format, some or all of this message may not be legible.
--
[ Picked text/plain from multipart/alternative ]
I was one of those people that thought that Steam was locked up due to
1. No disk activity
2. No indication WHAT SO EVER that the conversion was taking
place
3. Task manager (Win2K) stating that the application was not
responding
4. The cursor turning into an hourglass and not being able to
move,
or access the open steam app.
5. Repainting of the screen turned the whole desktop white!

Well, I killed the process, downloaded the full steam + cs and
re-installed.
Now, none of the custom maps are available anymore.

Is there a way to manually force the conversion of the maps from my
original
CS maps folder into the cache? Maybe doing this one map at a time?

Radi8

-Original Message-
From: Daniel Koppes [mailto:[EMAIL PROTECTED]
Sent: Sunday, September 14, 2003 1:42 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and pak files

It should offer to convert your old install. It did for me.

At 05:28 14/09/03, you wrote:
>I'm on day 2 of trying to convert my linux server to Steam. I have been
>plagued with numerous freeze-ups and connection reset errors as many of
>you probably have experienced. There has to be a better way.
>
>But my question is why is Steam downloading the contents of the pak
>files when they already exist on the server? This doesn't make sense.
>Why  download the entire contents of the pak files when it's likely
that
>99% of the files haven't undergone any changes under Steam? Can the old
>pak files be deleted since Steam has seen fit to unpack them?
>
>BTW: Some of you may find a petition circulating on PlanetHalflife to
do
>away with Steam amusing.
>
>http://www.petitiononline.com/nosteam/petition.html
>
>
>___
>To unsubscribe, edit your list preferences, or view the list archives,
>please visit:
>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


--
Programmer and Modeller for The
Pokemod

--


___
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

---
Incoming mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003


---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Steam/Mod/Coding concerns- attn: Valve

2003-09-14 Thread Geoff
I seem to recall there's something in the CS 1.6 bug fix list about
being unable to load the gfx.wad, perhaps you've hit that bug?

Have you tried using the steam\steamapps\\cstrike install for
debugging hlds?

(Any '3rd party' mods seem to get run via the cstrike install anyway, so
I think you should debug against that.)

The 'invalid steam ticket' is due to running steam twice on your
machine. Quite simply, you can't. (If anyone has tried running multiple
Won Auth HL clients on the same machine, it’s a similar deal)

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ravenous
Bugblatter Beast
Sent: Sunday, September 14, 2003 6:36 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam/Mod/Coding concerns- attn: Valve


- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, September 08, 2003 5:52 AM
Subject: RE: [hlcoders] Steam/Mod/Coding concerns- attn: Valve


> You can still run hl.exe from the command line (it then spawns steam
and
> then runs the game), and you will be able to debug as you always have
(by
> adding your game dll to the list of debug binaries in msvc).
>
I'm having trouble doing this for hlds. I create my shortcut with the
target:

"C:\Program
[EMAIL PROTECTED]
server\hlds.exe" -console -game cstrike +maxplayers 32 +sv_lan 1 +map
cs_assault

Working directory is  "C:\Program
[EMAIL PROTECTED]
server".
I get an error it can't find steam.dll.

I tried setting the working folder to C:\Program Files\Steam. Now it
can't
load gfx.wad.

So I put the steam folder in the system PATH environmental variable and
set
the working folder back to the dedicated server folder. I can see
steam.dll
but can't load gfx.wad still.




Also I'm am unable to connect to my own dedicated server if I start the
dedicated server and the client within steam on the same machine. I just
get
"Invalid STEAM UserID Ticket".


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

---
Incoming mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003


---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.516 / Virus Database: 313 - Release Date: 01/09/2003




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] sobig @ valve

2003-09-09 Thread Geoff
The only 100% secure computer is a turned off computer. (Optionally
encased in concrete if your worried about physical security)

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of tei
Sent: Tuesday, September 09, 2003 8:50 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] sobig @ valve


Maybe not.

I know some new malware (virus concept is now outdated) pick email
address from various sources and fake addrees with to spread. This is
specially annoyng as you mail spread with false alarms :(

Fixing problems with malware is easy.

My $0.2

Levels of solution:

0. lame) Install a antivirus.

1. easy) Not use IE or Outlook, use another browser and mail client.
Mozilla, Bat, Eudora ,Sylpheed, etc.. Microsoft software have holes
and malware use these holes.

2. normal) have a good firewall and a daily updated antivirus. Remove
from memory ANITHING that is not criticall need (if comp crash killing
that task, you need that, if computer disconnect from internet, you
need that task, other stuff is optional). Kill from memory anithing
you not know, can be malware. You can use google to learn about
suspicious/unknom new tasks in memory. Avoid administrator account for
internet browsing.

3. hard) Use a no-microsoft SO. Mac, BeOS, Linux, FreeBSD,.. Or at
least config your HardDisk permissions to able user to only write a no
critical areas (data areas, not windows folder, apps, dlls, register,
etc...). Use administrator account only for new software installing

4. very hard) Use a read only hard disk (R by hardware), with a auxiliar
read & write
harddisk for data.

5. nightmare) Never connect to internet or share anithing.

ToS> Apparently some if not a lot of people at valve are infected with
sobig;
ToS> oktagone, whom hosts frontline2.com as well as two other sites whom
I
ToS> use email for (the one I'm sending from right now as well) has
blocked
ToS> mail.valvesoftware.com because a huge number of sobig emails keep
ToS> originating from the valve servers. As soon as they blocked the
valve
ToS> mail server, the majority of all sobig emails immediately stopped.

Oh.. maybe is.

ToS> Would someone be able to check in on that?

ToS> -omega
ToS> http://www.frontline2.com


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

---
Incoming mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.515 / Virus Database: 313 - Release Date: 01/09/2003


---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.515 / Virus Database: 313 - Release Date: 01/09/2003




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] COM in HL

2003-08-28 Thread Geoff
The HL Client connects to a server on local port 27005. Look at the
machines UDP connection on that port and do a standard HL query on the
server ip/port you get back. That should get you the server
name/map/mod/timeleft/etc.

-EvilGrin

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Predatory
Kangaroo
Sent: Thursday, August 28, 2003 6:57 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] COM in HL

Does anyone here know if it would be possible to expose some COM
interfaces
within a MOD, like, to let other programs find out what server ur
playing
on, map, team, stuff like that.
Because i'm thinking of different ways to make a bot in MSN to respond
to
certain phrases with certain bits of info.
Of course, it'd have to be designed so that it can't be exploited, like
people alt+tabbing to find out an enemies health, ammo, weapon, etc.
But for now i'm just wondering whether it would be possible
Greetz,
Predatory Kangaroo

_
MSN 8 with e-mail virus protection service: 2 months FREE*
http://join.msn.com/?page=features/virus


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

---
Incoming mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.512 / Virus Database: 309 - Release Date: 19/08/2003


---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.512 / Virus Database: 309 - Release Date: 19/08/2003




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



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

2003-06-30 Thread Geoff
Transparent models support is in the next HL patch the last I heard. (on
this very list I think, search the archive)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Tuesday, July 01, 2003 3:16 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] DOD hw/sw.dll redistribution?

I'd like to know this too, since we have no idea when the next patch is
going to be out.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Sniper
Sent: Monday, June 30, 2003 9:14 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] DOD hw/sw.dll redistribution?

I thought this was coming in the next Half-Life patch?

Sniper
- Original Message -
From: "Jonah Sherman" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, June 30, 2003 8:09 PM
Subject: [hlcoders] DOD hw/sw.dll redistribution?


> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> 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
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.2.2 (GNU/Linux)
>
> iD4DBQE/ANElflGtzWCyItURAl5XAJja4Z6GW6bAeog0kFVqgfXzKgf3AJ9GfsEn
> UBsRb0i9VOOKxTnfHJaj3w==
> =Uq/x
> -END PGP SIGNATURE-
> ___
> 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

---
Incoming mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.491 / Virus Database: 290 - Release Date: 18/06/2003


---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.491 / Virus Database: 290 - Release Date: 18/06/2003



___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Mods on CD?

2003-05-27 Thread Geoff
Doesn't Fileplanet do this in effect anyway? Where you have the option
on the site to 'mail a cd' to yourself with the files you want. Not to
mention the plethora of Gaming magazines that regularly have mods on
their cover CDs.

-EvilGrin
http://halflife-central.com

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A.
Stumm
Sent: Wednesday, May 28, 2003 4:36 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Mods on CD?

On Wed, 28 May 2003, Michael Shimmins wrote:
> Yahn once said to me that making money is not a good
> driving force behind the production of a mod.  Good advice.

I think the authors original point was to distribute the mod and cover
the
costs of distrobution, not to make a profit. Some people game via slower
net connections and it is not very easy to obtain a 200 plus meg file
via
the internet.

What I'd rather see is some officially sponsored (valve) method of
distrobuting mods on cd where one might get a smathering of mods on one
CD. Come to think of it, isn't this already being done via such places
as
fileshack where you can "make your own cd" by picking the files you want
and for a small fee recieve them on CD. I believe HL mods and patches
are
a part of this program already...

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

---
Incoming mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.483 / Virus Database: 279 - Release Date: 19/05/2003


---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.483 / Virus Database: 279 - Release Date: 19/05/2003



___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Experienced (non-game) Programmer looking for work on an HL or HL 2 mod

2003-05-27 Thread Geoff
http://mods.moddb.com/hw/?hw=2

Flick through that list and see if you spot anything you like. :)

-EvilGrin
http://halflife-central.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jamie
Esliger
Sent: Tuesday, May 27, 2003 9:10 PM
To: '[EMAIL PROTECTED]'
Subject: [hlcoders] Experienced (non-game) Programmer looking for work
on an HL or HL 2 mod

I posted this at planethalflife.com mod forums.  Sending it out to this
list
as well...


Hi everyone. I'm an experienced programmer looking to work on a HL or
HL2
mod. While I have very little game programming experience, I have been
programming for a living for over 10 years now, in the Telecom industry.

My game programming experience is limited only to a little fooling
around
with some 2D stuff from an old Lamothe book "Windows Game Programming
for
Dummies", as well as a tiny little bit of DirectX programming
experimentation.

I know C very well, and some C++. I can find my way around a C++ program
and
have written some small programs, but nothing major. I learn fast.

Programming itself is not the problem. I just want an interesting
project to
work on.

I'm interested in learning more about game programming, and developing a
mod
seems to be a great path to take.

I'd like to work on something with a well thought-out game design, and a
motivated team leader.

I'm willing to start from scratch on a new mod, or join an existing mod
team, even if it is just to quash those final few bugs. I just want to
get
into the guts of the game.

Thanks,
Jamie


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

---
Incoming mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.483 / Virus Database: 279 - Release Date: 19/05/2003


---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.483 / Virus Database: 279 - Release Date: 19/05/2003



___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Buttons and entvars_t [hard question #2]

2002-12-19 Thread geoff c
These questions are intended to help me understand some of the more
important items in the server .DLL.
They're also intended to get some intelligent discussion going :)



We've all heard the newbie coder (including myself at one point) ask how to
get additional attacks from their weapons, by creating IN_ATTACK3 or
whatnot. This runs into the problem of bit-packing the int buttons in
entvars_t, because an int can only hold 16 bits and therefore 16 button
states.

What makes entvars_t so special, and would it be possible to create an
entvars2_t? Or is entvars_t inextricably linked to the engine?


Also, the typical workaround to this is to put a line in the ClientCommand
function of client.cpp. Is there a disadvantage to this? It seems like the
type of thing that might cause lag or client-side prediction problems.

thanks.
--geoff

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




[hlcoders] SetThink() [hard question #1]

2002-12-19 Thread geoff c
These questions are intended to help me understand some of the more
important items in the server .DLL.
They're also intended to get some intelligent discussion going :)


How does SetThink() work? It's defined:
#define SetThink( a ) m_pfnThink = static_cast  (a)

With a comment above:
// Ugly technique to override base member functions
// Normally it's illegal to cast a pointer to a member function of a
derived class to a pointer to a
// member function of a base class.  static_cast is a sleezy way around
that problem.

Now I have no real formal training with C++, and that definition looks
really scary. Particularly the CBaseEntity::*
So for those of you _with_ formal training and/or brains, tell me, is this
a common procedure, or is it just a bit of genius on Valve's part?

Bonus question:
#ifdef _DEBUG
#define SetThink( a ) ThinkSet( static_cast 
(a), #a )
#else

What's the difference for this debug version?


thanks.
--geoff

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




[hlcoders] ALERT() on client DLL

2002-12-19 Thread geoff c
OK so I posed two hard questions, so hopefully they can redeem an RTFM
question:

Is there an equivalent for ALERT(at_console ... ) in the client DLL? I use
a lot of ALERTs to help me debug, so they would be useful in my quest to
learn client-side stuff.

thanks.
--geoff

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] How do you guys deal with players harrasing other players?

2002-09-17 Thread geoff c

While I recognize the need for a way to defeat this, I prefer a less
kludge-y method. I think the best fixes for exploits are things that can be
passed off as features. In this case, specifically, you could implement a
little "oomph" behind weapons, so that when a player is shot he moves a
little bit in that direction. Therefore, a well-placed shotty blast would
remove any pesky myg0ts from a doorway.

This way it doesn't seem like you're explicitly trying to deny players this
opportunity, it's just something that llamas couldn't abuse for long.

On the other hand, this would backfire if FF were on.

Either way, elegance is key, if you've got the time for it.

--geoff


At 03:08 PM 9/17/2002 -0500, you wrote:
>There are some simple things you can do to eliminate some of these problems.
>For example, the case of HWguys blocking a door, you could have code that
>causes players that aren't moving around much to be slowly drained of health
>(this would also discourage campers which may or may not be what you want).

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] "Your CD-Key is currently in use" error.

2002-09-17 Thread geoff c

They've been having WONID problems for the past few days. Nothing you can
really do about it.

You could sign up for the HLDS mailing list and whine there; but refer to
the 'nothing you can really do about it' bit. That reminds me, I meant to
unsubscribe from that...


--geoff



At 12:17 AM 9/17/2002 -0500, you wrote:
>This is pissing me off. I've been trying to test some new code on my server
>and I'm getting the "Your CD Key is in use" message whenever I try to
>connect. I haven't copied the CD, nor lent it out to anyone. What's going
>here and what can be done?
>
>___
>To unsubscribe, edit your list preferences, or view the list archives,
>please visit:
>http://list.valvesoftware.com/mailman/listinfo/hlcoders

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] 1.1.0.0 SDK Question

2002-06-27 Thread geoff c

At 09:27 AM 6/27/02 -0700, you wrote:
>[ Picked text/plain from multipart/alternative ]
>I have a hunch that They Who Give (aka Valve) would not conciously NOT
>release the SDK nor just "forget".


"You know, I think we've been going easy on these mod developers for too long."
"Agreed. Let's 'forget' to release the SDK."
"Maybe we should rewrite the netcode again, just for kicks."
"In assembly."
"And then release TF2 a month or two afterwards, so no one has time to
update their mods."
"Yeah. Stick it to the bastards."

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




[hlcoders] Understanding the AI

2002-06-14 Thread geoff c

OK, I'm kind of ashamed to write something like this but here goes.

Can anybody explain the AI for me? Are there any tutorials related to it?

Normally I try to understand these things on my own (go to definition of
function(), find all occurrences of variablename) but I think this one is
just plain over my head. It seems that  different actions monsters perform
are tied to different animations of theirs (which seems like a wholly
backwards way of doing things) but I can't find exactly where it says "If
you see the bad guy, shoot him" or even "If you see the bad guy, plan
anim_event_shoot"

I'd like to tinker with the code a bit but I decided it would be best if I
understood it first. A big thanks to anyone who helps me out in this
department.


-geoff c

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




[hlcoders] Confusing bit of code in the HL AI

2002-06-06 Thread geoff c

ladies and gentlemen of the jury, please direct your attention towards
monsters.cpp, line 1065:
if ( !FVisible( pEnemy ) )
{
ASSERT(!HasConditions(bits_COND_SEE_ENEMY));
SetConditions( bits_COND_ENEMY_OCCLUDED );
}
else
ClearConditions( bits_COND_ENEMY_OCCLUDED );

I looked up the definition for ASSERT, which was #define ASSERT(f) . I
don't know what that does so it scares me.

Am I correct in guessing that the above snippet of code checks (if the
enemy is visible) if the monster currently sees the enemy, and if so, turns
COND_ENEMY_OCCLUDED on? And what would that be used for, and why?

AI confuses me.

-geoff c

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




RE: [hlcoders] Realistic voice comm

2002-06-02 Thread geoff c

Voice comm - as in, I-Hold-Down-Shift-And-Talk-Into-the-Mic .



-geoff c

At 03:34 PM 6/3/02 +1200, you wrote:
>Is it voice comm or radio commands because CS has something similar but
>only with the radio commands.
>
>[Signature removed by administrator: Signature can not exceed 20GB]
>
>-Original Message-
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED]] On Behalf Of geoff c
>Sent: Monday, June 03, 2002 10:38 AM
>To: [EMAIL PROTECTED]
>Subject: [hlcoders] Realistic voice comm
>
>Hi.
>
>If I recall correctly, Day of Defeat handles voice communication as a
>radial thing - if you are within a certain radius, you can hear a
>talking
>player, if  you're outside, you can't. Also, people farther away from
>the
>speaker you get, the quieter the sound becomes. Correct?
>
>I wouldn't know, my voice stuff is broken - but that's another story.
>
>Either way, how is this possible? I've looked at the voice-related
>functions, and it seems to be a strictly boolean thing, on or off. Any
>hints?
>
>-geoff c
>
>___
>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




[hlcoders] Realistic voice comm

2002-06-02 Thread geoff c

Hi.

If I recall correctly, Day of Defeat handles voice communication as a
radial thing - if you are within a certain radius, you can hear a talking
player, if  you're outside, you can't. Also, people farther away from the
speaker you get, the quieter the sound becomes. Correct?

I wouldn't know, my voice stuff is broken - but that's another story.

Either way, how is this possible? I've looked at the voice-related
functions, and it seems to be a strictly boolean thing, on or off. Any hints?

-geoff c

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] STEAM, the scourge of unknown proportions!!!

2002-04-21 Thread geoff c

Well that was actually me, and you mixed it up: I kidnapped your girlfriend
and...


-geoff


At 02:54 AM 4/22/02 -0400, you wrote:
>Steam raped my girlfriend and kidnapped my dog, i'll NEVER forgive it!
>We must unite against the unknown terror that is STEAM and oppose it at
>every opportunity!

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] Demo formatting

2002-04-18 Thread geoff c

Hmm, thanks, that helps.

Is the HL demo protocol pretty much the same as Quake2's? I could attempt
to read that source, but I have the feeling moving so much stuff
client-side altered the structure...

At 12:01 PM 4/18/02 -0700, you wrote:
>...some of the packets will be similar, but obviously most of them will be
>entirely different.  You're probably going to be on your own in figuring out
>what it what.

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




[hlcoders] Demo formatting

2002-04-17 Thread geoff c

Out of curiosity, can anyone give me details on the demo format that HL
uses? There are hardly any resources devoted to this. Even premade tools
would help.

I'm trying to make a highlights reel, see, but 50% of my DoD games consist
of me respawning and running to the front lines - nothing terribly
interesting. All I need to do is split segments and append them.

thanks
geoff

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders