Re: [hlcoders] Adding models/materials to a server.

2024-02-16 Thread Jay C.



If we can get the Twitter to see the mail and get someone who has access 
to reply it's worth a $20 donation to a charity an and old man (me) put 
in his place for assuming things without knowing.


On 2024-02-16 19:22, Andrew McWatters wrote:

I'm sure at one point this mailing list probably was watched. With the 
staff turnover at Valve, I think the only people reading these threads 
are old mod developers and licensees... maybe.


Andrew

On Feb 16, 2024, at 12:18 PM, Jay C.  wrote:

I will contribute $20 to the charity of your choice if someone on the 
dev team simply replies to this mail. I have a bet with the CS2Fixes 
team that this is monitored for $250 and I'd prefer if my money went to 
a good cause :)


On 2024-02-11 12:17, Jay C. wrote:

Hi.

I'm a little out of touch. I'm c0ldfyr3, original author of CS:S 
ZombieMod. I've just gotten back into modding and noticed it seems to 
not be an avenue we can take as a MetaMod plugin? Is that true? Do you 
simply not want us to do that anymore?


Thanks,

Jay/c0ld

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Re: [hlcoders] Adding models/materials to a server.

2024-02-16 Thread Jay C.



I will contribute $20 to the charity of your choice if someone on the 
dev team simply replies to this mail. I have a bet with the CS2Fixes 
team that this is monitored for $250 and I'd prefer if my money went to 
a good cause :)


On 2024-02-11 12:17, Jay C. wrote:


Hi.

I'm a little out of touch. I'm c0ldfyr3, original author of CS:S 
ZombieMod. I've just gotten back into modding and noticed it seems to 
not be an avenue we can take as a MetaMod plugin? Is that true? Do you 
simply not want us to do that anymore?


Thanks,

Jay/c0ld

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[hlcoders] Adding models/materials to a server.

2024-02-11 Thread Jay C.



Hi.

I'm a little out of touch. I'm c0ldfyr3, original author of CS:S 
ZombieMod. I've just gotten back into modding and noticed it seems to 
not be an avenue we can take as a MetaMod plugin? Is that true? Do you 
simply not want us to do that anymore?


Thanks,

Jay/c0ld
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RE: [hlcoders] Client Console Crash

2007-06-08 Thread Jay C.
Where did you find that change list?

It sounds like it, but the crash I described is not happening on
disconnecting, it can be sitting idly at the menu screen when I mash the key
three times. Hopefully it solves it though fingers crossed :)

> -Original Message-
> From: Keeper [mailto:[EMAIL PROTECTED]
> Sent: 08 June 2007 14:12
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Client Console Crash
>
> This is supposed to be fixed in the next release:
>
> "- Fixed a crash when mashing the ~ key on disconnect"
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> Sent: Friday, June 08, 2007 7:35 AM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Client Console Crash
>
> The steps are just to open console, close it and open it again. That's
> all,
> not even very fast just three taps of the ~ key!
>
> > -Original Message-
> > From: Tony Paloma [mailto:[EMAIL PROTECTED]
> > Sent: 03 June 2007 20:25
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Client Console Crash
> >
> > I can confirm this bug, and it annoys the heck out of me when debugging
> > because I will disconnect and connect quite frequently, and then hit the
> > console key by mistake and everything disappears and crashes.
> > I don't have an exact list of steps to reproduce this bug, but if it
> helps
> > get it fixed then I will figure the steps out.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> > Sent: Sunday, May 27, 2007 7:24 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] Client Console Crash
> >
> > Hey all,
> >
> > There is still a bug in the CS:S client where, for example, I load up
> CS:S
> > and join my server, full screen or windowed both the same results, and
> > play
> > for a while, and either get disconnected by typing quit in srcds console
> > or
> > closing srcds.
> > If I hit the console key in the client, and then hit it again twice it
> > crashes straight up. This is happening in the new beta client that's why
> > I'm
> > reporting it.
> >
> > Regards,
> > Jay
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
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>
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>
>
>
>
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RE: [hlcoders] Client Console Crash

2007-06-08 Thread Jay C.
The steps are just to open console, close it and open it again. That's all,
not even very fast just three taps of the ~ key!

> -Original Message-
> From: Tony Paloma [mailto:[EMAIL PROTECTED]
> Sent: 03 June 2007 20:25
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Client Console Crash
>
> I can confirm this bug, and it annoys the heck out of me when debugging
> because I will disconnect and connect quite frequently, and then hit the
> console key by mistake and everything disappears and crashes.
> I don't have an exact list of steps to reproduce this bug, but if it helps
> get it fixed then I will figure the steps out.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> Sent: Sunday, May 27, 2007 7:24 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Client Console Crash
>
> Hey all,
>
> There is still a bug in the CS:S client where, for example, I load up CS:S
> and join my server, full screen or windowed both the same results, and
> play
> for a while, and either get disconnected by typing quit in srcds console
> or
> closing srcds.
> If I hit the console key in the client, and then hit it again twice it
> crashes straight up. This is happening in the new beta client that's why
> I'm
> reporting it.
>
> Regards,
> Jay
>
>
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>
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[hlcoders] Client Console Crash

2007-05-27 Thread Jay C.
Hey all,

There is still a bug in the CS:S client where, for example, I load up CS:S
and join my server, full screen or windowed both the same results, and play
for a while, and either get disconnected by typing quit in srcds console or
closing srcds.
If I hit the console key in the client, and then hit it again twice it
crashes straight up. This is happening in the new beta client that's why I'm
reporting it.

Regards,
Jay


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RE: [hlcoders] Beta not ok?

2007-05-19 Thread Jay C.
-verify_all did the trick sorry for the mistake!

> -Original Message-
> From: Jay C. [mailto:[EMAIL PROTECTED]
> Sent: 19 May 2007 20:14
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Beta not ok?
>
> Alfred,
>
> Running -verify_all with the beta line now, it doesn't get far enough to
> load any plugins it's an instant crash. I'll let you know if it happens
> after the verify_all and I'll send you the mdmp file.
>
> Thanks,
> Jay
>
> > -Original Message-
> > From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
> > Sent: 19 May 2007 19:15
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Beta not ok?
> >
> > The only problem I know of is with multi-proc linux based servers, I am
> > still working on that. This is the first report of a new crash with the
> > win32 build, make sure you remove all plugins and run a -verify_all so
> > you are up to date. If it still happens email me off list with the .mdmp
> > files it makes when it crashes.
> >
> > - Alfred
> >
> > Keeper wrote:
> > > To my knowledge on Friday he was still working on the problem.  I
> > > don't know
> > > if they do much work on the weekends.  Hopefully they'll have it
> > > figured out
> > > early in the week.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> > > Sent: Saturday, May 19, 2007 9:15 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Beta not ok?
> > >
> > > Has this been addressed yet? I've only seen one official answer from
> > > Alfred
> > > on hlcoders_linux and he says he didn't know what the problem was :(
> > >
> > > Alfred my Win32 srcds is crashing instantly, anything I can do to
> > > help track
> > > down the bug??
> > >
> > >
> > >
> > > ___
> > > 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:
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>
>
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RE: [hlcoders] Beta not ok?

2007-05-19 Thread Jay C.
Alfred,

Running -verify_all with the beta line now, it doesn't get far enough to
load any plugins it's an instant crash. I'll let you know if it happens
after the verify_all and I'll send you the mdmp file.

Thanks,
Jay

> -Original Message-
> From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
> Sent: 19 May 2007 19:15
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Beta not ok?
>
> The only problem I know of is with multi-proc linux based servers, I am
> still working on that. This is the first report of a new crash with the
> win32 build, make sure you remove all plugins and run a -verify_all so
> you are up to date. If it still happens email me off list with the .mdmp
> files it makes when it crashes.
>
> - Alfred
>
> Keeper wrote:
> > To my knowledge on Friday he was still working on the problem.  I
> > don't know
> > if they do much work on the weekends.  Hopefully they'll have it
> > figured out
> > early in the week.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> > Sent: Saturday, May 19, 2007 9:15 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Beta not ok?
> >
> > Has this been addressed yet? I've only seen one official answer from
> > Alfred
> > on hlcoders_linux and he says he didn't know what the problem was :(
> >
> > Alfred my Win32 srcds is crashing instantly, anything I can do to
> > help track
> > down the bug??
> >
> >
> >
> > ___
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> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
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RE: [hlcoders] Beta not ok?

2007-05-19 Thread Jay C.
Has this been addressed yet? I've only seen one official answer from Alfred
on hlcoders_linux and he says he didn't know what the problem was :(

Alfred my Win32 srcds is crashing instantly, anything I can do to help track
down the bug??

> -Original Message-
> From: Ratman2000 [mailto:[EMAIL PROTECTED]
> Sent: 18 May 2007 00:51
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Beta not ok?
>
> Hello,
>
> ah ok so its an beta bug right ? :)
>
> Thanks for your replay!
> Was shoked as i have seen that :D
>
> Thanks!
>
> With friendly Reguards from germany
>
> Ratman2000
>
> - Original Message -
> From: "Ondřej Hošek" <[EMAIL PROTECTED]>
> To: 
> Sent: Friday, May 18, 2007 1:35 AM
> Subject: Re: [hlcoders] Beta not ok?
>
>
> > [hlds_linux] has the scoop. Valve's done a mistake with the beta
> > somewhere, so it tends to segfault. Alfred is doing some community
> > collaboration on this one, so it looks pretty big.
> >
> > You may wish to monitor [hlds_linux] until the bug is squashed. In the
> > mean time, remove the beta addendum to the command line to automagically
> > downgrade to the latest gold release. (I hope it does that.)
> >
> > Obviously, the engine hardly does anything when you launch it without
> > making it load a map, so it probably won't crash either.
> >
> > ~~ Ondra
> >
> > On 18.05.07 1:14 Uhr, Ratman2000 wrote:
> > > Hello,
> > >
> > > i have currently update my Server to beta0407 and have tested it to
> show
> > > what my plugin does..
> > >
> > > But the Server crashes on start up... ok... so i have deleted my
> plugin
> from
> > > the server and have startet it again..
> > > But the server still crashes...
> > >
> > > Ok last chance... i have deleted the full server and have downloaded
> all
> > > again over the hldsupdatetool...
> > >
> > > All fine i started the server and all runs fine... updated it to the
> beta
> > > and i cant get running the server again...
> > >
> > > So i have played arround with the params... i started a server without
> > > params... and he dont crashes... than i
> > > typed in: map de_dust2
> > > and the following comes up:
> > >
> > > maxplayers set to 32
> > > Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005
> CL
> > > map de_dust2
> > > Executing dedicated server config file
> > > Error: Material "sprites/bubble" : proxy "AnimatedTexture" not found!
> > > Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
> > > ./srcds_run: line 344: 26615 Speicherzugriffsfehler  $HL_CMD
> > >
> > > So what is wrong with it??? There are no plugins...
> > >
> > > I hope anybody can help me to fix that problem!
> > >
> > > With friendly Reguards from Germany
> > >
> > > Ratman2000
> > >
> >
> > ___
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> please visit:
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> >
>
>
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RE: [hlcoders] Weird .cfg goings on...

2007-04-29 Thread Jay C.
Hey,

Yup I'm aware of that bug also, that was reported some time ago if my memory
serves me correct. Instead of trying to 'restrict' functionality maybe Valve
could fix some of the more long running bugs if it wasn't too much to ask?

Thanks for your time,
- Jay


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]
> Sent: 29 April 2007 23:15
> To: hlcoders@list.valvesoftware.com; hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Weird .cfg goings on...
>
> Unfortunately the .cfg code is closed-source so only Valve would know.
>
> See also http://developer.valvesoftware.com/cgi-
> bin/bugzilla/show_bug.cgi?id=64 for another .cfg bug.
>
> At 2007/04/29 05:51 AM, Jay C. wrote:
> >Mornin all,
> >
> >I added a few new cvars to my plugin and duly added them to my config
> file.
> >So today I noticed a weird problem, it seemed the cfg wasn't being
> executed
> >when loading - as cvars were all at their default values.
> >
> >So I exec var/mycfg.cfg in the server console and it ouputs a huge
> string.
> >
> >Here's a snippet...
> >
> >---
> >Unknown command "10"
> >"some_cvar1" = "0" ( def. "0.0" ) min. 0.00 max. 1.00
> > - The Description.
> >Unknown command "0"
> >"some_cvar2" = "1" ( def. "1.0" ) min. 0.00 max. 1.00
> > - Another description
> >Unknown command "1"
> >"some_cvar3" = "1" ( def. "1.0" ) min. 0.00 max. 4.00
> > - Description numero 3.
> >...etc etc the entire contents of the config file.
> >---
> >
> >Now, to me this looked like a mismatched quote or something so I went
> >looking through the entire thing and I found nothing, nothing at all.
> >Fast forward a couple of hours and I'm still desperately searching for a
> >reason, and out of desperation I look at another very large config
> belonging
> >to someone else and notice how it doesn't use Tabs to prettify the cvars
> and
> >their values. So I do a mass replace of Tab with Space and low and
> behold,
> >the damn thing works.
> >
> >Now, just incase I had in-advertantly brought the file size down below my
> >previous thoughts about a mysterious maximum size, I copied the entire
> >contents and pasted them at the bottom of itself, and it still worked.
> >
> >
> >So, the point of this email I suppose is to ask why Tab causes such a
> >problem in large config files? Remember, all those tabs worked fine up to
> a
> >character limit...
> >
> >Thanks,
> >Jason "c0ldfyr3" Croghan
> >
> >
> >___
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[hlcoders] Weird .cfg goings on...

2007-04-29 Thread Jay C.
Mornin all,

I added a few new cvars to my plugin and duly added them to my config file.
So today I noticed a weird problem, it seemed the cfg wasn't being executed
when loading - as cvars were all at their default values.

So I exec var/mycfg.cfg in the server console and it ouputs a huge string.

Here's a snippet...

---
Unknown command "10"
"some_cvar1" = "0" ( def. "0.0" ) min. 0.00 max. 1.00
 - The Description.
Unknown command "0"
"some_cvar2" = "1" ( def. "1.0" ) min. 0.00 max. 1.00
 - Another description
Unknown command "1"
"some_cvar3" = "1" ( def. "1.0" ) min. 0.00 max. 4.00
 - Description numero 3.
...etc etc the entire contents of the config file.
---

Now, to me this looked like a mismatched quote or something so I went
looking through the entire thing and I found nothing, nothing at all.
Fast forward a couple of hours and I'm still desperately searching for a
reason, and out of desperation I look at another very large config belonging
to someone else and notice how it doesn't use Tabs to prettify the cvars and
their values. So I do a mass replace of Tab with Space and low and behold,
the damn thing works.

Now, just incase I had in-advertantly brought the file size down below my
previous thoughts about a mysterious maximum size, I copied the entire
contents and pasted them at the bottom of itself, and it still worked.


So, the point of this email I suppose is to ask why Tab causes such a
problem in large config files? Remember, all those tabs worked fine up to a
character limit...

Thanks,
Jason "c0ldfyr3" Croghan


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RE: [hlcoders] Downloadables Bug? VALVE?

2007-03-15 Thread Jay C.
You have no idea kiddo...
And back to the point the stats speak for themselves.

> -Original Message-
> From: Jorge Rodriguez [mailto:[EMAIL PROTECTED]
> Sent: 15 March 2007 19:42
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>
> --
> [ Picked text/plain from multipart/alternative ]
> Jay, you really shouldn't take yourself so seriously. Just because you got
> your high school diploma doesn't give you the credentials to criticize a
> group of professionals whose job you could not do.
>
> Believe it or not, Valve is doing a good job, and it's people like you who
> make that job harder and less rewarding.
>
> --
> Jorge "Vino" Rodriguez
> --
>
> ___
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RE: [hlcoders] Downloadables Bug? VALVE?

2007-03-15 Thread Jay C.
That's not true at all. The reason hud messages were removed has nothing at
all to do with how busy they are, or how hard it would be to implement. It
was a conscious decision that we as mod/plugin developers have been paying
for ever since.

Remember most of the people on this list have their own fan base, and sure
it mightn't exist without Valve, but if Valve wasn't around there are plenty
of other games to make plugins for and you would be very surprised at the
amount of people who have done just that. I myself being one but I still
continue to support what I created for CS:S.

> -Original Message-
> From: Minh [mailto:[EMAIL PROTECTED]
> Sent: 15 March 2007 19:14
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>
> --
> [ Picked text/plain from multipart/alternative ]
> Well, I'm only speaking for myself but I for one am thankful that the
> Valve guys are taking the time out of their busy schedules to answer our
> questions. We all may have our own opinions on how things should be done
> or
> how this project could have been done better but few of us have actually
> had
> the opportunity to work at Valve and understand the difficulty involved in
> trying to making everyone in your fanbase happy.
> It is frustrating for them when they read stuff like this, when all
> they're trying to do is cater do a very diverse group of people.
> Sometimes,
> changing or implementing feature X is nowhere near as simple as it sounds.
> Even though they may have failed you on this particular feature, it's
> safe to say the Source engine has A LOT of things going right for it. My
> personal favourite being the robust animation system.
>
> - Original Message -
> From: "Jay Croghan" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, March 15, 2007 2:30 AM
> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
>
>
> > Lately Valve have been of the opinion that their users are a heard of
> > sheep with absolutely no self-intuition.
> >
> > As was said before and will be again, that attitude will be the death
> > of Valve and it's games.
> >
> > - Jay
> >
> >
> > Quoting Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>:
> >
> >> Intrusive? Make the font a little smaller maybe?
> >>
> >> If it's abused it's the users choice to leave the server.
> >>
> >> - voogru.
> >>
> >>
> >> -Original Message-
> >> From: David Anderson [mailto:[EMAIL PROTECTED]
> >> Sent: Tuesday, March 13, 2007 10:28 PM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
> >>
> >> I never knew that text could be so intrusive.  Is it:
> >>
> >>a) The colors (think of the children!),
> >>b) The letters themselves (which could, on occasion, be combined to
> >> form words), or,
> >>c) The fact that they can be arbitrarily positioned?
> >>
> >> There's already a way to do "b" (white, centered), so I'm guessing
> there
> >> must be something abjectly heinous about the other two.  If such is the
> >> case, why not add something for coloring but not positioning, or
> >> something for positioning but not coloring?
> >>
> >> ---David Anderson
> >> http://www.bailopan.net/
> >>
> >> Yahn Bernier wrote:
> >>> Alfred and I discussed and there was too much concern that it would be
> >>> abused so we're going to leave it out for now.  I think there are
> other
> >>> ways for plugins to present info to clients that aren't as intrusive.
> >>>
> >>> Yahn
> >>>
> >>>
> >>> -Original Message-
> >>> From: [EMAIL PROTECTED]
> >>> [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
> >>> Sent: Tuesday, March 13, 2007 12:40 PM
> >>> To: hlcoders@list.valvesoftware.com
> >>> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
> >>>
> >>> --
> >>> [ Picked text/plain from multipart/alternative ] The downloadables bug
> >>> fix is something a lot of plugin developers and server admins are very
> >>> happy about having. Thank you.
> >>>
> >>> What about the "CenterPrintText font definition is missing from
> >>> ClientScheme.res" ?  Did that just not make it in, or is there some
> >>> other reason that it won't be added?
> >>>
> >>> Grant
> >>> (L. Duke)
> >>>
> >>>
> >>>
> >>> On 2/24/07, Yahn Bernier <[EMAIL PROTECTED]> wrote:
>  Sure
> 
>  -Original Message-
>  From: [EMAIL PROTECTED]
>  [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
>  Sent: Saturday, February 24, 2007 6:04 PM
>  To: hlcoders@list.valvesoftware.com
>  Subject: Re: [hlcoders] Downloadables Bug? VALVE?
> 
>  --
>  [ Picked text/plain from multipart/alternative ] Another bug that's
>  been around for a while:
> 
>  The CenterPrintText font definition is missing from ClientScheme.res
>  so that a HudMsg doesn't get displayed.  One of the guys at
> Turtlerock
> >>>
>  said he'd add it to the to-do list months ago. Would it be possible
> to
> >>>
>  add this fix to the next update also?
> 
>  I've been trying t

RE: [hlcoders] Downloadables Bug? VALVE?

2007-02-25 Thread Jay C.
You rock Yahn :)

> -Original Message-
> From: Yahn Bernier [mailto:[EMAIL PROTECTED]
> Sent: 25 February 2007 02:11
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
>
> Sure
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of LDuke
> Sent: Saturday, February 24, 2007 6:04 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>
> --
> [ Picked text/plain from multipart/alternative ] Another bug that's been
> around for a while:
>
> The CenterPrintText font definition is missing from ClientScheme.res so
> that a HudMsg doesn't get displayed.  One of the guys at Turtlerock said
> he'd add it to the to-do list months ago. Would it be possible to add
> this fix to the next update also?
>
> I've been trying to show a timer in an unobtrusive place on the screen
> for a CAL match plugin for DODS, but there is really no way to do this
> right now.
> The plugin interface doesn't seem to obey the time parameter so can't be
> updated (plus it prints right on top of the flag status icons), the
> center say and hint text are too much in the way of the player's view.
>
> It would be an easy fix, just need to add the font definition for
> "CenterPrintText" to the ClientScheme.res file for CSS and DODS.
>
> Thanks,
>
> Grant
> (L. Duke)
>
> P.S. This is the definition I've been using to test but the players have
> to download a fixed .res file manually:
>
> CenterPrintText
> {
> "1"
> {
> "name""Trebuchet MS"
> "tall""24"
> "weight""900"
> "range""0x 0x007F"//Basic Latin
> "antialias" "1"
> "additive""1"
> }
> }
>
> '
>
> On 2/24/07, Yahn Bernier <[EMAIL PROTECTED]> wrote:
> >
> > No ETA, probably in the next few weeks though.
> >
> > Yahn
> >
> >
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
> ___
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RE: [hlcoders] Downloadables Bug? VALVE?

2007-02-24 Thread Jay C.
He knew the bug was around a year ago too, the thread died and so did the
bug fix. A couple of days ago you were crying for a "fix" for stop sound so
go busy yourself making that fix please.

> -Original Message-
> From: Ratman2000 [mailto:[EMAIL PROTECTED]
> Sent: 24 February 2007 12:45
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>
> Hello Jay,
>
> why? Its not needed to say thinks like:
>
> >> > Yahn, ring any bells? 21 MARCH 06 =[
>
> He knows, that the bug is found and get fixed, they than dont need to
> "spamm" the thread
> with that messages... Or why he send this message???
>
> So i say that this thread is finished becouse the bug get fixed... the
> thread has no other function...
>
> So when you dont like my messages, you dont need to read that thread... Or
> you can send me an private message
> and tell me whats wrong... But in this list, its the wrong place... So
> please stop flaming in this Thread!
>
> With friendly Reguards
>
> Ratman2000
>
> - Original Message -
> From: "Jay C." <[EMAIL PROTECTED]>
> To: 
> Sent: Saturday, February 24, 2007 1:26 PM
> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
>
>
> > Ratman, PLEASE stop replying to this list, you're giving me a headache.
> >
> >> -Original Message-
> >> From: Ratman2000 [mailto:[EMAIL PROTECTED]
> >> Sent: 24 February 2007 09:08
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
> >>
> >> Hello,
> >>
> >> please see this thread as closed! All information we need, we have
> >> become!
> >>
> >> DONT SEND ANYMOR TO THIS THREAD AND LET HE WORK !!!
> >>
> >> Becouse its no flame thread He sayed he have found the bug so let
> he
> >> work on it and dont
> >> flame now!!!
> >>
> >> With friendly reguards
> >>
> >> Ratman2000
> >>
> >> - Original Message -
> >> From: "Jay C." <[EMAIL PROTECTED]>
> >> To: 
> >> Sent: Saturday, February 24, 2007 4:12 AM
> >> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
> >>
> >>
> >> > Yahn, ring any bells? 21 MARCH 06 =[
> >> >
> >> >> -Original Message-
> >> >> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >> >> [EMAIL PROTECTED] On Behalf Of Yahn Bernier
> >> >> Sent: 21 March 2006 02:01
> >> >> To: hlcoders@list.valvesoftware.com
> >> >> Subject: RE: [hlcoders] Sound downloads.
> >> >>
> >> >> Unfortunately it required changes to the file system and the engine
> so
> >> >> it's not on the immediate slate for release.  It's definitely in the
> >> >> pipeline for release though.  No definite ETA, but hopefully in the
> >> next
> >> >> couple of months.
> >> >>
> >> >> Yahn
> >> >>
> >> >
> >> > From [EMAIL PROTECTED] Mon Mar 20 15:33:10 2006
> >> > Received: from [70.84.243.162] (helo=gator12.hostgator.com)
> >> > by list.valvesoftware.com with esmtp (Exim 3.35 #1 (Debian))
> >> > id 1FLTs5-pM-00
> >> > for ; Mon, 20 Mar 2006 15:33:09
> >> > -0800
> >> > Received: from [86.42.5.157] (port=64823 helo=eliteprodigy3)
> >> > by gator12.hostgator.com with esmtp (Exim 4.52)
> >> > id 1FLUBF-0008Uc-VV
> >> > for hlcoders@list.valvesoftware.com; Mon, 20 Mar 2006 18:52:58 -0500
> >> > From: "Jay C." <[EMAIL PROTECTED]>
> >> > To: 
> >> > Message-ID:
> >> >
> >>
>  >> /g
> >> > [EMAIL PROTECTED]>
> >> > MIME-Version: 1.0
> >> > X-Mailer: Microsoft Office Outlook 11
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RE: [hlcoders] Downloadables Bug? VALVE?

2007-02-24 Thread Jay C.
Ratman, PLEASE stop replying to this list, you're giving me a headache.

> -Original Message-
> From: Ratman2000 [mailto:[EMAIL PROTECTED]
> Sent: 24 February 2007 09:08
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Downloadables Bug? VALVE?
>
> Hello,
>
> please see this thread as closed! All information we need, we have become!
>
> DONT SEND ANYMOR TO THIS THREAD AND LET HE WORK !!!
>
> Becouse its no flame thread He sayed he have found the bug so let he
> work on it and dont
> flame now!!!
>
> With friendly reguards
>
> Ratman2000
>
> - Original Message -
> From: "Jay C." <[EMAIL PROTECTED]>
> To: 
> Sent: Saturday, February 24, 2007 4:12 AM
> Subject: RE: [hlcoders] Downloadables Bug? VALVE?
>
>
> > Yahn, ring any bells? 21 MARCH 06 =[
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >> [EMAIL PROTECTED] On Behalf Of Yahn Bernier
> >> Sent: 21 March 2006 02:01
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: RE: [hlcoders] Sound downloads.
> >>
> >> Unfortunately it required changes to the file system and the engine so
> >> it's not on the immediate slate for release.  It's definitely in the
> >> pipeline for release though.  No definite ETA, but hopefully in the
> next
> >> couple of months.
> >>
> >> Yahn
> >>
> >
> > From [EMAIL PROTECTED] Mon Mar 20 15:33:10 2006
> > Received: from [70.84.243.162] (helo=gator12.hostgator.com)
> > by list.valvesoftware.com with esmtp (Exim 3.35 #1 (Debian))
> > id 1FLTs5-0000pM-00
> > for ; Mon, 20 Mar 2006 15:33:09
> > -0800
> > Received: from [86.42.5.157] (port=64823 helo=eliteprodigy3)
> > by gator12.hostgator.com with esmtp (Exim 4.52)
> > id 1FLUBF-0008Uc-VV
> > for hlcoders@list.valvesoftware.com; Mon, 20 Mar 2006 18:52:58 -0500
> > From: "Jay C." <[EMAIL PROTECTED]>
> > To: 
> > Message-ID:
> >
>  /g
> > [EMAIL PROTECTED]>
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> > Subject: [hlcoders] Sound downloads.
> > Sender: [EMAIL PROTECTED]
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> > List-Subscribe:
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> > 
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> > Date: Mon Mar 20 15:36:02 2006
> > X-Original-Date: Mon, 20 Mar 2006 23:53:02 -
> >
> > I'm just wondering is there a status on the sound download bug?
> >
> > It has been reported a few times, you know, the one where sounds don't
> > work
> > on the map on which they were downloaded, you have to restart your
> client
> > for them to work.
> >
> > Is this actually a bug or one of the new "features"?
> >
> > 
> 
> > -
> >
> > From [EMAIL PROTECTED] Mon Mar 20 15:45:31 2006
> > Received: from [207.173.176.199] (helo=smtp3.valvesoftware.com)
> > by list.valvesoftware.com with esmtp (Exim 3.35 #1 (Debian))
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> > id 1FLUkB-0002x8-00
> > for ; Mon, 20 Mar 2

RE: [hlcoders] Downloadables Bug? VALVE?

2007-02-23 Thread Jay C.
Yahn, ring any bells? 21 MARCH 06 =[

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Yahn Bernier
> Sent: 21 March 2006 02:01
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Sound downloads.
>
> Unfortunately it required changes to the file system and the engine so
> it's not on the immediate slate for release.  It's definitely in the
> pipeline for release though.  No definite ETA, but hopefully in the next
> couple of months.
>
> Yahn
>

>From [EMAIL PROTECTED] Mon Mar 20 15:33:10 2006
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To: 
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Date: Mon Mar 20 15:36:02 2006
X-Original-Date: Mon, 20 Mar 2006 23:53:02 -

I'm just wondering is there a status on the sound download bug?

It has been reported a few times, you know, the one where sounds don't work
on the map on which they were downloaded, you have to restart your client
for them to work.

Is this actually a bug or one of the new "features"?


-

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It's a bug, we have a fix.  I'll find out when it's scheduled to ship
out to the public release.

Yahn

> -Original Message-
> From: Yahn Bernier [mailto:[EMAIL PROTECTED]
> Sent: 23 Febr

RE: [hlcoders] How to send text files, mdl files, etc to a clients computer?

2007-02-20 Thread Jay C.
Just remember to do it during LevelInit ;)

> -Original Message-
> From: Ryan Sheffer [mailto:[EMAIL PROTECTED]
> Sent: 20 February 2007 18:52
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] How to send text files, mdl files, etc to a
> clients computer?
>
> --
> [ Picked text/plain from multipart/alternative ]
> Thanks, way easier than I thought. :D
>
> On 2/16/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
> >
> > You could try this version also...
> > http://forums.alliedmods.net/showpost.php?p=338003&postcount=17
> >
> > It checks for the existence of the file before adding it to the dl
> table.
> >
> > - Jay
> >
> >
> > Quoting LDuke <[EMAIL PROTECTED]>:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > http://forums.alliedmods.net/showpost.php?p=326764&postcount=7
> > >
> > > It will only download the file if a file by that name doesn't already
> > exist
> > > on the client's machine, so you can't use this method to update
> existing
> > > files.
> > >
> > > On 2/15/07, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> > >>
> > >> --
> > >> [ Picked text/plain from multipart/alternative ]
> > >> Hi
> > >>
> > >> I'm just wondering if there is an easy way of sending say a model,
> > sound,
> > >> txt, material file from the server to a clients machine. I can
> > >> think of a way of doing this, but before I go with a more manual
> > approach,
> > >> perhaps Valve have left us some handy functions or code so
> > >> we don't have to write our own. Not to seem lazy or anything ;) It is
> > >> really
> > >> just my own curiosity at this point and could be handy.
> > >> I know the res files will send sounds, materials, etc to a clients
> > machine
> > >> when the map loads, but I need a way of doing this outside of a
> > >> map res file.
> > >>
> > >> Thanks :D
> > >>
> > >> --
> > >> ~skidz
> > >> --
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ~skidz
> --
>
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RE: [hlcoders] r_screenoverlay client command.

2007-02-19 Thread Jay C.
I said in my email it was working in the client console, the material exists
and is precached...

> -Original Message-
> From: Wim Barelds [mailto:[EMAIL PROTECTED]
> Sent: 19 February 2007 22:54
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] r_screenoverlay client command.
>
> --
> [ Picked text/plain from multipart/alternative ]
> What r_screenoverlay does is it renders a texture in your materials folder
> on top in front of everything else, once disabled
> the texture will be bugged and showing through all other materials. If
> you try to use it for a none-existing texture, nothing will happen,
> including no error messages anywhere.
>
>
> On 2/19/07, Jay Croghan <[EMAIL PROTECTED]> wrote:
> >
> > Evening folks,
> >
> > Was messing with r_screenoverlay and noticed something strange.
> >
> > With sv_cheats 1 I can r_screenoverlay anything I want using the
> > client console, but using a server command to execute this for a
> > client with sv_cheats set to 1 and cl_restrict_server_commands set to
> > 0 on the client doesn't do anything at all, not even an error message
> > in either client or server console.
> >
> > Anybody know what's going on here ?
> >
> > Thanks,
> > - Jay
> >
> >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ___
> Wim 'TheUnknownFactor' Barelds
> [EMAIL PROTECTED]
> --
>
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[hlcoders] Link problem.

2007-02-18 Thread Jay C.
tier1.lib(bitbuf.obj) : warning LNK4078: multiple '.CRT' sections found with
different attributes (40300040)

I'm getting this error in the lib section of the linker.

I'll start from the start.

I have a strange problem with MSVC 2003 and 2005 for that matter.
Intellisense seems to have farted, it can find definitions of local classes
but anything in the SDK it chokes, yet it compiles fine.
I thought it was maybe because I had last opened the SDK in 2005, so the ncb
might be 2005 and my projects are all 2003 so i deleted all ncb's and opened
then compiled them all in 2003 and it still didn't work.
And yes, closed and opened each project when i deleted the ncb's

So, I refreshed the SDK source content, the intellisense isn't fixed and I
now get these unresolved externals:

-

unresolved external symbol ___CxxFrameHandler3

unresolved external symbol __ftol2_sse

unresolved external symbol ___CxxFrameHandler3 referenced in function
[EMAIL PROTECTED]@@QAE_NPAVIBaseFileSystem@@[EMAIL PROTECTED]

unresolved external symbol __alloca_probe_16 referenced in function
"private: void __thiscall KeyValues::WriteConvertedString(class
IBaseFileSystem *,void *,class CUtlBuffer *,char const *)"
([EMAIL PROTECTED]@@AAEXPAVIBaseFileSystem@@PAXPAVCUtlBuffer@@
[EMAIL PROTECTED])

unresolved external symbol __ftol2_sse referenced in function "char *
__cdecl V_pretifymem(float,int,bool)" (?V_pretifymem@@[EMAIL PROTECTED])
zombie_mm error LNK2019: unresolved external symbol __ftol2_sse referenced
in function "private: void __thiscall KeyValues::RecursiveSaveToFile(class
IBaseFileSystem *,void *,class CUtlBuffer *,int)"
([EMAIL PROTECTED]@@AAEXPAVIBaseFileSystem@@PAXPAVCUtlBuffer@@H
@Z)

unresolved external symbol __vswprintf referenced in function "int __cdecl
swprintf(wchar_t *,wchar_t const *,...)" (?swprintf@@YAHPA_WPB_WZZ)


-

So I added /verbose and saw the first error.

Any hints?

Thanks,
Jason Croghan


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RE: [hlcoders] Inverse Vector

2007-02-14 Thread Jay C.
That's what I meant thanks all for your help!

> -Original Message-
> From: Jeffrey "botman" Broome [mailto:[EMAIL PROTECTED]
> Sent: 14 February 2007 19:10
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Inverse Vector
>
> Jay C. wrote:
> > Hey,
> >
> > Anyone know the quickest way to inverse a Vector?
> >
> > I tried x,y and z *= -1 but that wasn't correct.
>
> What do you mean by "inverse"?
>
> Vect * -1 will give you a vector that points in the opposite direction
> of the original vector.
>
> --
> Jeffrey "botman" Broome
>
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[hlcoders] Inverse Vector

2007-02-14 Thread Jay C.
Hey,

Anyone know the quickest way to inverse a Vector?

I tried x,y and z *= -1 but that wasn't correct.

Thanks in advance.

Jay


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[hlcoders] Ban List bug.

2006-09-16 Thread Jay C.
After finding a bug in ZombieMod regarding ent_fire, a user has told me that
they could erase a servers banlist by joining again under a different
account after being banned, and using a command to crash the server i.e.
ent_fire player kill.

The bug with ent_fire is my problem by changing flags on the cvar and
forgetting to reset them, the ban list is a srcds bug.

- c0ld


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RE: [hlcoders] PrintPlayerEvent..

2006-08-26 Thread Jay C.
I have 32 o.O

> -Original Message-
> From: Robbie Groenewoudt [mailto:[EMAIL PROTECTED]
> Sent: 26 August 2006 22:19
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] PrintPlayerEvent..
>
> --
> [ Picked text/plain from multipart/alternative ]
> I would guess:
>
> CBasePlayer::OnTakeDamage_Alive is called and sents the player_hurt event
> with the userid 26. And.. that player doesn't exists...
>
> Do you have 26 players on the server?
>
> On 8/26/06, Jay C. <[EMAIL PROTECTED]> wrote:
> >
> > CEventLog::PrintPlayerEvent: Failed to find player (userid: 26, event:
> > player_hu
> > rt)
> >
> > My logs are getting spammed with that, any idea why?
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
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[hlcoders] PrintPlayerEvent..

2006-08-26 Thread Jay C.
CEventLog::PrintPlayerEvent: Failed to find player (userid: 26, event:
player_hu
rt)

My logs are getting spammed with that, any idea why?


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RE: [hlcoders] config.cfg won't save two keys two the same bind?

2006-07-16 Thread Jay C.
I had noticed this bug a lot also. I have space and mouse2 bound to jump and
it always erases space randomly.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
> Sent: 16 July 2006 23:11
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] config.cfg won't save two keys two the same bind?
>
> I've been struggling on and off for months with this annoying bug where
> I'll notice sometimes a key has gotten unbound.  And finally I've come up
> with a theory on the HL2 bug: config.cfg won't save two keys to the same
> bind?
>
> So, for instance, I have this in the config_default.cfg:
>
> bind "a" "+moveleft"
> bind "KP_HOME" "+moveleft"
>
> Then I launch/quit/re-launch HL2, and suddenly it's randomly erased one of
> the two, leaving only:
>
> bind "KP_HOME" "+moveleft"
>
> I suspect this is a bug in the closed-source core.  Any ideas?
>
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RE: [hlcoders] Listen Server debugging.

2006-06-12 Thread Jay C.
Hl2.exe or steam.exe -applaunch?

Steam.exe -applaunch seems to work except it always overwrites the gameinfo
:\

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of LDuke
> Sent: 13 June 2006 01:37
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Listen Server debugging.
>
> --
> [ Picked text/plain from multipart/alternative ]
> I use it more often than I use the srcds for debugging. My command
> arguments:
> -window -allowdebug -insecure -console -game cstrike +sv_lan 1 +maxplayers
> 16 +map as_test
>
> Grant
> (L. Duke)
>
> On 6/12/06, Jay C. <[EMAIL PROTECTED]> wrote:
> >
> > Hey all, I'm wondering if anyone has tried to debug the CS:S listen
> > server?
> >
> > I'm trying using the hl2.exe command line with arguments and every time
> it
> > opens, both MSVC 2003 devenv.exe and hl2.exe resort to a "Not
> Responding"
> > status and never come out of it.
> >
> > Has anyone else ever tried?
> >
> > Regards,
> > Jason "c0ldfyr3" Croghan
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
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[hlcoders] Listen Server debugging.

2006-06-12 Thread Jay C.
Hey all, I'm wondering if anyone has tried to debug the CS:S listen server?

I'm trying using the hl2.exe command line with arguments and every time it
opens, both MSVC 2003 devenv.exe and hl2.exe resort to a "Not Responding"
status and never come out of it.

Has anyone else ever tried?

Regards,
Jason "c0ldfyr3" Croghan


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RE: [hlcoders] Since the last update..

2006-05-29 Thread Jay C.
That's not working this time though, I've been getting clients to restart
and the same sounds don't work for them when they reconnect.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Adam "amckern" Mckern
> Sent: 30 May 2006 03:28
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Since the last update..
>
> I has that issue with hl2:ctf way back - for some
> reason the sounds are there, but dont play - they do
> play after a reconnect though
>
>
>
> --- "Jay C." <[EMAIL PROTECTED]> wrote:
>
> > CS:S, and the files aren't in the GCF's, I'm talking
> > about custom content
> > that was downloaded to clients and worked before the
> > update.
> > Now, without re-downloading, they don't play, it
> > says they don't exist :\
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > [mailto:hlcoders-
> > > [EMAIL PROTECTED] On Behalf Of Garry
> > Newman
> > > Sent: 29 May 2006 20:43
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] Since the last update..
> > >
> > > In your mod? In a Valve game?
> > >
> > > Try running the game that your mod is based off at
> > least once.
> > >
> > >
> > > On 5/29/06, Jay C. <[EMAIL PROTECTED]> wrote:
> > > > Since the last update, a lot of sounds don't
> > play anymore and the
> > > console is
> > > > spammed with "probably missing from file
> > repository/disk" errors.
> > > > And I don't mean after downloading, these are
> > files which ARE there and
> > > were
> > > > not downloaded on join.
> > > >
> > > > What's the story?
> > > >
> > > > -Jay
> > > >
> > > >
> > > > ___
> > > > 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
> >
> >
>
> 
> My Website http://www.ammahls.com
>Lead Programer NightFall http://www.nightfallmod.net
>   Developer of CST and ZHLT 3.0 http://www.zhlt.info
>  Team Lead - Prime - http://www.nigredostudios.com
>
> __
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RE: [hlcoders] Since the last update..

2006-05-29 Thread Jay C.
CS:S, and the files aren't in the GCF's, I'm talking about custom content
that was downloaded to clients and worked before the update.
Now, without re-downloading, they don't play, it says they don't exist :\

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Garry Newman
> Sent: 29 May 2006 20:43
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Since the last update..
>
> In your mod? In a Valve game?
>
> Try running the game that your mod is based off at least once.
>
>
> On 5/29/06, Jay C. <[EMAIL PROTECTED]> wrote:
> > Since the last update, a lot of sounds don't play anymore and the
> console is
> > spammed with "probably missing from file repository/disk" errors.
> > And I don't mean after downloading, these are files which ARE there and
> were
> > not downloaded on join.
> >
> > What's the story?
> >
> > -Jay
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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[hlcoders] Since the last update..

2006-05-29 Thread Jay C.
Since the last update, a lot of sounds don't play anymore and the console is
spammed with "probably missing from file repository/disk" errors.
And I don't mean after downloading, these are files which ARE there and were
not downloaded on join.

What's the story?

-Jay


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RE: [hlcoders] SDK Tools workaround

2006-05-26 Thread Jay C.
Yup those errors are fixed via the work around.
I wrote a batch script to do it if anyone wants it.
Thanks for the update, cant wait for the real method to work again =P

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Sebastian 'Darth.Hunter' Kreutz
> Sent: 26 May 2006 08:33
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] SDK Tools workaround
>
>
> Thank you very much for the hint, Jason. We'll try this in the meantime.
> As
> I haven't subscribed to this list before, I was posting a bugreport in the
> map mailing list, so here's a question:
>
> Are those problems also affiliated to the current update or has anyone
> else
> experienced them?
>
> - buildcubemap function returns "unknown lump" errors and only returns the
> default cubemap
> - studiomdl returns the following error on prop models: "ERROR: bad
> command
> }"
>
> Several of our team members have experienced those errors at the same time
> after the update, but I haven't seen them in this list's bug reports. So
> if
> anyone experienced the same, please confirm.
>
> Greetings,
>
> Darth.Hunter
> TNE mod leader - httpd://thenewera.invisiongamez.com
>
>
>
> -Ursprüngliche Nachricht-
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag von Jason
> Deakins
> Gesendet: Freitag, 26. Mai 2006 04:15
> An: hlcoders@list.valvesoftware.com
> Betreff: [hlcoders] SDK Tools workaround
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ] The recent engine update
> potentially broke mod development tools in Steam. If your mod is based on
> a
> game other than HL2 this update causes your mod to run on the new engine.
> Running the SDK Launcher causes binaries to be copied from the old version
> of the engine cache. If you are having problems running tools after the
> update, this page 
> has a workaround until we fix the problem with an SDK release.
>
> http://developer.valvesoftware.com/wiki/SDK_workaround
>
> -Jason
> --
>
>
>
> ___
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RE: [hlcoders] Free Sound List Is Full

2006-05-25 Thread Jay C.
I just now noticed my debug params had 64 players, but I only load 20 bots
and only have GoreMod and ZombieMod loaded I think right now. Both combined
only use maybe six sound files and don't add any sound_ents.

When I changed it down to 32 the logs are a lot less frequent, sorry.
But does it have to be there at all..?

- Jay
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Jay Stelly
> Sent: 26 May 2006 02:39
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Free Sound List Is Full
>
> How many players are you running?  I can get the message, but only by
> running a 64-player CS server.  Is that consistent with your results?
> You make it sound like simply loading a plugin causes it.  Which plugin?
>
> Jay
>
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> > Sent: Thursday, May 25, 2006 11:19 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Free Sound List Is Full
> >
> > CS:S, it logs those lines after adding any one of a number of
> > plugins. Right now it fires that log every time I or a bot
> > shoot during testing.
> > And yeah, that's why I was emailing in the first place in the
> > hope it could be removed seeing as it is of no use to server admins.
> >
> > - Jay
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED] On Behalf Of Yahn Bernier
> > > Sent: 25 May 2006 18:46
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Free Sound List Is Full
> > >
> > > Sorry, I missed the first part of this.  Which of our games has the
> > > bug and what's the general repro case?
> > >
> > > It is probably benign since the MP games don't have too many AI's
> > > which would rely on being able to "hear" sounds to do their
> > thinking.
> > >
> > > Yahn
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> > > Sent: Thursday, May 25, 2006 10:19 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Free Sound List Is Full
> > >
> > > But it's not up to me to do this for every single plug-in available.
> > > This
> > > log is spammed no matter who's plug-in is running on a server.
> > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > > [EMAIL PROTECTED] On Behalf Of Yahn Bernier
> > > > Sent: 25 May 2006 16:40
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: RE: [hlcoders] Free Sound List Is Full
> > > >
> > > > I would instrument CSoundEnt::InsertSound and print out
> > all of the
> > > > sounds being created and all of the sounds being freed in
> > FreeSound
> > > and
> > > > see where you are maxxing it out or leaking entries...
> > > >
> > > > Yahn
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> > > > Sent: Thursday, May 25, 2006 4:57 AM
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: RE: [hlcoders] Free Sound List Is Full
> > > >
> > > > Free Sound List is full!
> > > > Could not AllocSound() for InsertSound() (DLL)
> > > >
> > > > It prints that EVERY time someone shoots a bullet, and I
> > don't emit
> > > any
> > > > new
> > > > sounds when anyone shoots. WTF?
> > > >
> > > > > -Original Message-
> > > > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > > > [EMAIL PROTECTED] On Behalf Of Jay C.
> > > > > Sent: 24 May 2006 02:40
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Subject: RE: [hlcoders] Free Sound List Is Full
> > > > >
> > > > > The log line is logged once almost any single plugin
> > available is
> > > > added, I
> > > > > am not making a plugin to remove a log line which is pointless
> > > anyway.
> > > > > That's Valves job.
> > > > >
> > > > > > -Original Message-
> > > > > > From: [EMAIL PROTECTED] [mai

RE: [hlcoders] Free Sound List Is Full

2006-05-25 Thread Jay C.
Whoops I lied, its just as frequent as before, it just took a little bit
longer to start.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Jay Stelly
> Sent: 26 May 2006 02:39
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Free Sound List Is Full
>
> How many players are you running?  I can get the message, but only by
> running a 64-player CS server.  Is that consistent with your results?
> You make it sound like simply loading a plugin causes it.  Which plugin?
>
> Jay
>
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> > Sent: Thursday, May 25, 2006 11:19 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Free Sound List Is Full
> >
> > CS:S, it logs those lines after adding any one of a number of
> > plugins. Right now it fires that log every time I or a bot
> > shoot during testing.
> > And yeah, that's why I was emailing in the first place in the
> > hope it could be removed seeing as it is of no use to server admins.
> >
> > - Jay
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED] On Behalf Of Yahn Bernier
> > > Sent: 25 May 2006 18:46
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Free Sound List Is Full
> > >
> > > Sorry, I missed the first part of this.  Which of our games has the
> > > bug and what's the general repro case?
> > >
> > > It is probably benign since the MP games don't have too many AI's
> > > which would rely on being able to "hear" sounds to do their
> > thinking.
> > >
> > > Yahn
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> > > Sent: Thursday, May 25, 2006 10:19 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Free Sound List Is Full
> > >
> > > But it's not up to me to do this for every single plug-in available.
> > > This
> > > log is spammed no matter who's plug-in is running on a server.
> > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > > [EMAIL PROTECTED] On Behalf Of Yahn Bernier
> > > > Sent: 25 May 2006 16:40
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: RE: [hlcoders] Free Sound List Is Full
> > > >
> > > > I would instrument CSoundEnt::InsertSound and print out
> > all of the
> > > > sounds being created and all of the sounds being freed in
> > FreeSound
> > > and
> > > > see where you are maxxing it out or leaking entries...
> > > >
> > > > Yahn
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> > > > Sent: Thursday, May 25, 2006 4:57 AM
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: RE: [hlcoders] Free Sound List Is Full
> > > >
> > > > Free Sound List is full!
> > > > Could not AllocSound() for InsertSound() (DLL)
> > > >
> > > > It prints that EVERY time someone shoots a bullet, and I
> > don't emit
> > > any
> > > > new
> > > > sounds when anyone shoots. WTF?
> > > >
> > > > > -Original Message-
> > > > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > > > [EMAIL PROTECTED] On Behalf Of Jay C.
> > > > > Sent: 24 May 2006 02:40
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Subject: RE: [hlcoders] Free Sound List Is Full
> > > > >
> > > > > The log line is logged once almost any single plugin
> > available is
> > > > added, I
> > > > > am not making a plugin to remove a log line which is pointless
> > > anyway.
> > > > > That's Valves job.
> > > > >
> > > > > > -Original Message-
> > > > > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > > > > [EMAIL PROTECTED] On Behalf Of Tony "omega" Sergi
> > > > > > Sent: 24 May 2006 00:29
> > > &g

RE: [hlcoders] studiomdl.exe not working?

2006-05-25 Thread Jay C.
Hrms, wonder why two of us have an identical problem :\

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Jonathan Murphy
> Sent: 25 May 2006 23:49
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] studiomdl.exe not working?
>
> --
> [ Picked text/plain from multipart/alternative ]
> That is quite odd, as I have been using studiomdl.exe today with no
> problems...
>
> On 5/26/06, Jay C. <[EMAIL PROTECTED]> wrote:
> >
> > I love it when they don't even acknowledge this kind of thing. Last week
> > it
> > compiled, this week the exact same setup causes those errors.
> > And yeah, it has 4 errors repeated.
> > - Jay
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED] On Behalf Of James Hair
> > > Sent: 25 May 2006 18:09
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] studiomdl.exe not working?
> > >
> > > I am getting this error with studiomdl, however I am not using the
> beta
> > > version of anything. It appeared this morning after steam updated on
> my
> > > system. Refreshing the sdk content does not have any effect for me.
> One
> > > thing I can elaborate on is that the error pops up 4 times for one
> > > particular model, and there are four sequences defined in the QC file.
> > > Coincidence? I think not! Well it could be ...
> > >
> > > - Original Message -
> > > From: "Gus" <[EMAIL PROTECTED]>
> > > To: 
> > > Sent: Thursday, May 25, 2006 5:06 PM
> > > Subject: Re: [hlcoders] studiomdl.exe not working?
> > >
> > >
> > > > Try refreshing SDK tools
> > > >
> > > >
> > > > Btw, seems that the beta engine was release! Just last night an
> update
> > > was
> > > released..wasn't using beta engine at that time and it all
> reverted
> > > back
> > > to some previous errors I was getting.
> > > >
> > > >
> > > > ---
> > > > >Since I started using the -beta engine, I can no longer use
> > > studiomdl.exe
> > > to
> > > > >work. I tried removing that cmd line arg and I have the same
> problem
> > so
> > > I'm
> > > > >under the impression maybe I was wrong.
> > > > >
> > > > >It gets down to SMD MODEL:ragdoll.smd and then I am presented with
> > the
> > > > >following error.
> > > > >
> > > > >Stuidomdl.exe - Entry Point Not Found
> > > > >The procedure entry point CommandLine_Tier0 could not be located in
> > the
> > > > >dynamic link library tier0.dll.
> > > > >
> > > > >Anyone else ever seen this?
> > > > >
> > > > >-Jay
> > > > >
> > > > >
> > > > >___
> > > > >To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > please visit:
> > > > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Programmer for Resistance and Liberation
> www.resistanceandliberation.com
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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RE: [hlcoders] studiomdl.exe not working?

2006-05-25 Thread Jay C.
I love it when they don't even acknowledge this kind of thing. Last week it
compiled, this week the exact same setup causes those errors.
And yeah, it has 4 errors repeated.
- Jay

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of James Hair
> Sent: 25 May 2006 18:09
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] studiomdl.exe not working?
>
> I am getting this error with studiomdl, however I am not using the beta
> version of anything. It appeared this morning after steam updated on my
> system. Refreshing the sdk content does not have any effect for me. One
> thing I can elaborate on is that the error pops up 4 times for one
> particular model, and there are four sequences defined in the QC file.
> Coincidence? I think not! Well it could be ...
>
> - Original Message -
> From: "Gus" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, May 25, 2006 5:06 PM
> Subject: Re: [hlcoders] studiomdl.exe not working?
>
>
> > Try refreshing SDK tools
> >
> >
> > Btw, seems that the beta engine was release! Just last night an update
> was
> released..wasn't using beta engine at that time and it all reverted
> back
> to some previous errors I was getting.
> >
> >
> > ---
> > >Since I started using the -beta engine, I can no longer use
> studiomdl.exe
> to
> > >work. I tried removing that cmd line arg and I have the same problem so
> I'm
> > >under the impression maybe I was wrong.
> > >
> > >It gets down to SMD MODEL:ragdoll.smd and then I am presented with the
> > >following error.
> > >
> > >Stuidomdl.exe - Entry Point Not Found
> > >The procedure entry point CommandLine_Tier0 could not be located in the
> > >dynamic link library tier0.dll.
> > >
> > >Anyone else ever seen this?
> > >
> > >-Jay
> > >
> > >
> > >___
> > >To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>



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RE: [hlcoders] Free Sound List Is Full

2006-05-25 Thread Jay C.
CS:S, it logs those lines after adding any one of a number of plugins. Right
now it fires that log every time I or a bot shoot during testing.
And yeah, that's why I was emailing in the first place in the hope it could
be removed seeing as it is of no use to server admins.

- Jay

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Yahn Bernier
> Sent: 25 May 2006 18:46
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Free Sound List Is Full
>
> Sorry, I missed the first part of this.  Which of our games has the bug
> and what's the general repro case?
>
> It is probably benign since the MP games don't have too many AI's which
> would rely on being able to "hear" sounds to do their thinking.
>
> Yahn
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> Sent: Thursday, May 25, 2006 10:19 AM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Free Sound List Is Full
>
> But it's not up to me to do this for every single plug-in available.
> This
> log is spammed no matter who's plug-in is running on a server.
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > [EMAIL PROTECTED] On Behalf Of Yahn Bernier
> > Sent: 25 May 2006 16:40
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Free Sound List Is Full
> >
> > I would instrument CSoundEnt::InsertSound and print out all of the
> > sounds being created and all of the sounds being freed in FreeSound
> and
> > see where you are maxxing it out or leaking entries...
> >
> > Yahn
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> > Sent: Thursday, May 25, 2006 4:57 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Free Sound List Is Full
> >
> > Free Sound List is full!
> > Could not AllocSound() for InsertSound() (DLL)
> >
> > It prints that EVERY time someone shoots a bullet, and I don't emit
> any
> > new
> > sounds when anyone shoots. WTF?
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED] On Behalf Of Jay C.
> > > Sent: 24 May 2006 02:40
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Free Sound List Is Full
> > >
> > > The log line is logged once almost any single plugin available is
> > added, I
> > > am not making a plugin to remove a log line which is pointless
> anyway.
> > > That's Valves job.
> > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > > [EMAIL PROTECTED] On Behalf Of Tony "omega" Sergi
> > > > Sent: 24 May 2006 00:29
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: RE: [hlcoders] Free Sound List Is Full
> > > >
> > > > Could you not hook CSoundEnt, and make it remove itself when it's
> > > created?
> > > > Or make it so your plugin overrides it
> > > >
> > > >
> > > >
> > > > --
> > > > -- omega
> > > > Heroes of Excelsior
> > > > http://www.heroesofexcelsior.com
> > > > Blackened Interactive
> > > > http://www.blackened-interactive.com
> > > > -Original Message-
> > > > From: Jay C. [mailto:[EMAIL PROTECTED]
> > > > Sent: May 23, 2006 7:12 PM
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: RE: [hlcoders] Free Sound List Is Full
> > > >
> > > > Can't remove the message from the compiled CS:S or DOD:S binaries,
> > but
> > > > that's why I emailed, Valve can do it :\
> > > > Can't remove the sound ent because it happens when you add any ONE
> > of a
> > > > number of plugins.
> > > >
> > > > - Jay
> > > >
> > > >
> > > > ___
> > > > 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 v

RE: [hlcoders] Free Sound List Is Full

2006-05-25 Thread Jay C.
But it's not up to me to do this for every single plug-in available. This
log is spammed no matter who's plug-in is running on a server.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Yahn Bernier
> Sent: 25 May 2006 16:40
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Free Sound List Is Full
>
> I would instrument CSoundEnt::InsertSound and print out all of the
> sounds being created and all of the sounds being freed in FreeSound and
> see where you are maxxing it out or leaking entries...
>
> Yahn
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> Sent: Thursday, May 25, 2006 4:57 AM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Free Sound List Is Full
>
> Free Sound List is full!
> Could not AllocSound() for InsertSound() (DLL)
>
> It prints that EVERY time someone shoots a bullet, and I don't emit any
> new
> sounds when anyone shoots. WTF?
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > [EMAIL PROTECTED] On Behalf Of Jay C.
> > Sent: 24 May 2006 02:40
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Free Sound List Is Full
> >
> > The log line is logged once almost any single plugin available is
> added, I
> > am not making a plugin to remove a log line which is pointless anyway.
> > That's Valves job.
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED] On Behalf Of Tony "omega" Sergi
> > > Sent: 24 May 2006 00:29
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Free Sound List Is Full
> > >
> > > Could you not hook CSoundEnt, and make it remove itself when it's
> > created?
> > > Or make it so your plugin overrides it
> > >
> > >
> > >
> > > --
> > > -- omega
> > > Heroes of Excelsior
> > > http://www.heroesofexcelsior.com
> > > Blackened Interactive
> > > http://www.blackened-interactive.com
> > > -Original Message-
> > > From: Jay C. [mailto:[EMAIL PROTECTED]
> > > Sent: May 23, 2006 7:12 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Free Sound List Is Full
> > >
> > > Can't remove the message from the compiled CS:S or DOD:S binaries,
> but
> > > that's why I emailed, Valve can do it :\
> > > Can't remove the sound ent because it happens when you add any ONE
> of a
> > > number of plugins.
> > >
> > > - Jay
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> ___
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> please visit:
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[hlcoders] studiomdl.exe not working?

2006-05-25 Thread Jay C.
Since I started using the -beta engine, I can no longer use studiomdl.exe to
work. I tried removing that cmd line arg and I have the same problem so I'm
under the impression maybe I was wrong.

It gets down to SMD MODEL:ragdoll.smd and then I am presented with the
following error.

Stuidomdl.exe - Entry Point Not Found
The procedure entry point CommandLine_Tier0 could not be located in the
dynamic link library tier0.dll.

Anyone else ever seen this?

-Jay


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RE: [hlcoders] Free Sound List Is Full

2006-05-25 Thread Jay C.
Free Sound List is full!
Could not AllocSound() for InsertSound() (DLL)

It prints that EVERY time someone shoots a bullet, and I don't emit any new
sounds when anyone shoots. WTF?

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Jay C.
> Sent: 24 May 2006 02:40
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Free Sound List Is Full
>
> The log line is logged once almost any single plugin available is added, I
> am not making a plugin to remove a log line which is pointless anyway.
> That's Valves job.
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > [EMAIL PROTECTED] On Behalf Of Tony "omega" Sergi
> > Sent: 24 May 2006 00:29
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Free Sound List Is Full
> >
> > Could you not hook CSoundEnt, and make it remove itself when it's
> created?
> > Or make it so your plugin overrides it
> >
> >
> >
> > --
> > -- omega
> > Heroes of Excelsior
> > http://www.heroesofexcelsior.com
> > Blackened Interactive
> > http://www.blackened-interactive.com
> > -Original Message-
> > From: Jay C. [mailto:[EMAIL PROTECTED]
> > Sent: May 23, 2006 7:12 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Free Sound List Is Full
> >
> > Can't remove the message from the compiled CS:S or DOD:S binaries, but
> > that's why I emailed, Valve can do it :\
> > Can't remove the sound ent because it happens when you add any ONE of a
> > number of plugins.
> >
> > - Jay
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>



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RE: [hlcoders] Free Sound List Is Full

2006-05-23 Thread Jay C.
I know, but the whole thing would be sorted if they remove the log, end of
story, no hooking required. The log is pointless and shouldn't be there.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Aaron Schiff
> Sent: 24 May 2006 02:45
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Free Sound List Is Full
>
> --
> [ Picked text/plain from multipart/alternative ]
> Not a log...it's an entity
>
> --
> ts2do
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>



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RE: [hlcoders] Free Sound List Is Full

2006-05-23 Thread Jay C.
The log line is logged once almost any single plugin available is added, I
am not making a plugin to remove a log line which is pointless anyway.
That's Valves job.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Tony "omega" Sergi
> Sent: 24 May 2006 00:29
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Free Sound List Is Full
>
> Could you not hook CSoundEnt, and make it remove itself when it's created?
> Or make it so your plugin overrides it
>
>
>
> --
> -- omega
> Heroes of Excelsior
> http://www.heroesofexcelsior.com
> Blackened Interactive
> http://www.blackened-interactive.com
> -Original Message-
> From: Jay C. [mailto:[EMAIL PROTECTED]
> Sent: May 23, 2006 7:12 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Free Sound List Is Full
>
> Can't remove the message from the compiled CS:S or DOD:S binaries, but
> that's why I emailed, Valve can do it :\
> Can't remove the sound ent because it happens when you add any ONE of a
> number of plugins.
>
> - Jay
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>



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RE: [hlcoders] Free Sound List Is Full

2006-05-23 Thread Jay C.
Can't remove the message from the compiled CS:S or DOD:S binaries, but
that's why I emailed, Valve can do it :\
Can't remove the sound ent because it happens when you add any ONE of a
number of plugins.

- Jay

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Adam "amckern" Mckern
> Sent: 21 May 2006 07:54
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Free Sound List Is Full
>
> Or just remove Msg("Free Sound List Is Full\n"); from
> the code, but as it is, coders cant do much directly
> related to the offical mods
>
> Adam McKern
>
> --- Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > It seems that the "sounds" the message is referring
> > to soundent sounds,
> > rather than audio sounds.  The Source engine only
> > supports 64 soundent
> > sounds at once.
> >
> > A simple fix (which may break the game) is to remove
> > the soundent.  Once
> > this is done, InsertSound will return without
> > printing any messages.
> >
> > --
> > ts2do
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
> > the list archives, please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> 
> My Website http://www.ammahls.com
>Lead Programer NightFall http://www.nightfallmod.net
>   Developer of CST and ZHLT 3.0 http://www.zhlt.info
>  Team Lead - Prime - http://www.nigredostudios.com
>
> __
> Do You Yahoo!?
> Tired of spam?  Yahoo! Mail has the best spam protection around
> http://mail.yahoo.com
>
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RE: [hlcoders] Free Sound List Is Full

2006-05-20 Thread Jay C.
CS:S, DOD:S, is there any others worth mentioning?

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Nick
> Sent: 21 May 2006 04:38
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Free Sound List Is Full
>
> --
> [ Picked text/plain from multipart/alternative ]
> Which mod?
>
> On 5/20/06, Jay C. <[EMAIL PROTECTED]> wrote:
> >
> > Ok, it's getting ridiculous now, the "Free Sound List Is Full" error is
> > getting spammed on every srcds console around the globe, WE GET IT
> > ALREADY!
> >
> > Any plans to remove the log line yet?
> >
> > - Jay
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
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[hlcoders] Free Sound List Is Full

2006-05-20 Thread Jay C.
Ok, it's getting ridiculous now, the "Free Sound List Is Full" error is
getting spammed on every srcds console around the globe, WE GET IT ALREADY!

Any plans to remove the log line yet?

- Jay


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RE: [hlcoders] FW: Source Beta Engine Released

2006-05-13 Thread Jay C.
Thanks =P

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> Sent: 13 May 2006 19:10
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] FW: Source Beta Engine Released
>
> Remove the -beta part of the command line.
>
> Jay C. wrote:
> > And how do I revert?
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >> [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> >> Sent: 13 May 2006 18:40
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: RE: [hlcoders] FW: Source Beta Engine Released
> >>
> >> Add it to the hldsupdatetool command line (just like other betas we
> >> have run with the dedicated server :)
> >>
> >> Jay C. wrote:
> >>> Oh thanks for the reply, so to use it with hldsupdatetool, do I add
> >>> the -beta engine to the srcds start up line with -autoupdate or do
> >>> I add it to the hldsupdatetool cmd line?
> >>>
> >>> Sorry for being a pest.
> >>>
> >>>> -Original Message-
> >>>> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >>>> [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> >>>> Sent: 12 May 2006 19:18
> >>>> To: hlcoders@list.valvesoftware.com
> >>>> Subject: RE: [hlcoders] FW: Source Beta Engine Released
> >>>>
> >>>> No, both the Steam UI and hldsupdatetool win32 dedicated server can
> >>>> participate in the Source Engine beta.
> >>>>
> >>>> - Alfred
> >>>>
> >>>> Jay C. wrote:
> >>>>> "The Linux Dedicated Server is not affected by this beta; Win32
> >>>>> Dedicated Server is updated by this beta."
> >>>>>
> >>>>> Im guessing this means only the Steam contained srcds and not
> >>>>> hldsupdatetool srcds right?
> >>>>>
> >>>>> It would be nice if you could display somewhere on the GUI that it
> >>>>> has in fact loaded the beta engine.
> >>>>>
> >>>>>> -Original Message-
> >>>>>> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >>>>>> [EMAIL PROTECTED] On Behalf Of Jason Deakins
> >>>>>> Sent: 12 May 2006 01:05
> >>>>>> To: hlcoders@list.valvesoftware.com
> >>>>>> Subject: [hlcoders] FW: Source Beta Engine Released
> >>>>>>
> >>>>>> This is a multi-part message in MIME format.
> >>>>>> --
> >>>>>> [ Picked text/plain from multipart/alternative ]
> >>>>>>
> >>>>>>  We have enabled a beta version of the Source engine.  This
> >>>>>> ongoing beta will allow you to test new engine updates with your
> >>>>>> system's configuration.  It also allows mod makers to ensure a
> >>>>>> new engine drop will be compatible with their released games
> >>>>>> before it is made publicly available.
> >>>>>>
> >>>>>> To learn about the beta, please go read the Source Beta Engine
> >>>>>> page here:
> >>>>>> http://developer.valvesoftware.com/wiki/Source_Engine_Beta .
> >>>>>>
> >>>>>> Please let us know of any issues you find with the new engine by
> >>>>>> sending reports to this mailing list, or by joining the
> >>>>>> discussion on the Valve Developer Community.
> >>>>>>
> >>>>>> Thanks,
> >>>>>> -Jason
> >>>>>> --
> >>>>>>
> >>>>>> ___
> >>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>> archives, please visit:
> >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>> ___
> >>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>> archives, please visit:
> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>
> >>>> ___
> >>>> To unsubscribe, edit your list preferences, or view the list
> >>>> archives, please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>
> >>>
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
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RE: [hlcoders] FW: Source Beta Engine Released

2006-05-13 Thread Jay C.
And how do I revert?

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> Sent: 13 May 2006 18:40
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] FW: Source Beta Engine Released
>
> Add it to the hldsupdatetool command line (just like other betas we have
> run with the dedicated server :)
>
> Jay C. wrote:
> > Oh thanks for the reply, so to use it with hldsupdatetool, do I add
> > the -beta engine to the srcds start up line with -autoupdate or do I
> > add it to
> > the hldsupdatetool cmd line?
> >
> > Sorry for being a pest.
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >> [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> >> Sent: 12 May 2006 19:18
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: RE: [hlcoders] FW: Source Beta Engine Released
> >>
> >> No, both the Steam UI and hldsupdatetool win32 dedicated server can
> >> participate in the Source Engine beta.
> >>
> >> - Alfred
> >>
> >> Jay C. wrote:
> >>> "The Linux Dedicated Server is not affected by this beta; Win32
> >>> Dedicated Server is updated by this beta."
> >>>
> >>> Im guessing this means only the Steam contained srcds and not
> >>> hldsupdatetool srcds right?
> >>>
> >>> It would be nice if you could display somewhere on the GUI that it
> >>> has in fact loaded the beta engine.
> >>>
> >>>> -Original Message-
> >>>> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >>>> [EMAIL PROTECTED] On Behalf Of Jason Deakins
> >>>> Sent: 12 May 2006 01:05
> >>>> To: hlcoders@list.valvesoftware.com
> >>>> Subject: [hlcoders] FW: Source Beta Engine Released
> >>>>
> >>>> This is a multi-part message in MIME format.
> >>>> --
> >>>> [ Picked text/plain from multipart/alternative ]
> >>>>
> >>>>  We have enabled a beta version of the Source engine.  This ongoing
> >>>> beta will allow you to test new engine updates with your system's
> >>>> configuration.  It also allows mod makers to ensure a new engine
> >>>> drop will be compatible with their released games before it is
> >>>> made publicly available.
> >>>>
> >>>> To learn about the beta, please go read the Source Beta Engine page
> >>>> here: http://developer.valvesoftware.com/wiki/Source_Engine_Beta .
> >>>>
> >>>> Please let us know of any issues you find with the new engine by
> >>>> sending reports to this mailing list, or by joining the discussion
> >>>> on the Valve Developer Community.
> >>>>
> >>>> Thanks,
> >>>> -Jason
> >>>> --
> >>>>
> >>>> ___
> >>>> To unsubscribe, edit your list preferences, or view the list
> >>>> archives, please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>
> >>>
> >>>
> >>>
> >>> ___
> >>> To unsubscribe, edit your list preferences, or view the list
> >>> archives, please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> >
> >
> > ___
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> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
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RE: [hlcoders] FW: Source Beta Engine Released

2006-05-13 Thread Jay C.
Oh thanks for the reply, so to use it with hldsupdatetool, do I add the
-beta engine to the srcds start up line with -autoupdate or do I add it to
the hldsupdatetool cmd line?

Sorry for being a pest.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
> Sent: 12 May 2006 19:18
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] FW: Source Beta Engine Released
>
> No, both the Steam UI and hldsupdatetool win32 dedicated server can
> participate in the Source Engine beta.
>
> - Alfred
>
> Jay C. wrote:
> > "The Linux Dedicated Server is not affected by this beta; Win32
> > Dedicated
> > Server is updated by this beta."
> >
> > Im guessing this means only the Steam contained srcds and not
> > hldsupdatetool
> > srcds right?
> >
> > It would be nice if you could display somewhere on the GUI that it
> > has in
> > fact loaded the beta engine.
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >> [EMAIL PROTECTED] On Behalf Of Jason Deakins
> >> Sent: 12 May 2006 01:05
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: [hlcoders] FW: Source Beta Engine Released
> >>
> >> This is a multi-part message in MIME format.
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >>
> >>  We have enabled a beta version of the Source engine.  This ongoing
> >> beta will allow you to test new engine updates with your system's
> >> configuration.  It also allows mod makers to ensure a new engine drop
> >> will be compatible with their released games before it is made
> >> publicly available.
> >>
> >> To learn about the beta, please go read the Source Beta Engine page
> >> here: http://developer.valvesoftware.com/wiki/Source_Engine_Beta .
> >>
> >> Please let us know of any issues you find with the new engine by
> >> sending reports to this mailing list, or by joining the discussion
> >> on the Valve Developer Community.
> >>
> >> Thanks,
> >> -Jason
> >> --
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
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RE: [hlcoders] FW: Source Beta Engine Released

2006-05-12 Thread Jay C.
"The Linux Dedicated Server is not affected by this beta; Win32 Dedicated
Server is updated by this beta."

Im guessing this means only the Steam contained srcds and not hldsupdatetool
srcds right?

It would be nice if you could display somewhere on the GUI that it has in
fact loaded the beta engine.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Jason Deakins
> Sent: 12 May 2006 01:05
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] FW: Source Beta Engine Released
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
>
>  We have enabled a beta version of the Source engine.  This ongoing beta
> will allow you to test new engine updates with your system's
> configuration.  It also allows mod makers to ensure a new engine drop
> will be compatible with their released games before it is made publicly
> available.
>
> To learn about the beta, please go read the Source Beta Engine page
> here: http://developer.valvesoftware.com/wiki/Source_Engine_Beta .
>
> Please let us know of any issues you find with the new engine by sending
> reports to this mailing list, or by joining the discussion on the Valve
> Developer Community.
>
> Thanks,
> -Jason
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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RE: [hlcoders] VSTDLIB Whoes.

2006-05-07 Thread Jay C.
Ya, it's not a crash 'as such'. It's a User Breakpoint which I can continue
through in Debug but in run mode it crashes straight out.
I hadn't yet tested it with GCC. It gets to a "User Breakpoint" in
free.c::101 HeapFree when I run it in debug in MSVC 2003 on the
PurgeAndDeleteElements line.

I got the same "User Breakpoint" on the same line in Free.c when I used Q_
functions on a new character array. It happened on the delete line, worked
fine without delete but then its leaking memory..

char *sName = new char[100];
/* Perform some Q_ functions here, actually Q_StrSubst was one of them */
delete [] sName;

I'll compile it in GCC and test today.

- Jay

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Jay Stelly
> Sent: 06 May 2006 23:52
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] VSTDLIB Whoes.
>
> I just cut & pasted this into my code (without the META_LOG statement
> however) and it works without crashing.  Is the code below supposed to
> be a repro case out of context?
>
> Jay
>
>
> > I had to remove dependance on the standard STL library,
> > otherwise server
> > admins were getting a cannot find libstd error.
> > I cant believe the code got so muddled in the original mails,
> > no line breaks
> > :\
> >
> > But yeah, I re-wrote it removing Valve's functions and its
> > working but I
> > thought the reason for these functions was to help us. Most
> > of them aren't
> > used in the SDK at all, so what are they there for?
> >
> > -
> > CUtlVector > outStrings;
> > const char *sToDo = "gren, pans, heli";
> > Q_SplitString( sToDo, ",", outStrings );
> > char sTmp[25] = "";
> > int x = 0;
> > for ( x = 0; x < outStrings.Count(); x++ )
> > {
> > Q_StrSubst( outStrings[x], " ", "", sTmp, 25, true );
> > META_LOG( g_PLAPI, "String:'%s'", sTmp );
> > }
> > Q_strcpy( sTmp, "" );
> > outStrings.PurgeAndDeleteElements();
> > return;
>
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RE: [hlcoders] VSTDLIB Whoes.

2006-05-06 Thread Jay C.
I had to remove dependance on the standard STL library, otherwise server
admins were getting a cannot find libstd error.
I cant believe the code got so muddled in the original mails, no line breaks
:\

But yeah, I re-wrote it removing Valve's functions and its working but I
thought the reason for these functions was to help us. Most of them aren't
used in the SDK at all, so what are they there for?

-
CUtlVector > outStrings;
const char *sToDo = "gren, pans, heli";
Q_SplitString( sToDo, ",", outStrings );
char sTmp[25] = "";
int x = 0;
for ( x = 0; x < outStrings.Count(); x++ )
{
Q_StrSubst( outStrings[x], " ", "", sTmp, 25, true );
META_LOG( g_PLAPI, "String:'%s'", sTmp );
}
Q_strcpy( sTmp, "" );
outStrings.PurgeAndDeleteElements();
return;
-
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
> Sent: 06 May 2006 19:07
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] VSTDLIB Whoes.
>
> I'd highly recommend avoiding those CUtl things in that context.  Just use
> regular STL unless you're dealing with a Valve interface that demands
> something else.  STL is much more robust and easier to debug.
>
> At 2006/05/04 08:58 AM, Jay C. wrote:
> >I'm trying (unsuccessfully) to use some of the VSTBLIB functions provided
> in
> >strtools.h
> >
> >I have the following code, which when run in the IDE gives me a user
> >breakpoint in free.c:101 - HeapFree.
> >When I run it compiled it crashes SRCDS.
> >
> >-
> >
> >CUtlVector > outStrings;
> >const char *sToDo = "gren, pans, heli";
> >Q_SplitString( sToDo, ",", outStrings );
> >char sTmp[25] = "";
> >int x = 0;
> >for ( x = 0; x < outStrings.Count(); x++ )
> >{
> >Q_StrSubst( outStrings[x], " ", "", sTmp, 25, true );
> >META_LOG( g_PLAPI, "String:'%s'", sTmp );
> >}
> >Q_strcpy( sTmp, "" );
> >outStrings.PurgeAndDeleteElements();
> >return;
> >
> >-
> >
> >It stops when I remove PurgeandDeleteElements() but then I'm causing
> memory
> >leaks :\
> >
> >Has anyone else had this problem or anything related?
> >
> >Thanks
> >- Jason Croghan
> >
> >
> >___
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> please visit:
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[hlcoders] VSTDLIB Whoes.

2006-05-04 Thread Jay C.
I'm trying (unsuccessfully) to use some of the VSTBLIB functions provided in
strtools.h

I have the following code, which when run in the IDE gives me a user
breakpoint in free.c:101 - HeapFree.
When I run it compiled it crashes SRCDS.

-

CUtlVector > outStrings;
const char *sToDo = "gren, pans, heli";
Q_SplitString( sToDo, ",", outStrings );
char sTmp[25] = "";
int x = 0;
for ( x = 0; x < outStrings.Count(); x++ )
{
Q_StrSubst( outStrings[x], " ", "", sTmp, 25, true );
META_LOG( g_PLAPI, "String:'%s'", sTmp );
}
Q_strcpy( sTmp, "" );
outStrings.PurgeAndDeleteElements();
return;

-

It stops when I remove PurgeandDeleteElements() but then I'm causing memory
leaks :\

Has anyone else had this problem or anything related?

Thanks
- Jason Croghan


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RE: [hlcoders] Strange crash backtrace.

2006-04-19 Thread Jay C.
Two of the models have no head...
The models come in sets of three; one complete zombie model, one headless
zombie model and one head model.

During the game, the plugin which uses the models (which strangely enough is
not in the back trace) changes the players model from the regular CS:S model
to the complete zombie model. After acquiring six shots to the head, the
player's model is again changed, this time to its headless counterpart. At
the same time, the headless model is PhysicProp'd to the location of the
last TraceAttack trace_t *ptr->endpos on that player.

Do you think if maybe I am spawning the headless model inside the player's
bounding box or something of that nature, that it could be causing this
crash? I'm using ITempEntsSystem::PhyscisProp to do the spawning and I don't
check if the area is dirty before I use it
The whole process I just described takes place a lot during a round, so
whatever is causing the crash has to only be happening very seldom.

On the other hand, GoreMod removes players Ragdolls during the player_death
event, and spawns six prop_physics_multiplayer where the ragdoll used to be.
All using CreateEntityByName instead of te::PhysicsProp (I know, I will
change it eventually) and the HL2 gib models.

But, after browsing the logs, I found the crash was happening after Round
Termination but before round_end is logged.

L 04/19/2006 - 15:18:52: Team "TERRORIST" triggered "Terrorists_Win" (CT
"0") (T "0")
L 04/19/2006 - 15:18:52: **CRASHED HERE**

I understand if you no longer wish to help me due to the nature of the
problems and their origin being CS:S plugins. Isn't this the entire
reasoning behind not allowing the functionality I described in the first
place :-B

- Jay

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Jay Stelly
> Sent: 19 April 2006 18:10
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Strange crash backtrace.
>
> To be honest if the model was the problem I'd expect it to crash sooner
> than two days into running, but given the callstack it's a possibility.
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> > Sent: Wednesday, April 19, 2006 9:17 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Strange crash backtrace.
> >
> > Its using cstrike, sourccemm, goremod and zombiemod and it's
> > using two of ZombieHorde's models for most of the players. So
> > the model is most likely the problem?
> > Ill go read up on what you said, thanks for your help Jay.
> > - Jay
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED] On Behalf Of Jay Stelly
> > > Sent: 19 April 2006 16:27
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Strange crash backtrace.
> > >
> > > Given the callstack you posted, I only see one likely option.  The
> > > crash is most likely happening inside ClipRayToHitbox
> > because of a bad
> > > bone matrix pointer.
> > > So most likely, you're not getting a valid bone cache.
> > You've either
> > > got a NULL for a matrix that shouldn't or a hitbox
> > referencing an out
> > > of range bone or something like that.  Is this running
> > Valve's cstrike
> > > DLLs with the default player models (on the server, not the
> > clients)?
> > >
> > >
>
> ___
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> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>



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RE: [hlcoders] Strange crash backtrace.

2006-04-19 Thread Jay C.
Its using cstrike, sourccemm, goremod and zombiemod and it's using two of
ZombieHorde's models for most of the players. So the model is most likely
the problem?
Ill go read up on what you said, thanks for your help Jay.
- Jay

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Jay Stelly
> Sent: 19 April 2006 16:27
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Strange crash backtrace.
>
> Given the callstack you posted, I only see one likely option.  The crash
> is most likely happening inside ClipRayToHitbox because of a bad bone
> matrix pointer.
> So most likely, you're not getting a valid bone cache.  You've either
> got a NULL for a matrix that shouldn't or a hitbox referencing an out of
> range bone or something like that.  Is this running Valve's cstrike DLLs
> with the default player models (on the server, not the clients)?
>
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> > Sent: Tuesday, April 18, 2006 10:57 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Strange crash backtrace.
> >
> > So how do I track down where the crash is :\ ?
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED] On Behalf Of
> > > [EMAIL PROTECTED]
> > > Sent: 19 April 2006 04:52
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Strange crash backtrace.
> > >
> > > It could've had more callbacks along the way.
> > >
> > > At 2006/04/18 10:25 PM, Jay C. wrote:
> > > >But inside that function, which is GameFrame, nothing else
> > is called
> > > >in
> > > this
> > > >chain.
> > > >
> > > >> -Original Message-
> > > >> From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > >> [EMAIL PROTECTED] On Behalf Of
> > > [EMAIL PROTECTED]
> > > >> Sent: 19 April 2006 04:09
> > > >> To: hlcoders@list.valvesoftware.com
> > > >> Subject: RE: [hlcoders] Strange crash backtrace.
> > > >>
> > > >> Yes it does - #23
> > > >>
> > > >> At 2006/04/18 09:57 PM, Jay C. wrote:
> > > >> >GoreMod doesn't call or hook anything in that trace :\
> > > >> >
> > > >> >> -Original Message-
> > > >> >> From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > >> >> [EMAIL PROTECTED] On Behalf Of Benjamin Davison
> > > >> >> Sent: 19 April 2006 00:20
> > > >> >> To: hlcoders@list.valvesoftware.com
> > > >> >> Subject: Re: [hlcoders] Strange crash backtrace.
> > > >> >>
> > > >> >> --
> > > >> >> [ Picked text/plain from multipart/alternative ] Could be
> > > >> >> goremod?
> > > >> >>
> > > >> >>
> > > >> >>
> > > >> >> On 4/18/06, Jay C. <[EMAIL PROTECTED]> wrote:
> > > >> >> >
> > > >> >> > This is about the third time this has happened.
> > > >> >> > It takes about two days to happen, always the same
> > trace and I
> > > have
> > > >> no
> > > >> >> > idea
> > > >> >> > what could be causing it.
> > > >> >> > Anyone ever come across this before?
> > > >> >> >
> > > >> >> > - Jason Croghan
> > > >> >> >
> > > >> >> > #0  0x0556e93c in VectorTransform () from
> > > >> >> > /home/rd/cstrike//bin/server_i486.so
> > > >> >> > #1  0x05559175 in TraceToStudio () from
> > > >> >> > /home/rd/cstrike//bin/server_i486.so
> > > >> >> > #2  0x0530558e in CBaseAnimating::TestHitboxes ()
> > > >> >> >from /home/rd/cstrike//bin/server_i486.so
> > > >> >> > #3  0x0516f4bd in CCollisionProperty::TestHitboxes ()
> > > >> >> >from /home/rd/cstrike//bin/server_i486.so
> > > >> >> > #4  0x00e78c4c in CEngineTrace::ClipRayToHitboxes ()
> > > >> >> >from /home/rd/bin/engine_i486.so
> > > >> >> > #5  0x00e79839 in CEngineTrace::ClipRayToCollidea

RE: [hlcoders] Strange crash backtrace.

2006-04-18 Thread Jay C.
So how do I track down where the crash is :\ ?

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
> Sent: 19 April 2006 04:52
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Strange crash backtrace.
>
> It could've had more callbacks along the way.
>
> At 2006/04/18 10:25 PM, Jay C. wrote:
> >But inside that function, which is GameFrame, nothing else is called in
> this
> >chain.
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >> [EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> >> Sent: 19 April 2006 04:09
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: RE: [hlcoders] Strange crash backtrace.
> >>
> >> Yes it does - #23
> >>
> >> At 2006/04/18 09:57 PM, Jay C. wrote:
> >> >GoreMod doesn't call or hook anything in that trace :\
> >> >
> >> >> -Original Message-
> >> >> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >> >> [EMAIL PROTECTED] On Behalf Of Benjamin Davison
> >> >> Sent: 19 April 2006 00:20
> >> >> To: hlcoders@list.valvesoftware.com
> >> >> Subject: Re: [hlcoders] Strange crash backtrace.
> >> >>
> >> >> --
> >> >> [ Picked text/plain from multipart/alternative ]
> >> >> Could be goremod?
> >> >>
> >> >>
> >> >>
> >> >> On 4/18/06, Jay C. <[EMAIL PROTECTED]> wrote:
> >> >> >
> >> >> > This is about the third time this has happened.
> >> >> > It takes about two days to happen, always the same trace and I
> have
> >> no
> >> >> > idea
> >> >> > what could be causing it.
> >> >> > Anyone ever come across this before?
> >> >> >
> >> >> > - Jason Croghan
> >> >> >
> >> >> > #0  0x0556e93c in VectorTransform () from
> >> >> > /home/rd/cstrike//bin/server_i486.so
> >> >> > #1  0x05559175 in TraceToStudio () from
> >> >> > /home/rd/cstrike//bin/server_i486.so
> >> >> > #2  0x0530558e in CBaseAnimating::TestHitboxes ()
> >> >> >from /home/rd/cstrike//bin/server_i486.so
> >> >> > #3  0x0516f4bd in CCollisionProperty::TestHitboxes ()
> >> >> >from /home/rd/cstrike//bin/server_i486.so
> >> >> > #4  0x00e78c4c in CEngineTrace::ClipRayToHitboxes ()
> >> >> >from /home/rd/bin/engine_i486.so
> >> >> > #5  0x00e79839 in CEngineTrace::ClipRayToCollideable ()
> >> >> >from /home/rd/bin/engine_i486.so
> >> >> > #6  0x00e79fed in CEngineTrace::TraceRay () from
> >> >> > /home/rd/bin/engine_i486.so
> >> >> > #7  0x055a18da in CCSPlayer::FireBullet ()
> >> >> >from /home/rd/cstrike//bin/server_i486.so
> >> >> > #8  0x055a8b3f in FX_FireBullets () from
> >> >> > /home/rd/cstrike//bin/server_i486.so
> >> >> > #9  0x055b692f in CWeaponCSBaseGun::CSBaseGunFire ()
> >> >> >from /home/rd/cstrike//bin/server_i486.so
> >> >> > #10 0x055c5a16 in CWeaponP90::P90Fire ()
> >> >> >from /home/rd/cstrike//bin/server_i486.so
> >> >> > #11 0x055c5bf1 in CWeaponP90::PrimaryAttack ()
> >> >> >from /home/rd/cstrike//bin/server_i486.so
> >> >> > #12 0x055b5330 in CWeaponCSBase::ItemPostFrame ()
> >> >> >from /home/rd/cstrike//bin/server_i486.so
> >> >> > #13 0x051427fb in CBasePlayer::ItemPostFrame ()
> >> >> >from /home/rd/cstrike//bin/server_i486.so
> >> >> > #14 0x0547bcba in CBasePlayer::PostThink ()
> >> >> >from /home/rd/cstrike//bin/server_i486.so
> >> >> > #15 0x055d9a52 in CCSPlayer::PostThink ()
> >> >> >from /home/rd/cstrike//bin/server_i486.so
> >> >> > #16 0x0547f240 in CPlayerMove::RunCommand ()
> >> >> >from /home/rd/cstrike//bin/server_i486.so
> >> >> > #17 0x05469731 in CBasePlayer::PlayerRunCommand ()
> >> >> >from /home/rd/cstrike//bin/server_i486.so
> >> >> > #18 0x055d00dd in CCSPlayer::PlayerRunCommand ()
> >> >> >from /home/rd/cstrike//bin/server_i486.so
> >> >> > #19 

RE: [hlcoders] Strange crash backtrace.

2006-04-18 Thread Jay C.
But inside that function, which is GameFrame, nothing else is called in this
chain.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
> Sent: 19 April 2006 04:09
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Strange crash backtrace.
>
> Yes it does - #23
>
> At 2006/04/18 09:57 PM, Jay C. wrote:
> >GoreMod doesn't call or hook anything in that trace :\
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED] [mailto:hlcoders-
> >> [EMAIL PROTECTED] On Behalf Of Benjamin Davison
> >> Sent: 19 April 2006 00:20
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] Strange crash backtrace.
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Could be goremod?
> >>
> >>
> >>
> >> On 4/18/06, Jay C. <[EMAIL PROTECTED]> wrote:
> >> >
> >> > This is about the third time this has happened.
> >> > It takes about two days to happen, always the same trace and I have
> no
> >> > idea
> >> > what could be causing it.
> >> > Anyone ever come across this before?
> >> >
> >> > - Jason Croghan
> >> >
> >> > #0  0x0556e93c in VectorTransform () from
> >> > /home/rd/cstrike//bin/server_i486.so
> >> > #1  0x05559175 in TraceToStudio () from
> >> > /home/rd/cstrike//bin/server_i486.so
> >> > #2  0x0530558e in CBaseAnimating::TestHitboxes ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #3  0x0516f4bd in CCollisionProperty::TestHitboxes ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #4  0x00e78c4c in CEngineTrace::ClipRayToHitboxes ()
> >> >from /home/rd/bin/engine_i486.so
> >> > #5  0x00e79839 in CEngineTrace::ClipRayToCollideable ()
> >> >from /home/rd/bin/engine_i486.so
> >> > #6  0x00e79fed in CEngineTrace::TraceRay () from
> >> > /home/rd/bin/engine_i486.so
> >> > #7  0x055a18da in CCSPlayer::FireBullet ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #8  0x055a8b3f in FX_FireBullets () from
> >> > /home/rd/cstrike//bin/server_i486.so
> >> > #9  0x055b692f in CWeaponCSBaseGun::CSBaseGunFire ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #10 0x055c5a16 in CWeaponP90::P90Fire ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #11 0x055c5bf1 in CWeaponP90::PrimaryAttack ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #12 0x055b5330 in CWeaponCSBase::ItemPostFrame ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #13 0x051427fb in CBasePlayer::ItemPostFrame ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #14 0x0547bcba in CBasePlayer::PostThink ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #15 0x055d9a52 in CCSPlayer::PostThink ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #16 0x0547f240 in CPlayerMove::RunCommand ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #17 0x05469731 in CBasePlayer::PlayerRunCommand ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #18 0x055d00dd in CCSPlayer::PlayerRunCommand ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #19 0x05475e4c in CBasePlayer::PhysicsSimulate ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #20 0x05450bdb in Physics_SimulateEntity ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #21 0x05450ed8 in Physics_RunThinkFunctions ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #22 0x053bdf32 in CServerGameDLL::GameFrame ()
> >> >from /home/rd/cstrike//bin/server_i486.so
> >> > #23 0x00702e79 in __SourceHook_FHCls_IServerGameDLLGameFrame0::Func
> ()
> >> >from /home/rd/cstrike/addons/goremod/bin/goremod_mm_i486.so
> >> > #24 0x00eca55a in SV_Frame () from /home/rd/bin/engine_i486.so
> >> > #26 0x00e7f2c5 in _Host_RunFrame () from /home/rd/bin/engine_i486.so
> >> > #27 0x00e7f62d in Host_RunFrame () from /home/rd/bin/engine_i486.so
> >> > #28 0x00e87d0c in CHostState::State_Run () from
> >> > /home/rd/bin/engine_i486.so
> >> > #29 0x00e87fb0 in CHostState::Fra

RE: [hlcoders] Strange crash backtrace.

2006-04-18 Thread Jay C.
GoreMod doesn't call or hook anything in that trace :\

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Benjamin Davison
> Sent: 19 April 2006 00:20
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Strange crash backtrace.
>
> --
> [ Picked text/plain from multipart/alternative ]
> Could be goremod?
>
>
>
> On 4/18/06, Jay C. <[EMAIL PROTECTED]> wrote:
> >
> > This is about the third time this has happened.
> > It takes about two days to happen, always the same trace and I have no
> > idea
> > what could be causing it.
> > Anyone ever come across this before?
> >
> > - Jason Croghan
> >
> > #0  0x0556e93c in VectorTransform () from
> > /home/rd/cstrike//bin/server_i486.so
> > #1  0x05559175 in TraceToStudio () from
> > /home/rd/cstrike//bin/server_i486.so
> > #2  0x0530558e in CBaseAnimating::TestHitboxes ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #3  0x0516f4bd in CCollisionProperty::TestHitboxes ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #4  0x00e78c4c in CEngineTrace::ClipRayToHitboxes ()
> >from /home/rd/bin/engine_i486.so
> > #5  0x00e79839 in CEngineTrace::ClipRayToCollideable ()
> >from /home/rd/bin/engine_i486.so
> > #6  0x00e79fed in CEngineTrace::TraceRay () from
> > /home/rd/bin/engine_i486.so
> > #7  0x055a18da in CCSPlayer::FireBullet ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #8  0x055a8b3f in FX_FireBullets () from
> > /home/rd/cstrike//bin/server_i486.so
> > #9  0x055b692f in CWeaponCSBaseGun::CSBaseGunFire ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #10 0x055c5a16 in CWeaponP90::P90Fire ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #11 0x055c5bf1 in CWeaponP90::PrimaryAttack ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #12 0x055b5330 in CWeaponCSBase::ItemPostFrame ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #13 0x051427fb in CBasePlayer::ItemPostFrame ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #14 0x0547bcba in CBasePlayer::PostThink ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #15 0x055d9a52 in CCSPlayer::PostThink ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #16 0x0547f240 in CPlayerMove::RunCommand ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #17 0x05469731 in CBasePlayer::PlayerRunCommand ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #18 0x055d00dd in CCSPlayer::PlayerRunCommand ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #19 0x05475e4c in CBasePlayer::PhysicsSimulate ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #20 0x05450bdb in Physics_SimulateEntity ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #21 0x05450ed8 in Physics_RunThinkFunctions ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #22 0x053bdf32 in CServerGameDLL::GameFrame ()
> >from /home/rd/cstrike//bin/server_i486.so
> > #23 0x00702e79 in __SourceHook_FHCls_IServerGameDLLGameFrame0::Func ()
> >from /home/rd/cstrike/addons/goremod/bin/goremod_mm_i486.so
> > #24 0x00eca55a in SV_Frame () from /home/rd/bin/engine_i486.so
> > #26 0x00e7f2c5 in _Host_RunFrame () from /home/rd/bin/engine_i486.so
> > #27 0x00e7f62d in Host_RunFrame () from /home/rd/bin/engine_i486.so
> > #28 0x00e87d0c in CHostState::State_Run () from
> > /home/rd/bin/engine_i486.so
> > #29 0x00e87fb0 in CHostState::FrameUpdate () from
> > /home/rd/bin/engine_i486.so
> > #30 0x00e880f7 in HostState_Frame () from /home/rd/bin/engine_i486.so
> > #31 0x00ed86e9 in CEngine::Frame () from /home/rd/bin/engine_i486.so
> > #32 0x00ed7cfe in CDedicatedServerAPI::RunFrame ()
> >from /home/rd/bin/engine_i486.so
> > #33 0x002f7c62 in RunServer () from bin/dedicated_i486.so
> > #34 0x002f7ee5 in CDedicatedAppSystemGroup::Main () from
> > bin/dedicated_i486.so
> > #35 0x00335532 in CAppSystemGroup::Run () from bin/dedicated_i486.so
> > #36 0x00335532 in CAppSystemGroup::Run () from bin/dedicated_i486.so
> > #37 0x002f82df in main () from bin/dedicated_i486.so
> > #38 0x0804902d in main ()
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> - Benjamin Davison
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>



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[hlcoders] Strange crash backtrace.

2006-04-18 Thread Jay C.
This is about the third time this has happened.
It takes about two days to happen, always the same trace and I have no idea
what could be causing it.
Anyone ever come across this before?

- Jason Croghan

#0  0x0556e93c in VectorTransform () from
/home/rd/cstrike//bin/server_i486.so
#1  0x05559175 in TraceToStudio () from /home/rd/cstrike//bin/server_i486.so
#2  0x0530558e in CBaseAnimating::TestHitboxes ()
   from /home/rd/cstrike//bin/server_i486.so
#3  0x0516f4bd in CCollisionProperty::TestHitboxes ()
   from /home/rd/cstrike//bin/server_i486.so
#4  0x00e78c4c in CEngineTrace::ClipRayToHitboxes ()
   from /home/rd/bin/engine_i486.so
#5  0x00e79839 in CEngineTrace::ClipRayToCollideable ()
   from /home/rd/bin/engine_i486.so
#6  0x00e79fed in CEngineTrace::TraceRay () from /home/rd/bin/engine_i486.so
#7  0x055a18da in CCSPlayer::FireBullet ()
   from /home/rd/cstrike//bin/server_i486.so
#8  0x055a8b3f in FX_FireBullets () from
/home/rd/cstrike//bin/server_i486.so
#9  0x055b692f in CWeaponCSBaseGun::CSBaseGunFire ()
   from /home/rd/cstrike//bin/server_i486.so
#10 0x055c5a16 in CWeaponP90::P90Fire ()
   from /home/rd/cstrike//bin/server_i486.so
#11 0x055c5bf1 in CWeaponP90::PrimaryAttack ()
   from /home/rd/cstrike//bin/server_i486.so
#12 0x055b5330 in CWeaponCSBase::ItemPostFrame ()
   from /home/rd/cstrike//bin/server_i486.so
#13 0x051427fb in CBasePlayer::ItemPostFrame ()
   from /home/rd/cstrike//bin/server_i486.so
#14 0x0547bcba in CBasePlayer::PostThink ()
   from /home/rd/cstrike//bin/server_i486.so
#15 0x055d9a52 in CCSPlayer::PostThink ()
   from /home/rd/cstrike//bin/server_i486.so
#16 0x0547f240 in CPlayerMove::RunCommand ()
   from /home/rd/cstrike//bin/server_i486.so
#17 0x05469731 in CBasePlayer::PlayerRunCommand ()
   from /home/rd/cstrike//bin/server_i486.so
#18 0x055d00dd in CCSPlayer::PlayerRunCommand ()
   from /home/rd/cstrike//bin/server_i486.so
#19 0x05475e4c in CBasePlayer::PhysicsSimulate ()
   from /home/rd/cstrike//bin/server_i486.so
#20 0x05450bdb in Physics_SimulateEntity ()
   from /home/rd/cstrike//bin/server_i486.so
#21 0x05450ed8 in Physics_RunThinkFunctions ()
   from /home/rd/cstrike//bin/server_i486.so
#22 0x053bdf32 in CServerGameDLL::GameFrame ()
   from /home/rd/cstrike//bin/server_i486.so
#23 0x00702e79 in __SourceHook_FHCls_IServerGameDLLGameFrame0::Func ()
   from /home/rd/cstrike/addons/goremod/bin/goremod_mm_i486.so
#24 0x00eca55a in SV_Frame () from /home/rd/bin/engine_i486.so
#26 0x00e7f2c5 in _Host_RunFrame () from /home/rd/bin/engine_i486.so
#27 0x00e7f62d in Host_RunFrame () from /home/rd/bin/engine_i486.so
#28 0x00e87d0c in CHostState::State_Run () from /home/rd/bin/engine_i486.so
#29 0x00e87fb0 in CHostState::FrameUpdate () from
/home/rd/bin/engine_i486.so
#30 0x00e880f7 in HostState_Frame () from /home/rd/bin/engine_i486.so
#31 0x00ed86e9 in CEngine::Frame () from /home/rd/bin/engine_i486.so
#32 0x00ed7cfe in CDedicatedServerAPI::RunFrame ()
   from /home/rd/bin/engine_i486.so
#33 0x002f7c62 in RunServer () from bin/dedicated_i486.so
#34 0x002f7ee5 in CDedicatedAppSystemGroup::Main () from
bin/dedicated_i486.so
#35 0x00335532 in CAppSystemGroup::Run () from bin/dedicated_i486.so
#36 0x00335532 in CAppSystemGroup::Run () from bin/dedicated_i486.so
#37 0x002f82df in main () from bin/dedicated_i486.so
#38 0x0804902d in main ()


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RE: [hlcoders] Moving two players apart.

2006-04-17 Thread Jay C.
Wow, thanks a million Gary, appreciate the help. I'll go implement it now.

While we're on the subject, do you know is there an existing function to
check if the player is allowed to move there without having to do Trace Line
to check for a wall?

Just in case there's a crate, or something else which they could get stuck
on.
The entire process is because, when I set a player model and they are in
close proximity to another player, the two get stuck together.
I'm using custom models which I'm unsure of their origin so it may be
something to do with them. Albeit this will hopefully rid myself of the
problem =)

- Jason Croghan

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Garry Newman
> Sent: 17 April 2006 21:26
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Moving two players apart.
>
> --
> [ Picked text/plain from multipart/alternative ]
> Vector v1 = Player1->GetAbsOrigin()
> Vector v2 = Player2->GetAbsOrigin()
>
> Vector v3 = v2 - v1
>
> v3 is now the vector between the two, v3.Distance() would return the
> distance between them
>
> v3.NormalizeInPlace()
>
> v3 is now the normal between the two
>
> v1 = v1 + (v3 * 128)
> v2 = v2 - (v3 * 128)
>
> That moves the players 128 units in the opposite direction (I might have
> got
> it the wrong way around).
>
> then it's just a case of Player1->SetAbsOrigin( v1 ) etc
>
>
> I think that makes sense anyway..
>
>
> On 4/17/06, Jay C. <[EMAIL PROTECTED]> wrote:
> >
> > Hey folks.
> >
> > Given two Vectors, if they are in too close a proximity, I want to move
> > one
> > of them away from the other one.
> > I can already check if they are too close, it's the trig side of finding
> > out
> > how to move them directly away from one another that I can't get my head
> > around.
> >
> > Vector vecDir = pInflictor->WorldSpaceCenter() -
> > pVictim->WorldSpaceCenter();
> >
> > Looks like a likely candidate but I'm unsure.
> >
> > If anyone could think of anything off hand I'd appreciate it.
> >
> > Thanks in advance.
> >
> > - Jason Croghan
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> ___
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> please visit:
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[hlcoders] Moving two players apart.

2006-04-17 Thread Jay C.
Hey folks.

Given two Vectors, if they are in too close a proximity, I want to move one
of them away from the other one.
I can already check if they are too close, it's the trig side of finding out
how to move them directly away from one another that I can't get my head
around.

Vector vecDir = pInflictor->WorldSpaceCenter() -
pVictim->WorldSpaceCenter();

Looks like a likely candidate but I'm unsure.

If anyone could think of anything off hand I'd appreciate it.

Thanks in advance.

- Jason Croghan


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RE: [hlcoders] FireEvent help?

2006-04-07 Thread Jay C.
IGameEventManager2  m_GameEventManager = NULL;

//  //

IGameEvent *event = m_GameEventManager->CreateEvent( "player_chat", true );
if ( event )
{
event->SetBool ( "teamonly", true );
event->SetInt( "userid", 0 );
event->SetString ( "text", "Blah blah blah" );
m_GameEventManager->FireEvent( event );
}

=)

And yes, use Source:MetaMod anyway, you don't require it but it will make
your life a heck of a lot easier later. Trust me on that one.

You don't want to make a fantastic plugin only to find out later it can't be
run at the same time as Mani or something else popular do you?


- c0ld

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Paul Kirby
> Sent: 07 April 2006 17:33
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] FireEvent help?
>
> Hello All
>
> I am trying to fire an event within a Source Server Plug-in.
>
> In GameEvents.res there is the following:
>
> "player_chat"   // a public player chat
> {
>   "teamonly""bool"  // true if team only chat
>   "userid"  "short" // chatting player
>   "text""string"// chat text
> }
>
> [code]
> CON_COMMAND_F( say_new, "Test, Console say.", FCVAR_GAMEDLL)
> {
>   KeyValues * force_event;
>   force_event = new KeyValues( "player_chat" );
>   force_event->SetInt("teamonly", true );
> /* Using 0 for userid so that it says its from the console */
>   force_event->SetInt("userid", 0 );
>   force_event->SetString("text","Blah blah blah");
>   gameeventmanager->FireEvent( force_event );
> }
> [end of code]
>
> This don't seem to want to work.
>
> Please don't say try using Source: Metamod ,due to I don't want it to use
> that.
>
> I gather that I am correct in using FireEvents(), or am I suppose to use
> FireEventClientOnly() or FireEventServerOnly() ?
>
> I want all players to see this message, and it has to be a chat message.
>
> Thanks in advance
>
> Paul
>
>
>
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> please visit:
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>



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[hlcoders] CS:S Client Crash Bug

2006-04-04 Thread Jay C.
I don't know if this is the correct list, or if it's been reported before
but it's really grinding my gears.

I do a lot of testing with a local srcds and my client. And so far the only
problem I keep running into is when I minimize, close srcds, and maximise
the client again.
First I hit the Close button which is now in the top left of my screen
(probably due to resolution differences) on the dialog informing me of the
connection being lost.
Now, if I open the console and reconnect all is well. But, if I open
console, and close it again without doing anything it crashes.

- c0ld



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RE: [hlcoders] Remove event "player_say" (Source Server Plugin)

2006-04-03 Thread Jay C.
Making a plug-in without it is more hassle than its worth.

With Valve not supporting anything outside of the box, and not providing the
methods required for anything more than basic stats plug-ins, it's like
pissing against the wind...

- c0ld

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Paul Kirby
> Sent: 03 April 2006 21:11
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Remove event "player_say" (Source Server Plugin)
>
> Well I didn't really want to use Metamod: Source to do this.
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Stephen Swires
> > Sent: 02 April 2006 12:08
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Remove event "player_say" (Source
> > Server Plugin)
> >
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ] Yeah,
> > Metamod: Source was meant to simplify the process of making
> > HL2 Server mods, the only disadvantage is that Metamod:
> > Source has to be on your server at the same time, hopefully
> > that won't be a problem. Also, there's a developer forum at
> > http://www.sourcemod.net/forums/ the people can help you with
> > your problem if one is encountered.
> >
> > LDuke wrote:
> >
> > >--
> > >[ Picked text/plain from multipart/alternative ] Write your
> > plugin as a
> > >metamod:source plugin (www.sourcemm.net) and hook the say
> > and team_say
> > >commands. You'll need to hook any function that you're
> > trying to block
> > >if you handle it instead of the engine. SourceMM makes it
> > easy, since
> > >it handles the hook for you. It also manages hooks from
> > other plugins
> > >so they don't interfere with each other.
> > >
> > >For example, on load get the pointer to the say command and declare
> > >your
> > >hook:
> > >
> > >SH_ADD_HOOK_MEMFUNC(ConCommand, Dispatch, pSayCmd, &g_MyPlugin,
> > >&MyPlugin::Say_handler, false);
> > >
> > >Then your function would look like this:
> > >
> > >void MyPlugin::Say_handler()
> > >{
> > >if (FStrEq(m_Engine->Cmd_Argv(1), "mysaycommand"))
> > >{
> > >// run my code
> > >RETURN_META(MRES_SUPERCEDE);
> > >}
> > >RETURN_META(MRES_IGNORED);
> > >}
> > >
> > >You have a lot more power/options if you make use
> > metamod:source. Check
> > >out the coding section of their forums for help.
> > >
> > >
> > >
> > >On 4/1/06, Paul Kirby <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > >>Well what I want it to do is, when the server gets a
> > player_say event
> > >>from any player, and (key "text")(i.e text they send using say or
> > >>team_say) = a set string value, I then want that event to
> > be removed
> > >>before it gets to any player.
> > >>
> > >>Its basically a filter for say and team_say.
> > >>
> > >>If removing the event isn't possible then editing/updating an event
> > >>before any player gets it, should do.
> > >>
> > >>Sorry if I am not explaining this right.
> > >>
> > >>Thanks in advance
> > >>
> > >>Paul
> > >>
> > >>
> > >>
> > >>>-Original Message-
> > >>>From: [EMAIL PROTECTED]
> > >>>[mailto:[EMAIL PROTECTED] On Behalf
> > Of Rob Lach
> > >>>Sent: 01 April 2006 23:14
> > >>>To: hlcoders@list.valvesoftware.com
> > >>>Subject: Re: [hlcoders] Remove event "player_say" (Source Server
> > >>>Plugin)
> > >>>
> > >>>--
> > >>>[ Picked text/plain from multipart/alternative ] who do
> > you want the
> > >>>event to reach?
> > >>>
> > >>>On 4/1/06, Paul Kirby <[EMAIL PROTECTED]> wrote:
> > >>>
> > >>>
> > Hello All
> > 
> > Just a quick question...
> > 
> > I can retrieve the "player_say" event using the following:
> > 
> > void CEmptyServerPlugin::FireGameEvent( KeyValues * event ) {
> >   const char * name = event->GetName();
> >   Msg( "CEmptyServerPlugin::FireGameEvent: Got event
> > 
> > 
> > >>>\"%s\"\n", name );
> > >>>
> > >>>
> >   if (FStrEq(name,"player_say"))
> >   {
> > Msg("ALERT(GetString): UserID(%d) said: %s = %s\n"
> >   ,event->GetInt("userid",0)
> >   ,name
> >   ,event->GetString("text","(*not defined*)")
> > );
> > 
> > if(FStrEq(event->GetString("text","(*not
> > 
> > 
> > >>>defined*)"),"filtered_word"))
> > >>>
> > >>>
> > {
> >   /* Code to remove event */
> > }
> >   }
> > }
> > 
> > But how do I remove the "player_say" event from reaching
> > the other
> > players?
> > 
> > Thanks in advance.
> > 
> > Paul
> > 
> > 
> > 
> > ___
> > To unsubscribe, edit your list preferences, or view the
> > 
> > 
> > >>>list archives,
> > >>>
> > >>>
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > 
> > 
> > 
> > 
> > >>>--
> > >>>
> > >>>_

RE: [hlcoders] Remove event "player_say" (Source Server Plugin)

2006-04-02 Thread Jay C.
If you use Windows XP Pro you can set security privelages so Steam can't
overwrite the file.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of LDuke
> Sent: 02 April 2006 22:05
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Remove event "player_say" (Source Server Plugin)
>
> --
> [ Picked text/plain from multipart/alternative ]
> I use debug on a listenserver all the time. You just can't start the game
> using Steam because it overwrites gameinfo.txt.
>
>
>
> On 4/2/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Isn't it true that Metamod: Source doesn't work on listenservers? since
> > you
> > have to modify gameinfo and all that stuff...
> >
> > On 4/2/06, Stephen Swires <[EMAIL PROTECTED]> wrote:
> > >
> > > This is a multi-part message in MIME format.
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Yeah, Metamod: Source was meant to simplify the process of making HL2
> > > Server mods, the only disadvantage is that Metamod: Source has to be
> on
> > > your server at the same time, hopefully that won't be a problem. Also,
> > > there's a developer forum at http://www.sourcemod.net/forums/ the
> people
> > > can help you with your problem if one is encountered.
> > >
> > > LDuke wrote:
> > >
> > > >--
> > > >[ Picked text/plain from multipart/alternative ]
> > > >Write your plugin as a metamod:source plugin (www.sourcemm.net) and
> > hook
> > > the
> > > >say and team_say commands. You'll need to hook any function that
> you're
> > > >trying to block if you handle it instead of the engine. SourceMM
> makes
> > it
> > > >easy, since it handles the hook for you. It also manages hooks from
> > other
> > > >plugins so they don't interfere with each other.
> > > >
> > > >For example, on load get the pointer to the say command and declare
> > your
> > > >hook:
> > > >
> > > >SH_ADD_HOOK_MEMFUNC(ConCommand, Dispatch, pSayCmd, &g_MyPlugin,
> > > >&MyPlugin::Say_handler, false);
> > > >
> > > >Then your function would look like this:
> > > >
> > > >void MyPlugin::Say_handler()
> > > >{
> > > >if (FStrEq(m_Engine->Cmd_Argv(1), "mysaycommand"))
> > > >{
> > > >// run my code
> > > >RETURN_META(MRES_SUPERCEDE);
> > > >}
> > > >RETURN_META(MRES_IGNORED);
> > > >}
> > > >
> > > >You have a lot more power/options if you make use metamod:source.
> Check
> > > out
> > > >the coding section of their forums for help.
> > > >
> > > >
> > > >
> > > >On 4/1/06, Paul Kirby <[EMAIL PROTECTED]> wrote:
> > > >
> > > >
> > > >>Well what I want it to do is, when the server gets a player_say
> event
> > > from
> > > >>any player, and (key "text")(i.e text they send using say or
> team_say)
> > =
> > > a
> > > >>set string value, I then want that event to be removed before it
> gets
> > to
> > > >>any
> > > >>player.
> > > >>
> > > >>Its basically a filter for say and team_say.
> > > >>
> > > >>If removing the event isn't possible then editing/updating an event
> > > before
> > > >>any player gets it, should do.
> > > >>
> > > >>Sorry if I am not explaining this right.
> > > >>
> > > >>Thanks in advance
> > > >>
> > > >>Paul
> > > >>
> > > >>
> > > >>
> > > >>>-Original Message-
> > > >>>From: [EMAIL PROTECTED]
> > > >>>[mailto:[EMAIL PROTECTED] On Behalf Of Rob
> Lach
> > > >>>Sent: 01 April 2006 23:14
> > > >>>To: hlcoders@list.valvesoftware.com
> > > >>>Subject: Re: [hlcoders] Remove event "player_say" (Source
> > > >>>Server Plugin)
> > > >>>
> > > >>>--
> > > >>>[ Picked text/plain from multipart/alternative ] who do you
> > > >>>want the event to reach?
> > > >>>
> > > >>>On 4/1/06, Paul Kirby <[EMAIL PROTECTED]> wrote:
> > > >>>
> > > >>>
> > > Hello All
> > > 
> > > Just a quick question...
> > > 
> > > I can retrieve the "player_say" event using the following:
> > > 
> > > void CEmptyServerPlugin::FireGameEvent( KeyValues * event ) {
> > >   const char * name = event->GetName();
> > >   Msg( "CEmptyServerPlugin::FireGameEvent: Got event
> > > 
> > > 
> > > >>>\"%s\"\n", name );
> > > >>>
> > > >>>
> > >   if (FStrEq(name,"player_say"))
> > >   {
> > > Msg("ALERT(GetString): UserID(%d) said: %s = %s\n"
> > >   ,event->GetInt("userid",0)
> > >   ,name
> > >   ,event->GetString("text","(*not defined*)")
> > > );
> > > 
> > > if(FStrEq(event->GetString("text","(*not
> > > 
> > > 
> > > >>>defined*)"),"filtered_word"))
> > > >>>
> > > >>>
> > > {
> > >   /* Code to remove event */
> > > }
> > >   }
> > > }
> > > 
> > > But how do I remove the "player_say" event from reaching the other
> > > players?
> > > 
> > > Thanks in advance.
> > > 
> > > Paul
> > > 
> > > 
> > > 
> > > ___
> > > To unsubscribe,

RE: [hlcoders] RE: hlcoders digest, Vol 1 #2428 - 5 msgs

2006-03-26 Thread Jay C.
What a tard.


LOOK BEFORE YOU LEAP.

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> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Buck Bernard
> Sent: 27 March 2006 03:25
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] RE: hlcoders digest, Vol 1 #2428 - 5 msgs
>
> [ Converted text/html to text/plain ]
>
> this damn list is so annoying please stop sending me mail
> --
> 
> This e-mail may be privileged and/or confidential, and the sender does not
> waive any related rights and obligations. Any distribution, use or copying
> of
> this e-mail or the information it contains by other than an intended
> recipient
> is unauthorized. If you received this e-mail in error, please advise me
> (by
> return e-mail or otherwise) immediately.
> --
> 
> Ce courriel est confidentiel et protégé. L'expéditeur ne renonce pas aux
> droits et obligations qui s'y rapportent. Toute diffusion, utilisation ou
> copie de ce message ou des renseignements qu'il contient par une personne
> autre que le (les) destinataire(s) désigné(s) est interdite. Si vous
> recevez
> ce courriel par erreur, veuillez m'en aviser immédiatement, par retour de
> courri
>
>
> --
> 
> From:  [EMAIL PROTECTED]
> Reply-To:  hlcoders@list.valvesoftware.com
> To:  hlcoders@list.valvesoftware.com
> Subject:  hlcoders digest, Vol 1 #2428 - 5 msgs
> Date:  Sun, 26 Mar 2006 17:40:03 -0800
> >Send hlcoders mailing list submissions to
> > hlcoders@list.valvesoftware.com
> >
> >To subscribe or unsubscribe via the World Wide Web, visit
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >or, via email, send a message with subject or body 'help' to
> > [EMAIL PROTECTED]
> >
> >You can reach the person managing the list at
> > [EMAIL PROTECTED]
> >
> >When replying, please edit your Subject line so it is more specific
> >than "Re: Contents of hlcoders digest..."
> >
> >
> >Today's Topics:
> >
> >1. Re: the vphysics bug worse in latest srcds? (Garry Newman)
> >2. RE: the vphysics bug worse in latest srcds?
> ([EMAIL PROTECTED])
> >3. Re: the vphysics bug worse in latest srcds? (Jorge Rodriguez)
> >4. RE: the vphysics bug worse in latest srcds? (Jay Stelly)
> >5. RE: the vphysics bug worse in latest srcds? (Physical Mayhem Bug)
> >
> >--__--__--
> >
> >Message: 1
> >Date: Sun, 26 Mar 2006 22:22:20 +0100
> >From: "Garry Newman" <[EMAIL PROTECTED]>
> >To: hlcoders@list.valvesoftware.com
> >Subject: Re: [hlcoders] the vphysics bug worse in latest srcds?
> >Reply-To: hlcoders@list.valvesoftware.com
> >
> >Well this is in my mod, and probably caused by me.
> >
> >I started looking into integrating the CS:S maps - so loaded one up
> >but the props don't appear because the physprops.txt in scripts/
> >doesn't have the entries for those props.
> >
> >So I appended the CS keyvalues to the physprops.txt and the props
> >appeared but jumped all around the place when you moved them.
> >
> >It crashes when you split a computer case open.
> >
> >But like I said, this is probably caused by me missing some major
> >detail somewhere.
> >
> >
> >On 3/26/06, Physical Mayhem Bug <[EMAIL PROTECTED]> wrote:
> > > I am interested in any vphysics bug reports.  Maybe if we get enough
> info=
> >  someone at Valve will have an epiphany and realize what the bug is.
> > >
> > > Did it lead to a crash, or did it just remain in that state?
> > >
> > > Usually it leads to a crash within 30 minutes or so if you've got 6+
> play=
> >ers on the server, but I've never figured out any specific repro case.
> > >
> > > At 2006/03/26 02:24 PM, Garry Newman wrote:
> > > >Hey I managed to recreate the physics items falling and bouncing
> > > >through the floor bug if you're interested.
> > > >
> > > >
> > > >
> > > >On 3/26/06, [EMAIL PROTECTED]
> > > ><[EMAIL PROTECTED]> wrote:
> > > >> And another...
> > > >>
> > > >> >   vphysics.dll!260a1f40()
> > > >> vphysics.dll!260b6240()
> > > >> vphysics.dll!2609444b()
> > > >> vphysics.dll!260e577c()
> > > >> vphysics.dll!260a2400()
> > > >> vphysics.dll!260d3eae()
> > > >> vphysics.dll!2608af8e()
> > > >> vphysics.dll!2608b01b()
> > > >> vphysics.dll!260a2697()
> > > >> vphysics.dll!260aac2b()
> > > >> vphysics.dll!2609cd5b()
> > > >> vphysics.dll!2609cae9()
> > > >> vphysics.dll!260967d8()
> > > >> vphysics.dll!2601d878()
> > > >> server.dll!22717c67()
> > > >> server.dll!2269d1b4()
> > > 

RE: [hlcoders] Sound downloads.

2006-03-20 Thread Jay C.
Thanks for the info Yahn, I got excited when you replied first heh.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Yahn Bernier
> Sent: 21 March 2006 02:01
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Sound downloads.
>
> Unfortunately it required changes to the file system and the engine so
> it's not on the immediate slate for release.  It's definitely in the
> pipeline for release though.  No definite ETA, but hopefully in the next
> couple of months.
>
> Yahn
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Brandon
> Sent: Monday, March 20, 2006 5:54 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Sound downloads.
>
> --
> [ Picked text/plain from multipart/alternative ]
> Omg so you guys are going to fix it!  Release it!!!
>
> On 3/20/06, Yahn Bernier <[EMAIL PROTECTED]> wrote:
> >
> > It's a bug, we have a fix.  I'll find out when it's scheduled to ship
> > out to the public release.
> >
> > Yahn
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jay C.
> > Sent: Monday, March 20, 2006 3:53 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] Sound downloads.
> >
> > I'm just wondering is there a status on the sound download bug?
> >
> > It has been reported a few times, you know, the one where sounds don't
> > work
> > on the map on which they were downloaded, you have to restart your
> > client
> > for them to work.
> >
> > Is this actually a bug or one of the new "features"?
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
> ___
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> please visit:
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[hlcoders] Sound downloads.

2006-03-20 Thread Jay C.
I'm just wondering is there a status on the sound download bug?

It has been reported a few times, you know, the one where sounds don't work
on the map on which they were downloaded, you have to restart your client
for them to work.

Is this actually a bug or one of the new "features"?


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RE: [hlcoders] Some Positioning Troubles

2006-03-14 Thread Jay C.
Have a look inside Studio_FindAttachment.
Try and create a debug version of it, and run that. Find out why the muzzle
attachment is returning that position.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Michael Kramer
> Sent: 14 March 2006 23:53
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Some Positioning Troubles
>
> --
> [ Picked text/plain from multipart/alternative ]
> How would it help here? I know it reaches that code. What message would I
> print? The Value of the vector? something like that?
>
> On 3/14/06, Jay C. <[EMAIL PROTECTED]> wrote:
> >
> > Add a few debug messages to the code :\
> >
> > It helps a lot.
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED] [mailto:hlcoders-
> > > [EMAIL PROTECTED] On Behalf Of Michael Kramer
> > > Sent: 14 March 2006 23:29
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] Some Positioning Troubles
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Well it shouldn't. Also, this is for the MP SDK,
> > >
> > > and the position changes whether or not I have
> > >
> > > #Ifdef CLIENT_DLL
> > >
> > > //code
> > >
> > > #endif
> > >
> > > or
> > >
> > > #Ifdef CLIENT_DLL
> > > #else
> > >
> > > //code
> > >
> > > #endif
> > >
> > > Or just no tags, but still not there, and the  only time I set the
> > > startPos
> > > is there, with LookupAttachment("muzzle"); And the weapon is using the
> > > irifle model,
> > > and the attachment is named right.
> > >
> > > Any more ideas?
> > > On 3/14/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Michael Kramer wrote:
> > > >
> > > > >This should set startPos to the pos of the muzzle, but, it does
> not.
> > > > >In fact, it looks as iff it is shooting from my shoe, well a little
> > bit
> > > > more
> > > > >over , but down on the ground still.
> > > > >
> > > > >
> > > > The default SDK model has an attachment point on each foot. Perhaps
> > the
> > > > code is for some reason using the wrong attachment point? Maybe you
> > > > should ascertain that it is not using the foot point by mistake.
> > > >
> > > > --
> > > > Jorge "Vino" Rodriguez
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>



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RE: [hlcoders] Some Positioning Troubles

2006-03-14 Thread Jay C.
Add a few debug messages to the code :\

It helps a lot.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Michael Kramer
> Sent: 14 March 2006 23:29
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Some Positioning Troubles
>
> --
> [ Picked text/plain from multipart/alternative ]
> Well it shouldn't. Also, this is for the MP SDK,
>
> and the position changes whether or not I have
>
> #Ifdef CLIENT_DLL
>
> //code
>
> #endif
>
> or
>
> #Ifdef CLIENT_DLL
> #else
>
> //code
>
> #endif
>
> Or just no tags, but still not there, and the  only time I set the
> startPos
> is there, with LookupAttachment("muzzle"); And the weapon is using the
> irifle model,
> and the attachment is named right.
>
> Any more ideas?
> On 3/14/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> >
> > Michael Kramer wrote:
> >
> > >This should set startPos to the pos of the muzzle, but, it does not.
> > >In fact, it looks as iff it is shooting from my shoe, well a little bit
> > more
> > >over , but down on the ground still.
> > >
> > >
> > The default SDK model has an attachment point on each foot. Perhaps the
> > code is for some reason using the wrong attachment point? Maybe you
> > should ascertain that it is not using the foot point by mistake.
> >
> > --
> > Jorge "Vino" Rodriguez
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>



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[hlcoders] Server plugins, init, and cvars.

2006-03-02 Thread Jay C.
I want to be able to set a variable on server init via the command line, but
I think plugins are being init'd too early.

At the end of my load, I print the value, and it never changes =(

srcds_i686 +my_cvar 0 -my_cvar 0

[PLUGIN] VALUE:1


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RE: [hlcoders] Overlay Text

2006-03-02 Thread Jay C.
But what happens if I like the game?


> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Benjamin Davison
> Sent: 03 March 2006 02:26
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Overlay Text
>
> --
> [ Picked text/plain from multipart/alternative ]
> Well keep bitching and nothing will get done.
>
> Or create plugins for other games, vote with your feet which is much more
> effective than "im gonna complain whenever a plugin topic comes up on the
> mailing list"
>
> On 3/3/06, LDuke <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Thank you Jay. That answers my original question of whether it's
> possible,
> > which is what I came here to find out.
> >
> > Grant
> > (L. Duke)
> >
> >
> > On 3/2/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ] I'm actually
> > > > creating a server plugin. It needs to allow people to edit
> > > > settings/info while in game and not require developer mode to
> > > > be on. Entity overlay text would have been perfect.
> > >
> > > > I was just hoping there was some way I was missing to set a
> > > > recipient filter for the debug overlays so everyone could see them.
> > >
> > > Debug overlays are only implemented to the level of being a debugging
> > > tool on a single machine.  They have no networking whatsoever - just a
> > > table stored in the engine that is accessed by the client and the
> server
> > > code on the same machine.
> > >
> > > Jay
> > >
> > > ___
> > > 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
> >
> >
>
>
> --
> - Benjamin Davison
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>



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RE: [OT] [hlcoders] Overlay Text

2006-03-02 Thread Jay C.
You might be onto something here, the server search idea; defaulted to
regular servers would be a dream. Then all the precious 'new money' won't be
stumbling anywhere Valve don't want them.

All plug-ins I have created so far were requests from server admins for
basic things which could have been included in the original game anyway.
For all of which I have needed to scan for at least five functions which
were standard in the 1.6 SDK but now we must do without.

Without even a hint from Valve on weather or not they intend to expand the
current basic functionality.

Have any of you people who have been replying negatively to this topic ever
had a peek at what's available to plug-ins this time around? I doubt it.

- Jay

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of James
> Sent: 03 March 2006 00:58
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [OT] [hlcoders] Overlay Text
>
> All of those who propose for us to get over our attitudes and to
> create some kind of peace contract to send to Valve should actually
> try coding a plugin and take the painstaking time of learning how to
> hack functions through assembly and memory scanning before they act as
> if all this bitching is without any merit. Most coding I spend on
> plugins is not for the actual purpose of the plugin itself, but for
> getting at things I need available for the plugin. If Valve really
> wanted to do something about all these plugins that change their
> beloved mods, then they should implement something such as an optional
> filter for their server browsers that removes any modified servers.
> For example an identifier that could even be hardcoded into the plugin
> which may represent "servers running this plugin will have altered
> gameplay." But instead they choose to spend wasteful time trying to
> obstruct our progress through manipulations to the code here and
> there. Every time a new update is put out, all of us plugin coders
> have to check whether our plugins still work, and if it doesn't, we
> get many unhappy users who come to complain to us and pressure us for
> a quick fix. Imagine having to do that with your mods every few weeks.
> This is the reason why we bitch.
>
> ___
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> please visit:
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RE: [OT] [hlcoders] Overlay Text

2006-03-02 Thread Jay C.
Benjamin, that's why I [OT]'d it, if you didn't want to get into arguments
like this create an e-mail rule to deleted [OT] emails. If you didn't want
to get in an argument, then don't reply, like everyone else who doesn't.

I've been making plug-in for CS for about three years now, I like it so I'm
not going to stop.
They know what's missing; they removed it for the purpose I explained.
Alfred has said that on numerous occasions.

- Jay C. (c0ldfyr3)

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Kamran
> Sent: 02 March 2006 13:13
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [OT] [hlcoders] Overlay Text
>
> Yah, I'd have to say that's true.
>
> If I was a plugin author, I'd get a bunch together and create a document
> outlining what I'd wish Valve would do. I'd also send it through snail
> mail, not email. I'd also include the names of all the people involved.
>
> Politeness goes a long way ;-)
>
> Benjamin Davison wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Yeah I do agree plugin authors get the short end of the stick compared
> to
> > mod makers, but the attitude some of them take... quite frankly stinks.
> >
> > I have always found interaction with people like Alfred pleasent, I
> dunno
> > what you guys are saying but maybe you should be a but more
> > respectfull/polite and you will get much further than with this "we
> demand
> > this, gimme gimme" attitude some of the members of this list have.
> >
> > Maybe you can be a bit more proactive, and get a bunch of plugin authors
> > together. Create a professional and polite detailed proposal of what you
> > guys want with examples and perhaps even implementations.
> >
> > Valve might turn around and say, "no we aint doing it" but it's going to
> get
> > you further than the attitude some of you guys are taking.
> >
> > On 3/2/06, Kamran <[EMAIL PROTECTED]> wrote:
> >
> >> I can't really blame them; if I was a plugin author, and a new game
> >> didn't support all the things the /old/ game did, I'd be pretty mad. It
> >> would seem like logic to me that Valve would include all the good stuff
> >> from CS 1.6 that you'd /imagine/ would carry over to a /new version of
> >> the same game/? If you're going to make a new game, based off the old
> >> one, wouldn't you include the same or BETTER plugin capability? Also,
> >> considering CS 1.6 has sooo many mods, you'd think that it'd be a
> >> no-brainer. Extra work sometimes goes a long way.
> >>
> >> Benjamin Davison wrote:
> >>
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>> I'm not going to bother getting in an argument here.
> >>>
> >>> But if Valve treats you so bad, why don't you vote with your feet and
> >>> develop plugins for any other number of games?
> >>>
> >>> Not gonna crap up the list, always happens when a couple of plugin
> >>>
> >> authors
> >>
> >>> with bad attitudes turn up with a bone to grind.
> >>>
> >>> On 3/2/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >>>
> >>>
> >>>> Benjamin Davison wrote:
> >>>>
> >>>>
> >>>>> --
> >>>>> [ Picked text/plain from multipart/alternative ]
> >>>>> It's not about plugins, he is asking how todo it in a mod.
> >>>>>
> >>>>>
> >>>>>
> >>>> The response I made was in agreement to someone who was talking about
> >>>> the SDK and plugins.  This is the hlcoders list and is to do with
> *all*
> >>>> half-life coding, whether they are mods or plugins.
> >>>>
> >>>>
> >>>>> Most of the plugin authors on this list have a bad attitude and need
> >>>>>
> >> to
> >>
> >>>>> straighten that out first.
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>> LOL.  I take it from your bad attitude you must be one too...
> >>>>
> >>>>
> >>>> Matt.
> >>>>
> >>>> ___
> >>>> To unsubscribe, edit your list preferences, or

RE: [OT] [hlcoders] Overlay Text

2006-03-02 Thread Jay C.
[RANT]

This is one of those nice features Valve removed in source unfortunately.

It was great in CS 1.6, like this admin info script for admins when they
were dead. Displaying informational text on screen at appropriate times,
with options to disable it if a user liked.

http://rrr.rainside.de/amxmodx/esp1_1/shot_004.jpg
http://www.amxmodx.org/forums/viewtopic.php?t=24787

It's unfortunate that Valve has taken the side of the money in this case,
all the 'new' players who stumble into servers containing plug-ins such as
WC3 don't seem to like it very much according to Valve.
Do you really think those kind of people are going to be your #1 customers?
Or even play your games again in a hurry anyway?

Plug-ins made CS 1.6 what it is today, without them the world would have
been bored to death by boring old CS a long time ago. Look at CS:S server
counts compared to 1.6, no one plays CS:S and it isn't because they cant.

All the while the people who can at Valve were busy trying to alter header
files so plug-in developers don't have the ability to construct anything
worthwhile. (It was an accident that could have been avoided)
Valves Plug-in Coding forum, always a busy place these days too right?
WRONG.
Was it an army of stats plug-ins they envisioned because that's all they
catered for on the plug-in scene this time around?

VALVE, HELP US TO HELP YOU !

[/RANT]

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of LDuke
> Sent: 01 March 2006 17:57
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Overlay Text
>
> --
> [ Picked text/plain from multipart/alternative ]
> I'm actually creating a server plugin. It needs to allow people to edit
> settings/info while in game and not require developer mode to be on.
> Entity
> overlay text would have been perfect.
>
> Unfortunately, there aren't any good ways to communicate with players
> using
> the Valve server plugin interface. It's very limited and can't do much
> more
> than read data. Almost any plugin that does more than stats (such as Mani
> Admin, etc.) has to hack the DLL.
>
> I was just hoping there was some way I was missing to set a recipient
> filter
> for the debug overlays so everyone could see them.
>
> Thanks!
>
>
> On 2/28/06, Tim Holt <[EMAIL PROTECTED]> wrote:
> >
> > If you were going to code up the effect yourself, could you just write a
> > VGUI
> > screen panel (CVGuiScreenPanel) that display the chosen text?  With the
> > VGUI
> > screen in-game you can pull off some pretty nice displays beyond just
> > text,
> > plus it scales based on player range.
> >
> > Depending on your application you could just parent a vgui_screen ent to
> > your
> > object and have it show the data.
> >
> > I haven't done a lot with them, but did use them pretty effectively in a
> > medical
> > simulation prototype to display a live EKG machine trace that drew all
> > info
> > dynamically.  Have a pic at
> > http://oregonstate.edu/~holtt/tamucc_hidden/propaq1.jpg that shows it
> > standalone and
> > http://oregonstate.edu/~holtt/tamucc_hidden/demo_er20007.jpg
> > shows it in a prototype space.
> >
> > Quoting John Sheu <[EMAIL PROTECTED]>:
> >
> > > On Tue, 2006-02-28 at 16:50 -0700, LDuke wrote:
> > > > I'd like to use IVDebugOverlay::AddEntityTextOverlay to show some
> > > > information on various entities to players. It seems to only work
> for
> > the
> > > > listen server host, and then only in developer mode.
> > >
> > > AFAIK, this is another one of those "feature, not bug" situations.
> The
> > > debug overlay is just that: an overlay for use in debugging, not one
> for
> > > use in "normal" gameplay.  Thus it is only visible with cheats on in
> > > developer mode.  I'm not surprised that it works only for the server
> > > host as well.
> > >
> > > -John Sheu
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please
> > > visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> ___
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RE: [hlcoders] Another Decal problem...

2006-01-12 Thread Jay C.
Actually it's for extra blood decals, my client and server's r_decals cvar
was set to one, so no matter what I did it always showed one decal then
removed it.
After changing r_decals it worked flawlessly =)

> Is it possible to have a decal entity that you can move around?

I have never heard of such a thing, if you do let me know !

- c0ld

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Houston
Sent: 12 January 2006 10:26
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Another Decal problem...

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[ Picked text/plain from multipart/alternative ]
Is this for the player sprays? I hate how those dissapear after another is
sprayed

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Draco
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RE: [hlcoders] Another Decal problem...

2006-01-11 Thread Jay C.
You're a genius, r_decals was 1 for me, a while back I noticed it was 0 and
thought maybe it was a bool.
Sorry for wasting the lists time =P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron Schiff
Sent: 12 January 2006 03:34
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Another Decal problem...

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[ Picked text/plain from multipart/alternative ]
r_decals 2048

On 1/11/06, Jay C. <[EMAIL PROTECTED]> wrote:
>
> Why is it I only seem to have two types of decals available to me.
>
> 1) Permanent, which never go away. ( te->BSPDecal )
> For removing permanent decals on the ground, I tried RemoveAllDecals using
> entity 0, no luck.
>
> 2) Normal decals, either which go away after another one is shot or if
> using
> PlayerDecal, the next time that players PlayerDecal is used.
>
> I want ones I can maybe remove at a later stage myself, or ones that dont
> go
> away after one more decal.
>
> I tried using all the decal functions I could find in the server sdk and
> all
> are removed prematurely bar BSPDecal.
>
> Thanks for your help whoever is willing.
> Jay Croghan (c0ldfyr3)
>
>
>
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>


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ts2do
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[hlcoders] Another Decal problem...

2006-01-11 Thread Jay C.
Why is it I only seem to have two types of decals available to me.

1) Permanent, which never go away. ( te->BSPDecal )
For removing permanent decals on the ground, I tried RemoveAllDecals using
entity 0, no luck.

2) Normal decals, either which go away after another one is shot or if using
PlayerDecal, the next time that players PlayerDecal is used.

I want ones I can maybe remove at a later stage myself, or ones that dont go
away after one more decal.

I tried using all the decal functions I could find in the server sdk and all
are removed prematurely bar BSPDecal.

Thanks for your help whoever is willing.
Jay Croghan (c0ldfyr3)



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RE: [hlcoders] config.cfg not geting values read, or saved

2006-01-07 Thread Jay C.
If its for a server, then add them to server.cfg
If it's a single player server, then add them to listenserver.cfg
Simple =)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern"
Mckern
Sent: 07 January 2006 10:50
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] config.cfg not geting values read, or saved

I have edited config.cfg to manualy add items that
need to be enabled, and bound in nightfall, yet each
time i load the game the file gets over writen, and
when i have it in read only, these new values are not
read, and enabled.

How do i fix this? i have tryed removing the
config.cfg file, and then going into dev 2, and cheats
1, and changing the commands, and they still dont get
writen.

Nightfall is useing the hl2:sp sdk.

Thanks in advance

Adam



My Website http://www.ammahls.com
   Lead Programer NightFall http://www.nightfallmod.net/
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