Re: [hlcoders] (no subject)

2010-11-12 Thread Zach Kanzler
You keep buying and I'll keep selling.

--
Zach "theY4Kman" Kanzler


On Fri, Nov 12, 2010 at 09:35, Cory de La Torre  wrote:

> I'm buying ten more cases this time around.
>
> On Fri, Nov 12, 2010 at 6:03 AM, Jeffrey "botman" Broome <
> botman.hlcod...@gmail.com> wrote:
>
> > Thanks.  I was running low on V1agr4
> >
> > Jeffrey "botman" Broome
> >
> >
> >
> > On 11/12/2010 6:11 AM, gageat...@yahoo.com wrote:
> >
> >> http://goo.gl/FXEbq
> >>
> >>
> >>
> >> ___
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> >>
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>
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Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Zach Kanzler
That is how it starts. First, they become content with making money; next
thing you know Gaben stays true to his roots and VALVe becomes Microsoft.
Ignoring and neglecting your most fervent and backing customers/supporters
is a short-term solution that gets money and fuels that distaste shared by
all for Microsoft. I, and I presume a lot of modders, stuck by VALVe because
they not only cared about the games, but they went behind the scenes to make
sure modders and mod players were satisfied. It bred brand loyalty, a virtue
I believed VALVe treasured.

I will continue to buy VALVe games despite the current situation, but they
are steadily becoming reluctant purchases. Next L4D3 could be Vista.
On Oct 28, 2010 7:32 PM, "Keeper"  wrote:
> VALVe has changed quite a bit since that time. They do have a lot of
> distribution business, although I doubt that effects the developers that
> much. The one thing I think we can all agree on, when it comes to older
> games and the SDK side, they don't seem to have enough personnel dedicated
> to it. But why should they? It doesn't make much business sense. They
> don't charge for the dedicated servers, and they don't charge for the SDK.
> Why throw money at those things? The dedicated servers make more sense
> because at least they might bring some end user business in.
>
> I think there original intention was to keep up with the SDK and help
> promote new game ideas and maybe even bring revenue in. I think the
> distribution side won out and they just kind of dropped the ball on the
SDK
> model.
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Re: [hlcoders] VS2010 "vprojtomake" Utility Update

2010-04-28 Thread Zach Kanzler
Then you do it! Jonathan made the tool that helped him and the community out
of the goodness of his heart, and you're telling him it's not what you
ordered.

Regards,
Zach "theY4Kman" Kanzler


On Wed, Apr 28, 2010 at 03:23, Marek Sieradzki wrote:

> On Sun, Apr 25, 2010 at 3:46 AM, Jonathan White
>  wrote:
> > Hey Everyone,
> >
> > If you have moved your mod over to VS2010 you may have noticed that
> > the project files are in a completely new format (.vcxproj). This
> > creates quite the problem when you are going to try to compile your
> > mod in Linux since Valve's vprojtomake does not work with the new file
> > format.
> >
> > I took the initiative to rewrite the XML portion of that utility to
> > support BOTH .vcproj and .vcxproj. I have tested this program under
> > Win32 and Linux and it produces exact results from Valve's utility.
> > Whats more? Well I dumped the use of MSXML and XERCES, which means you
> > NO LONGER NEED XERCES to compile Linux if you use my program!
>
> It's cool that someone improved original vprojtomake but contributing
> C++ support to Mono's MSBuild (xbuild) would help more people. It
> should be similar amount of effort.
>
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Re: [hlcoders] VS2010 "vprojtomake" Utility Update

2010-04-24 Thread Zach Kanzler
Thank you very much! This is an awesome contribution!

Regards,
Zach "theY4Kman" Kanzler


On Sat, Apr 24, 2010 at 21:46, Jonathan White wrote:

> Hey Everyone,
>
> If you have moved your mod over to VS2010 you may have noticed that
> the project files are in a completely new format (.vcxproj). This
> creates quite the problem when you are going to try to compile your
> mod in Linux since Valve's vprojtomake does not work with the new file
> format.
>
> I took the initiative to rewrite the XML portion of that utility to
> support BOTH .vcproj and .vcxproj. I have tested this program under
> Win32 and Linux and it produces exact results from Valve's utility.
> Whats more? Well I dumped the use of MSXML and XERCES, which means you
> NO LONGER NEED XERCES to compile Linux if you use my program!
>
> Please read the follow abstract:
> 
> This is an adaption of the original VPROJTOMAKE from Valve to support
> Visual Studio 2010's new project file format. In doing this, I also
> threw out the ridiculously overkilled use of the COM XML Parser for Win32
> and Xerces for Linux. In its place, TinyXML, which requires absolutely
> no external libraries, and is infinitely easier to read code wise.
>
> This program is fully backwards compatible with the old .vcproj format as
> well so EVERYONE should and can use this in their linux building solution
> for their mod.
>
> TinyXML 2.6.0
> http://www.grinninglizard.com/tinyxml/
> 
>
> You can download this program here:
> http://www.divshare.com/download/11158105-975
>
> Just follow the instructions in the README :-)
>
> Find bugs? Email me: killermonke...@gmail.com
>
> Thanks,
> Killer Monkey
> GoldenEye: Source
>
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Re: [hlcoders] VS2010

2010-04-13 Thread Zach Kanzler
A couple days. Valve time.

Regards,
Zach "theY4Kman" Kanzler


On Tue, Apr 13, 2010 at 10:21, ZuM  wrote:

> Thank you :)
> And any prevision of when that will be? :)
>
> 2010/4/13 Garry Newman 
>
> > Linux binaries are coming with the next engine update :)
> >
> > garry
> >
> > On Tue, Apr 13, 2010 at 2:42 PM, Harry Jeffery
> >  wrote:
> > > And if you dont want to create a linux partition you still have no
> > > excuse: http://www.virtualbox.org/
> > >
> > > On 13 April 2010 14:31, Jeffrey "botman" Broome
> > >  wrote:
> > >> You should release Linux binaries or I will come over to your house
> and
> > >> break your legs.  :)
> > >>
> > >>
> > >> On 4/13/2010 8:08 AM, Allan Button wrote:
> > >>> Hey, While you're giving him the shake down, you should force him to
> > make Linux Binaries also.
> > >>>
> > >>> Allan
> > >>>
> > >>> -Original Message-
> > >>> From: hlcoders-boun...@list.valvesoftware.com [mailto:
> > hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jeffrey "botman"
> > Broome
> > >>> Sent: Tuesday, April 13, 2010 8:55 AM
> > >>> To: Discussion of Half-Life Programming
> > >>> Subject: Re: [hlcoders] VS2010
> > >>>
> > >>> On 4/13/2010 2:36 AM, Garry Newman wrote:
> > >>>
> >  Anyone wanna try to convince me to upgrade?
> > 
> >  garry
> > 
> > 
> > >>> You should upgrade or I will come over to your house and break your
> > >>> legs.  :)
> > >>>
> > >>>
> > >>> ___
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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-18 Thread Zach Kanzler
Far too restrictive of what? It's a standalone tool, neh?

Regards,
Zach "theY4Kman" Kanzler


On Thu, Mar 18, 2010 at 04:50, Marek Sieradzki wrote:

> >> >> My vision is to create an user-friendly general purpose batch compile
> >> >> tool for Source Mods. It should be written in pure C++ and licensed
> >> >> under a free software license such as the GNU GPL. It should be
> >> >> developed in union with the modding community.
>
> GPL is far too restrictive. Use LGPL or BSD3.
>
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Zach Kanzler
Changing the rendering engine is one thing. Rewriting the entire code base
to work on 7 cores is quite another.


On Sun, Mar 14, 2010 at 01:07, Allan Button  wrote:

> Maybe the Mac is a good test platform for OpenGL, then they are going to
> springboard off this, and jump into PS3 development.
>
> Also, I'd buy a dozen copies of TF2 for the iPhone, so I could play with
> the people I work with. ;)
>
> Allan
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Kyle Jansen
> Sent: Saturday, March 13, 2010 11:42 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac
>
> Two things:
>
> First, I completely agree with Adam's analysis. From what I see, Valve
> makes most of it's money from Steam, not games. I wouldn't be surprised if
> some of their games actually failed to make a profit, given how long their
> dev times are. Further, the Mac has nothing to compete with Steam, while the
> PC has several dozen competitors.
>
> What I'm hoping is that this Mac port signals a Linux port as well.
> The systems are sufficiently similar that it wouldn't be difficult, and
> Linux has absolutely no competition. Even Mac!Steam has to deal with retail.
>
> Second, I don't think moving into general movie sales would work for Valve.
> They don't really have first-hand experience making and selling movies, so
> they won't be able to be as developer- (or the film
> equivalent) and consumer-friendly as they are with games. Besides the fact
> that they would be up against some fierce competition, and don't have nearly
> the brand recognition many of the movie-digital-distribution players have.
>
> Steam is for gamers. Gamers know about it. Most gamers like it, or at least
> consider it the least evil DRM available. What could work, then, is selling
> game-related media. Put the Source modding tutorial DVDs on. Put game
> soundtracks on. Heck, I'd buy Advent Children if it was on Steam.
>
> Of course, watch all my predictions turn out wrong. I'm guessing a Team
> Fortress feature film, and a port of Steam to the iPhone, just to make my
> predictions look stupid.
>
> > Date: Sat, 13 Mar 2010 13:36:33 -0600
> > From: Nathan Voge 
> > Subject: Re: [hlcoders] Steam 2010 mod support and Source for the Mac
> > To: hlcoders 
> > Message-ID: 
> > Content-Type: text/plain; charset="iso-8859-1"
> >
> >
> > Don't forget that Steam not only works for digital distribution of games.
> Sure that is mostly what they have now, but I'm guessing that somewhere at
> Valve they are thinking about digital distribution of other things. Movies
> (There was/is that one Zombie Movie. BTW the site www.2chums.com is now
> for sale), songs, professional software...
> >
> > > Date: Thu, 11 Mar 2010 22:51:58 +
> > > From: harry101jeff...@googlemail.com
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] Steam 2010 mod support and Source for the
> > > Mac
> > >
> > > It also re-asserts Steams position as the best digital distribution
> > > system available. Stopping other new platforms such as impulse that
> > > support mac from taking control is a wise move.
> > >
> > > On 11 March 2010 19:08, Kerry Dorsey  wrote:
> > > > Adam, you're absolutely right...as I see it. This is much less about
> platform game support than it is about platform distribution support. But
> the latter is useless without the former. You accurately described the Mac
> dev food-chain so I won't be redundant, but the other key aspect of current
> ports to the Mac involves the code itself...native versus virtualization.
> The latest Sims 3 port for Mac is emulated. It's PC code thrown on top of a
> resource hungry virt environment (that's an over simplification, so don't
> get too upset) that runs horribly on all but the latest and strongest
> machines. So while some see "support for the Mac" means that it will run on
> all Macs, that ain't so. In fact, I'm venturing a guess that EA's support
> costs for the average Mac release is INSANE, all because of performance
> issues. If said code were native, most of the problems probably wouldn't
> exist. So I see Valve's decision to port, natively, their OB engine product
> to the Mac to be an effort to a.) throw more sand in Activision's
> distribution eyes, (go Steam!!) , develop a previously untapped market
> segment (Mac), and head off support nightmares with a little preventative
> research and development.
> > > >
> > > > It shows how Valve's business model and management have matured in a
> very short time. Good job!
> > > >
> > > > -Kerry
> > > >
> > > >
> > > > On 3/11/10 10:43 AM, "Adam Buckland" 
> wrote:
> > > >
> > > > My $0.02:
> > > >
> > > > I think a lot of people are missing the point here. Valve only
> > > > ported the games because they had to. The real motive here is Steam.
> > > >
> > > > Selling Mac software is very different to selling PC software. F

Re: [hlcoders] client side grame frame

2010-01-04 Thread Zach Kanzler
Clients do load plug-ins. You can load SourceMod client-side and change any
cvar, Tom, including sv_cheats, though it will only be changed client-side.

--
Zach "theY4Kman" Kanzler


On Mon, Jan 4, 2010 at 04:55, Tom Edwards  wrote:

> You can see server commands in the console. sv_cheats, sv_password, etc.
> Doesn't mean they execute on the client.
>
> On 04/01/2010 7:06, Joe Cabezas wrote:
> > nope
> >
> > clients DO LOAD plugins... via console commmand "plugin_load"...
> >
> > ok, that's not the main question.
> >
> > how to run commands every frame/tick in client?
> >
> > 2010/1/4 Andrew Ritchie
> >
> >
> >> Quite simply the client does not load or run plug ins.  If you were
> making
> >> your own mod then you could add a client side system that loads and runs
> >> them ever tick, but the client engine does not expose any systems to run
> >> plug in type features and no Valve game is likely to offer such a
> feature.
> >>
> >> On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas
>  wrote:
> >>
> >>
> >>> i know i can't!, actually i know that i'm doing a server solution, my
> >>> question is: "how to make it work in a client plugin"?
> >>>
> >>> maybe threads?, thinks?, how?
> >>>
> >>> 2010/1/4 Olly
> >>>
> >>>
>  You can't. Its a server plugin: CEmpty*Server*Plugin
> 
>  2010/1/4 Joe Cabezas
> 
> 
> > hello!
> >
> > i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2...
> >
> >>> with
> >>>
> > no
> > results
> >
> > this is what i'm doing:
> >
> > void CEmptyServerPlugin::GameFrame( bool simulating )
> > {
> > Msg("this is a frame!");
> > }
> >
> > but, it only works when i create a server, and not when i join a
> >
>  server...
> 
> >
> > how can i access to a client-side gameframe event?
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> 
> 
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Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-20 Thread Zach Kanzler
As many have said, these exploits have been known for years, and still
haven't been fixed, so Valve definitely needs more than just a little nudge.

On Fri, Aug 21, 2009 at 00:42, Spencer 'voogru' MacDonald  wrote:

> Not really.
>
> I've personally seen valve fix stuff like this once they were made aware of
> it. I'm wondering if this guy even alerted valve to it before releasing it.
>
> I don't mind him publicly disclosing stuff, but giving out pre-packaged
> binaries with the exploit that any 13 year old could figure out how to use
> is a little silly in my opinion.
>
> It's enough to describe the exploit and the specifics related to it.
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R.
> Sent: Friday, August 21, 2009 12:21 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine
> (exploit; arbitary memory access)
>
> Public disclosure is the only way to get something fixed.
>
> On Thu, Aug 20, 2009 at 11:09 PM, Adam "amckern" McKern
> wrote:
>
> > Dont you just love public disclosure by black hats?
> >
> > 
> > Owner Nigredo Studios http://www.nigredostudios.com
> >
> > --- On Fri, 21/8/09, 1nsane <1nsane...@gmail.com> wrote:
> >
> > From: 1nsane <1nsane...@gmail.com>
> > Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine
> > (exploit; arbitary memory access)
> > To: "Discussion of Half-Life Programming" <
> hlcoders@list.valvesoftware.com
> > >
> > Received: Friday, 21 August, 2009, 12:55 PM
> >
> > And there's still some left.
> >
> > But hey, now this is super public!
> >
> > On Thu, Aug 20, 2009 at 10:49 PM, AzuiSleet  wrote:
> >
> > > These exploits are already public, and have been floating around for
> > years
> > > before anyway.
> > >
> > > On Thu, Aug 20, 2009 at 8:43 PM, Matt Hoffman
> > > wrote:
> > >
> > > > Is it really a good idea to post the link? Not everyone on this list
> > has
> > > > the
> > > > best intentions, nor do I think anyone can do anything about it?
> > (Correct
> > > > me
> > > > if I'm wrong)
> > > >
> > > > Wouldn't it work better directly mailed to Valve?
> > > >
> > > > On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison <
> > saul.renni...@gmail.com
> > > > >wrote:
> > > >
> > > > > Luigi has found yet another exploit in Valve's up-to-date,
> > > > > unexploitable engine :D
> > > > >
> > > > >
> > > > >
> > > > > Thanks,
> > > > > - Saul.
> > > > >
> > > > > ___
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> >
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> >
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Zach Kanzler
If a soup kitchen was giving you spoiled soup, would you take it? Being that
I'm a paying customer of Valve, in that I bought access to the SDK, I'm not
a beggar, so I will be a chooser.

On Thu, Jul 23, 2009 at 20:49, Paul Peloski  wrote:

> Maybe they do remember that, and think, "if Counter-Strike and Team
> Fortress
> were made with our SDK, we must be doing a pretty good job."
>
> Paul
>
> On Thu, Jul 23, 2009 at 6:39 PM, Saul Rennison  >wrote:
>
> > Maybe Valve should then remember they wouldn't have Team Fortress and
> > Counter-Strike without mods.
> >
> > Thanks,
> > -Saul.
> >
> > On 24 Jul 2009, at 01:28, Bob Somers  wrote:
> >
> > > With all due respect to you guys, I think you're forgetting that
> > > ultimately Valve is not in the mod-support business. They're in the
> > > business of making their own games, and the success of their titles
> > > shows how well they do it.
> > >
> > > Their tools are designed for the way the workflow happens at Valve,
> > > not at your house. They're providing their tools to you as a courtesy.
> > > Now, if they want to take suggestions from the community that's great,
> > > but ultimately you're getting all their tools for free so it's really
> > > "too bad" if they don't work they way you want them to.
> > >
> > > I'm not well versed in the model compilation process for Source, but
> > > there's one thing a command line interface has over a GUI...
> > > scriptability. In a big software company, the rule of thumb is that
> > > anything that can be automated should be automated. You can't script a
> > > GUI (at least, not very easily at all).
> > >
> > > --Bob
> > >
> > >
> > >
> > >
> > > On Thu, Jul 23, 2009 at 5:08 PM, Saul
> > > Rennison wrote:
> > >> Hell I'm on Summer Holidays, I'll give this a go, although it does
> > >> mean I'd have to do texture support which I'm not so great at. But
> > >> GCF
> > >> support is possible via Nemesis' HLlib.
> > >>
> > >> All replies in this topic bring up good points in the Source Engine,
> > >> heres my 2 pence:
> > >> I don't agree with the fact Source doesn't have good physics.
> > >> Source should move to DAE.
> > >> StudioMDL and HLMV should be open-source, leave P4 integration in, we
> > >> only need the code / snippets from it.
> > >>
> > >> There's probably more but I can't be bothered replying.
> > >>
> > >> Thanks,
> > >> -Saul.
> > >>
> > >> On 24 Jul 2009, at 00:17, Harry Jeffery
> > >>  wrote:
> > >>
> > >>> If it's all made nice and modular and supports either dll or python
> > >>> plugins I think it would work great.
> > >>>
> > >>> Nothing there that should be too hard to re-implement.
> > >>>
> > >>> 2009/7/24 Matt Hoffman :
> >  Because...
> > 
> >  Hell that's a good point. The VMF document format isn't exactly
> >  hard to
> >  understand. The compile tools are all plugged-in.
> > 
> >  Only thing you would have issues with (I'd Imagine): Loading from
> >  the GCFS
> >  quickly, and efficiently. Though I imagine Jed would have a
> >  solution there.
> >  Displacements could also be an issue.
> > 
> >  I'd imagine it's possible.
> > 
> > 
> > 
> >  On Thu, Jul 23, 2009 at 4:06 PM, Harry Jeffery <
> >  harry101jeff...@googlemail.com> wrote:
> > 
> > > 1. Update SDK and make it uber leet as per suggestions.
> > > 2. Distribute SDK (not on valvetime please)
> > > 3. Studios pay for license
> > > 4. More mods become commercially viable (e.g. GMod)
> > > 5. ?
> > > 6. Profit!
> > >
> > > But seriously, it can be done.
> > >
> > > And if hammer is so bad why has the community not started work
> > > on an
> > > opensource version with python support for plugins.
> > >
> > > 2009/7/23 Jorge Rodriguez :
> > >> Source engine works just fine for outdoors areas. Did you people
> > >> forget
> > > that
> > >> half of HL2 and the episodes take place outdoors? Obviously it
> > >> doesn't
> > > scale
> > >> up to GTA-size large areas, but it can handle some pretty large
> > >> areas.
> > >>
> > >> --
> > >> 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
> > 
> > 
> > >>>
> > >>> __

Re: [hlcoders] custom TF2 bots and commands

2009-06-16 Thread Zach Kanzler
Oh, I see! Why not use MetaMod and SourceHook to detour RunPlayerMove?

On Tue, Jun 16, 2009 at 09:04, PaulM  wrote:

> that what I need valve to do! As that function is in code which I have no
> access of editing (inside TF2 server code itself).
>
> On Tue, Jun 16, 2009 at 9:14 AM, Zach Kanzler  wrote:
>
> > Why not hook the "bot_dontmove" cvar and save its value? Then you can
> > return
> > out of RunPlayerMove if it's enabled.
> >
> > On Mon, Jun 15, 2009 at 15:46, Harry Jeffery <
> > harry101jeff...@googlemail.com
> > > wrote:
> >
> > > I was thinking of coding some tf2 bots as a server plugin but it would
> > > take a long time and AI isn't my forte.
> > >
> > > 2009/6/15 Andreas Grimm :
> > > > Hello,
> > > >
> > > > I need this for my bot plugin, too.
> > > > Please add a command, that TF2 stops running RunPlayerMove in each
> game
> > > > frame.
> > > >
> > > > And the IBotManager::CreateBot() function of the SDK is still broken.
> > > > Still waiting for a fix ;D
> > > >
> > > > regards
> > > > Andi aka Tauphi
> > > >
> > > > -Original Message-
> > > > From: hlcoders-boun...@list.valvesoftware.com
> > > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of PaulM
> > > > Sent: Monday, June 15, 2009 9:23 PM
> > > > To: Discussion of Half-Life Programming
> > > > Subject: [hlcoders] custom TF2 bots and commands
> > > >
> > > > Hello,
> > > >
> > > > I've been messing around with my bot plugin recently, If you've
> noticed
> > I
> > > > got it to work again by controlling in-built TF2 bots (when using the
> > bot
> > > > command) this means I need to automatically call "bot" command in my
> > > plugin
> > > >
> > > > I do this by using
> > > >
> > > > engine->ServerCommand("bot -name xyz");
> > > >
> > > > and then catch the bot joining the server
> > > >
> > > > In a listen server this is fine, but in dedicated it doesn't work. It
> > > just
> > > > says "bot" is an unknown command, any ideas on that?
> > > >
> > > > Other things, And most important are the fact that the TF2 built in
> > bots
> > > > ALWAYS call RunPlayerMove, even when bot_dontmove is 1. The problem
> is
> > I
> > > > need to call this function, which means it is getting called TWICE
> > every
> > > > frame instead of ONCE, and this causes problems like the bots buttons
> > > > getting messed up, bots speed is terribly out of control,
> > > >
> > > > Would Valve be interested in making bot_dontmove command NOT to call
> > > > RunPlayerMove ?? Instead of just nullifing the "cmd".?
> > > >
> > > > This would be of great benefit,
> > > >
> > > > In any case what happened to the Omni-Bot/WIP Interface ?
> > > >
> > > > Bye,
> > > > [RCBOT]Cheeseh
> > > > ___
> > > > 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] custom TF2 bots and commands

2009-06-16 Thread Zach Kanzler
Why not hook the "bot_dontmove" cvar and save its value? Then you can return
out of RunPlayerMove if it's enabled.

On Mon, Jun 15, 2009 at 15:46, Harry Jeffery  wrote:

> I was thinking of coding some tf2 bots as a server plugin but it would
> take a long time and AI isn't my forte.
>
> 2009/6/15 Andreas Grimm :
> > Hello,
> >
> > I need this for my bot plugin, too.
> > Please add a command, that TF2 stops running RunPlayerMove in each game
> > frame.
> >
> > And the IBotManager::CreateBot() function of the SDK is still broken.
> > Still waiting for a fix ;D
> >
> > regards
> > Andi aka Tauphi
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of PaulM
> > Sent: Monday, June 15, 2009 9:23 PM
> > To: Discussion of Half-Life Programming
> > Subject: [hlcoders] custom TF2 bots and commands
> >
> > Hello,
> >
> > I've been messing around with my bot plugin recently, If you've noticed I
> > got it to work again by controlling in-built TF2 bots (when using the bot
> > command) this means I need to automatically call "bot" command in my
> plugin
> >
> > I do this by using
> >
> > engine->ServerCommand("bot -name xyz");
> >
> > and then catch the bot joining the server
> >
> > In a listen server this is fine, but in dedicated it doesn't work. It
> just
> > says "bot" is an unknown command, any ideas on that?
> >
> > Other things, And most important are the fact that the TF2 built in bots
> > ALWAYS call RunPlayerMove, even when bot_dontmove is 1. The problem is I
> > need to call this function, which means it is getting called TWICE every
> > frame instead of ONCE, and this causes problems like the bots buttons
> > getting messed up, bots speed is terribly out of control,
> >
> > Would Valve be interested in making bot_dontmove command NOT to call
> > RunPlayerMove ?? Instead of just nullifing the "cmd".?
> >
> > This would be of great benefit,
> >
> > In any case what happened to the Omni-Bot/WIP Interface ?
> >
> > Bye,
> > [RCBOT]Cheeseh
> > ___
> > 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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>
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Re: [hlcoders] Request to Valve: Increase the model precache limit.

2009-06-14 Thread Zach Kanzler
That's exactly what I was thinking, Harry.

On Sun, Jun 14, 2009 at 13:11, Harry Jeffery  wrote:

> Maybe, I always thought python would have been a better choice than
> lua for scripting.
>
> 2009/6/14 Matt Hoffman :
> > They are losing business! :p
> >
> > Anyways Garry: Probably bring people back to GMod. I'm sure you've got a
> lot
> > of people who are sick of the crashes, etc. Fix the crashes, announce it,
> > get people to come back, hooray!
> >
> > On Sun, Jun 14, 2009 at 8:20 AM, Saul Rennison  >wrote:
> >
> >> I sent an email but got no reply.
> >>
> >> --
> >> Thanks,
> >> - Saul
> >>
> >> On 14 Jun 2009, at 15:37, Harry Jeffery
> >>  wrote:
> >>
> >> > Talk to valve under nda about getting your own license. I was
> >> > wondering if they do student discounts. :P
> >> >
> >> > 2009/6/14 Saul Rennison :
> >> >> Wait.
> >> >>
> >> >> You've got a Source Engine license but don't even modify the
> >> >> engine? Can I
> >> >> have it? I'm sick of the Source 2003 leak :(
> >> >>
> >> >> 2009/6/14 Garry Newman 
> >> >>
> >> >>> I wouldn't mind this. But there's a lot of things I wouldn't mind
> >> >>> increasing, like max edicts, and whatever causes the string table
> >> >>> baseline
> >> >>> overflow.
> >> >>> Maybe I should bite the bullet and try to ship with my own engine
> >> >>> binaries?
> >> >>> I really don't want to, especially just to increase these
> >> >>> variables.. but
> >> >>> maybe it's the only way.
> >> >>>
> >> >>> garry
> >> >>>
> >> >>>
> >> >>> On Sun, Jun 14, 2009 at 9:26 AM, Harry Pidcock 
> >> >>> wrote:
> >> >>>
> >>  At the moment the maximum model precache limit in the engine is
> >>  1024,
> >>  whereas with soundprecache we can load up to 8192.
> >> 
> >>  If you try to load more than 1024 models into the
> >>  engine(throughout the
> >>  entire game session) the server will crash.
> >> 
> >>  Games like Garry's Mod will crash regularly due to it's sandbox
> >>  nature.
> >>  1024
> >>  models is hardly enough.
> >> 
> >>  I suspect this is due to the server and client having statically
> >>  sized
> >>  arrays rather than having dynamically expanding CUtlVectors or
> >>  something.
> >> 
> >>  Please look into this,
> >>  Haza.
> >> 
> >> 
> >>  ___
> >>  To unsubscribe, edit your list preferences, or view the list
> >>  archives,
> >>  please visit:
> >>  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> 
> >> 
> >> >>> ___
> >> >>> To unsubscribe, edit your list preferences, or view the list
> >> >>> archives,
> >> >>> please visit:
> >> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >>>
> >> >>>
> >> >>
> >> >>
> >> >> --
> >> >> Thanks,
> >> >> - Saul.
> >> >> ___
> >> >> To unsubscribe, edit your list preferences, or view the list
> >> >> archives, please visit:
> >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >>
> >> >>
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list
> >> > archives, please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> > ___
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> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-16 Thread Zach Kanzler
It's kinda sad, because one cannot actually run any Source mod they've
created unless they own a Source game -- I'm a bit shaky on it, but I'm
correct in assuming hl2.exe comes from the Source Engine GCF, right? As
such, having extensive documentation including examples from the source
would be a very good advertisement to potential modders.

On Fri, Jan 16, 2009 at 12:25, John Standish  wrote:

> Yep so free I don't think is the right word, more like included with the
> purchase of OB. Also that is the reason you can play and develop mods, you
> have "purchased" the SDK.
>
> On Thu, Jan 15, 2009 at 10:56 PM, Tony Sergi  >wrote:
>
> > Well, you need to own a source game to get the sdk.
> > -Tony
> >
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com [mailto:
> > hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh
> > Sent: January-16-09 1:48 AM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Technical Design Document or Quick Reference
> Guide?
> >
> > Isn't the Source SDK free? All you need to do is download Steam and you
> > can get the SDK for free.. so theoretically, if the SDK source code is
> > freely available via Steam, would it really be that bad if snippets of
> > the SDK source code were made available on a website?
> >
> >
> > James Luzwick wrote:
> > > Can we get someone from valve to respond?  I'm sure theres a way we
> could
> > > dedicate part of the valve wiki for containing this information.  I
> mean
> > a
> > > lot of sdk code is up there right now for all to see.
> > >
> > > On Thu, Jan 15, 2009 at 7:18 PM, Nick  wrote:
> > >
> > >
> > >> NO NEVER.
> > >>
> > >> On Thu, Jan 15, 2009 at 8:11 PM, Joel R.  wrote:
> > >>
> > >>> So, I guess the question is:
> > >>>
> > >>> Valve, can we have permission to post SDK code on the internet,
> > strictly
> > >>>
> > >> for
> > >>
> > >>> documentation purposes?
> > >>>
> > >>> -Joel
> > >>> ___
> > >>> 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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> > please visit:
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> >
> >
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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Zach Kanzler
If making the source code available to the public wasn't out of line, I'd
love to write a doxygen-like script that parses the source code and
comments, then uploads it all into a database. From a central website, each
function would be easy to find through search. A page exists for each
function of each class and comments allowed, along with the source of each
function posted.

In lieu of the ability to post the source legally, however, what is possible
is to keep a central server that knows only the names of the functions. Then
the script can be distributed. Each user would run the script to generate
the documentation. When viewing the documentation locally, the function page
would retrieve the comments from the central server. It may not be as simple
as the aforementioned method, but I believe it would help
nonetheless...though, who wants to sit there while the documentation is
built?

On Tue, Jan 13, 2009 at 21:39, Walter Gray  wrote:

> Because we can, and I imagine also because it would generally promote
> good will in the HL2 community.  Frankly, I'd do it just to say that I had.
>
> Nick wrote:
> > Why the should we try to make documentation if even valve thinks its
> > too hard to do?
> >
> > On Tue, Jan 13, 2009 at 3:57 PM, James Luzwick 
> wrote:
> >
> >> I'm not sure what you mean by this.  There ton's of proprietary source
> code
> >> on the valve developer wiki not to mention the source code is available
> to
> >> anyone who has a half life 2 key.  This wouldn't be sold either.. it
> would
> >> just be more of a mod that can be worked on by public developers.
> >>
> >> On Tue, Jan 13, 2009 at 12:56 PM, Tobias Kammersgaard <
> >> tobias.kammersga...@gmail.com> wrote:
> >>
> >>
> >>> Distributing the sourcecode isn't allowed, this seems like a pretty big
> >>> problem.
> >>>
> >>> /ScarT
> >>>
> >>>
> >>> 2009/1/13 Steve Henderson 
> >>>
> >>>
>  And we could make a 3rd party GUI tool that allows for a rich diff
>  like view between someone's MOD (MyMod) and the DokuMod.  This would
>  create a view of the code
>  that would interweave the DokuMod inline documentation in with the
>  user's Mod so they could see our documentation alongside theirs, and
>  possibly selectively
>  import the comments and changes they like...
> 
>  On Tue, Jan 13, 2009 at 1:01 PM, Steve Henderson
>   wrote:
> 
> > We could create a special MOD (dokuMod) strictly for documentation.
> >
> > This would could have:
> >
> > - A plethora of doxygen friendly INLINE comments
> >
> > - Inline hyperlinks to more extensive documentation on @ the
> > developer.valve wiki
> >
> > - Default enabling the many built-in debug layers that Valve already
> > included.  These would be enabled by default so someone playing a the
> > dokuMod would see all the debug skins and such
> >
> > - Self documenting classes -- For example, custom PropClass that have
> > skins and hovering sprites that serve as documentation
> >
> > - Custom VGUI classes that could show handy visualizations of the
> > scene graph, firing actions etc.
> >
> > - Included map that allow for walking through in FPS view and
> > observing all the debugging and other turorials
> >
> > The mod would create full, nightly doxygen html that has UML and the
> > inline documentation
> >
> > I'd be up to contribute..
> >
> > Steve
> >
> >
> >
> > On Tue, Jan 13, 2009 at 12:53 PM, John Standish 
> >
>  wrote:
> 
> >> I agree with Nuno on the fact that documentation is very important.
> >>
> >>> I've
> >>>
> >> just started getting back in to the Source SDK and I am completely
> >>
> >>> lost
> >>>
>  at
> 
> >> points. It's not the fact that I do not know C++ it's the fact I am
> >>
>  trying
> 
> >> to figure out every little piece of source and what points to what.
> >>
> >>> Sure
> >>>
>  the
> 
> >> name conventions are helpful but some things are just either wonky
> or
> >> convoluted. Documentation would help tremendously. I've used Doxygen
> >>
> >>> to
> >>>
> >> create documentation but that has only done so much.
> >>
> >> On Tue, Jan 13, 2009 at 9:45 AM, Nuno Silva <
> >>
>  little.coding@gmail.com>wrote:
> 
> >>> I can't stress this enough, but documentation is *very* important
> in
> >>>
>  large
> 
> >>> projects such as Source, one shouldnt try to figure out what all
> the
> >>>
>  code
> 
> >>> does, considering how it's not even possible to do so since most of
> >>>
> >>> the
> >>>
> >>> code
> >>> isnt even public.
> >>>
> >>> Documenting the code ourselves would be an interesting idea,
> however
> >>>
> >>> it
> >>>
>  is
> 
> >>> a
> >>> long task, and as such should be very well organized.
> >>>
> >>> Si

Re: [hlcoders] SteamID in-game and community

2008-11-21 Thread Zach Kanzler
A full explanation is available here:
http://forums.alliedmods.net/showthread.php?t=60899

On Fri, Nov 21, 2008 at 16:08, Sam Klinger <[EMAIL PROTECTED]> wrote:

> Attached is a python script that does both Community -> Steam and Steam ->
> Community.
>
>
> Sebastian Staudt wrote:
>
>> Does anyone know a way to calculate the Steam Community SteamID
>> ("SteamID64") from the in-game SteamID (STEAM_X:X:XX)?
>> This would be a nice way to get fast access to the Steam Community pages
>> of
>> each player on a server.
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>
>
> import sys, os, re
>
> SID_NONE= 1<<0
> SID_PRINT   = 1<<1
> SID_PROCESS = 1<<2
> SID_QUIET   = 1<<3
>
> def about():
>print "Steam Id <-> Community ID Converter\n" \
>  "Programmed by theY4Kman, algorithm discovered by voogru\n"
>
> def syntax(command=None):
>if command == ["help", "?", "/?"]:
>print "Displays the help message."
>else:
>print "Usage:  ", os.path.basename(sys.argv[0]), "
> SteamID|CommunityID [/p] [/q]\n" \
>  "Options:\n" \
>  " /p  Show the process of deriving the Steam/Community
> ID\n" \
>  " /q  Quiet mode. Only print out the Steam/Community
> ID"
>
> def proc(message, check=SID_NONE, flags=SID_NONE):
>if flags & check: print message
>
> def convert(i, flags=SID_NONE):
>steamid = re.compile(r'STEAM_0:([01]):(\d{1,10})').match(i)
>commid  = re.compile(r"(\d{17})").match(i)
>if steamid:
>proc("Steam ID -> Community ID\n\n%s" % i, SID_PROCESS, flags)
>tok = steamid.groups()
>auth = int(tok[1]) * 2
>server = int(tok[0])
>proc("%s * 2 = %d" % (tok[1], auth), SID_PROCESS, flags)
>tok = auth + 76561197960265728 + server
>proc("%d + 76561197960265728 + %d = %d" % (auth, server, tok),
> SID_PROCESS, flags)
>if flags & SID_PRINT: print "\nCommunity ID:", tok
>else: return tok
>else:
>proc("Community ID -> Steam ID\n", SID_PROCESS, flags)
>tok = int(i)
>server = tok % 2
>proc("%s is %s, so the auth server is %d" % (i, (server and "odd")
> or "even", server), SID_PROCESS, flags)
>auth = tok - server
>proc("%d - %d = %d" % (tok, server, auth), SID_PROCESS, flags)
>auth -= 76561197960265728
>proc("%d - 76561197960265728 = %d" % (tok - server, auth),
> SID_PROCESS, flags)
>proc("%d / 2 = %d" % (auth, auth/2), SID_PROCESS, flags)
>auth /= 2
>if flags & SID_PRINT: print "\nSteam ID: STEAM_0:%d:%d" % (server,
> auth)
>else: return "STEAM_0:%d:%d" % (server, auth)
>return
> if __name__ == '__main__':
>if len(sys.argv) < 2:
>syntax()
>exit()
>if sys.argv[1] == "about":
>about()
>exit()
>if sys.argv[1] in ["help", "?", "/?"]:
>syntax((len(sys.argv) >= 3) and sys.argv[2] or None)
>exit()
>
>flags = SID_NONE
>i = None
>for option in sys.argv[1:]:
>if option == "/p": flags |= SID_PROCESS
>if option == "/q": flags |= SID_QUIET
>else:
>if not i and re.compile(r'STEAM_0:[01]:\d{1,10}').match(option)
> or re.compile(r"\d{17}").match(option): i = option
>
>if not i: # Then whom?
>syntax()
>else:
>if flags & (SID_QUIET|SID_PROCESS) == (SID_QUIET|SID_PROCESS): flags
> ^= SID_PROCESS
>convert(i, flags|SID_PRINT)
> ___
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> please visit:
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Re: [hlcoders] Steam Servers browser

2008-11-07 Thread Zach Kanzler
If you don't mind me asking, what was the issue?

On Fri, Nov 7, 2008 at 5:29 PM, Alfred Reynolds <[EMAIL PROTECTED]>wrote:

> It has been fix, has been for a while I just spent some time grabbing
> more mods to make sure.
>
> - Alfred
>
> > -Original Message-
> >
> > 2008/11/7 Janek <[EMAIL PROTECTED]>
> >
> > > Problem sounds to be fixed for me now.
> > >
> > > Great job Alfred. Thank you very much.
> > >
> > > 2008/11/7 Tobias H. <[EMAIL PROTECTED]>
> > >
> > > I can confirm that for our mod. (using 215)
> > >> servers can not be found in master server list.
> > >> the only workaround so far ist to manually add them to favorites.
> > >> not so elegant.
> > >>
> > >> On Fri, Nov 7, 2008 at 7:30 PM, Janek <[EMAIL PROTECTED]> wrote:
> > >>
> > >> > Oh I'm sorry. I did a mistake, my mod is using 215 as well and
> not
> > 320.
> > >> 320
> > >> > is mounted.
> > >> >
> > >> > 2008/11/7 Nick <[EMAIL PROTECTED]>
> > >> >
> > >> > > Also mods based on 215 also have the problem.
> > >> http://www.empiresmod.com/
> > >> > >
> > >> > > You cannot see empiresmod servers from the desktop server
> > browser, but
> > >> > > from ingame-server brower all servers are available.
> > >> > >
> > >> > > On Fri, Nov 7, 2008 at 11:49 AM, Janek <[EMAIL PROTECTED]>
> wrote:
> > >> > > > I forgot to mention "thank you alfred for taking care of this
> > >> issue".
> > >> > > >
> > >> > > > J.
> > >> > > >
> > >> > > > 2008/11/7 Janek <[EMAIL PROTECTED]>
> > >> > > >
> > >> > > >> HL2:DM (320) Ep1 engine
> > >> > > >>
> > >> > > >> 2008/11/7 Alfred Reynolds <[EMAIL PROTECTED]>
> > >> > > >>
> > >> > > >> We will look into it, can you please tell me the app your
> mod
> > is
> > >> based
> > >> > > >>> off (HL2, HL2:DM, SourceSDK Base, etc).
> > >> > > >>>
> > >> > > >>> - Alfred
> > >> > > >>>
> > >> > > >>> > -Original Message-
> > >> > > >>> > From: [EMAIL PROTECTED]
> > [mailto:hlcoders-
> > >> > > >>> > [EMAIL PROTECTED] On Behalf Of Yorg Kuijs
> > >> > > >>> > Sent: Friday, November 07, 2008 7:23 AM
> > >> > > >>> > To: Discussion of Half-Life Programming
> > >> > > >>> > Subject: Re: [hlcoders] Steam Servers browser
> > >> > > >>> >
> > >> > > >>> > All mod's seem to have the problem at the moment except
> > the ones
> > >> > that
> > >> > > >>> > are downloadable of steam.
> > >> > > >>> > I assume with that many mods having the problem a fix
> will
> > come
> > >> out
> > >> > > >>> > soon
> > >> > > >>> > enough.
> > >> > > >>> >
> > >> > > >>> > Janek wrote:
> > >> > > >>> > > Hi,
> > >> > > >>> > >
> > >> > > >>> > > Last Steam update sounds to have a bad effect in
> > "Servers list
> > >> > > >>> > browser" as
> > >> > > >>> > > now none of servers of my mod are listed when my mod is
> > not
> > >> > > started.
> > >> > > >>> > I have
> > >> > > >>> > > to launch my mod to be able to see servers in "servers
> > list
> > >> > > >>> browser".
> > >> > > >>> > >
> > >> > > >>> > > Does any of you are experiencing the same issue with
> > your mod
> > >> ?
> > >> > > >>> > > Does Valve has any explaination about this problem, and
> > if so
> > >> is
> > >> > it
> > >> > > >>> > planned
> > >> > > >>> > > to be fixed ?
> > >> > > >>> > >
> > >> > > >>> > > Best regards,
> > >> > > >>> > >
> > >> > > >>> >
> > >> > > >>> > ___
> > >> > > >>> > 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
> > >> > > >>>
> > >> > > >>>
> > >> > > >>
> > >> > > >>
> > >> > > >> --
> > >> > > >> ---
> > >> > > >> [EMAIL PROTECTED]
> > >> > > >>
> > >> > > >
> > >> > > >
> > >> > > >
> > >> > > > --
> > >> > > > ---
> > >> > > > [EMAIL PROTECTED]
> > >> > > > ___
> > >> > > > 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
> > >> > >
> > >> > >
> > >> >
> > >> >
> > >> > --
> > >> > ---
> > >> > [EMAIL PROTECTED]
> > >> > ___
> > >> > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > >> > please visit:
> > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >> >
> > >> >
> > >> ___

Re: [hlcoders] AutoAssign to a team

2008-08-04 Thread Zach Kanzler
if ( GetTeamNumber() == 0 )

You haven't set their team number to 0, yet, so it will just pass right over
this. However, if the client did "jointeam 0" then "jointeam 1", it would
work.

On Mon, Aug 4, 2008 at 12:03 PM, Tony Paloma <[EMAIL PROTECTED]>wrote:

> I see at least one problem here.
>
> Let's say I do "jointeam 0". It's going to go thru the code and randomly
> assign me to a team as you want, but then it's going to fall through to
> this
> code here:
>
>ChangeTeam( team );
>
>return true;
>} //end jointeam
>
> And put me back on team 0.
>
> Also, this code:
> ChangeTeam( random->RandomInt( TEAM_COMBINE, TEAM_REBELS ) );
>
> Assumes TEAM_REBEL comes after TEAM_COMBINE (which, it does, but not
> necessarily safe to assume). A better way would be to switch on a random
> number 0 to 1 so that you don't depend on the value of the constants. For
> example:
>
> switch(random->RandomInt(0, 1))
> {
>case 0:
>ChangeTeam(TEAM_COMBINE);
>break;
>default:
>ChangeTeam(TEAM_REBELS);
>break;
> }
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Yorg Kuijs
> Sent: Monday, August 04, 2008 5:29 AM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] AutoAssign to a team
>
> Hey list,
> been trying to get AutoAssign to work, got as far as to making it
> actually join instead of dumping you back into spectate or not working
> at all.. but now I'm stuck
> To get autoassign to work I'm employing the basic if teamplay = 1 and
> you join team 0(unassigned) then it's supposed to move you to either
> Rebels or Combine, instead in a teamplay game your not moved so you join
> the game as unnasigned, you then take on the spawnpoints of
> info_player_deathmatch instead of info_player_insertteamname which are
> placed randomly on the map. Also you don't show up on the scoreboard.
>
> The mod is in Ep1 and using the command mp_teamplay each map can be set
> to be either deathmatch or team deatmatch(spawns for teams are in a
> bunker, deathmatch spawns are scattered across the map)
>
> Here's the code I'm using in player.cpp in the function bool
> CBasePlayer::ClientCommand(const char *cmd):
>
>   (code concerning spectate commands above)
>else if ( stricmp( cmd, "jointeam" ) == 0 ) //start jointeam
>{
>if (engine->Cmd_Argc() < 2 )
>return true;
>
>int team = atoi( engine->Cmd_Argv(1) );
>
>//don't do anything if you join your own team
>if ( team == GetTeamNumber() )
>return true;
>
>CTeam *pCombine = g_Teams[TEAM_COMBINE];
>CTeam *pRebels = g_Teams[TEAM_REBELS];
>
>//auto assign if you join team 0
>if ( GetTeamNumber() == 0 )
>{
>if ( HL2MPRules()->IsTeamplay() == true )
>{
>if ( pCombine == NULL || pRebels == NULL )
>{
>ChangeTeam( random->RandomInt( TEAM_COMBINE,
> TEAM_REBELS ) );
>}
>else
>{
>if ( pCombine->GetNumPlayers() >
> pRebels->GetNumPlayers() )
>{
>ChangeTeam( TEAM_REBELS );
>}
>else if ( pCombine->GetNumPlayers() <
> pRebels->GetNumPlayers() )
>{
>ChangeTeam( TEAM_COMBINE );
>}
>else
>{
>ChangeTeam( random->RandomInt( TEAM_COMBINE,
> TEAM_REBELS ) );
>}
>}
>}
>}
>if ( !IsDead() )
>{
>if ( GetTeamNumber() != TEAM_UNASSIGNED )
>{
>CommitSuicide();
>IncrementFragCount(1); //adds 1 frag to balance out
> the 1 subtracted for killing yourself
>}
>}
>
>ChangeTeam( team );
>
>return true;
>} //end jointeam
>
>return true;
>}
>
>
>return false;
>
> }
>
> ___
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> please visit:
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>
>
>
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Zach Kanzler
If those things later got removed, why can't it be distributed now?

On Tue, Jul 8, 2008 at 10:17 PM, Tony omega Sergi <[EMAIL PROTECTED]>
wrote:

> Exactly ;)
> -Tony
>
> On Tue, Jul 8, 2008 at 9:13 PM, Jeffrey botman Broome <
> [EMAIL PROTECTED]> wrote:
>
> > Tobias Kammersgaard wrote:
> > > May I ask why?
> >
> > I think most (all?) of the things not being distributed uses third party
> > libraries that Valve is not allowed to redistribute.  Like Tony said,
> > they should never have been there in the first place, but somebody
> > screwed up initially and put in things that later got removed.
> >
> > --
> > Jeffrey "botman" Broome
> >
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Re: [hlcoders] New MP mod gets "Client missing DT class CTeamTrainWatcher" error

2008-07-04 Thread Zach Kanzler
Jesus, Nick, would you stop posting about the multiplayer options menu? As
many have said before, it's not broken! It's up to you to write it...It's
not Valve's job to configure your mod for you.

On Fri, Jul 4, 2008 at 11:52 PM, Nick <[EMAIL PROTECTED]> wrote:

> Yep. Glad I am not the only one who found this bug :P
>
>
> c_team_train_watcher.cpp and c_team_train_watcher.h are not
> included in the clienside project file sdk(hl2mp ep2 sdk)
> http://img301.imageshack.us/my.php?image=screenshot017zn9.jpg
> Causes this error:::
> http://img300.imageshack.us/img300/8887/screenshot015cf8.jpg
>
>
>
> also multiplayer options menu has been broken since last year...
> http://img168.imageshack.us/img168/7247/screenshot022gm9.jpg
>
>
> On Fri, Jul 4, 2008 at 7:54 PM, Tony omega Sergi <[EMAIL PROTECTED]>
> wrote:
> > add c_teamtrainwatcher.cpp to the client project.
> >
> >
> > On Fri, Jul 4, 2008 at 8:28 PM, Ryan Matthew Paterson <
> [EMAIL PROTECTED]>
> > wrote:
> >
> >> Hey all,
> >> I'm messing around with coding in the Source SDK. I successfully created
> >> mod of singleplayer HL2, and had no problem getting it up and running.
> >>  However, I tried to create a new mod of HL2 multiplayer, and when
> trying to
> >> load a map I get the following error in the console:
> >>
> >> DataTable warning: No matching RecvTable for SendTable
> >> 'DT_TeamTrainWatcher'.
> >> Client missing DT class CTeamTrainWatcher
> >> Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.
> >>
> >> The console says the server starts, the background goes black, and then
> it
> >> instantly drops me. Apparently that's the TF2 entity for the payload
> style
> >> maps. Anyone have any suggestions for a fix, I'm stumped.(I'm fluent in
> Java
> >> and know a bit of C#, but C++ is a bit different so I'm just diving in
> as a
> >> side hobby)
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> > --
> > -Tony
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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