The buy over steam version loads faster too because of no cd check.
Any chance for a patch for us retail modders ? :)
My wife just came home with HL2 one day.I would of got it over steam
otherwise.
On Mon, 6 Dec 2004 23:23:07 -0800, Alfred Reynolds wrote:
> The "Edit and Continue" feature of MSVC
I am not an employee or affiliated with Valve in anyway.
Chris
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Vyacheslav
Djura
Sent: 06 December 2004 16:26
To: McCormack, Chris
Subject: Re[2]: [hlcoders] sourcesdk.gcf question
Hello Chris,
Monday, Decemb
You can group your emails in outlook by conversation topic. Makes reading posts
a lot easier.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of John Carr
Sent: 04 December 2004 19:40
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Gmail & Mailing Lists
i have
your wife is so lovely, covert ;)
and so is your cute little puppy dog!
On Tue, 7 Dec 2004 18:10:39 +1000, covert <[EMAIL PROTECTED]> wrote:
> The buy over steam version loads faster too because of no cd check.
> Any chance for a patch for us retail modders ? :)
>
> My wife just came home with H
I think Valve fucked up in many ways with their Steam and imposig it as a
gaming platform. Apart from the fact is still buggy, it's slow , "preparing
to play Half Life 2"
takes ages, takes away version controlling from you, I want to downlaod
patches myself,
and have them on my HDD , so I can insta
U can prob by now find a nocd at mega, or bugs, check
them, and see if they do
=
http://ammahls.com
__
Do you Yahoo!?
Read only the mail you want - Yahoo! Mail SpamGuard.
http://promotions.yahoo.com/new_mail
___
T
I, on the other-hand disagree. Steam has been lovely for me, and it
offers lots to modders... maybe more in the future. Who could possibly
be against the worlds first online game distribution system? It could
be a boon to garage games makers. Or living room, in my case.
Anywhoo, i think it worked
Ever tried debugging steam?
Ever had a mod break when a minor update was slipstreamed?
I don't like to bite the hand that feeds, but steam is *not* modder
friendly.
Yeah.
-Kuja
Teddy wrote:
I, on the other-hand disagree. Steam has been lovely for me, and it
offers lots to modders... maybe more in t
It is certainly not the world's first online game distribution system.
There are others in existence, which distribute games online.
Steam do have advantages, I give you that, and you are right
saying it can be a boon for small mod developers. But Steam could
exist as a service, not as a gaming p
Environment: linux, serverplugin, Counterstrike + HL2MP
IEngineSound::IsSoundPrecached() and
IEngineSound::PrecacheSound() return always true,
regardless of the parameters (also for missing sounds).
Sounds will not precached. This needs to be fixed ASAP.
Greets
Ronny
___
Where are you calling PrecacheSound() from?
On Tue, 2004-12-07 at 14:38 +0100, Ronny Schedel wrote:
> Environment: linux, serverplugin, Counterstrike + HL2MP
>
> IEngineSound::IsSoundPrecached() and
> IEngineSound::PrecacheSound() return always true,
> regardless of the parameters (also for missin
Mega does have them but I am not keen on using them. I would rather
have a lagit way to do with the retail version what you already can
with the downloaded version.
On Tue, 7 Dec 2004 02:50:53 -0800 (PST), Adam \"amckern\" Mckern
wrote:
> U can prob by now find a nocd at mega, or bugs, check
> the
I tried it in ServerActive and in LevelInit, same result.
I dont get any warnings like "late precache" etc.
Greets
Ronny
Where are you calling PrecacheSound() from?
On Tue, 2004-12-07 at 14:38 +0100, Ronny Schedel wrote:
Environment: linux, serverplugin, Counterstrike + HL2MP
IEngineSound::IsSound
HEe...
Normal users NEED a automatic patch system. Like windowsupdate, or steam.
ME, you and powers users dont need that, and hate that, but we are less
than 8% of users*
As a "windowsupdate" alike tool, Steam work ok. Ok, Its somewhat slow
starting games for some reason, but works.
And yes, we, th
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I concur 100%. Steam, while extremely shaky at first, has become a great
medium.
I think Dan's biggest gripe i
Hello Rick,
Tuesday, December 7, 2004, 6:00:24 PM, you wrote:
RR> If you want to blame someone, blame the crackers,
RR> cheat writers, and cheaters who have abused and hurt this community as a
RR> whole, not VALVe.
As everyone VALVe want to make more money and their solution is Steam
- why have so
Hello Rick,
Tuesday, December 7, 2004, 6:00:24 PM, you wrote:
RR> If you want to blame someone, blame the crackers,
RR> cheat writers, and cheaters who have abused and hurt this community as a
RR> whole, not VALVe.
As everyone VALVe want to make more money and their solution is Steam
- why have so
Rick,
Im on cable modem, but I have limted band / month. So I try to conserve as
much as I can from it.
So why should I have to download stuff to play my copy ?
>> reacting to those individuals abuse
Valve's direction with Steam is going back way before Hl2 problems.
>>If you want to blame some
I hate to reply to these threads as they never go anywhere, but I do
have to say, that: "Ever tried debugging steam?"
Steam, no I don't have the source to steam. If you are talking about a
mod of HL running under steam, then yes, every day. If your debugger is
setup properly it is very easy.
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
> Sent: Tuesday, December 07, 2004 7:03 AM
> To: [EMAIL PROTECTED]
> Subject: Re: Re[2]: [hlcoders] sourcesdk.gcf question
>
> I, on the other-hand disagree. Steam has been lovely for me, and it
>
Precaching sounds is a client function, not a server ability.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny
Schedel Sent: Tuesday, December 07, 2004 5:56 AM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] Sound
precaching does not work!
> I
In HL1 I could precache sound, models and sprites
in a server plugin. Serverside precaches didnt needed
a RES file, it was a great advantage.
Greets
Ronny
Precaching sounds is a client function, not a server ability.
- Alfred
___
To unsubscribe, edit yo
So it's not possible to precache files from the server? Will this
eventually be added?
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel
Sent: Tuesday, December 07, 2004 2:46 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Sound precach
Sorry, I should have been more precise. The
IEngineSound::PrecacheSound() function provided by the
IENGINESOUND_CLIENT_INTERFACE_VERSION interface is a client only
interface. On a server you need to use the
IENGINESOUND_SERVER_INTERFACE_VERSION interface (same member function).
You should do this b
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Has anyone had any luck being able to use these server side? To create
effects that will be sent to the client. I couldn't figure it out if my
life depended on it. I'm just curious if anyone has had
Evironment: linux, serverplugin, Counterstrike Source
1. Entity models
I want to change a model of an entity. What I have seen, there
are only GetModel functions (ICollideable, IVModelInfo).
Does anyone know how to change a model of an entity?
2. Player velocity
I want to add some velocity to a pla
outlook sux ;)
On Tue, 7 Dec 2004 09:02:41 -, McCormack, Chris
<[EMAIL PROTECTED]> wrote:
> You can group your emails in outlook by conversation topic. Makes reading
> posts a lot easier.
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of John
!(enginesound =
(IEngineSound*)interfaceFactory(IENGINESOUND_SERVER_INTERFACE_VERSION,
NULL)) ||
It does not work.
Greets
Ronny
Sorry, I should have been more precise. The
IEngineSound::PrecacheSound() function provided by the
IENGINESOUND_CLIENT_INTERFACE_VERSION interface is a client only
interf
Ronny Schedel wrote:
Did you tried IServerGameClients::GetPlayerState()?
There are some angles too... I dont know, maybe
it helps you.
Using IServerGameClients didn't help either.
It looks like the only way to get the 'origin' and 'angles' of players
via a plugin is to access the GetAbsOrigin() and
You have to write your own UTIL-functions.
Example:
UTIL_Spark, UTIL_Beam : use the IEffects
interface. You cant use these functions without
rewriting in a server plugin.
I am searching this SetModel-thing too...
Greets
Ronny
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If you figure out howto access the CBasePlayer, do tell :)
I have been trying to for the last two days .. Anyone knows if its possible
at all ?
--
Punisher
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey "botman"
Broome
Sent: Tuesday, December 07
PrecacheSound() will not cause the file to be downloaded to the client
(it just causes the client to try to precache it if it exists on disk).
We will investigate having it trigger a download also. In the mean time
you will need to use maps reslists to enforce the files existence on
clients.
- Alf
Before you click the "I agree" link, please read a few things first...
1)We are not a warez site, so do not treat it like one. We do not
supply illegal files, we don't link to illegal files. Please do not
request them, you will just end up being banned.
>From the join link.
On Mon, 6 Dec 2004 1
Things as simple as UTIL_Smoke do not even seem to function on the server
side for me. I've tried almost anything to get a particle/smoke/sprite
effect of smoke for testing purposes but I have no succeeded in anything.
I'm starting to think that thirdperson does not show certain effects or
somethin
Take a look at this:
http://www.hl2coding.com/forums/viewtopic.php?t=31
I posted an example on how to Spark() and EmitSound() from a plugin :)
Josh wrote:
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Has anyone had any luck being able to use these
The effects in IEffects are all working in counterstrike and hl2mp.
The only wierd thing are different locations for some effects. With
the same origin vector, effects like smoke, dust and energy splash
are on different locations. smoke, sparks and energy splash seems
to be on the same locations wi
Ronny Schedel wrote:
Vector direction = origin + Vector(0, 0, 100);
The server shows some warnings, it tells me, x and y are out of range,
but the effect is shown. Wierd :\
I would have thought the direction would be a normalized vector (i.e.
length = 1.0). Maybe you should normalize the 'directio
What do you mean I'll have to write my own UTIL_Beam functions? So if I
wanted to do UTIL_SetSize, UTIL_SetOrigin, UTIL_ShowMessageAll,
UTIL_ScreenFade, etc I will have to write these myself? How?
Thanks,
Josh
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Be
So If I start the game with the debugger, on game launch and level launch I
am greeted with tens of thousands of "First-chance exception" spamming my
output->debug window and making the game take up to 5 minutes to load
sometimes..
Surely, Valve did not have this problem.. Im curious, does everyone
Christopher McArthur wrote:
So If I start the game with the debugger, on game launch and level launch I
am greeted with tens of thousands of "First-chance exception" spamming my
output->debug window and making the game take up to 5 minutes to load
sometimes..
It sounds like you have some exceptions
I liked how the patch rolling out HL2DM stopped all Steam programs -
including HL2 SP and Codename: Gordon - from working entirely for
several hours for a number of users. Seemed like a good quarter or more.
There's a reason why companies looking at corporate auto-patching
systems always insist on
I tried that before, but have'nt got any visual results. Anyways,
its working now without any warnings. Thanks for your hint.
Greets
Ronny
I would have thought the direction would be a normalized vector (i.e.
length = 1.0). Maybe you should normalize the 'direction' vector before
creating the eff
There will be a bunch of these coming from Steam.dll -- however, even
though the sheer number is high, it shouldn't really cause that much
delay in the debugger. The output window is capabale of spamming pretty
fast. :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] O
The reason steam is slow is because it has to decrypt the gcf files which
have the models / textures / sounds for the game.
Look in the hl2 folder it is basically bare.
These gcf files are 200megs and over.
That takes a little to decrypt.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Mes
Hmm, I get valid results (non zero) for CPlayerState::v_angle.
You can get the origin from ICollideable::GetCollisionOrigin().
Greets
Ronny
Using IServerGameClients didn't help either.
It looks like the only way to get the 'origin' and 'angles' of players
via a plugin is to access the GetAbsOrigin(
Ronny Schedel wrote:
Hmm, I get valid results (non zero) for CPlayerState::v_angle.
You can get the origin from ICollideable::GetCollisionOrigin().
Ah! Okay, I was grepping for "angles" not "angle". I notice that
'kills' and 'deaths' is in there too!
--
Jeffrey "botman" Broome
___
No it doesn't, the data on disc is unencrypted.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Tuesday, December 07, 2004 4:33 PM To:
[EMAIL PROTECTED] Subject: Re: [hlcoders] sourcesdk.gcf
question
> The reason steam is slow is b
Really ? Thats why steam is slow? Thx for letting me know.
gcf files are file containers, mounted by steam as pseudo-file system.
Access to them shouldnt be much slower then , let's say, q3 pk3.
Dan
- Original Message -
From: "r00t 3:16" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent:
That was my mistake...
I was reading something else and got them confused,
sorry about that...
.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Dan Partelly" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, December 07, 2004 8:22 PM
Subject: Re: [hlcoders]
Is it possible to use the effect it gives you when you die in a server
plugin? Where your whole screen turns red but you can still see fine.
Would this be possible, for example you could have the option to
become a zombie after you die but your screen would still be red the
whole time.
_
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Please, I just spent four hours trying and I can't figure out how to make a
usermessage.
I want to get_type for a text message using usermessage->get_type(const char )
or something like that, then I
Have you taken a look at the programmer's documention for network
messenging? They describe in pretty good detail more than once how to
create user messages, both in general and specifically for HUD
elements. No where do you ever touch a bf_write, you make use of the
classic WRITE_BYTE, etc.
On
Sorry if I wasn't clear, this is for a server-plugin. We don't have access
to those headers without dependency hell.
- Original Message -
From: "Skyler York" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, December 08, 2004 4:24 AM
Subject: Re: [hlcoders] UserMessage? Ahh!
Have
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Time for yet another "debug problems" thread:
When I launch my mod, I get an alert box that says "Engine Error: Module
server.dll is a debug build." Clicking "OK" brings up another alert box
which c
In regards to the localization files under the /resources directory,
I'm having trouble getting Source to read the tokens from any of these
language files. The SDK documentation for VGUI2 states that the
filename should be in the format modname_language.txt, which is what I
have, however token str
Have you defined the "HL2_RPG" string (note the lack of the # !) in your
_english.txt file? Note that hl2_english.txt will NOT be loaded
by your mod by default (we may change this behavior). If you need it to
be loaded you can simply add this to your client.dll:
vgui::localize()->AddFile(
That error message happens when you run a debug version of a binary
outside of a debugger. You can get it to ignore this by adding
"-allowdebug" to the command line.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Don Alvarez
Sent: Tuesday, Decembe
Thanks!
Now should I be concerned that the console reports
GetAllManifestFiles: Unable to load maplist.txt
-Don
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Tuesday, December 07, 2004 10:07 PM
To: [EMAIL PROTECTED]
Subje
The only change I made to the stock file was to the filename, making
it _english.txt. I noticed that the "Language" key-value had
"English" as a value, while the rest of the language files used all
lower case for this value, however changing that back and forth from
lower to uppder case didn't hel
Nope, you can ignore that (for now). The maplist.txt file is used to
generate reslists (they contain a list of every file referenced by a
particular map), which are then used to build sound caches and for
Steam.
You can generate reslists by populating maplist.txt with the list of
maps for your mod
I forgot to answer your question, there were no #'s in the file. A
sample line looks like this:
"HL2_Crowbar" "CROWBAR"
>
> On Tue, 7 Dec 2004 22:05:13 -0800, Alfred Reynolds
> <[EMAIL PROTECTED]> wrote:
> > Have you defined the "HL2_RPG" string (note the lack of the # !) in your
> > _
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