Is there any difference between the way that hlds sets up a listening tcp
socket for rcon, versus how srcds does it?
I have some rcon code which connects perfectly to srcds - however, when I
test against an hlds server, I get a 10061 - connection actively refused or
socket not available.
I specif
Further to this, when I did a netstat -a -b, I can see no tcp sessions for
hlds - but I do see udp sessions. This leads me to think that rcon for hlds
uses udp - and not tcp, as does srcds.
Can someone confirm this for me?
Thanks
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EM
Hi there!
We're in the process of porting our mod to the new SDK and are getting many
annoying asserts, with several of them happening at map load. that even
happening on a fresh HL2 MP Sdk build (using "Modify HL2 deathmatch").
1) The first one is about activities. We have fixed it by adding t
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I was getting that "IsFrameLocking" assert a lot too. I'm not too fond of
precaching models - so I assumed that's why it was happening. I commented it
out.
While I'm here and it's on my mind, one thing to watch out for is
calls to HL2GameRules()
You could pretty easily test this yourself by using something like
Ethereal (http://www.ethereal.com/). It can log network traffic.
Start up your server and a working RCON client (like in an HL1 mod),
send a couple of commands, and then search for the commands in the
logged output.
On 8/12/06, F
Trying to build tier1, I find that tier1.cpp has a header file
dependency, datamodel/idatamodel.h that does not exist in the SDK. Does
anybody know where this header is, where I could get it, or if it was
perhaps forgotten from the SDK?
--
Jorge "Vino" Rodriguez
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Hi William,
#2 I just commented the IsFrameLocking assert. seems to have something to do
with calling GetModelPtr too early? While the model cache is locked or
something? I didn't look into it fully, hopefully someone from Valve would
explain thi
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The lines I mentioned (quoted below) should be removed from
C_BaseEntity::PreDataUpdate not the function I mentioned. Sorry about the
confusion.
On 8/12/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
> #4 how exactly are the animations messed up?
Switching to SDK BASE give me
"Engine Error
Could not load library client"
message box
even on fresh mod, created with the wizard!
Help!
10x!
MihailNajdenov
--
This message was sent on behalf of [EMAIL PROTECTED] at openSubscriber.com
http://www.opensubscriber.com/message/hlcoders@list.valve
Hi,
How do you launch your mod ?
c:\pathto\steam.exe" -applaunch 220 -dev -game "c:\pathto_your_mod"
if it's the case, just change 220 to 215 (If you use the shortcut of the
old SDK in your new SDK, you have to change it)
Andrew Orner a écrit :
One of the developers on our team has recently ru
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Content-description: Mail message body
For some reason SUB_StartFadeOut() works in HL2_DLL but not in CLIENT_DLL.
I really need to use SUB_StartFadeOut() does anyone know how I can get it into
Client DLL
or how I can resolve this problem anothe
Thanks for the answers Paul and Garry. We've commented out the lines and the
animations are working again! :)
From: "Paul Peloski" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Aug4 SDK problems...
Date: Sat, 12 Aug 200
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I do not condone cheats or their authors, you will now be ignored.
On 8/13/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Content-description: Mail message body
>
> For some reason SUB
That's like saying to an iraqi working a legit job that your not going to help
them because you
don't condone bombs or the people who make them.
On 13 Aug 2006 at 9:47, Jonathan Murphy wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> I do not condone cheats or their authors, you
Please do not spam mailing lists just to let some one know you have
"blocked" them...
On 13 Aug 2006 at 9:47, Jonathan Murphy wrote:
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I do not condone cheats or their authors, you will now be ignored.
On 8/13/06, [EMAIL PROTECTED] <[EMAIL PROT
Wursteisen David wrote:
Hi,
How do you launch your mod ?
c:\pathto\steam.exe" -applaunch 220 -dev -game "c:\pathto_your_mod"
if it's the case, just change 220 to 215 (If you use the shortcut of the
old SDK in your new SDK, you have to change it)
I'm pretty sure it's being launched straight of
I've got two more things. First, every time I try to run my mod, I get
the following error in a modal popup window:
"The procedure entry point CommandLine_Tier0 could not be located in the
dynamic link library tier0.dll."
I looked in tier0/icommandline.h and indeed the CommandLine() function
has
Holy crap! That is the worst analogy ever. It's more like saying
you're not going to help someone build bombs, even if they won't set
them off themselves.
And personally, I agree. I'd love to see Valve remove you from this list.
On 8/12/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
That'
You need to have dll's in the bin folder
--- [EMAIL PROTECTED] wrote:
> Switching to SDK BASE give me
>
> "Engine Error
> Could not load library client"
>
> message box
>
> even on fresh mod, created with the wizard!
> Help!
>
> 10x!
> MihailNajdenov
>
>
>
> --
> This message was sent on behalf o
YMaybe it didn't occure to you that maybe I have nothing to do with my email
hosts content. If
you check the steam forums a bit more often you would have noticed some guy was
giving
free ValveSoftware POP3 accounts.
Talk about fucking discrimination; does it even matter if I had anything to do
--
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You're right, we aren't going to get you removed, you just did with your
inappropriate words.
--
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.val
Programmers,
You are all 'adults', and look what you're doing on
the mail list - getting into a flame fest.
Stop being immature children, and get back to on
topic.
If you need to talk about aim assistance mods, and
kill to death ratio enhancers, email the person
directly.
Adam
--- Michael Kram
Do we really even need two of these pages? If so, I see Valve added the linux
KIs to the new KI pages which is great, but I'd added them a week before to the
original KI page. Would be nice to make sure everyone is aware of it.
At 2006/08/07 08:41 PM, Adam \"amckern\" Mckern wrote:
>Also looki
Tha valve page is closed edit, and i feal it would be
better for theres to be merged into the community
page, so at least we can provide addational fixs, and
work arounds.
--- [EMAIL PROTECTED] wrote:
> Do we really even need two of these pages? If so, I
> see Valve added the linux KIs to the ne
Yeah I'm not really sure what the long term plan is here. Mike moved my Linux
stuff over to the new page, which is great if it increases visibility, but for
those who are used to going to the original page, I added crosslinks from the
original KI page to the new Valve KI page to make sure every
Ah I posted to the other SDK thread before reading this one. If you find
anything else that's fixed, please move it to
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List_Fixed
rather than deleting them entirely. There are likely to be people out there
using older SDKs for a while to
Use -march=pentium3 like I said on the KI page.
At 2006/08/11 11:39 AM, Louka Outrebon wrote:
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>we have managed to compile the binary. A lot of the valve code has some
>linux error... Don't forget VALVe programmers that linux is CASE SENSITIVE
>
Those posts are from 2005. I had to post about 30 times over the span of 16
months before the critical vphysics bug finally got addressed by Valve, so I'd
advise summarizing the current issues on a new wiki.
At 2006/08/04 07:21 AM, Jeffrey \"botman\" Broome wrote:
>[EMAIL PROTECTED] wrote:
>>Th
I think as long as we can get the page under 32KB, the
wiki wont mind - every time you edit the community
page it screems in bold text about the page being to
big.
I also hope that valve (knowing what they can be like
some times) has a weekly backup of the ki database.
Adam
--- [EMAIL PROTECTED]
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Is there a community wiki page for such thing?
On 8/12/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> Those posts are from 2005. I had to post about 30 times over the span of
> 16 months before the critical vphysics bug finally got address
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