Re: [hlcoders] Invalid Steam key size.

2009-02-20 Thread Haza
This is due to valve changing all Orange Box games back to STEAM_0 id(after there stunt this week changing them to STEAM_1) numbers, but they forgot to update the dedicated server -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftwa

[hlcoders] EmitSound issue

2009-02-20 Thread Skyler Clark
My sound is not playing properly. It is about 1.3 seconds long, and it plays the sound but then continues playing a hissing/wind-like noise for another second or so after that... It sounds sort of like throughout my file it keeps increasing the volume, only hitting max volume right near the end of

Re: [hlcoders] Invalid Steam key size.

2009-02-20 Thread Mark Chandler
Im getting this error again in GoldenEye source. Have a dedicated server which is upto date. :( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Can no longer access IServerGameDLL from plugin

2009-02-20 Thread Tony Paloma
0 :CServerGameDLL::DLLInit(void* (*)(char const*, int*), void* (*)(char const*, int*), void* (*)(char const*, int*), CGlobalVars*) 1 :CServerGameDLL::GameInit() 2 :CServerGameDLL::LevelInit(char const*, char const*, char const*, char const*, bool, bool) 3 :CServerGameDLL::ServerActivate(ed

Re: [hlcoders] Physics Problem

2009-02-20 Thread Grash
Yea, the func_breakable is doing what we're looking for. Thanks... --- On Fri, 2/20/09, Ryan Sheffer wrote: From: Ryan Sheffer Subject: Re: [hlcoders] Physics Problem To: "Discussion of Half-Life Programming" Date: Friday, February 20, 2009, 4:29 PM When the object is disabled it isn't for

Re: [hlcoders] Physics Problem

2009-02-20 Thread Ryan Sheffer
When the object is disabled it isn't forcing a physics update on physics props touching it. You just need to force a physics update on those props on disable. I am pretty sure the code to do this can be found in the func_breakable as I believe when those break the physics objects update accordingly

Re: [hlcoders] Physics Problem

2009-02-20 Thread Jonas 'Sortie' Termansen
Now, I haven't messed with the physics system, but it sounds like the prop is unaware things have changed. Props in Source that haven't moved for a while, aren't physically simulated, for performance reasons. I would find a way to broadcast an event that tells nearby props that they need to be

[hlcoders] Physics Problem

2009-02-20 Thread Grash
Here's the setup: I have a prop_physics on top of a func_brush. When the brush is disabled, either through code or though script (via a trigger), the physics object does not drop to the ground. When I slightly push the prop_physics with another prop, it can get into a position where it will sw

Re: [hlcoders] Can no longer access IServerGameDLL from plugin

2009-02-20 Thread Saul Rennison
Could someone VTable dump the server_i686.so so we can see if there are any new functions of use? 2009/2/20 Paul > I just found out about version 6 and apparantly it works . ( I also > tried downloading the latest source code but no new headers ) > > > > > On 20 Feb 2009, at 10:30, "Tony Paloma"

[hlcoders] Known OB SDK issues

2009-02-20 Thread Richard Slaughter
Hi List, I'm just starting to get in to doing an OB SDK mod and was wondering if there's a known list of issues floating around anywhere? For example I've already come accross an issue with jittery player movement which I'm sure I've seen addressed before, don't suppose they've been collected

Re: [hlcoders] Can no longer access IServerGameDLL from plugin

2009-02-20 Thread Paul
I just found out about version 6 and apparantly it works . ( I also tried downloading the latest source code but no new headers ) On 20 Feb 2009, at 10:30, "Tony Paloma" wrote: > Expcept, everyone else's plugins are working fine. The only thing I > can > think of that is wrong is that he'

Re: [hlcoders] several questions

2009-02-20 Thread Yorg Kuijs
Cool thanks, btw hey dogmeat it's me DuckSauce but you may know already lol. I haven't tested it out with multiple players, but here's the code I'm using for the hitsounds in OnTakeDamage: CRecipientFilter filter; // needed to cast since GetAttacker returns the attacker as CBaseEntity, re

Re: [hlcoders] anim events doubling up, firing at the wrong time

2009-02-20 Thread Michael Chang
Hi Tony Thanks for the swift reply. I tried what you mentioned (both methods) but the same problem still persists. Could it be possible that I'm calling RestartMainSequence() from sdk_playeranimstate at some bad point in animation transition? I'm currently doing all animations following how the

Re: [hlcoders] Can no longer access IServerGameDLL from plugin

2009-02-20 Thread Tony Paloma
Expcept, everyone else's plugins are working fine. The only thing I can think of that is wrong is that he's using the wrong version. I would suggest trying ServerGameDLL006 as that's what I see I'm using as the first attempt in my own code. -Original Message- From: hlcoders-boun...@list.va

Re: [hlcoders] Can no longer access IServerGameDLL from plugin

2009-02-20 Thread Olly
Lots of the interfaces have been updated in the last version. I sent an email to alfred asking for the new headers, but apparently we don't need them, and there is going to be a steam client update soon. This is the case for steam_api interfaces, I guess its the same for server plugin interfaces.

[hlcoders] KeyValuesPreloadType_t and File Loading

2009-02-20 Thread Walter Gray
Hey there list, I've got a brief question, purely for the sake of curiosity. I'm adding in a 'variation' of the soundscape system in the EP1 engine, and minus the filesystem calls I have the thing working quite well. I was digging around and found that IFileSystem defines an enum containing t