What tags are you seeing for your mod? (check the value of sv_tags on
the server)
-Eric
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer
Sent: Monday, March 03, 2008 8:50 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Latest engin
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the md5sum information here:
http://hlsdk.valve-erc.com/files/?download=md5.txt
Thanks.
Eric Smith
Valve Software
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We're looking into
it.
-Eric
-Original Message-From: Nathan Taylor
[mailto:[EMAIL PROTECTED]]Sent: Monday, December 17, 2001 4:48
PMTo: HLCodersSubject: [hlcoders] VALVe:
GMAX?
VALVe,
Are there any plans to release gmax support for half-life. I know
many people would love you
What do you want to
see out of GMAX?
-Eric
-Original Message-From: Eric Smith
[mailto:[EMAIL PROTECTED]]Sent: Monday, December 17, 2001 4:56
PMTo: '[EMAIL PROTECTED]'Subject: RE:
[hlcoders] VALVe: GMAX?
We're looking into
it.
-Eric
-Original Message--
The server-side cvar "sv_clienttrace" inflates the players' hitboxes inside
their hulls, making them easier to hit. With the improved netcode and
client prediction, etc., you don't need to have sv_clienttrace set to
anything but 1.
-Eric
-Original Message-
From: Mark Gornall [mailto:[EM
There was a script going around that would crash a server when a player with
a long name tried to connect. It's been fixed in the last couple beta
releases.
ftp.valvesoftware.com
login: hlserver
pass: hlserver
The latest beta release is in the /Beta/ folder.
-Eric
-Original Message-
The maximum size of the player's name is currently set to 32 characters.
-Eric
-Original Message-
From: Florian Zschocke [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, January 15, 2002 1:15 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Player name length
Eric Smith wrote:
>
>
I'm attaching some sample source code to expose the appropriate server
blending interface to the engine.
Like Adrian said, if you're doing custom player model blending on the
client, you need to mirror that blending on the server or your hitboxes will
not match.
-Eric
-Original Message-
Just to fill everyone in on the problem we found...the size of the entvars_t
struct in engine/progdefs.h had been changed. You need to use the variables
that are already provided in that struct (iuser, fuser, etc.). You can't
change its size.
-Eric
-Original Message-
From: Yacketta, Ro
Is your delta.lst file setup correctly?
-Eric
-Original Message-
From: Cortex [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, March 20, 2002 8:44 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] iuser4 variable ??
Hello,
I'm having trouble with the iuser4 variable... I use the 3 other iuser
va
go to sleep!
-Original Message-
From: Leon Hartwig [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, March 20, 2002 1:17 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] iuser4 variable ??
This is a multi-part message in MIME format.
--
Depends where you put it in delta.lst and if you've supp
heh...that was for Leon. He's been up all night. =)
-Eric
-Original Message-
From: Eric Smith
Sent: Wednesday, March 20, 2002 1:20 PM
To: '[EMAIL PROTECTED]'
Subject: RE: [hlcoders] iuser4 variable ??
go to sleep!
-Original Message-
From: Leon Hartwig
We're getting close to releasing our next product update. I've posted the
installer on our FTP site for you guys to test your Mods with. I've
uploaded the Half-Life full update (hl1109.exe).
Please don't post the file or this e-mail message anywhere on the Internet.
We're trying to give you guy
The WonID stuff hasn't changed. You only need to worry about this (the link
below) if/when your applications/mods become part of the Steam process and
need to support SteamIDs.
-Eric
-Original Message-
From: botman [mailto:[EMAIL PROTECTED]]
Sent: Friday, April 19, 2002 7:35 AM
To: [EMA
I'm not sure what you mean by "looking to shaft yourself bigtime". If you
mean that you won't be able to use the small update (1.1.0.8 -> 1.1.0.9),
then yes it won't work because you're not at version 1.1.0.8 anymore.
The only way you'll be able to update your installation when the official
vers
You're correct. The AuthID is a way for applications/mods to get the
Authentication ID (uniqueID) for a player. The AuthID can be a WonID or a
SteamID. The function I've written returns the AuthID as a string.
Not all mods will need to support this right away because not all mods will
have Ste
We don't have all the details worked out yet. We'll be communicating this
type of information to the list as soon as we have it. As always, we're
going to do our best to continue supporting the Mod community.
-Eric
-Original Message-
From: botman [mailto:[EMAIL PROTECTED]]
Sent: Saturd
We've made a change to the function:
const char *(*pfnGetPlayerAuthId)( edict_t *e );
This function will now return the string "BOT" as the AuthID for fake
clients. This is the only change.
-Eric
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You won't be able to authenticate with WON using the pre-release installer.
Run with "+sv_lan 1" in your command line and you should be fine.
-Eric
-Original Message-
From: Charlie Cleveland [mailto:[EMAIL PROTECTED]]
Sent: Monday, April 22, 2002 12:42 PM
To: [EMAIL PROTECTED]
Cc: [EMAIL
If you're having problems with HLTV, Martin Otten
(mailto:[EMAIL PROTECTED]) is a great reference for your questions
(since he created it).
-Eric
-Original Message-
From: Mark Gornall [mailto:[EMAIL PROTECTED]]
Sent: Thursday, April 25, 2002 4:26 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [
Yes, I saw the post and will be investigating the problem.
-Eric
-Original Message-
From: David Flor [mailto:[EMAIL PROTECTED]]
Sent: Friday, May 10, 2002 2:24 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] VALVe: Bug in the game filter screen
Plus, you can be reasonably sure that th
It's always a good idea to back-up your old versions first.
Clients using 1.1.0.9/1.0.0.4 should not have any problems connecting to
your servers. If you have any questions, please let me know
(mailto:[EMAIL PROTECTED]).
Thanks.
Eric Smith
VALVe
___
These types of requests can be e-mailed directly to me. I'll make sure they
get forwarded to the appropriate people.
I've already forwarded your request here at Valve.
-Eric
-Original Message-
From: Kuja [mailto:[EMAIL PROTECTED]]
Sent: Thursday, October 03, 2002 5:39 PM
To: [EMAIL PRO
k_v23.exe
Half-Life SDK v2.3 Source-Only Installation
2d9241ed096d25ea3b9468c1e775d964hl_sdk_v23_source.exe
Let me know if you have any questions about this latest version of the
Half-Life SDK.
Eric Smith
VALVe
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In the past, we've released the "Full SDK" (which included the AI/monster
source for single-player) and the "Standard SDK" (which did not include the
AI/monster source). Now there will just be one SDK and it will include
folders called "Single-Player Source" and "Multiplayer Source". These
folde
Yes, the single-player source can still be used for multiplayer games.
-Eric
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]
Sent: Friday, October 04, 2002 7:44 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Half-life SDK v2.3
.
.
.
Also, it appears the "Single-pl
The active projects from the Valve File Depot have been moved to a new site.
The login/password information will stay the same for any accounts you've
been using.
The URL for the new site is:
http://dev.valve-erc.com/
For example, the login for the beta server is still:
login: server_beta
pas
All of the commands listed below are line parameters.
-Eric
Windowed mode
=
"-sw"
"-startwindowed"
"-windowed"
"-window"
Full screen
===
"-full"
"-fullscreen"
Software mode
=
"-soft"
"-software"
GL mode
===
"-gl"
D3D mode
"-d3d"
-Original Mes
This has already been fixed for the next update.
-Eric
-Original Message-
From: MoD [mailto:mod@;mossadnet.net]
Sent: Thursday, October 24, 2002 12:29 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Question about decreasing clipping rectangle
.
.
.
It's also in TFC, and in TFC its not c
ECTED]
Subject: Re: [hlcoders] More hud difficulties
--
[ Picked text/plain from multipart/alternative ]
Eric, could you do me an IMMENSE favour, and list ALL of the command
line parameters, including things like "-dev" and "-particles"?
thank you!
-av
Eric Smith wrote:
&g
We're working on having additional mods take advantage of the VAC security
modules. We'll release more information when we're ready. We don't have a
date for this yet.
Mods using the VAC security modules will *not* need to have Valve "buy them
out".
-Eric
-Original Message-
From: Mazor
We can fix this for the next client update. The code that slows down the
player when they hit their "use" key is in \pm_shared\pm_shared.c inside the
function PM_PlayerMove().
// Slow down, I'm pulling it! (a box maybe) but only when I'm standing on
ground
if ( ( pmove->onground != -1 ) && ( pmov
It's okay to include the hw.dll/sw.dll files that come with DoD 1.0 (mod)
with your mod. Thanks for checking with us first.
-Eric
Original Message
Subject: [hlcoders] DOD hw/sw.dll redistribution?
Date: Mon, 30 Jun 2003 20:09:09 -0400
From: Jonah Sherman <[EMAIL PROTECTED]>
Rep
ms.
-Eric
-Original Message-
From: Eric Smith
Sent: Tuesday, July 01, 2003 11:02 AM
To: '[EMAIL PROTECTED]'
Subject: RE: [Fwd: [hlcoders] DOD hw/sw.dll redistribution?]
It's okay to include the hw.dll/sw.dll files that come with DoD 1.0 (mod)
with your mod. Thanks for checking
Keep in mind that people can have multiple installations that may not be
identified in the registry. You can use the registry keys (below) to
see if you can detect an existing installation, but you should also give
people the opportunity to confirm/change the path.
-Eric
Steam Install Path (for
PROTECTED]
Subject: Re: [hlcoders] Registry values for installs and other things
Eric Smith wrote:
Eric,
> Steam Install Path (for Mods)
> =
> HKEY_CURRENT_USER\Software\Valve\Steam\ModInstallPath
Can this key be used to reliably find VALVe Steam Mods, e.g.
That should be fine.
-Eric
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Florian
Zschocke
Sent: Thursday, December 04, 2003 12:52 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Registry values for installs and other things
Eric Smith wrote:
>
&
You can send cheat information directly to me.
Thanks.
Eric Smith
Valve
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of McCormack, Chris
Sent: Wednesday, February 11, 2004 12:54 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Respawn Cheat
I have a
Title: Message
You can send the details directly to
me.
Thanks.
-Eric
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Frank
F.Sent: Tuesday, February 24, 2004 2:30 AMTo:
[EMAIL PROTECTED]Subject: [hlcoders] *non coder* I have
found new bug - Spectator/Play & Camera bug
my email because of the white
models?
cheers
- Original Message -
From:
Eric
Smith
To: [EMAIL PROTECTED]
Sent: Tuesday, February 24, 2004 6:22
PM
Subject: RE: [hlcoders] *non coder* I
have found new bug - Spectator/Play & Camera bug
You can send the detail
as
been tested with Steam.
Please also include contact information for a Mod team member for us to
communicate with if we have any questions/problems.
Let me know if you have any questions.
Eric Smith
Valve
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zip or .exe) and send me an e-mail with a link to the file
> so I can download it and get things ready on our end. Make sure the
> build you give us has been tested with Steam.
>
> Please also include contact information for a Mod team memb
For now, we're going to focus on getting Mods running on Steam. Later,
we'll implement a system for custom maps and other content to be
distributed on Steam.
-Eric
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K. Mike
Bradley
Sent: Saturday, March 27,
AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Steam and Mods
On Fri, Mar 26, 2004 at 01:03:28PM -0800, Eric Smith wrote:
> We'd like to begin collecting builds from Mod teams interested in
> distributing their Mod on Steam.
Two questions for now:
- Is Valve also interested in distributin
t: Re: [hlcoders] Steam and Mods
On Mon, Mar 29, 2004 at 01:40:27PM -0800, Eric Smith wrote:
> Same answer...for now, we're going to focus on getting Mods running on
> Steam. What sort of stuff are you wanting to charge people for?
>
> -Eric
Well, if not the mod itself, for example,
I've had a couple people e-mail me directly and ask about Half-Life 2
Mods. Yes, we'll be distributing Half-Life 2 Mods the same way.
-Eric
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Thanks.
-Eric
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Friday, March 26, 2004 1:03 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Steam and Mods
Importance: High
We'd like to begin collecting builds fro
Still working out some details. Thanks for your patience.
-Eric
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Friday, April 23, 2004 10:31 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Steam and Mods
Just a quick update on this
We've created a new mailing list for Half-Life mapping discussions. You
can subscribe to the mailing list here:
http://list.valvesoftware.com/mailman/listinfo/hlmappers
Feel free to spread the word. Thanks.
Eric Smith
Valve
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There are a bunch of details that we still need to work out. When we're
ready, we'll send email to this list.
Thanks for being patient.
-Eric
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, July 02, 2004 4:19 AM
To: [EMAI
We've fixed this for localized versions and will be releasing the fix soon.
-Eric
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of lb.cortina
Sent: Tuesday, January 25, 2005 1:06 AM
To: hlcoders
Subject: [hlcoders] Bugs in localized HL2
Localized versions
D]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Friday, September 23, 2005 4:13 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Engine update
We've released another Source engine update to fix the problems people
have been having with Sour
rovided by the SDK.
-Eric
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Eric Smith
Sent: Friday, September 23, 2005 4:38 PM
To: hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]; hlds@list.valvesoftware.com;
hlcoders@list.valvesoftware.com
S
We’ve rolled back the updates while we investigate what happened. The
“upcoming” beta versions will still get you the new content if you need it.
-Eric
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Zehnich
Sent: Thursday,
We've released a beta update for the Source SDK Base 2013 Multiplayer depot.
The updated depots include several security fixes. The name for the beta branch
is "beta_test". If you're running a game that depends on the Source SDK Base
2013 Multiplayer tool, please give the beta a try and report a
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