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I also had in mind something along those lines. I started "collecting stats"
(well, just saving the stats.html page to my hard disk) once every hour,
ever since September 14 (so that's just over 1,100 files so far), using a
program written in C#.
7;s played recently. Steam IDs would take care of everything
-- no separate accounts needed.
My real question is about the Steam IDs from server queries. Any ideas?
Thanks,
Mike
--- Michael Fischer <[EMAIL PROTECTED]> wrote:
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Is there any way to get the Steam IDs of players in a given server without
joining? I'm asking because the Source server query protocol doesn't appear
to support this, but typing 'status' in the console will do it (so, privacy
doesn't seem to be a
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*Shudder* I ditched VC++ 6.0 as soon as I got a hold of VC++ 7.1. Poor
standards compliance, and in particular poor support for templates drove me
away. I'm very curious as to why you'd want to use .NET with C++ instead of
C#, and in particular wi
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(This may get posted twice; I apologize in advance)
There's a pretty straightforward way to do it if sv_downloadurl is in use.
And by straightforward, I mean it can be done without too much black magic
and reverse engineering.
Given a list of se
Modulo all the p2p discussion that's been going on in this thread,
filefarm as you have it looks promising. One of my biggest pet peeves
about gaming is the download sites that redirect you to page after page
with a link saying "click here to download the file." I love the no
nonsense, one-click
That's great news! Thanks a ton.
Adrian Finol wrote:
We are planning on releasing the HL2DM source code but don't have a date
for it right now.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kyle Keating
Sent: Wednesday, December 15, 2004 8:35 PM
To: [EMA
I'd at least like to hear if Valve plans to release the hl2dm code at
some later date. Should I get to work reconstructing hl2dm for myself,
or should I spare my time and wait until they release the source? Quite
a few mod teams wasted time trying to recreate hl2dm in the wake of
Valve's announce
ly for HL2 weapons? As in, not the CS
weapons? Because you can use the shotgun, mp5, and grenade from CS if
you just do a straight, untouched build off of "Start a mod from
scratch"
On Fri, 03 Dec 2004 13:14:24 -0500, Michael Fischer <[EMAIL PROTECTED]>
wrote:
I'm intereste
I'm interested in this too. I've tried both options in the Create a Mod
dialog. "Start a mod from scratch" seems to create a bare-bones
multiplayer mod, and doesn't make use of any of the HL2 weapon code (the
files are included in the project, but they're excluded from the
build). "Modify Half-L
Visual C++ 2005 Express Beta might be of interest to some of you,
downloadable for free at
http://lab.msdn.microsoft.com/express/visualc/default.aspx . "Game
mods" is even listed as one of the possible uses for the software.
Looks like an almost full-featured IDE for free. Not sure what the
licen
Hey guys,
I prefer coding up small mods that add a little variety to vanilla deathmatch
through new gameplay types (like, for instance, king of the hill or survivor).
Testing these was fairly easy with HL1: you could just install HL on another
nearby computer, fire up a LAN server, and run back an
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