https://github.com/ValveSoftware/source-sdk-2013/issues/290
please consider this, it's a major pain...
John Schoenick wrote on 10.09.2015 at 04:18 GMT +1:
We've just pushed an update to the Source SDK 2013 on GitHub. This
update includes security fixes to the game code included in the SDK,
so
vement in general
or the GameRules right now.
Hope that helps a bit.
- Neico
On 04.04.2014 23:44 GMT + 1, Krzysztof Lesiak wrote:
> I have authored a new weapon that mimicks the "scan visor"
> mechanics from Metroid Prime; however, I would like to be able to
> center the p
You might want to look into /dumps
this is where all the new source engine minidumps go.
it's gotten harder to find out which belongs to which game / mod with
that tough (regulary cleaning that folder should help tough)
- Neico
On 16.03.2014 15:45 GMT +1, Gunship Mark II wrote:
> Have
don't like to share entire code copies (especially
when they contain project specific code) to the public I'd say that you
contact me via steam if you're intested in how I'd tackle this issue.
Steam Name is Neico / [YaS] Neico
- Neico
On 07.12.2013 04:18, Jeremy wrote:
> I
Use the steampipe beta...
- Neico
On 08.10.2013 14:36 GMT+2, Tobias Baumann wrote:
> Hi everyone,
>
> so as of today none of my source mods work. Not even the default
> Source SDK base 2007.
>
> Upon starting the game/mod it loads and presents the following error:
> &qu
Tried Tunngle?
Never touched Hamachi since I have Tunngle installed...
- Neico
On 27.09.2013 21:30 GMT+2, Jorge Rodriguez wrote:
> I've received reports that some players can't use Hamachi to make VPN
> games on SDK 2013, whereas they can with GMod. They get the
> "restr
it usually is only used in
single-player)
deactivating that convar would be the wrong way tough, I can see some
benefits from that (not that anyone mentioned it, but just to be clear
here),
if you don't like it go into gameinterface.cpp and look for
CServerGameDLL::ShouldHideServer( void
eld in the gui...
(being able to use it tough would be welcome, especially if you have
multiple mods and don't want to change the additional parameters inside
steam every time)
Kind Regards,
Neico
On 10.09.2013 01:55 GMT+2, Neico wrote:
> I don't think that it can be out of sync beca
le (and not force everyone to
move their mod into the greenlight procedure)
As I said, just a random idea that I came up with.
Feel free to discuss about it, maybe someone beside me has more ideas in
this regard.
Kind Regards,
Neico
PS: I noticed that the steam api headers on the git repos aren&
that command as well,
could that be related?
Now that I look at console.log and the console of the server, it doesn't
state any master servers being added (makes me wonder how the listen
server appears on the browser then...)
Kind Regards,
Neico
On 09.09.2013 22:53 GMT+2, Joe Ludwig wrote:
>
ip), seeing
the following message in the dedicated server console confirms that thought:
S3: Client connected with ticket for the wrong game: UserID: 2
So it should get fixed as soon as Joe is reading this... I could be
wrong tough...
Kind Regards,
Neico
On 09.09.2013 00:30, Jorge Rodriguez
wrong there, have you tried
to compile the binaries from an unchanged code base at
https://github.com/ValveSoftware/source-sdk-2013?
if it shows up with those binaries then you most likely have some faulty
code in the other code base...
Kind Regards,
Neico
On 07.09.2013 20:44 GMT+2, Jan Hartung
server without starting the actual mod (I
mean it doesn't need to have a gui like the previous versions).
And it would help me in a special case that has to do with the depot
access permissions.
Kind Regards,
Neico
On 07.09.2013 02:12 GMT+2, Joe Ludwig wrote:
>
> We tracked down why
https://developer.valvesoftware.com/wiki/Source_SDK_2013#Information_about_VPC
to clear it up a bit: VPC scripts contain the basic info that are being
used to create makefiles and visual studio files, as well as XCode files
for Mac.
the scripts in the src root folder will run vpc and can be execut
_set_se_translator(). I hope you can figure out the rest.
- Neico
Am 09.08.2013 19:58, schrieb Jan Hartung:
>
> Hi list,
>
>
>
> With our 2013 port we have come across a few crashes but they are
> quite annoying to fix. Mainly because whenever someone reports a cras
ssible that there is another way but for now
that's all you've got...
- Neico
On 29.06.2013 12:30 GMT +2, fitzroy_doll wrote:
> Hi all,
>
> This is a long shot:
>
> Is there any way to use the gameinfo.txt to mount Counter-Strike:
> Source content in the Source SDK Base 2
it until it fits and ship it together with the mod?
I think that's a rather big thing that isn't covered by the news at all
and will have an impact if there's no solution coming soon.
- Neico
On 27.06.2013 01:02 GMT +2, Alfred Reynolds wrote:
> https://github.com/ValveSoftwa
Now that is unexpected...
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
You're only able to get which player is currently speaking by
pPlayer->IsSpeaking() was the function I believe, for the waveforms,
they are hidden behind an internal engine interface which you can't
access under normal ways (if one got trough that feel free to write it
down here), but I've been mim
You might want to look at the AlienSwarm Code then, it contains a
library for vpk, and HLLib at Nem's Tools also allows to parse VPK
Files, but as I said, I can't help you any further then to give some
hints where to look at...
I'd be interested to see your solution once you get
won't be able to help in this case
tough as I never looked into the entire VPK stuff...
I hope this helps
Neico
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
It really would help if Valve would provide an Symbol Server like
SourceMod and Microsoft do, it makes the whole debugging process way
easier...
- Neico
On 28.01.2013 07:39:56 GMT+0100, Sammy wrote:
> I support Saul. Often when it happens with me it's some stupid little
> thing I fo
You can use it if you change the Toolset to the VS2010 one, then
basically everything is the same as in VS2010...
I must say that I didn't bother trying to get the 2012 Toolset to work
as I've heard about many incompatibilities with Source.
- Neico
On 26.11.2012 19:14:09 GMT+0100, Mich
Alfred was referring to the Dedicated Server installation which would
mean to put those files mentioned into /orangebox/bin
Listen Server's can't be fixed that way unless you've got Steamworks
access which allows you to overwrite those for your mod (as things such
as dll's are being force overwritt
w, it's hard to find the cause of a
crash even with having the code at hand, it's even harder to pin it down
from a remote place such as this Mailing List.
So I suggest that you look at the places and use the techniques
mentioned above or give a little more insight on this matter.
Kind Re
I've just found out that using the following two lines works just as
good (and probably is more gracefully as to cut off the API directly).
SteamClient()->ReleaseUser( GetHSteamPipe(), GetHSteamUser() );
SteamClient()->BReleaseSteamPipe( GetHSteamPipe() );
On 25.05.2012 08:36, Chris Harris wrote:
On 17.07.2012 02:34, Nick wrote:
> A. i think valve fixed the problem. ( an explanation from valve would be nice)
> B. Neico...that online server browser for obsidian conflict is
> pretty elite! I am impressed with your work
They fixed it only to break it again some days after, whi
a more stable solution in the long run but since
this isn't the first time Valve screwed with the Server Browser for Mods
will I continue to develop my own browser...
At least until they finally make an Code update available for mods...
http://master.obsidianconflict.net
Neico
Obsidian
28 matches
Mail list logo