Re: [hlcoders] Crashing without debugger

2005-04-09 Thread Pavol Marko
I have also experienced problems when doing weird stuff with memory (writing outside of allocated areas, etc.) a long time ago. MSVC's Debug build ran fine, Release crashed. I don't know how good Valve's memory manager is; I have used mmgr from Paul Nettle back then which worked fine for my

Re: [hlcoders] RE: Random Respawn

2005-03-28 Thread Pavol Marko
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I haven't read through the whole thread, and sorry if this suggestion has been already brought up, but I've noticed that your huge values seem to be a result of something interpreting a float as a

Re: [hlcoders] Send user message

2005-02-19 Thread Pavol Marko
, it is hopefully being resolved at the moment. If you want to hack it, you can do something like this: Change spew output function to your function, which only throws an exception of your type Iterate and catch the exception Change spew output function back Have fun. Pavol Marko http

Re: [hlcoders] Debug builds causing engine error?

2005-02-18 Thread Pavol Marko
Run with -allowdebug or in a debugger. Ben Davison schrieb: When I build the new HL2MP source on debug mode and try to run the game in steam it gives me an engine error. Anyone else? -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe,

Re: [hlcoders] [OT] Server-side plugins and mod ownership

2005-02-17 Thread Pavol Marko
listing server plugins: I can patch the server so it says it's pure anyway... Same for my I as Lance described :) Ruari O'Sullivan schrieb: So why should I make it easy for you? -randomnine- Pavol Marko wrote: About your stats-issue: You can't trust my server. The minute I have your binaries on my

Re: [hlcoders] [OT] Server-side plugins and mod ownership

2005-02-16 Thread Pavol Marko
About your stats-issue: You can't trust my server. The minute I have your binaries on my server, I can change their behaviour without any server plugin. I could just disassemble and patch them. I could actually not run a server at all and only pretend that I am one to your stats system. The only

Re: [hlcoders] Documentation

2005-01-26 Thread Pavol Marko
I think it would be in Valve's own interest to provide good documentation for the SDK. If there is a lot of mods, the interest in the game rises, and Valve makes more profit. Of course there is an other way, letting the community do most of the work, but it may slow things down for modders. I

Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread Pavol Marko
It could be nice if you could add something to print to chat area so we don't have to use UserMessages for that. Also, any news about whether the GameFrame function will be changed to be called even when the server is empty? That would be a very nice feature.. Alfred Reynolds schrieb: We will be

Re: [hlcoders] Keybind / prone

2005-01-08 Thread Pavol Marko
When a key is bound to +something, the command +something is executed when the key is pressed, and the command -something is executed when the key is released again. So, to do the described action, you should register only prone (without a +), and do something like: if (m_InProne) { // Stand up

Re: [hlcoders] First-chance exception spam in Visual Studio Output window...

2005-01-03 Thread Pavol Marko
I do get a lot of them too. Nothing bad happens as long as they are handled... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Finding the entity based on the userid

2004-12-20 Thread Pavol Marko
When you have the userid (the thing that appears in the logs and such), you can do the loop thing to get the entity id (as described by Marcelo and me before). Then, you can do PEntFromEntIndex (or whatever) to get the edict pointer. PM - Original Message - From: Josh [EMAIL PROTECTED] To:

Re: [hlcoders] (from Plugin) Retrieving a edict_t* from UserID

2004-12-19 Thread Pavol Marko
AFAIK, the userid increments with every player joined. So after 2 maps, a player might have userid 60 or something. If there isn't a function to get the entity index from the userid, you could loop from 1 to maxplayers (passed to ServerActivate), call the function that gets userid from player

Re: [hlcoders] player_say?

2004-12-19 Thread Pavol Marko
It seems like the only function that is called when a player uses the say command is SetCommandIndex (or something like that). I couldn't get ClientCommand to work with it. - Original Message - From: Josh [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, December 19, 2004 6:41 PM

Re: [hlcoders] GameFrame

2004-12-14 Thread Pavol Marko
Yeah, I would also like GameFrame to be called even when the server is empty. Our project, a server plugin called SourceMod, implements a tasks system, which executes it's tasks in GameFrame so far (that seems to be the most often called function provided to server plugins). Because we can't say

RE: [hlcoders] What MSVC version do you use/have?

2004-10-22 Thread Pavol Marko
Yes, I use MSVC.NET... but you could at least run the project converter (posted somewhere in this thread) on it.. Works fine for me. Anyway, it's still evil Redmond-housed companies changing Project file format _every_ version111oneone -Puvodni zprava- Od: [EMAIL PROTECTED]

Re: [hlcoders] Determing when a player is walking

2004-10-17 Thread Pavol Marko
Try dumping the buttons entvar every second and then pressing the button in game. Then, you can #define IN_WALK value - Original Message - From: Josh [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, October 17, 2004 3:00 AM Subject: [hlcoders] Determing when a player is walking I

Re: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-10-14 Thread Pavol Marko
Why re-invent the VERY complicated wheel when there is one ready made to drop in which performs everything you need. I think it works amazing. Nothing is perfect: http://www.planethalflife.com/potd/index.asp?id=475552 http://www.planethalflife.com/potd/index.asp?id=475129 ^^ - Original Message

Re: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-10-14 Thread Pavol Marko
in Ricochet maybe. - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Thursday, October 14, 2004 7:34 PM Subject: Re: [hlcoders] Does HL2 have built-in metamod-like functionality? Pavol Marko wrote: Nothing is perfect: http://www.planethalflife.com/potd

[hlcoders] Does HL2 have built-in metamod-like functionality?

2004-10-12 Thread Pavol Marko
Hello, I remember someone stating that the HL2 engine will have built-in metamod like functionality a while back. Is this actually true? Or is it only a myth? Thanks PM ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] RE: Incoming Msg

2004-09-01 Thread Pavol Marko
omg anyone ban this one please :) It's annoying... - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, September 01, 2004 7:18 PM Subject: Re: [hlcoders] RE: Incoming Msg Alfred wrote: -- [ Converted text/html to text/plain ] -- [

Re: [hlcoders] getting OpenGl library handle

2004-07-04 Thread Pavol Marko
- Original Message - From: Dan Partelly [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, July 04, 2004 3:04 PM Subject: Re: [hlcoders] getting OpenGl library handle Sorry, to get the entry point of the extensions, of for that matter, of 1.1 OpenGl API's you need handles.

Re: [hlcoders] Re: [hlds_linux] Possible bug in STEAM + Metamod

2004-04-29 Thread Pavol Marko
Yes and it is called MetamodX (somewhere on http://www.amxmodx.org). Also, a new metamod should come out within a few weeks... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: