[hlcoders] hud_redraw.cpp: 62 assert...

2006-09-25 Thread Scott Loyd
We keep getting this assert and really don't know what to make of it... Ever sense we changed a HUD element from: class CGEHudRoundTimer : public CHudElement, vgui::Panel to class CGEHudRoundTimer : public CHudElement, CHudBaseTimer we keep hitting that assert Any ideas? __

Re: [hlcoders] Incrase ammo and clip sizes?

2006-09-12 Thread Scott Loyd
IIRC. clip_size -1 means noclip is used. Instead, RPG code directly modifies the player ammo value when fired and doesn't hold a seperate clip/magazine value. I would imagine if you: - Modify the max ammo for RPG to where you want it to be (ammodef). - keep clip_size -1 - set default_clip to yo

Re: [hlcoders] Incrase ammo and clip sizes?

2006-09-12 Thread Scott Loyd
Max Ammo / Player is defined in the ammo definitions. Valve puts that in *_gamerules.cpp //weapon_parse.cpp iMaxClip1 = pKeyValuesData->GetInt( "clip_size", WEAPON_NOCLIP ); // Max primary clips gun can hold (assume they don't use clips by default) iMaxClip2 = pKeyValuesData->GetInt( "clip2_si

Re: [hlcoders] Srcds startup problems

2006-09-11 Thread Scott Loyd
LDFLAGS="-lm -ldl tier0_i486.so vstdlib_i486.so \ $(SRC_LIB_PUBLIC)/mathlib_i486.a \ $(SRC_LIB_PUBLIC)/choreoobjects_i486.a \ $(SRC_LIB_PUBLIC)/tier1_i486.a" Notice no paths infront of .so files, that is because of those sym links. You might want to search the archives a little, linux makefil

Re: [hlcoders] Srcds startup problems

2006-09-10 Thread Scott Loyd
"tier0_i486.so and vstdlib_i486.so in the /lib/ dir." weird. One thing to check are you sym linking those properly in the makefile? This is after a build: [source/linux]$ ls -l [snip] -rw-r--r-- 1 user group 1804 Sep 8 13:00 Makefile.vcpm drwxr-xr-x 4 user group 4096 Sep 8 18:11 obj lrw

Re: [hlcoders] Srcds startup problems

2006-09-09 Thread Scott Loyd
Intro to Linux Debugging... a)browse to your hlds directory (where srcds_amd is, etc..) b) export LD_LIBRARY_PATH=".:bin:$LD_LIBRARY_PATH" c) gdb d) file srcds_amd - you should know if your system is amd, you can look at the srcds_run script to see how it checks and uses each diff binary... e) se

Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread Scott Loyd
http://developer.valvesoftware.com/cgi-bin/bugzilla/ DocumentIndex ... index.cgi Robbie Groenewoudt wrote: -- [ Picked text/plain from multipart/alternative ] After registering I've got the email with my password, with the link http://localhost/cgi-bin/bugzilla/userprefs.cgi One small detail

Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread Scott Loyd
Nick: why would you want/need to do this? As far as the bugtracker... It's about time! ;) The wiki really gets unmanageable after a while with bugs/code... Scott Nick wrote: Bugzilla is a great idea! Is there someway to link bugzilla accounts to the hlcoders mailing list accounts? (btw: Wha

Re: [hlcoders] func_breakable_surf func_door_rotating

2006-08-23 Thread Scott Loyd
this? http://3dwire.net/bin/doors.avi That is with doors using a custom entity (func_rebreakable_surf), a rebreakable surface entity that respawns. func_rebreakable on those same doors works fine, so I am a little stumped as to why my modified ones are causing that... :( Plus if I shoot out the

Re: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-08-21 Thread Scott Loyd
DK_Known_Issues_List#srcds_does_not_inform_you_that_your_mod_failed_to_load At 2006/08/19 04:08 PM, Scott Loyd wrote: nice catch! (gdb) info sharedlibrary >FromTo Syms Read Shared Object Library 0x00a09300 0x00a22604 Yes /lib/tls/libm.so.6 0x00a00bb0 0x00a018c4 Yes

Re: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-08-19 Thread Scott Loyd
when the .so is unloadable, you would not be aware that it was actually sneakily loading some other .so. At 2006/08/15 08:11 PM, Scott Loyd wrote: anything new on this? Teddy wrote: We're having the same problem at the moment, haven't been able to find a workaround for it yet. On 8/1

Re: [hlcoders] VGUI Character Selection

2006-08-18 Thread Scott Loyd
extract hl2mp content; materials\VGUI\playermodels\players, for every folder you add a new option will appear. [EMAIL PROTECTED] wrote: On Half-Life 2 Deathmatch with the character selection in the Options; does anyone know where I can edit the characters that appear in that list? Thanks; Yani

Re: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-08-15 Thread Scott Loyd
anything new on this? Teddy wrote: We're having the same problem at the moment, haven't been able to find a workaround for it yet. On 8/11/06, Mike Durand <[EMAIL PROTECTED]> wrote: Hi Gavin- This issue appears to be well-known and we are working on a fix for this issue. -Mike -Original

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Scott Loyd
e start merging our old mod files into it? What about WinMerge, will that work well? Gus Scott Loyd wrote: http://www.linuxhq.com/patch-howto.html http://unxutils.sourceforge.net/ should have patch.exe Although it doesn't take long to merge the changes... Copy new code into a new dire

Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Scott Loyd
http://www.linuxhq.com/patch-howto.html http://unxutils.sourceforge.net/ should have patch.exe Although it doesn't take long to merge the changes... Copy new code into a new directory. Copy your mod-specific folders into cl_dll/dlls/game_shared, and any additional stuff you created. Copy your .

Re: [hlcoders] New SDK Linux Issues

2006-08-10 Thread Scott Loyd
ith a ten foot pole. On 8/11/06, Scott Loyd <[EMAIL PROTECTED]> wrote: ARCH_CFLAGS=-mtune=i686 -march=pentium -mmmx -msse -msse2 -O3 To Valve: #0 0x in ?? () #1 0x035f306f in CModAppSystemGroup::Create () from bin/engine_amd.so #2 0x036eb68f in CAppSystemGroup::Run () from bin/en

Re: [hlcoders] New SDK Linux Issues

2006-08-10 Thread Scott Loyd
ARCH_CFLAGS=-mtune=i686 -march=pentium -mmmx -msse -msse2 -O3 To Valve: #0 0x in ?? () #1 0x035f306f in CModAppSystemGroup::Create () from bin/engine_amd.so #2 0x036eb68f in CAppSystemGroup::Run () from bin/engine_amd.so #3 0x035f36cd in CDedicatedServerAPI::ModInit () from bin/engine

[hlcoders] Props to valve on the new doors... ;)

2006-08-10 Thread Scott Loyd
http://3dwire.net/bin/doors.avi They are simply amazing. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Mystery HUD element in raw SDK

2006-08-09 Thread Scott Loyd
Jonathan Charles Middleton wrote: Thanks for the lead, but unfortunately it's not any panel shown by calling CBasePlayer::ShowViewPortPanel(). :/ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: Wednesday, August 09, 2006 9:48 PM To:

Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] If your using content from hl2mp mod, your players will need to have those Games/GCFs; to my understanding this is the layout: Those with HL2, should have access to HL2DM (hl2, hl2mp) Those that have HL2DM only, and/or CS:S, and/or DOD:S but not H

Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] I jumped into #sourcesdk on gamesurge if anyone else wants to jump into IRC for discussing changes, maybe valve could provide a irc channel for us and have a few employees there/talk to modders for a afternoon or something? On 8/4/06, Mike Durand

Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] WIKI says " Available to anyone who owns Half-Life 2." might want to fix that. On 8/4/06, Sylvain Rochette <[EMAIL PROTECTED]> wrote: > > My mapper cannot open HAMMER keep crashing on our mod. > > Is they are something todo with the FDG file or s

Re: [hlcoders] Dual wielding

2006-07-30 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] you can have more than one viewmodel on the screen, the animations after might be a little tricky(IIRC Player::GetViewModel(int))... Maybe valve could share an example of how to set this up properly? On 7/30/06, Niclas Nordin <[EMAIL PROTECTED]>

Re: [hlcoders] Source SDK Base?

2006-07-29 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] New AppID (215), same build as hl2dm (version 7 (2768)). Switched my mods appid to 215, seems to work fine so far. This must be the game in common to anyone with one of valves titles for mods to use. On 7/29/06, Jonathan Murphy <[EMAIL PROTECT

[hlcoders] HUD material scaling...

2006-07-28 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] Is there a better way to handle scaling than how I did it? I have a 128x128 texture that was made by one of our gfx guys for displaying on a 1600x1200 resolution. // Pretty much hardcoded // 640/1600 = 0.4, 128 * 0.4 = 51.2 (or something to thi

Re: [hlcoders] Incorrect Game.dll

2006-07-15 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] find const char *GetGameDescription() in *_client.cpp. On 7/15/06, Jose Luis Gonzalez <[EMAIL PROTECTED]> wrote: > > Hi, i recently compiled my Mod in linux and works well in local. > > But, when i upload to a linux dedicated server, i have som

Re: [hlcoders] Mod link updates on storefront

2006-07-14 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] is it possible to get the metascore for mods aswell? On 7/14/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > > You can send me that information. > > - Alfred > > sykes wrote: > > A while ago during the steam gui updates.. I remember alfred (valv

Re: [hlcoders] sin -- valve? ritual?

2006-07-10 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] "In this case we have a company that wouldnt apprieciate their work used in another game." Are you a representative of this company, or have an article/statement/anything that validates your statement? On 7/10/06, Ryan Sheffer <[EMAIL PROTECTED]

Re: [hlcoders] sin -- valve? ritual?

2006-07-10 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] If you can setup the 'Search Path' for the game in gameinfo.txt, then it should be no diff. than using content from hl2/hl2mp/CSS. You shouldn't export/copy/paste the content into your mod though. On 7/10/06, Ryan Sheffer <[EMAIL PROTECTED]> wro

Re: [hlcoders] RE: SteamAppId Update

2006-07-04 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] We also did the same thing with GES, started with hl2mp ID then moved to HL2 ID. I am sure this has been answered before but the ID is the pre-req to run the mod, and the additional GCFs mounted are optional? meaning if we develop using cstrike

Re: [hlcoders] 'Create a mod' settings

2006-07-03 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] You get the same source code, but you end up with diff. projects and project settings that effect how the code is compiled (most obvious, different files being used, and defines of HL2MP and HL2 definition). I believe the first two also setup a s

Re: [hlcoders] Accessing (IVengineServer*) -> ServerCommand crashes server

2006-05-08 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] my eye's hurt, _DeBuG; use the mdmp file to view the stack trace, what is the last line of your code before the crash? On 5/8/06, Michael Ziegler <[EMAIL PROTECTED]> wrote: > > Hello, > > I'm currently developing a Source plugin I named WarriorMo

Re: [hlcoders] CHudTexture::DrawSelfCropped + scaling

2006-04-29 Thread Scott Loyd
::surface()->DrawSetColor( clr ); > vgui::surface()->DrawTexturedSubRect( > x, y, > x + finalWidth, y + finalHeight, > tCoords[ 0 ], tCoords[ 1 ], > tCoords[ 2 ], tCoords[

[hlcoders] CHudTexture::DrawSelfCropped + scaling

2006-04-28 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] http://www.chatbear.com/board.plm?a=viewthread&b=4991&t=497,1133274768,23976&s=0&id=929175#2 "To make it resolutionindependent you have to change a bit in the CHudTexture because DrawSelfCropped does not implement scaling of the texture." This is

Re: [hlcoders] Command to Dip Gun

2006-04-26 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] I dunno why your using a variable. In your weapon base class just use pPlayer->IsSprinting(). Tell your animators to create a start_sprint, and a idle_sprint animation; setup your code to support this. Disable attacks while sprinting (PrimaryAt

Re: [hlcoders] Is there an easy way to get an entity list client side?

2006-04-25 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] ClientEntityList() cliententitylist.cpp/.h On 4/25/06, Tim Holt <[EMAIL PROTECTED]> wrote: > > I would like to get an entity list for a client HUD element, ideally > calling > something like FindEntityByClassnameWithin on the client side. The >

Re: [hlcoders] vgui_controls.lib -- size

2006-04-25 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] I don't have the vgui_controls.lib checked into VersionControl, but I put it in my project with client/server and have client depend on it, so it is built before any client.dll builds (size doesn't matter here). I too get the /LTCG... msg but I h

Re: [hlcoders] These pesky hud elements...

2006-03-10 Thread Scott Loyd
gt; > Use the vgui_drawtree* set of engine commands to view the list of > visible VGUI panels. > > - Alfred > > Scott Loyd wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > http://3dwire.net/bin/what_elements.jpg > > > > Anyways, I h

[hlcoders] These pesky hud elements...

2006-03-10 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] http://3dwire.net/bin/what_elements.jpg Anyways, I have been digging through the code and my res files trying to figure out what HUD elements I have left that are causing these 2 highlights to show up... Any ideas as to what elements those are,

Re: [hlcoders] Question about custom weapon sounds..

2006-03-08 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] Do you have a game_sounds_manifest.txt, and is game_sounds_weapons.txt listed in that file? Also, make sure your files are saved as unicode. On 3/8/06, Jason Houston <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternat

Re: [hlcoders] Latest update: No music

2006-02-28 Thread Scott Loyd
>> that was applied. > >> > >> Benjamin Davison wrote: > >>> -- > >>> [ Picked text/plain from multipart/alternative ] > >>> I got it working on my en, almost embarrassed to say this :P But I had > >>> the > >&

Re: [hlcoders] Latest update: No music

2006-02-27 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] Just FYI: GE:Source 1.0 had the menu music file, 1.1 did not. We started toying with how it played pre-1.1 and didn't readd the sound/music/menu/menu1.wav when we went to patch; so.. make sure you have this file and I recall their being a config

Re: [hlcoders] Best way to kick a player?

2006-02-25 Thread Scott Loyd
Thanks, but having a problem. This is for an actual mod not a plugin, but > it's probably the same principal. > > engine->ServerCommand(UTIL_VarArgs("kickid %i %s\n", > pPlayer->GetNetworkable()->GetEdict()); Does not get the edict. > > On 2/26/06, Scott Loy

Re: [hlcoders] Get Muzzle Vectors..

2006-02-25 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] //- // Purpose: Returns the world location and world angles of an attachment // Input : attachment name // Output :location and angles //-

Re: [hlcoders] Best way to kick a player?

2006-02-25 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] http://osa.3dwire.net/ Download the source, crack open CAdminCommandKick I believe. On 2/25/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Can't find any examples from commands like "k

Re: [hlcoders] unannounced SDK changes?

2006-02-15 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] I did a diff. of the code a few weeks ago, no changes. On 2/15/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Does the SDK get updated by Valve without an announcement or mention in >

Re: [hlcoders] Vice, Extra App ID set to 211...

2006-01-28 Thread Scott Loyd
eleased*: > > http://list.valvesoftware.com/mailman/private/hlcoders/2006-January/016175.html > This has to be dealt with at a per tool basis and will be solved in the > next > SDK update...vice is a tool that is included source-code-only in the SDK > and > will need recompilat

[hlcoders] Vice, Extra App ID set to 211...

2006-01-27 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] C:\sandbox\CodeTrunk\scripts\obj>%sourcesdk%\bin\vice -nopause -encrypt %ICE_KEY% -newext .ctx ..\weapon_kf7.txt Extra App ID set to 211, but no SteamAppId. Was working fine for me the other day... /cry. any ideas? -- _

Re: [hlcoders] NO MORE OFFTOPIC PLEASE

2006-01-26 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] I don't believe this list needs to be regulated; if someone comes along with a topic that you feel doesn't belong on the list, just ignore it. But I really don't like the idea of being limited to any particular topic here, or having people holdin

Re: [hlcoders] Mod Version filter on ServerBrowser?

2006-01-15 Thread Scott Loyd
ext/plain from multipart/alternative ] > > >you make a new mod folder called MODv2 and add a searchpath for the > MODv1 > > > > > >On 1/14/06, Scott Loyd <[EMAIL PROTECTED]> wrote: > > > > > > > > >>-- > > >>[ Picked text/plain from

Re: [hlcoders] linux server map loading problem

2006-01-15 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] yes, core dumps, use gdb to open them, and then 'bt' to show the stack trace I believe. http://www.cim.mcgill.ca/~dudek/206/gdb.html On 1/14/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: > > if its anything like the windows overflow, i would

Re: [hlcoders] Testing for VAC2 mode

2006-01-14 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] cvar sv_secure ? On 1/14/06, Deadman Standing <[EMAIL PROTECTED]> wrote: > > Anyone know of a simple server side test to check if VAC2 is enabled in > HL1 > or Source? (I am writing a script to track when VAC2 gets disabled on my > server.) > > >

[hlcoders] Mod Version filter on ServerBrowser?

2006-01-14 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] Simply put, does a CVAR/GameInfo Entry exist that lets me version a release? If so, what is it? f.e. I have 2 versions of my mod (v1, v2), I don't want v2 servers to show up for v1 users, and I don't want v1 servers to show up for v2 users :).

Re: [hlcoders] linux server map loading problem

2006-01-14 Thread Scott Loyd
-- [ Picked text/plain from multipart/alternative ] Did you check the stack trace? On 1/14/06, Fabian Schreyer <[EMAIL PROTECTED]> wrote: > > I finally compiled and linked a working linux server binary, but while > all my simple testmaps are working without any problems, a very > complex map (whic

RE: [hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Scott Loyd
If you consider Goldeneye: Source a successful mod so far, then this is what I have to say as a programmer on the team: - Sharing of source; the code is just as valuable as the rest of the source material, and having the *source* available to other developers incase you just get up and leave, or h

RE: [hlcoders] Re: "Extra App ID set to 211, but no SteamAppId"

2005-12-24 Thread Scott Loyd
Not around Christmas... :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matthew Sent: Saturday, December 24, 2005 2:43 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: "Extra App ID set to 211, but no SteamAppId" Will I ever be able t

RE: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Scott Loyd
You don't have to set it at all. The hlds_run script will set it so the hlds server knows where to find those libraries. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stephen Micheals Sent: Thursday, December 22, 2005 3:10 AM To: hlcoders@list.valvesoft

RE: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Scott Loyd
hlds_run script will set the path to those libs on start. # setup the libraries, local dir first! export LD_LIBRARY_PATH=".:bin:$LD_LIBRARY_PATH" -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn Sent: Thursday, December 22, 2005 2:56 AM To: hlco

RE: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Scott Loyd
Also, after reading your earlier post, it looks like you are symbolically linking it okay, but this is your problem: LDFLAGS="-lm -ldl /opt/srcds/bin/tier0_i486.so /opt/srcds/bin/vstdlib_i486.so" Change it to LDFLAGS="-lm -ldl tier0_i486.so vstdlib_i486.so" -Original Message- From: [EMAI

RE: [hlcoders] Linux binary compiles fine but fails to load.

2005-12-22 Thread Scott Loyd
/opt/srcds/bin/tier0_i486.so (0xb72a) /opt/srcds/bin/vstdlib_i486.so (0xb728b000) In order for this binary to work, a user has use the above path for those files... Keep in mind that LD_LIBRARY_PATH is set on server start... libm.so.6 => /lib/tls/libm.so.6 (0x00111000) libdl.so.2 => /lib/libd

RE: [hlcoders] newbie questions

2005-11-30 Thread Scott Loyd
Refresh SDK Content, refreshes the cache files for steam that stores the SDK. When you "Create a mod" through steam, it copies those files into the directories you specify. After an update you will need to make a , to create a copy of the new code. Then compare that code to the code you started

RE: [hlcoders] LINK_ENTITY_TO_CLASS

2005-11-30 Thread Scott Loyd
Digging through the macro is probably the best thing to do. CEntityFactoryDictionary is what you are looking for though. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of DrBob Sent: Tuesday, November 29, 2005 12:53 PM To: hlcoders@list.valvesoftware.com Su

RE: [hlcoders] Steam Service Closing Unexpectedly

2005-11-27 Thread Scott Loyd
I noticed steam crashed when my DSL restarted. At the time I was trying to launch a mod and it got stuck @ the loading Half-Life 2... Then crashed later... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Wednesday, November 23, 2005

[hlcoders] Compile times...

2005-11-23 Thread Scott Loyd
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] After having to recompile the SDK a few times, I am curious what you guys at valve do to speed this up if anything? -- ___ To unsubscribe, edit your list p

RE: [hlcoders] Steam Service Closing Unexpectedly

2005-11-20 Thread Scott Loyd
Yah, steam has been closing down unexpectedly on me too. I have a couple .mdmp files in my steam folder, from yesterday; who do we send these to again? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spektre Sent: Sunday, November 20, 2005 8:03 AM To: hlc

RE: [hlcoders] Distributable Linux Server Binary

2005-11-19 Thread Scott Loyd
I ran into this a little while ago. Make sure you have the following before it links (I put this in the "check" section) if [ ! -f "tier0_i486.so" ]; then ln -s $(GAME_DIR)/bin/tier0_i486.so .; fi if [ ! -f "vstdlib_i486.so" ]; then ln -s $(GAME_DIR)/bin/vstdlib_i486.so .; fi Change LDFLAGS to L

[hlcoders] CServerGameDLL::GetUserMessageInfo Troubles...

2005-11-02 Thread Scott Loyd
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Morning everyone :-) I would like to get a list of usermessages within a server plugin (on the fly). I am accessing the server DLL exports through the interface factory, and then trying to iterate thr