Was your next question "why not just store the lengths then?" That's
what I'm wondering, at least.
And I'm not too familiar with sv_pure, but couldn't the server just
use hashes for that? I assume it already does, at some level.
On Nov 20, 2007 6:02 PM, Mike Durand <[EMAIL PROTECTED]> wrote:
> I
This would also be useful for running SourceTV on 24 player servers,
since it takes up a player slot.
It wouldn't really need to be a real player slot, just enough to run
SourceTV or allow a spectator. Then one could use that in conjunction
with sv_visiblemaxplayers.
On 10/16/07, Bryan Beaudreaul
Don't use Valve's poorly implemented and poorly documented plugin
interface and you'll be much better off. There are alternatives, you
know.
On 9/1/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
> Hello,
>
> i have written a small plugin what removes only a special entity from a Map
> and Unloads
> its
If it's absolutely paramount, you could restrict players to being
spectators until their Steam ID is resolved.
On 6/1/07, Mulchman <[EMAIL PROTECTED]> wrote:
A steam ID sometimes isn't known immediately upon connecting - it has to be
resolved.
We have a "ff_betalist.txt" file we compare usernam
If you're looking for an actual solution (instead of just satisfying
your curiosity) I recommend you use SourceMM / Metamod: Source
instead. It properly unloads plugins--and you'll find a whole host of
other benefits as well.
On 4/21/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
This has been broug
What he's doing is correct. Mod binaries are supposed to link to those
two libraries from the current working directory. When srcds_run is
run, it (effectively) sets the LD_LIBRARY_PATH environment variable to
the folder that contains those shared libraries, which allows the mods
to not blow up wh
Any chance it could be expanded to include non-SDK things? You guys
seem to forget about most of the bugs I email about.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/list
You could pretty easily test this yourself by using something like
Ethereal (http://www.ethereal.com/). It can log network traffic.
Start up your server and a working RCON client (like in an HL1 mod),
send a couple of commands, and then search for the commands in the
logged output.
On 8/12/06, F
I'm guessing you're trying to do this with a plugin. You should use
IPlayerInfo::ChangeTeam(int). Using anything defined by the game DLL is
dangerous when you don't have access to their source code.
Though I still say Valve should provide an engine-defined version of
CBaseEntity, CBasePlayer, and
Though not 100% related, I had this problem when trying to connect to a
test DOD:S server of mine, while I was able to connect just fine to my
production server. Deleting my Steam client's ClientRegistry.blob file
fixed it. Give that a try.
Brian Smith wrote:
I have had a problem since the last
I'm trying to compile mathlib.cpp with gcc 3.4.3 on an Intel Xeon i686
processor. Compilation fails with the following:
mathlib.cpp: In function `float _3DNow_Sqrt(float)':
mathlib.cpp:190: error: impossible constraint in `asm'
mathlib.cpp: In function `float _SSE_InvRSquared(const float*)':
math
-string- wrote:
> No, I already tried that. I will get the default value in both
> ServerActivate and LevelInit. The only success I got was when I read the
> value in GameFrame, but that doesnt "feel" right. I dont want to have a
> check there every time GameFrame is called ... if(!init)
You may h
The provided menu feature is a whole different kind of unfriendly
though. While the radio dialog may prevent a player from switching
weapons, sending a radio command, or navigating a buy menu, having them
completely pause their game is a lot worse.
I think it'd be better if you made it a combinatio
Is it possible that you guys (Valve) could add Con_Printf() to the SDK
for use with server plugins? Or perhaps make Msg() work over RCON?
I'm trying to make concommands that work over rcon, but Msg() only
prints to the server console when called from rcon. I was looking at
what functions the server
14 matches
Mail list logo