I'm on a coding list?
I forgot.
On 5/9/2011 8:03 PM, Trevor 'Drak' wrote:
Is the coders mailing forum still active?
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Perhaps you should have considered having a 200+ step process to 'fix'
the problem, which involves reinstalling windows among other things to
waste even more of their time.
On 4/14/2011 1:32 PM, Garry Newman wrote:
Exactly right.
A lot of sites are reporting that people get banned from Steam
, would've been a
much funnier troll if it did something humorous other than crash the
game and then force the user to inadvertently publish identifying
information.
Bad form Garry.
On Fri, Apr 15, 2011 at 8:25 AM, Spencer 'Voogru' MacDonald
voo...@voogru.com mailto:voo...@voogru.com wrote
it.
On Thu, Apr 14, 2011 at 5:07 PM, Spencer 'Voogru' MacDonald
voo...@voogru.com mailto:voo...@voogru.com wrote:
I didn't think it was a dick move.
I just think he should have gone a little further to troll the user.
Maybe crash garrys mod and force-open this URL:
http
Number 3 and 4 can be done by following valve employees into TF2 games and
healing them.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of frostschutz
Sent: Monday, June 14, 2010 12:27 PM
To: Discussion of
She got disfigured in a portal mishap.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Friday, June 11, 2010 11:45 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source Engine
I made the assignment to a
global variable
cvar is NULL when the dll loads.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Klaus Müller
Sent: Wednesday, May 19, 2010 10:43 AM
To: Discussion of Half-Life
Besides that scripts are ugly as hell from a C++ coder's point of view.
Fixed.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
Kraeutmann
Sent: Monday, May 10, 2010 4:50 PM
To: Discussion of Half-Life
But it can be fixed, which is probably a good intelligence barrier.
If someone can't figure out how to make it work, it's one less person
posting on this list how do i nake rawkit launcher multiplay
- voogru.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
One time google brought up a old news article about some Airline declaring
bankruptcy from like 2000.
In 2008 or 2009.
The stock went weee-splat (-95%), and then immediately recovered.
Some good deals there yar.
- voogru.
-Original Message-
From: hlcoders-boun
If you're making any kind of player database though I'd go ahead and use the
64 bit ID's, that way if valve ever changes the STEAM_x:y:z format in the
future your stuff will work without making any modifications.
I don't use the STEAM_ id's anymore for anything big.
-Original Message-
Community ID is the steam id.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Alexander
Hirsch
Sent: Monday, January 04, 2010 8:15 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] How to find
+1
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Friday, November 20, 2009 10:57 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] SVN GPL Question
You're right. You
Why not just record the demo to where it will end up anyway and skip the
whole moving part?
With SourceTV you can change the demo path by simply doing like tv_record
path/to/demo.dem, probably the same with the standard record command.
-Original Message-
From:
Isn't there some other mod that changed out the OpenGL binary triggering VAC
bans?
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Trevor 'Drak'
Sent: Monday, October 05, 2009 4:07 PM
To: Discussion of
Here's an idea, if you don't like valves mod support, go make awesome server
mods for non-valve games.
Oh wait...
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick
Sent: Tuesday, September 15, 2009 6:39 PM
Not really.
I've personally seen valve fix stuff like this once they were made aware of
it. I'm wondering if this guy even alerted valve to it before releasing it.
I don't mind him publicly disclosing stuff, but giving out pre-packaged
binaries with the exploit that any 13 year old could figure
Over 9000.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Adam Buckland
Sent: Tuesday, August 18, 2009 8:35 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Lines of code in Source SDK?
Just a
In dt_send.h, in the SendProp class, add 4 bytes just before const char
*m_pVarName;.
There appears to be one more change that just might be the SendPropType, on
DataTables the SendPropType comes up as DPT_NUMSendPropType.
- voogru.
-Original Message-
From: hlcoders-boun
I like this one better.
http://compsoc.dur.ac.uk/whitespace/
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
Sent: Saturday, July 25, 2009 10:54 AM
To: Discussion of Half-Life Programming
Subject: Re:
Wait, he didn't get the whole $10 though, doesn't it split 50/50 between him
and valve?
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
Sent: Saturday, July 04, 2009 5:55 PM
To: Discussion of
No no no.
Bush did it.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge
Rodriguez
Sent: Tuesday, June 16, 2009 5:33 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK Beta
Yeah, you just think of what you want to accomplish and bam, it happens.
Pretty cool.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Raphael Hehl
Sent: Thursday, June 04, 2009 1:31 PM
To: 'Discussion of
Can I interest you in a tin foil hat?
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Keith
Sent: Wednesday, April 15, 2009 7:22 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders]
IT'S THE TERMINATOR.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
Sent: Tuesday, April 14, 2009 12:58 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] npc_surface - Could VALVe
assuming it's just variant_t in disguise? There
is no definition for it in the SDK.
- voogru.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi
Sent: Monday, March 16, 2009 8:51 PM
To: Discussion of Half-Life
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please visit:
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How do these ppl get on the mailing list to begin with?
Maybe time for valve to put triple opt-in ?
-Original Message-
From:
I'd wait till full release before asking :) valves got a lot on their plate
:)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Saul Rennison
Sent: Thursday, November 13, 2008 5:06 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] L4D Plugin
This isn't possible from the Steam API AFAIK. You're better off using the
XML from the steam community pages.
IE: http://steamcommunity.com/id/voogru?xml=1
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of frikazoyd
Sent: Thursday, October 23, 2008 3:31 PM
playback
possible.
Am I totally screwed?
- voogru.
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.
- voogru.
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I'm going to be using the model in orangebox, I'm not trying to make an
orangebox model work in EP1, I just need to fix a path in an orangebox model
to a texture.
- voogru.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of bl4nkeh
Sent: Monday, August 25
Ep2 models in Ep1. I
imagine you could convert them over to Ep1 using that, change the stuff
you want, and probably conver it back over to Ep2 afterwards.
Spencer 'voogru' MacDonald wrote:
Hey all,
I'm trying to decompile an orangebox model to change the path of a
texture,
but it appears
Hi,
I'm a PC.
- voogru.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of botman
Sent: Friday, August 15, 2008 10:15 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Running Source on VMWare Fusion
Adam amckern McKern wrote:
I have
I can't remember the last time I ran a game in full screen.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony omega
Sergi
Sent: Sunday, July 20, 2008 10:35 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Breaking on Asserts freezes
I actually liked SI...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Garrett
Sent: Sunday, June 15, 2008 8:21 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Post your code!
Yeah, that's what's killed Science and Industry 2. I
Yeah, this would also have the side effect of allowing mappers to make their
own particle systems.
It's a no brainer.
- voogru.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: Friday, June 13, 2008 4:59 AM
To: Discussion of Half-Life
potentially hundreds of particles that may end
up in the particles folder that won't be used on the server they are
connecting to.
- voogru.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford
Sent: Friday, June 13, 2008 4:50 AM
To: Discussion
)?
Or alternatively, watching the downloadables string table for *.pcf files
and reading custom particle systems that way.
It would be really nice for server plug-in authors to be able to create
their own custom particle systems, and this is the only thing that is
preventing it.
- voogru.
-Original
on red and blue players appear to be the
same, so I'm wondering what function is actually determining whether they
collide or not, I have looked at ShouldCollide and various other functions
that seem to be related to this and haven't had any luck.
Any ideas?
Thanks.
- voogru
This is your best bet.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Maras
(memzero)
Sent: Tuesday, June 03, 2008 5:17 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Limiting access by Steam ID
Could you invite the testers to
You can use the Steam Client API to get their FriendID, which converts to
their STEAM ID, this would be implemented on the client.
Then for the server end you put some protection there as well.
- voogru.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
I thought FireFox could do no wrong?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Saturday, May 31, 2008 8:32 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] CUtlVector*... Memory management?
There are only a few
Even loading up these IP's in HLSW give problems, it's probably something
running on the server mucking with queries.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris Allan
Sent: Thursday, May 08, 2008 4:58 AM
To: Discussion of Half-Life Programming
It sounds to me like he wants to make some malicious server plugins.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony omega
Sergi
Sent: Thursday, May 08, 2008 3:35 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Steam login ingame
Okay.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chrs Anderson
Sent: Friday, March 14, 2008 2:49 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] extract detail model positions from a .bsp file?
DO NOT EMAIL ME
Nick [EMAIL
.
On Fri, Mar 14, 2008 at 2:57 PM, Spencer 'voogru' MacDonald
[EMAIL PROTECTED] wrote:
Okay.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chrs
Anderson
Sent: Friday, March 14, 2008 2:49 PM
To: Discussion of Half-Life Programming
Subject: Re
You can fix that by removing any declaration of maxplayers from configs or
the servers startup line.
Your server will be capped at 2 players, but now your sv_tags will be empty.
Woop Woop Yay.
Heres my sv_tags with maxplayers 24.
23:28:00 L 03/04/2008 - 22:27:58: server_cvar: sv_tags
it, though with the new additions in the Orangebox
engine, I think valve is improving. Let's hope it continues.
Bash valve all you want (I do it too!), but they are leaps and bounds ahead
of other companies when it comes to customization.
I'll give them credit where it's due.
- voogru
until the entity is either deleted, or another player decides to put
him out of his misery.
I thought it might be the collision groups, but I tried every possible
collision group with no change.
Any ideas?
Thanks.
- voogru.
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The cake is a lie.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dylan McLaughlin
Sent: Wednesday, January 23, 2008 8:33 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] New update.
--
[ Picked text/plain from multipart/alternative ]
Many
Or make bots to generate legitimate looking entries.
That’s how you counter phishing. Fill it up with crap that the real stuff is so
buried they'll never get to it.
- voogru.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: Friday
You know what'd be cool?
HL2 SDK on SVN, and as code patches get put in, we get access to the updates
on the fly.
Ah... wet dreams...
- voogru.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski
Sent: Wednesday, December 05, 2007 7:37 PM
Here this might help you,
http://www.dummies.com/WileyCDA/DummiesTitle/productCd-0764568523.html
- voogru.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of kitson foo
Sent: Tuesday, December 04, 2007 10:11 AM
To: hlcoders@list.valvesoftware.com
Subject
The cvars to control crits was removed in a recent update.
So that wont work anymore.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steve S.
Sent: Monday, November 19, 2007 2:24 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Team
{
player-SetMoveType( MOVETYPE_WALL );
} else { // no wall
player-mv-m_nOldButtons |= IN_JUMP;
return false;
}
}
- voogru.
-Original Message-
From: Jonathan Murphy [mailto:[EMAIL PROTECTED]
Sent: Friday, November 02, 2007 2:41 AM
Yay! Thank you.
- voogru.
-Original Message-
From: Mike Dussault [mailto:[EMAIL PROTECTED]
Sent: Monday, October 29, 2007 2:21 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] OnQueryCvarValueFinished Orange Box
I'll take a look.
-Original Message-
From: [EMAIL
^
-Original Message-
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
Sent: Tuesday, October 23, 2007 1:55 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] OnQueryCvarValueFinished Orange Box
Why are my questions always so hard :(
- voogru.
-Original
They are not called as far as I know. I tried a few things, but no dice.
-Original Message-
From: Ray [mailto:[EMAIL PROTECTED]
Sent: Thursday, October 25, 2007 8:57 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Sudden Death
I get that when it appears the maps over
Why are my questions always so hard :(
- voogru.
-Original Message-
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
Sent: Monday, October 22, 2007 1:40 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] OnQueryCvarValueFinished Orange Box
Is anyone noticing
-in helper interface to query the cvars rather than the
engine (The engine interface seems to do absolutely nothing).
- voogru.
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Yes. I noticed this myself. ShowMenus are ignoring the time variable that
you're able to set on them.
My temporary workaround is to reissue the menu every 4.5 seconds if a player
has not voted.
- voogru.
-Original Message-
From: Bryan Beaudreault [mailto:[EMAIL PROTECTED]
Sent: Tuesday
: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
Hello,
nice, can you share it with us?
With friendly Reguards
Ratman2000
- Original Message -
From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, October 12, 2007 6:36 PM
Subject: RE
I got mine working by just adding the new functions from filesystem.h
-Original Message-
From: David Anderson [mailto:[EMAIL PROTECTED]
Sent: Friday, October 12, 2007 10:19 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
I think we
://www.voogru.com/images/nicekick.jpg
Preferably, making box blank by default so we can format the message however
we like.
I can't see this being that hard of a request and it would be nice.
- voogru.
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I just got my stuff working.
Thanks! You're awesome!
- voogru.
-Original Message-
From: Mike Durand [mailto:[EMAIL PROTECTED]
Sent: Thursday, October 04, 2007 2:31 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] TF2 Plugin Headstart? VEngineCvar004?
Just out of curiosity
sometimes, but compare them against
other companies who laugh at you when you want an SDK.
They don't have to give us zilch.
- voogru.
-Original Message-
From: Christopher Harris [mailto:[EMAIL PROTECTED]
Sent: Thursday, October 04, 2007 11:58 AM
To: hlcoders@list.valvesoftware.com
Subject
An updated filesystem_passthru.h would be really tasty right about now :)
Thanks.
-Original Message-
From: Mike Durand [mailto:[EMAIL PROTECTED]
Sent: Thursday, October 04, 2007 2:44 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Current engine and orange box engine
When
I hear crickets.
- voogru.
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iconvar.h seems to be missing.
From icvar.h
#include tier1/iconvar.h
- voogru.
-Original Message-
From: David Anderson [mailto:[EMAIL PROTECTED]
Sent: Wednesday, October 03, 2007 12:19 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TF2 Plugin Headstart? VEngineCvar004
Now we just need to wait for valve to give us an updated SDK so we can stick
our admin plugins on.
/me whistles.
-Original Message-
From: Tobias Kammersgaard [mailto:[EMAIL PROTECTED]
Sent: Tuesday, September 18, 2007 9:40 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] I
well that probably wont be until after orange box release
On 18/09/2007, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
Now we just need to wait for valve to give us an updated SDK so we can
stick
our admin plugins on.
/me whistles.
-Original Message-
From: Tobias Kammersgaard
I agree.
The Valve plug-in interface is a slap in the face.
- voogru.
-Original Message-
From: dackz [mailto:[EMAIL PROTECTED]
Sent: Monday, September 03, 2007 10:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???
Don't use
I highly wish that server admins would get the option of recording all voice
traffic on the server with an individual file for each STEAMID. (Probably
one file for each day or so).
But, I'm just daydreaming.
Oh well.
- voogru
-Original Message-
From: Keeper [mailto:[EMAIL PROTECTED
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spencer
'voogru' MacDonald
Sent: Tuesday, August 14, 2007 3:14 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Weird request ... sound logs?
I highly wish that server admins would get the option
Yeah, but the numbers following, could they be repeated?
For example:
STEAM_0:0:12345
STEAM_0:1:12345
I'm asking if the 12345 is unique regardless of the auth server (least
that's what I have been told what the 1 is.
- voogru
-Original Message-
From: Kevin Ottalini [mailto:[EMAIL
Emulate the movement client side and then send the final position to the
server?
Course, other players wont see it move until they finish moving it, no idea
if that's important or not.
-Original Message-
From: Oliver [mailto:[EMAIL PROTECTED]
Sent: Monday, July 30, 2007 2:57 AM
To:
Lol.
I think they should just block commands such as bind, toggle, unbind, alias,
and other blatant commands that can be abused (such as cvar setting)
Rather than blocking everything and only allowing a select few.
But I guess that's too much to ask for. We can't even use HudMsg.
- voogru
Well yes, you could do a hack like that, or find out if this behavior is
intended and see if it's a possible bug that could be leading to other
problems.
- voogru
-Original Message-
From: Ratman2000 [mailto:[EMAIL PROTECTED]
Sent: Saturday, April 28, 2007 9:05 AM
To: hlcoders
It's a hard question.
Every time I ask a hard question the list goes quiet.
:(
- voogru.
-Original Message-
From: Tony Paloma [mailto:[EMAIL PROTECTED]
Sent: Friday, April 27, 2007 5:27 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] plugin_unload woes
Is there anyone
Is this question really that hard?
Is ClientActive ever intended to be called on bots or not?
Thanks :)
- voogru.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Sent: Saturday, March 31, 2007 11:14 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders
Okay.
I write server plugins.
I run a local dedicated server for testing.
I can pretty much forget about using the console window because anything in
there is instantly wiped out by the spam from the Free Sound List is full!
message.
Is this entity even needed in MP? Can the message at least
!
Free Sound List is full!
Free Sound List is full!
Free Sound List is full!
PLEASE. MAKE. IT. STOP
I'm about to go nuts, I have already signed into the loony bin.
- voogru.
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for each emiter to less
then 16.
Adam
--- Spencer 'voogru' MacDonald [EMAIL PROTECTED]
wrote:
Free Sound List is full!
Free Sound List is full!
Free Sound List is full!
Free Sound List is full!
Free Sound List is full!
Free Sound List is full!
Free Sound List is full!
Free Sound List
a new string table with filenames as the strings and an
unsigned long CRC as the data. When the client joins it goes through
the table and checks the CRC's of the files.
On 4/3/07, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
Yes.
Except in HL1, there was a function that got called when
/alternative ]
I think this is what ForceExactFile() does?
On 3/30/07, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
There is a little pet peeve I have with source.
There seems to be no InconsistentFile function, like in HL1 where a
GameDLL
could decide to kick a player or not if a file
a CRC/MD5 hash of the clients
file.
Just a thought.
- voogru.
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*Crickets*
-Original Message-
From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED]
Sent: Tuesday, March 27, 2007 2:50 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] ClientActive Bots
Hi all,
I have noticed that the ClientActive function does not seem to be called
Hi all,
I have noticed that the ClientActive function does not seem to be called by
bots.
Is this supposed to be the case all of the time? I just ran into a case
where it's being called on a bot if special conditions are met and I want to
know if this is a bug.
- voogru
I'm sorry there is just no way anyone can take the OP seriously anymore.
Should have reproduced the effect with another model.
;)
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Sent: Thursday, March 22, 2007 10:15 PM
To: hlcoders@list.valvesoftware.com
Subject:
, if I do I'll be
surprised.
- voogru.
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Fat chance of this happening right?
http://www.voogru.com/images/inyourdreams.jpg
Nah, that's just too easy.
- voogru.
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Ignore who?
I didn't see anything.
-Original Message-
From: Jorge Rodriguez [mailto:[EMAIL PROTECTED]
Sent: Friday, March 16, 2007 9:47 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Making a Score Keeping system.
--
[ Picked text/plain from multipart/alternative ]
, HudMsgs have been used in HL1 for all kinds of various
purposes, what's the problem with having it in HL2? Isn't HL2 supposed to
have more features? Not less?
And I'm sure it's just an oversight that they missed putting the
CenterPrintText definition in the file to begin with.
- voogru
Intrusive? Make the font a little smaller maybe?
If it's abused it's the users choice to leave the server.
- voogru.
-Original Message-
From: David Anderson [mailto:[EMAIL PROTECTED]
Sent: Tuesday, March 13, 2007 10:28 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders
Hi there.
-Original Message-
From: Gerry Brunelle [mailto:[EMAIL PROTECTED]
Sent: Monday, February 19, 2007 12:41 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Compile Issues
--
[ Picked text/plain from multipart/alternative ]
Hello,
--
Or make a bitwise operator or Boolean value on the player for that effect,
which would be thousands of times faster than scrolling through a linked
list every time the entity thinks.
- voogru.
-Original Message-
From: Minh [mailto:[EMAIL PROTECTED]
Sent: Thursday, February 08, 2007 4:59
I'm sure valve has some pillows available.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
Sent: Wednesday, July 19, 2006 10:09 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Fundamental Source engine question
Hmm, is it worth a million dollars to be
Test Smest...
- voogru.
-Original Message-
From: Eric Smith [mailto:[EMAIL PROTECTED]
Sent: Friday, July 07, 2006 1:57 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Test
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Try this fix from Jay.
Quote: I'm not sure if it's the issue or not, but I remember a bug like
this in episode 1. If it's the same issue, then setting smoothstairs to
zero will fix it (but cause other problems). If that's the case then you
need to add some logic to disable stair smoothing when
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