[hlcoders] Re: Lets see who the Thief was....

2024-03-10 Thread StealthMode Hu
I will state this, and stop. A lot of Stolen Valor around VALVe and on these lists. Like how it went from REAKTOR to Steam. Anyone here remember Alfred, remember back in 2001 to 2003? The time the list allegedly got hit by a Virus? The worlds first encryption virus / ransomware was what VALVe go

[hlcoders] Lets see who the Thief was....

2024-03-10 Thread StealthMode Hu
About two years ago now. I outlined a POC of a new type of Exploit involving Clients / Servers. I explained it on the hlds mailing list. A few months later, someone on this list stole that POC. Made the bitmap, and got paid by VALVe for an exploit I found. I want that person to respond to this

Re: [hlcoders] Adding models/materials to a server.

2024-02-28 Thread StealthMode Hu
r Science Engineer - > Technicians. > > I put forward " HL-Programmers " or " HL-Modders ". > > just my .02 > > -Stea1thM0de > > On Tue, Feb 27, 2024 at 6:05 PM Eric Smith - erics at valvesoftware.com > (via hlcoders list) wrote: > >> Jay/

Re: [hlcoders] Adding models/materials to a server.

2024-02-28 Thread StealthMode Hu
quot; HL-Programmers " or " HL-Modders ". just my .02 -Stea1thM0de On Tue, Feb 27, 2024 at 6:05 PM Eric Smith - erics at valvesoftware.com (via hlcoders list) wrote: > Jay/c0ld- > > > > Were you able to get answers to your questions? If not, send the details &g

RE: [hlcoders] Adding models/materials to a server.

2024-02-27 Thread via hlcoders list
Jay/c0ld- Were you able to get answers to your questions? If not, send the details and we can investigate. Thanks. -Eric From: hlcoders@list.valvesoftware.com On Behalf Of Jay C. Sent: Sunday, February 11, 2024 4:17 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Adding models

Re: [hlcoders] Adding models/materials to a server.

2024-02-20 Thread Adrian Lewis
I'd go with both. I've run out of popcorn. On Tue, Feb 20, 2024 at 2:36 PM Mark Sowden wrote: > I think you guys are wasting your time on trying to convince StealthMode > otherwise. They're either a troll or just delusional. > > On Tue, 20 Feb 2024 at 14:19, Underqualified Gunman < > ghostboy21.

Re: [hlcoders] Adding models/materials to a server.

2024-02-20 Thread Mark Sowden
I think you guys are wasting your time on trying to convince StealthMode otherwise. They're either a troll or just delusional. On Tue, 20 Feb 2024 at 14:19, Underqualified Gunman wrote: > While there are occasional glimmerings of truth in your post especially > with how microsoft was aiming to m

Re: [hlcoders] Adding models/materials to a server.

2024-02-20 Thread StealthMode Hu
I wont read half of that due to your previous negative behavior. I will however refer you to MOORES LAW related to Electronics. And point out that the industry, Hardware Vendors. Have hit a brick wall in FPGA ( CPU / GPU ) design. And can only add more cores now. Without funding further research

Re: [hlcoders] Adding models/materials to a server.

2024-02-20 Thread Underqualified Gunman
While there are occasional glimmerings of truth in your post especially with how microsoft was aiming to make themselves a gaming monopoly. The reat of your email is mis-informed or lacks understanding of the nuances of how games work. you claim backwards compatibility was broken by using evidence

Re: [hlcoders] Adding models/materials to a server.

2024-02-20 Thread StealthMode Hu
I would point out one additional thing. There wouldnt be a Steam platform, CSS would have never been ported from the Quake 2 engine, and you wouldnt have a Valve Anti-Cheat. If it werent for me. If you were around back then. Youd remember Valve called it REAKTOR. Have a good day. -StealthMode

Re: [hlcoders] Adding models/materials to a server.

2024-02-20 Thread StealthMode Hu
One thing I would add to that for you Ayes. Did you know deep down in Source2. Is Source? So ask yourself why Lag interp ( LERP ) was removed, and " sub ticrate " added? So ask yourself why Netgraph was removed, then readded as cq_netgraph? So ask yourself why SourceTV was removed, and CSTV was a

Re: [hlcoders] Adding models/materials to a server.

2024-02-20 Thread StealthMode Hu
I think you are trying to defend the intentional sabotage of backwards compatibility. Quote: With all due respect StealthMode, I do not believe you properly understand why programming server mods has changed. EndQuote. I was in programming, before it was called Computer Science. I am in fact an A

Re: [hlcoders] Adding models/materials to a server.

2024-02-19 Thread AyesC
> Changed engine functions, seemingly intentionally to not be backwards > compatible. > Like environments. With all due respect StealthMode, I do not believe you properly understand why programming server mods has changed. Source 2 is a complete rewrite of the legacy systems present in Source 1

Re: [hlcoders] Adding models/materials to a server.

2024-02-19 Thread StealthMode Hu
Oh, and almost forgot. The other reason we chose to abandon VALVe and Source 2 engine. Since 2004 VALVe has steadily dropped the ball when it comes to Development. Its current engine. Source 2. Is a 9 year old game engine, with a bloated dual rendering engine system. It has been heavily scripted.

Re: [hlcoders] Adding models/materials to a server.

2024-02-19 Thread StealthMode Hu
Eric Smith briefly reviews the lists emails. But there is no " assigned monitor " of these lists. Thats why they choose to moderate the lists, using a per case / client authorization system. That to my knowledge. Even Eric Smith lost access to Alfreds LIST-OWNER account. So I think your " bet "

Re: [hlcoders] Adding models/materials to a server.

2024-02-16 Thread Temmie S
There seems to be also Counter Strike Sharp, which aims to allow for Metamod programming in C# for Counter Strike 2. Other than that, there's the possibility of VScript 2 (based off of Typescript) and or Pulse (as a visual scripting language) as ways to eventually add server side or even map b

Re: [hlcoders] Adding models/materials to a server.

2024-02-16 Thread Andrew McWatters
In general it's nice to see a message pop up in here. 13 years later, the Russians caught on to our mod, long after we’ve touched it for some time. I'm not sure anyone from my team is interested in going back to that work after failed talks with Valve business development. We’re discouraged from

Re: [hlcoders] Adding models/materials to a server.

2024-02-16 Thread Jay C.
If we can get the Twitter to see the mail and get someone who has access to reply it's worth a $20 donation to a charity an and old man (me) put in his place for assuming things without knowing. On 2024-02-16 19:22, Andrew McWatters wrote: I'm sure at one point this mailing list probably wa

Re: [hlcoders] Adding models/materials to a server.

2024-02-16 Thread Andrew McWatters
I’m sure at one point this mailing list probably was watched. With the staff turnover at Valve, I think the only people reading these threads are old mod developers and licensees... maybe. Andrew > On Feb 16, 2024, at 12:18 PM, Jay C. wrote: > > I will contribute $20 to the charity of your ch

Re: [hlcoders] Adding models/materials to a server.

2024-02-16 Thread Jay C.
I will contribute $20 to the charity of your choice if someone on the dev team simply replies to this mail. I have a bet with the CS2Fixes team that this is monitored for $250 and I'd prefer if my money went to a good cause :) On 2024-02-11 12:17, Jay C. wrote: Hi. I'm a little out of to

Re: [hlcoders] Adding models/materials to a server.

2024-02-13 Thread StealthMode Hu
Thank you for jumping out there. And proving why this list needs moderated. I answered the Original Posters question. Related to METAMOD not being compatible with Source 2. And why. And you cyber bullies jump out of the woodwork. Cause your Ego / Shadow cannot accept the fact that someone not in

Re: [hlcoders] Adding models/materials to a server.

2024-02-13 Thread boing8762
Stealthcoders why do you keep this up? Isn't the whole thing "know your audience"? Clearly people are tired with what you have to say and the people you're trying to please are noton this mailing list. Feb 13, 2024 10:16:27 AM StealthMode Hu : > However, Unqualified Gunman. > > I will ask that

Re: [hlcoders] Adding models/materials to a server.

2024-02-13 Thread StealthMode Hu
However, Unqualified Gunman. I will ask that you stop PERSONAE PROJECTING your own Psychosis, and Behaviors on others on this list. And go seek professional psychiatric help for your disorders. The only " nutcase " here on these lists. Are bullies like yourself, that jump straight to juvenile nam

Re: [hlcoders] Adding models/materials to a server.

2024-02-13 Thread StealthMode Hu
I see we are going to need to moderate this list as well. To keep the flames, and personal attacks from the juvenile psychotic list users like Underqualified Wannabe Gunman. That said. Underqualified. You control no one but yourself. Stop trying to impose on others Will with your slander, bias, a

Re: [hlcoders] Adding models/materials to a server.

2024-02-12 Thread Underqualified Gunman
ignore stealth mode it's this mailing lists obligatory nutcase. On Sun, Feb 11, 2024 at 6:17 AM Jay C. wrote: > Hi. > > > I'm a little out of touch. I'm c0ldfyr3, original author of CS:S > ZombieMod. I've just gotten back into modding and noticed it seems to not > be an avenue we can take as a M

Re: [hlcoders] Adding models/materials to a server.

2024-02-11 Thread StealthMode Hu
Btw. Forgive me. I didnt quite answer your question. WORKSHOP for Counter-Strike 2 is what you are looking for. Currently they only want custom maps / environments, and weapon skins. Not really interested in customized models anymore. And dont really want you dropping nothing server side anymore

Re: [hlcoders] Adding models/materials to a server.

2024-02-11 Thread StealthMode Hu
Hey c0ld. Long time no see. Valve kindve locked things down. Not the same Programmers there anymore. Far as MODS, they will still allow for MODDING using the pseudo SDK ( Workshop ). However, far as Server Admin SourceMod/AdminMod stuff. They appear to not want any custom modifications of THEIR p

[hlcoders] Adding models/materials to a server.

2024-02-11 Thread Jay C.
Hi. I'm a little out of touch. I'm c0ldfyr3, original author of CS:S ZombieMod. I've just gotten back into modding and noticed it seems to not be an avenue we can take as a MetaMod plugin? Is that true? Do you simply not want us to do that anymore? Thanks, Jay/c0ld ___

[hlcoders] half-life (counter-strike) SDL delete request.

2021-01-15 Thread via hlcoders list
For the windows platform, is it possible to delete the SDL library? Because he caused a lot of problems. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/

[hlcoders] vALVE loses hosting, provider bans service over criminals using cyberbullying to gang up on list members - news at six

2020-11-16 Thread Stephanie d'Arc
For the persons engaging in criminal conduct on these lists. You are the reason vALVE is losing their hosting. You are going to prison. And you are civilly going to be working to pay damages for the rest of your lives. Now you can say oh no they don't do that. Or this won't happen. That's a manifes

[hlcoders] Request to update the public Half-Life 1 and Source 2013 SDK repositories

2020-05-05 Thread Adrián Gimeno Balaguer
Hello again, For anyone who read my previous message, the exposed crash was only fault of my code, sorry. Fixed that last year. In regards to supporting this petition, I bumped my old request (as a last attempt) on Valve’s public Source SDK 2013 GitHub repo, so people may upvote it at least: http

[hlcoders] HL1: Input Tracking Mousewheel

2020-02-13 Thread via hlcoders list
Hello fellow HL1 modders, i am trying to track the movement input of the player, i have rewritten the spectator keyhandler for this purpose. Which works as intended, but then we are coming back to the problem with the input32. Keyboard/Joystick & Mouse are getting tracked but when i use the scroll

Re: Re: [hlcoders] creating a source bot plugin

2019-05-05 Thread Tom Schumann
ual > vtable/offset rubbish? > > > > Would be a lot easier if that’s possible. > >- Josh 🐸 > > > > *From: *Tom Schumann > *Sent: *05 May 2019 07:48 > *To: *hlcoders > *Subject: *Re: [hlcoders] creating a source bot plugin > > > > Excu

RE: Re: [hlcoders] creating a source bot plugin

2019-05-05 Thread joshuaashtonuk
Why don’t you just use the remade headers in AlliedCoders/hl2sdk on GitHub for the game of your choice, then you don’t need all this manual vtable/offset rubbish? Would be a lot easier if that’s possible.Josh 🐸 From: Tom SchumannSent: 05 May 2019 07:48To: hlcodersSubject: Re: [hlcoders] creating

Re: [hlcoders] creating a source bot plugin

2019-05-04 Thread Tom Schumann
Excuse the late reply - this is what I'm doing: // get this void **ppThis = *(void ***)&(this->pObject); // get the vtable as an array of void * void **ppVTable = *(void ***)(this->pObject); // the method we want is in the vtable void *pMethod = ppVTable[this->m_EyePositionOffset]; this->pObject i

[hlcoders] Request to update the public Half-Life 1 and Source 2013 SDK repositories

2019-03-11 Thread Adrián Gimeno Balaguer
Hey there, I second this. In fact, it’s a need for Linux servers. Default SSDK2013 and mods are now crashing on Linux Source SDK 2013 Dedicated Server with latest SteamCMD branch, as of that 2018 24th July update. Mine crashes on server map load when the ‘mapcycle_default.txt’ / ‘mapcycle.txt

Re: [hlcoders] [BUG] Half-Life 2 attempt

2019-03-10 Thread Joshua Ashton
This is a known issue to people in the Source community and has been for some time. - Josh On Sun, Mar 10, 2019 at 1:13 PM test">123 test">123 < blitz.secur...@yandex.ru> wrote: > > > In Half-Life 2, some save or load attempts often result in the process > becoming unresponsive for 60 seconds.

[hlcoders] [BUG] Half-Life 2 attempt

2019-03-10 Thread test">123 test">123
 In Half-Life 2, some save or load attempts often result in the process becoming unresponsive for 60 seconds. Using Process Monitor, I was able to narrow down the cause to hl2.exe’s attempt at accessing unreachable network paths, specifically \\MOD and \\MOD\save. I am unsure what is causing hl2.ex

[hlcoders] [BUG] Half-Life 2 attempt

2019-03-10 Thread r poc
Hey all,">123<> In Half-Life 2, some save or load attempts often result in the process becoming unresponsive for 60 seconds. Using Process Monitor, I was able to narrow down the cause to hl2.exe’s attempt at accessing unreachable network paths, specifically \\MOD and \\MOD\save. I am unsure what

[hlcoders] [BUG] Half-Life 2 attempting to access a network path when saving/loading causes process unresponsiveness

2019-01-19 Thread redhaze3323
Hey all, In Half-Life 2, some save or load attempts often result in the process becoming unresponsive for 60 seconds. Using Process Monitor, I was able to narrow down the cause to hl2.exe's attempt at accessing unreachable network paths, specifically \\MOD and \\MOD\save . I am unsure what i

[hlcoders] Request to update the public Half-Life 1 and Source 2013 SDK repositories

2018-12-23 Thread Joël Troch
Hello, I would like to know if the public Half-Life 1 GitHub repository ( https://github.com/ValveSoftware/halflife) will get an update by Valve in order to be on par with the latest update made in August 2018 (*https://steamcommunity.com/games/70/announcements/detail/1691552256141034259

Re: [hlcoders] creating a source bot plugin

2018-09-03 Thread Asher Baker
On Mon, Sep 3, 2018 at 7:09 AM Joël Troch wrote: > Maybe the offsets are invalid/obsolete, you could try 2 things: > - The second would be to fork the GitHub project you mentioned and apply a > few changes so that it loads the engine and server binaries from the repo > instead of AlliedModders's

Re: [hlcoders] creating a source bot plugin

2018-09-02 Thread Joël Troch
Maybe the offsets are invalid/obsolete, you could try 2 things: - The first one being getting them through IDA if you know how to do that. - The second would be to fork the GitHub project you mentioned and apply a few changes so that it loads the engine and server binaries from the repo instead o

[hlcoders] creating a source bot plugin

2018-08-31 Thread Tom Schumann
I've created a plugin and it's loading fine in Half-Life 2 Deathmatch - now I'm looking to use methods on a CBaseEntity from a bot edict_t * I've used https://wiki.alliedmods.net/Virtual_Offsets_(Source_Mods) as a guide but in my equivalent of void *func = vtable[m_Off_GetDataDescMap]; I get an acc

Re: [hlcoders] compiling source sdk 2013

2018-05-08 Thread Tom Schumann
t; >> > >> but I get compile errors which I can't figure. > > > > >> > >> Most of the problems seem to be in memoverride.cpp - I get a > > few > > > > >> errors > > > > >> > on > >

Re: [hlcoders] compiling source sdk 2013

2018-05-07 Thread Stan R .
gt;> > >> > >> line 122 of >> > >> > >> https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dce >> > >> > >> ea4310fde5706b3ce1c70609d72a38efdf/mp/src/public/tier0/memov >> > >> erride.cpp >>

Re: [hlcoders] compiling source sdk 2013

2018-05-07 Thread Tom Schumann
> >> > on > > >> > >> line 122 of > > >> > >> https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dce > > >> > >> ea4310fde5706b3ce1c70609d72a38efdf/mp/src/public/tier0/memov > > &

Re: [hlcoders] compiling source sdk 2013

2018-05-06 Thread Francisco Javier Bizcocho Antúnez
3ce1c70609d72a38efdf/mp/src/public/tier0/memov > >> erride.cpp > >> > >> - this declaration has no storage class or type specifier, syntax > >> error: > >> > >> 'void' should be preceded by ';' and missing type specifier - int > >> > assumed. > >> > >> Note

Re: [hlcoders] compiling source sdk 2013

2018-05-06 Thread Tom Schumann
this declaration has no storage class or type specifier, syntax >> error: >> > >> 'void' should be preceded by ';' and missing type specifier - int >> > assumed. >> > >> Note: C++ does not support default-int >> > >> By e

Re: [hlcoders] compiling source sdk 2013

2018-05-06 Thread Tom Schumann
gt; > >> missing or stray semicolon somewhere. > > >> Anyone had any luck with this? It seems like memoverride.cpp has been > > the > > >> source of a few issues over the years but none of the older solutions > > I've > > >> looked at hav

Re: [hlcoders] compiling source sdk 2013

2018-05-06 Thread Francisco Javier Bizcocho Antúnez
inks there's a > >> missing or stray semicolon somewhere. > >> Anyone had any luck with this? It seems like memoverride.cpp has been > the > >> source of a few issues over the years but none of the older solutions > I've > >> looked at have helped. > >> __

Re: [hlcoders] compiling source sdk 2013

2018-05-06 Thread Frederique
none of the older solutions I've looked at have helped. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, ed

[hlcoders] compiling source sdk 2013

2018-05-06 Thread Tom Schumann
been the source of a few issues over the years but none of the older solutions I've looked at have helped. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

[hlcoders] creating a source bot plugin

2018-05-06 Thread Tom Schumann
bug Am I doing something wrong? I used roughly the same code in Zeno Clash and it worked fine (though not using bots). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Re: [hlcoders] Faulty In-Game Server Browser for Half-Life mod in Steam

2017-11-05 Thread Nicholas Hastings
Browser.dll, or if > it does maybe some workaround exists. > > Modification: "Base Defense" > AppID: 632730 > > Kind regards, > Platon K > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visi

[hlcoders] Faulty In-Game Server Browser for Half-Life mod in Steam

2017-11-05 Thread Platon
t;Base Defense" AppID: 632730 Kind regards, Platon K ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Re: [hlcoders] getting cvar value from source plugin

2017-07-08 Thread Tom Schumann
> > On 25 June 2017 at 21:06, Nicholas Hastings > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >

Re: [hlcoders] getting cvar value from source plugin

2017-07-08 Thread Nicholas Hastings
oat and GetString all > return 0. I can see that maxplayers is 16 though. > > On 25 June 2017 at 21:06, Nicholas Hastings > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://

Re: [hlcoders] getting cvar value from source plugin

2017-07-07 Thread Tom Schumann
ce > > plugin? I've had a bit of a poke around and couldn't see or find anything > > obvious. > > > > Thanks > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > >

Re: [hlcoders] getting cvar value from source plugin

2017-06-25 Thread Nicholas Hastings
dn't see or find anything > obvious. > > Thanks > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > ___

[hlcoders] getting cvar value from source plugin

2017-06-24 Thread Tom Schumann
ase visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Re: [hlcoders] Removing HL2 Requirement?

2017-04-13 Thread Lonk Chase
alvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ T

Re: [hlcoders] Removing HL2 Requirement?

2017-04-13 Thread Jesse Culver
_ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > ___ > To unsubs

Re: [hlcoders] Removing HL2 Requirement?

2017-04-03 Thread Kyle Sanderson
e, all my other questions have been > ignored. That's why i thought asking here might get some exposure. > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://

Re: [hlcoders] Removing HL2 Requirement?

2017-03-21 Thread 3Turtles
e exposure. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Re: [hlcoders] Removing HL2 Requirement?

2017-03-21 Thread Tony "omega" Sergi
gt; > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > -- -Tony ___ To

Re: [hlcoders] Removing HL2 Requirement?

2017-03-21 Thread 3Turtles
would generate Valve way more sales while still allowing anyone to play mods. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Re: [hlcoders] Removing HL2 Requirement?

2017-03-21 Thread Tom Schumann
ribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

[hlcoders] Removing HL2 Requirement?

2017-03-20 Thread 3Turtles
valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Re: [hlcoders] New comment - [#1391] Re: TruBrain user activation

2017-03-09 Thread Dexter Haslem
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Re: [hlcoders] New comment - [#1391] Re: TruBrain user activation

2017-03-06 Thread Tobias Kammersgaard
quot;; target="_blank" rel="noreferrer">http://bit. > ly/2mqQ8SY > > > > > > First I want to talk by video call cause I need to > see you > also want to ensure that as you are real and serious not harmful. So you > have > to unlock my

[hlcoders] New comment - [#1391] Re: TruBrain user activation

2017-03-06 Thread Team at TruBrain
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[hlcoders] New comment - [#1391] Re: TruBrain user activation

2017-03-05 Thread Team at TruBrain
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[hlcoders] Ticket Received - hlcoders Digest, Vol 64, Issue 2

2017-03-05 Thread Team at TruBrain
Dear Hlcoders, We would like to acknowledge that we have received your request and a ticket has been created. A support representative will be reviewing your request and will send you a personal response.(usually within 24 hours). To view the status of the ticket or add comments, please

Re: [hlcoders] TruBrain user activation

2017-03-05 Thread Stan R .
really? >Воскресенье, 5 марта 2017, 23:05 +03:00 от Team at TruBrain >: > >Hi Hlcoders, A new TruBrain account has been created for you. Click the url >below to activate your account and select a password! >https://trubrain.freshdesk.com/register/IkWTXcSZTmtKz6OpYO If th

[hlcoders] New comment - [#1391] Re: TruBrain user activation

2017-03-05 Thread Team at TruBrain
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[hlcoders] New comment - [#1391] Re: TruBrain user activation

2017-03-05 Thread Team at TruBrain
s://trubrain.freshdesk.com/helpdesk/tickets/1391Thank you for your patience.Sincerely,TruBrain Support Team ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

[hlcoders] Ticket Received - hlcoders Digest, Vol 64, Issue 1

2017-03-05 Thread Team at TruBrain
Dear Hlcoders, We would like to acknowledge that we have received your request and a ticket has been created. A support representative will be reviewing your request and will send you a personal response.(usually within 24 hours). To view the status of the ticket or add comments, please

[hlcoders] TruBrain user activation

2017-03-05 Thread Team at TruBrain
Hi Hlcoders, A new TruBrain account has been created for you. Click the url below to activate your account and select a password! https://trubrain.freshdesk.com/register/IkWTXcSZTmtKz6OpYO If the above URL does not work try copying and pasting it into your browser. If you continue to have

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-03-05 Thread Tom Schumann
grab it locally.SM Sith Lord > > From: Tom Schumann > To: Discussion of Half-Life Programming > Sent: Friday, February 24, 2017 9:40 PM > Subject: Re: [hlcoders] using ISteamUser::UserHasLicenseForApp > > ISteamApps->BIsSubscribedApp looks like it will you wh

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread SK G
; >>>> > >>>> Op 27/02/2017 om 17:20 schreef SK G: > >>>>> Hi everyone. > >>>>> > >>>>> I need help with MonsterMod for Metamod I'm trying link the entities > >> with > >>>>> them an

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread Sam Vanheer
od I'm trying link the entities >> with >>>>> them and I got this error >>>>> >>>>> error C2065: 'monster_barney' : undeclared identifier >>>>> error C2275: 'CMTalkMonster' : illegal use of this type as an &g

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread SK G
> >>> error C2275: 'CMTalkMonster' : illegal use of this type as an > expression > >>> > >>> I'm using this LINK_ENTITY_TO_CLASS( monster_barney, CMBarney ); > >>> > >>> Thanks a lot! > >>> _

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread Sam Vanheer
ey ); >>> >>> Thanks a lot! >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>&

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread SK G
cribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, >

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread Sam Vanheer
TalkMonster' : illegal use of this type as an expression >>> >>> I'm using this LINK_ENTITY_TO_CLASS( monster_barney, CMBarney ); >>> >>> Thanks a lot! >>> ___ >>> To unsubscribe, edit your list

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread SK G
> Thanks a lot! > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > >

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread Sam Vanheer
llegal use of this type as an expression >> >> I'm using this LINK_ENTITY_TO_CLASS( monster_barney, CMBarney ); >> >> Thanks a lot! >> ___ >> To unsubscribe, edit your list pr

Re: [hlcoders] Metamod Link Entity to Class

2017-02-27 Thread Sam Vanheer
_ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view th

[hlcoders] Metamod Link Entity to Class

2017-02-27 Thread SK G
NTITY_TO_CLASS( monster_barney, CMBarney ); Thanks a lot! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

[hlcoders] Metamod Link Entity to Class

2017-02-27 Thread SK G
NTITY_TO_CLASS( monster_barney, CMBarney ); Thanks a lot! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-25 Thread SM Sith Lord
24, 2017 9:40 PM Subject: Re: [hlcoders] using ISteamUser::UserHasLicenseForApp ISteamApps->BIsSubscribedApp looks like it will you whether an arbitrary app is owned by the current user. On 25 February 2017 at 15:28, Tom Schumann wrote: > Got it working: https://github.com/tschum

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-24 Thread Tom Schumann
t; >> >>> >> >>> >> Solokiller >>> >> >>> >> >>> >> Op 14/02/2017 om 12:08 schreef Tom Schumann: >>> >>> For the record I'm workin

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-24 Thread Tom Schumann
p 14/02/2017 om 12:08 schreef Tom Schumann: >> >>> For the record I'm working with GoldSource but am still interested in >> how >> >>> to use this API for working out if a player owns a game. >> >>> How does it work in Sourc

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-18 Thread Tom Schumann
ayer owns a game. > >>> How does it work in Source? Is it meant to be called and used from > >>> client.dll only? Does client.dll always have the player's Steam ID > >>> regardless of sv_lan or offline mode or whatever? > >>> > >>> I had a look at the

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-18 Thread Sam Vanheer
client.dll always have the player's Steam ID >>> regardless of sv_lan or offline mode or whatever? >>> >>> I had a look at the code in source-sdk-2013 on GitHub but could find no >>> uses of it. >>> ___ >>> To unsubscrib

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-18 Thread Tom Schumann
be called and used from >> > client.dll only? Does client.dll always have the player's Steam ID >> > regardless of sv_lan or offline mode or whatever? >> > >> > I had a look at the code in source-sdk-2013 on GitHub but could find no >&

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-17 Thread Tom Schumann
ubscribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > > ___ > To unsubscribe, edit your list preferences, or view the list archiv

Re: [hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-14 Thread Sam Vanheer
please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

[hlcoders] using ISteamUser::UserHasLicenseForApp

2017-02-14 Thread Tom Schumann
or offline mode or whatever? I had a look at the code in source-sdk-2013 on GitHub but could find no uses of it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

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