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I'm STEAMed up !!!
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  (#1)
Pierre-Marie Baty
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Default I'm STEAMed up !!! - 29-12-2003

NNNNNNNAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHH

NNNNNNNNNNNNNNAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHH

the steam guys made an update to the HL SDK and they didnt notify anyone and they added functions in the engine interface and they just told the metamod guy and he released a new metamod and they changed it again and they released a patch and the patch doesnt work and even when you fix it and then you compile the new metamod then the new metamod doesnt work with 1.5 anymore and I lost the old metamod and now none of my plugins work and theres nothing to do but to upgrade to steam and I dont want to upgrade to steam because steam wont work because of 56k and even the SDK is not updated and now we're all forced to use steam becasue else it does not work DDDDDDDDAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHH :'( :'( :'(


CHALLENGE OF THE DAY !!!


figure out a way to make the new metamod 1.17 work BOTH with Steam AND with the old 1.5 servers. Possibly by shortening the new enginefuncs when it detects 1.5. Or whatever else. I don't care. Just want something that WORKS.

If I find the solution I'll post the patch here.

In the meanwhile, if you see a steam guy down the street, KILL HIM, MASSACRE HIM, CUT HIM IN PIECES AND FEED THEM TO THE ANTS >



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Re: I'm STEAMed up !!!
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@$3.1415rin
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Default Re: I'm STEAMed up !!! - 29-12-2003

sure, i'll do so ... but if he offeres me a free cable connection I might change my mind 8D


  
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Re: I'm STEAMed up !!!
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botmeister
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Default Re: I'm STEAMed up !!! - 29-12-2003

The biggest problem with STEAM is that it turns the software it deposits on your computer into a never ending "work in progress", or in otherwords a never ending "beta" version. The problem with a "beta" is that it will unexpectantly change, and when that happens whatever was built on top of it gets messed up, so you cannot build anything on top of it, which means, we'll be forever futzing around with patching our mods to work with the latest version of a work in progress.

I knew this problem would happen right after I first read Valve's description of the wonders of STEAM.

I doubt the intention is to kill our mods, as it seems the free advertising Valve gets from free products such as Admin Mod, etc is a benifit to their sales, instead I think there is understanding of how to properly build and release software. It should be released in well defined and stable stages, each clearly labeld as being "final" or "not final". User can then upgrade to either the stable version, or the unstable version by choice. With STEAM *all* updates are by definition "unstable" and even worse, the updates are *forced* on to the users, i.e., if you choose not to upgrade, you can no longer use the software at all!

The concept of STEAM is not really the problem, since adjustements can be made to it to allow beta upgrades or final upgrades, where users can chose to upgrade to a beta version, or to a final version. The final versions would be released far less frequently, while betas could be released as often as it desired. In addition, STEAM should allow for two version, the beta and the final to coexist on the same computer at the same time. I doubt we'd see such sophistication from STEAM for a very long time, if ever, since it appears the concept of final vs beta was never biult into the product, therefore they will likely have to rework the entire system to allow for it.

I think the ultimate question, is what can we do (or should we even bother) to solve the problem of working on a continuos stream of unstable and unpredictable releases?


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Re: I'm STEAMed up !!!
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stefanhendriks
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Default Re: I'm STEAMed up !!! - 29-12-2003

pmb...

i tested realbot_mm.dll lately (compiled it myself btw). it works in CS 1.5 and CS 1.6.

All i did was plugging the realbot_mm in and it worked anyway, it started the server...


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Re: I'm STEAMed up !!!
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Pierre-Marie Baty
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Default Re: I'm STEAMed up !!! - 30-12-2003

w000H00H00H00H00000000t!!!!

I impress myself sometimes.

Sent this email to Will Day:
Code:
Hi Will, me again :)
 
I have worked out a very simple fix that makes metamod 1.17 backwards
compatible with both steam servers and non-steam servers, even with the
latest enginefuncs patch from Alfred at Valve. Metamod detects Steam and
automatically adapts its enginefuncs interface to the version of the engine
and gamedll it is used with. Interested ?
 
 
in h_export.cpp, somewhere at the top of the file :
--------------------------------------------------
// Pierre-Marie Baty -- STEAM/NOSTEAM auto-adaptative fix -- START
mBOOL is_steam = mFALSE;
// Pierre-Marie Baty -- STEAM/NOSTEAM auto-adaptative fix -- END
-------------------------------------------------
 
 
in h_export.cpp, GiveFnptrsToDll() function :
(last 3 code lines are context lines)
-------------------------------------------------
void WINAPI GiveFnptrsToDll(enginefuncs_t *pengfuncsFromEngine,
globalvars_t *pGlobals)
{
// Pierre-Marie Baty -- STEAM/NOSTEAM auto-adaptative fix -- START
FILE *fp;
 
is_steam = mFALSE; // assume Steam is not present by default
 
// to check whether Steam is installed or not, I test Steam-specific
files.
// if you know a more orthodox way of doing this, please tell me.
 
// test file, if found = STEAM Linux/Win32 dedicated server
fp = fopen ("valve/steam.inf", "rb");
if (fp != NULL)
{
	 fclose (fp); // test was successful, close it
	 is_steam = mTRUE; // this file is typical from a STEAM DS install
}
 
// test file, if found = STEAM Win32 listenserver
fp = fopen ("FileSystem_Steam.dll", "rb");
if (fp != NULL)
{
	 fclose (fp); // test was successful, close it
	 is_steam = mTRUE; // this file is typical from a STEAM client/LS
}
 
if (is_steam)
	memcpy(&g_engfuncs, pengfuncsFromEngine, sizeof(g_engfuncs));
else
	 memcpy(&g_engfuncs, pengfuncsFromEngine, 144 * sizeof(unsigned
__int32));
// Pierre-Marie Baty -- STEAM/NOSTEAM auto-adaptative fix -- END
 
gpGlobals = pGlobals;
Engine.funcs = &g_engfuncs;
Engine.globals = pGlobals;
---------------------------------------------------
 
 
in metamod.cpp, metamod_startup() function :
(first 3 comment lines are context lines)
--------------------------------------------------
// Copy, and store pointer in Engine struct. Yes, we could just store
// the actual engine_t struct in Engine, but then it wouldn't be a
// pointer to match the other g_engfuncs.
 
// Pierre-Marie Baty -- STEAM/NOSTEAM auto-adaptative fix -- START
extern mBOOL is_steam;
if (is_steam)
	memcpy(&g_plugin_engfuncs, Engine.funcs, sizeof(g_plugin_engfuncs));
else
	 memcpy(&g_plugin_engfuncs, Engine.funcs, 144 * sizeof(unsigned
__int32));
// Pierre-Marie Baty -- STEAM/NOSTEAM auto-adaptative fix -- END
----------------------------------------------------
 
Sorry for the syntax of these patchs, but someone has yet to port the GNU
diff utility to Windows... I should perhaps give it a go one of these days
;-)
 
If you want to know why I shorten the length of the enginefuncs interface to
144 int32's when Steam is not detected, it's because the last enginefuncs
interface we had before the Steam guys changed it, was made of 144 function
pointers. These 144 function pointers make the "classical" enginefuncs
interface a non-steam HLDS and gameDLL know. The remaining functions in the
structure are only used by Steam engines and gamedlls ; but if you try to
stuff them to a non-steam server, chances are that the server will crash.
 
I would *really* *really* *really* like to see this change in the next
metamod, Will... I had to do it because there are a LOT of people who
are still using non-steam servers, please don't drop metamod support for
non-steam servers. :-)
 
-- 
Pierre-Marie Baty
pm@bots-united.com
you can use this info to patch your metamod 1.17, even with the latest patch from Valve, it'll be 100% backwards-compatible with CS 1.5 and non-steam servers in general



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"Learn to think by yourself, else others will do it for you."

Last edited by Pierre-Marie Baty; 30-12-2003 at 02:11..
  
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Re: I'm STEAMed up !!!
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stefanhendriks
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Default Re: I'm STEAMed up !!! - 30-12-2003

if only i could compile metamod, i would immidiatly aply this patch myself!

stilll odd, i can run steam without metamod 1.17, perhaps its due i run a listen server? Or perhaps some trouble will be caused later..


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Re: I'm STEAMed up !!!
Old
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stefanhendriks
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Default Re: I'm STEAMed up !!! - 30-12-2003

Pierre:
Code:
// Pierre-Marie Baty -- STEAM/NOSTEAM auto-adaptative fix -- START
extern mBOOL is_steam;
if (is_steam)
	memcpy(&g_plugin_engfuncs, Engine.funcs, sizeof(g_plugin_engfuncs));
else
	 memcpy(&g_plugin_engfuncs, Engine.funcs, 144 * sizeof(unsigned
__int32));
// Pierre-Marie Baty -- STEAM/NOSTEAM auto-adaptative fix -- END
i thought __int32 was not compatible in Linux? Perhaps you should add a check for win32 then:

Code:
extern mBOOL is_steam;
    if (is_steam)
        memcpy(&g_plugin_engfuncs, Engine.funcs, sizeof(g_plugin_engfuncs));
    else
    {
        // Keep it WIN32/Linux compatible - STEFAN
        #ifdef _WIN32
            memcpy(&g_plugin_engfuncs, Engine.funcs, 144 * sizeof(unsigned __int32));
        #elif defined(linux)
            memcpy(&g_plugin_engfuncs, Engine.funcs, 144 * sizeof(int));
        #endif
    }
I assume (int) is here 32 bits for Linux. Perhaps there is a neater way to make sure it is always 32 bits. Btw, i figured in metamod there is no __int32 used anywhere at all besides in this patch


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Re: I'm STEAMed up !!!
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Pierre-Marie Baty
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Default Re: I'm STEAMed up !!! - 30-12-2003

Good point, Stefan ! Ah well, I suppose Will will know what to change himself

BTW to compile metamod, be aware that the .dsp file that comes with it hasn't been updated for AGES since Will Day only uses Linux ; chances are that it doesn't work at all. I made mine, it's attached below. Use it and I guarantee it will work better

metamod.dsp:
Code:
# Microsoft Developer Studio Project File - Name="metamod" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=metamod - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE 
!MESSAGE NMAKE /f "metamod.mak".
!MESSAGE 
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE 
!MESSAGE NMAKE /f "metamod.mak" CFG="metamod - Win32 Debug"
!MESSAGE 
!MESSAGE Possible choices for configuration are:
!MESSAGE 
!MESSAGE "metamod - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "metamod - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE 
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF  "$(CFG)" == "metamod - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "release"
# PROP Intermediate_Dir "release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "METAMOD_EXPORTS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I ".." /I "..\..\..\devtools\sdk\Single-Player Source\common" /I "..\..\..\devtools\sdk\Single-Player Source\engine" /I "..\..\..\devtools\sdk\Single-Player Source\dlls" /I "..\..\..\devtools\sdk\Single-Player Source\pm_shared" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "METAMOD_EXPORTS" /FR /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386 /def:".\metamod.def"
# SUBTRACT LINK32 /verbose
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Copying files...
PostBuild_Cmds=copy release\metamod.dll ..\..\dlls > nul copy release\metamod.dll ..\..\..\asheep\addons\metamod\dlls > nul copy release\metamod.dll ..\..\..\cstrike\addons\metamod\dlls > nul copy release\metamod.dll ..\..\..\dmc\addons\metamod\dlls > nul copy release\metamod.dll ..\..\..\gearbox\addons\metamod\dlls > nul copy release\metamod.dll ..\..\..\ricochet\addons\metamod\dlls > nul copy release\metamod.dll ..\..\..\tfc\addons\metamod\dlls > nul copy release\metamod.dll ..\..\..\tod\addons\metamod\dlls > nul copy release\metamod.dll ..\..\..\ts\addons\metamod\dlls > nul copy release\metamod.dll ..\..\..\valve\addons\metamod\dlls > nul copy release\metamod.dll ..\..\..\wasteland\addons\metamod\dlls > nul copy release\metamod.dll ..\..\..\rcrowbar\addons\metamod\dlls > nul
# End Special Build Tool
!ELSEIF  "$(CFG)" == "metamod - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "debug"
# PROP Intermediate_Dir "debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "METAMOD_EXPORTS" /YX /FD /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I ".." /I "..\..\..\devtools\sdk\Single-Player Source\common" /I "..\..\..\devtools\sdk\Single-Player Source\engine" /I "..\..\..\devtools\sdk\Single-Player Source\dlls" /I "..\..\..\devtools\sdk\Single-Player Source\pm_shared" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "METAMOD_EXPORTS" /YX /FD /c
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /pdbtype:sept
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /def:".\metamod.def" /pdbtype:sept
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Copying files...
PostBuild_Cmds=copy debug\metamod.dll ..\..\dlls\debug > nul copy debug\metamod.dll ..\..\..\asheep\addons\metamod\dlls > nul copy debug\metamod.dll ..\..\..\cstrike\addons\metamod\dlls > nul copy debug\metamod.dll ..\..\..\dmc\addons\metamod\dlls > nul copy debug\metamod.dll ..\..\..\gearbox\addons\metamod\dlls > nul copy debug\metamod.dll ..\..\..\ricochet\addons\metamod\dlls > nul copy debug\metamod.dll ..\..\..\tfc\addons\metamod\dlls > nul copy debug\metamod.dll ..\..\..\tod\addons\metamod\dlls > nul copy debug\metamod.dll ..\..\..\ts\addons\metamod\dlls > nul copy debug\metamod.dll ..\..\..\valve\addons\metamod\dlls > nul copy debug\metamod.dll ..\..\..\wasteland\addons\metamod\dlls > nul copy debug\metamod.dll ..\..\..\rcrowbar\addons\metamod\dlls > nul
# End Special Build Tool
!ENDIF 
# Begin Target
# Name "metamod - Win32 Release"
# Name "metamod - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\api_info.cpp
# End Source File
# Begin Source File
SOURCE=..\commands_meta.cpp
# End Source File
# Begin Source File
SOURCE=..\conf_meta.cpp
# End Source File
# Begin Source File
SOURCE=..\dllapi.cpp
# End Source File
# Begin Source File
SOURCE=..\engine_api.cpp
# End Source File
# Begin Source File
SOURCE=..\game_support.cpp
# End Source File
# Begin Source File
SOURCE=..\h_export.cpp
# End Source File
# Begin Source File
SOURCE=..\linkent.cpp
# End Source File
# Begin Source File
SOURCE=..\linkgame.cpp
# End Source File
# Begin Source File
SOURCE=..\linkplug.cpp
# End Source File
# Begin Source File
SOURCE=..\log_meta.cpp
# End Source File
# Begin Source File
SOURCE=..\metamod.cpp
# End Source File
# Begin Source File
SOURCE=..\mhook.cpp
# End Source File
# Begin Source File
SOURCE=..\mlist.cpp
# End Source File
# Begin Source File
SOURCE=..\mplugin.cpp
# End Source File
# Begin Source File
SOURCE=..\mqueue.cpp
# End Source File
# Begin Source File
SOURCE=..\mreg.cpp
# End Source File
# Begin Source File
SOURCE=..\mutil.cpp
# End Source File
# Begin Source File
SOURCE=..\osdep.cpp
# End Source File
# Begin Source File
SOURCE=..\reg_support.cpp
# End Source File
# Begin Source File
SOURCE=..\sdk_util.cpp
# End Source File
# Begin Source File
SOURCE=..\studioapi.cpp
# End Source File
# Begin Source File
SOURCE=..\support_meta.cpp
# End Source File
# Begin Source File
SOURCE=..\thread_logparse.cpp
# End Source File
# Begin Source File
SOURCE=..\vdate.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\api_info.h
# End Source File
# Begin Source File
SOURCE=..\commands_meta.h
# End Source File
# Begin Source File
SOURCE=..\conf_meta.h
# End Source File
# Begin Source File
SOURCE=..\dllapi.h
# End Source File
# Begin Source File
SOURCE=..\engine_api.h
# End Source File
# Begin Source File
SOURCE=..\game_support.h
# End Source File
# Begin Source File
SOURCE=..\games.h
# End Source File
# Begin Source File
SOURCE=..\h_export.h
# End Source File
# Begin Source File
SOURCE=..\info_name.h
# End Source File
# Begin Source File
SOURCE=..\linkent.h
# End Source File
# Begin Source File
SOURCE=..\log_meta.h
# End Source File
# Begin Source File
SOURCE=..\meta_api.h
# End Source File
# Begin Source File
SOURCE=..\metamod.h
# End Source File
# Begin Source File
SOURCE=..\mhook.h
# End Source File
# Begin Source File
SOURCE=..\mlist.h
# End Source File
# Begin Source File
SOURCE=..\mplugin.h
# End Source File
# Begin Source File
SOURCE=..\mqueue.h
# End Source File
# Begin Source File
SOURCE=..\mreg.h
# End Source File
# Begin Source File
SOURCE=..\mutil.h
# End Source File
# Begin Source File
SOURCE=..\osdep.h
# End Source File
# Begin Source File
SOURCE=..\plinfo.h
# End Source File
# Begin Source File
SOURCE=..\reg_support.h
# End Source File
# Begin Source File
SOURCE=..\sdk_util.h
# End Source File
# Begin Source File
SOURCE=..\support_meta.h
# End Source File
# Begin Source File
SOURCE=..\thread_logparse.h
# End Source File
# Begin Source File
SOURCE=..\tqueue.h
# End Source File
# Begin Source File
SOURCE=..\types_meta.h
# End Source File
# Begin Source File
SOURCE=..\vdate.h
# End Source File
# Begin Source File
SOURCE=..\vers_meta.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# Begin Source File
SOURCE=..\res_meta.rc
# End Source File
# End Group
# End Target
# End Project



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Re: I'm STEAMed up !!!
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stefanhendriks
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Default Re: I'm STEAMed up !!! - 30-12-2003

ok, will try. Btw, could you not use that as attachement? rofl


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Re: I'm STEAMed up !!!
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Pierre-Marie Baty
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Default Re: I'm STEAMed up !!! - 30-12-2003

yeah, just that the forum didn't want me to attach .dsp files... and I was too lazy to zip it
erm, sorry



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