I feel a bit stupid. In all my confusion trying to wrap my head around
compiling under Linux, I completely forgot that I upgraded to Visual Studio
2010 a few months ago. I was still referencing the .vcproj for my mod and
not the .vcxproj in the makefile, as I should have. I changed that,
installed the upgraded VCPM from the wiki, and I'm waiting to see if any
errors will pop up in the compile now. Also, I'm using 2007 and not 2013 but
thanks for the info on VPC scripts anyway, I was planning on messing around
with 2013 later so this should come in handy.

 

Sorry for wasting everyone's time!

 

Kind regards,

Radimir 

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Neico
Sent: Thursday, September 5, 2013 5:23 PM
To: [email protected]
Subject: Re: [hlcoders] Linux srcds does not seem to use mod's libraries

 

https://developer.valvesoftware.com/wiki/Source_SDK_2013#Information_about_V
PC

to clear it up a bit: VPC scripts contain the basic info that are being used
to create makefiles and visual studio files, as well as XCode files for Mac.
the scripts in the src root folder will run vpc and can be executed any
time, which means that you should avoid shipping project files with a SCM
and put things into your own vpc scripts, each project has them (mathlib,
tier1, client, server, shaders), search for them and then create them in the
same fashion, what you need to remember is that src/vpc_scripts/default.vgc
contains a list of accepted game switches that you can pass to vpc, so if
you have a mod called "foo" then you do the following:

add "FOO" to said default script,
add the "FOO" directives to the projects.vgc script in the same folder to
make the following possible.
copy server_hl2mp.vpc or whatever base you're using and rename it to
server_foo.vpc and then add your own Project, Files, Folder Blocks like the
base file does (vpc concats all those into one single project file)
do the same with client, if you now run vpc /foo +game /mksln games.sln (or
use +games if you want to compile your own shader in which case look at
src/materialsystem/stdshaders )

there are probably other things to watch out for but it's essentially just
that, and tada, you're able to create project files the vpc way (with
windows, linux and mac support)

On 05.09.2013 17:05 GMT+2, Radimir Bobev wrote:

I think you're on to something. I did a new compile and searched through the
logs. I can find references to the standard HL2 weapons being compiled, such
as

 

/usr/bin/g++-3.4 -m32 -g -w -I../game/server/../../common
-I../game/server/../../public -I../game/server/../../public/tier0
-I../game/server/../../public/tier1 -I../game/server/.
-I../game/server/../../game/shared -I../game/server/../../utils/common
-I../game/server/../../game/shared/hl2 -I../game/server/./hl2
-I../game/server/./hl2mp -I../game/server/../../game/shared/hl2mp
-I../game/server/../../game/shared/multiplayer -DNDEBUG -D_USRDLL
-D_CRT_SECURE_NO_DEPRECATE -D_CRT_NONSTDC_NO_DEPRECATE -DGAME_DLL -DVECTOR
-DPROTECTED_THINGS_ENABLE -Dfopen=dont_use_fopen
-Dsprintf=use_Q_snprintf_instead_of_sprintf -Dstrncpy=use_Q_strncpy_instead
-D_snprintf=use_Q_snprintf_instead -DHL2MP -DMP_SDK -DHL2_DLL
-DVERSION_SAFE_STEAM_API_INTERFACES  -mtune=i686 -march=pentium -mmmx -msse
-pipe  -DVPROF_LEVEL=1 -DSWDS -D_LINUX -DLINUX -DNDEBUG -fpermissive
-Dstricmp=strcasecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp
-Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf
-D_alloca=alloca -Dstrcmpi=strcasecmp
-Usprintf=use_Q_snprintf_instead_of_sprintf -Ustrncpy=use_Q_strncpy_instead
-Ufopen=dont_use_fopen -UPROTECTED_THINGS_ENABLE -o
obj/server_i486/game/servs./shared/hl2mp/weapon_smg1.o -c
../game/server/../shared/hl2mp/weapon_smg1.cpp

 

But I can't find anything for my own new entities, they don't show up at all
in the compile log. 

 

Kind regards,

Radimir

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Radimir Bobev
Sent: Thursday, September 5, 2013 3:43 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Linux srcds does not seem to use mod's libraries

 

This is something new to me. VPC scripts were not mentioned in the guide for
compiling under Linux at the wiki, or at another guide that I read. I
assumed that the vcpm tool which converts the VC project to a makefile
should take care of all that. Could you give me some pointers for those VPC
scripts, I can't find them mentioned in any related guides with a quick
google search.

 

Kind regards,

Radimir

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Saul Rennison
Sent: Thursday, September 5, 2013 3:40 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Linux srcds does not seem to use mod's libraries

 

Did you add your new entities to the VPC scripts before you compiled? Or did
you just add them to your Visual Studio solution? Seems like your mod is
being compiled, just not with any of the new mod files you added.




 

Kind regards,

Saul Rennison

 

On 5 September 2013 14:28, Radimir Bobev <[email protected]> wrote:

Hi again guys, I finally managed to compile my Linux srcds, but now I'm
having a very weird issue when I try running the mod. When I run srcds, I
get all sorts of errors like these:

 

Attempted to create unknown entity type weapon_nailgun!

Can't init weapon_nailgun

Attempted to create unknown entity type pm_health_large!

Can't init pm_health_large

Attempted to create unknown entity type pm_armor_small!

Can't init pm_armor_small

Attempted to create unknown entity type pm_armor_large!

Can't init pm_armor_large

 

Also, the server is not listed in the server browser for the mod, and if I
try to connect to it manually, I get this:

 

Host_Error: Unexepected authentication protocol -2119095924!

 

All of this sounds to me like it didn't load the mod's libraries. However,
in the beginning of srcds's output, I see this:

 

Game.dll loaded for "Platform"

 

So it *does* seem to be loading the mod's libraries. What could be wrong?
I'm stumped.

 

Kind regards,

Radimir


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