Re: [hlcoders] "Pure Virtual method called" server crash
On Tue, 1 Mar 2005 21:38:41 -0800, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > No idea sorry, never actually tried using it (saw a few projects using > it and guessed at its purpose :) Fair enough, sounds dodgy to me tho :) > Now if only QT had a BSD style license... :) Ask TT's lawyer (a lovely lady named Catherine), but Id have thought using and even distributing binaries of qmake under the GPL would be fine. Any changes you made would also have to be GPL'd but using qmake as a tool would be no different to selling software built with gcc and distributing a copy of gcc so others could also build your commercial software. Just FYI, Qt/Windows 4.0 will also be dual-licensed. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Luke Graham > Sent: Tuesday, March 01, 2005 9:20 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] "Pure Virtual method called" server crash > > On Tue, 1 Mar 2005 21:00:14 -0800, Alfred Reynolds > <[EMAIL PROTECTED]> wrote: > > Ahh, technically correct, the best kind ;-) Yup, I should have said > > make. A program like "ctags" could do this for you (once you integrate > > > it into the makefile) but I typically just do a full rebuild each time > > > for linux. > > I use qmake whenever possible, it is quite effective at generating > makefiles. > It is also capable of generating project files for windows compilers but > fortunately I dont have to use that functionality very often. > > Wouldnt ctags miss changes to functions defined in header files? > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Luke > > Graham > > Sent: Tuesday, March 01, 2005 8:41 PM > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] "Pure Virtual method called" server crash > > > > On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds > > <[EMAIL PROTECTED]> wrote: > > > Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track > > > header changes well (or at all actually). > > > > Just being pedantic, but gcc doesnt track changes, make does. > > > > > - Alfred > > > > > > -Original Message- > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED] On Behalf Of Matthew > > > Lewis > > > Sent: Tuesday, March 01, 2005 7:18 PM > > > To: hlcoders@list.valvesoftware.com > > > Subject: [hlcoders] "Pure Virtual method called" server crash > > > > > > I installed all the patches from the latest SDK and recompiled on my > > > > linux system. Now when I start the linux server it instantly crashes > > > > with the error "Pure virtual method called... teminate called > > > without active exception". The core file shows the the error is > > > occuring when the InvokeMethod function is executed > > > (game_shared/igamesystem.cpp::264): > > > > > > void IGameSystem::PreClientUpdateAllSystems() > > > { > > >InvokeMethod( &IGameSystem::PreClientUpdate ); } > > > > > > The linux server was working prior to the latest SDK update. Any > > ideas? > > > > > > (RH8.0-2.4.28/gcc-3.4.3) > > > > > > -- > > > No virus found in this outgoing message. > > > Checked by AVG Anti-Virus. > > > Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005 > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, > > > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > -- > > spooq > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > -- > spooq > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- spooq ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] "Pure Virtual method called" server crash
No idea sorry, never actually tried using it (saw a few projects using it and guessed at its purpose :) Now if only QT had a BSD style license... :) - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Luke Graham Sent: Tuesday, March 01, 2005 9:20 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] "Pure Virtual method called" server crash On Tue, 1 Mar 2005 21:00:14 -0800, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > Ahh, technically correct, the best kind ;-) Yup, I should have said > make. A program like "ctags" could do this for you (once you integrate > it into the makefile) but I typically just do a full rebuild each time > for linux. I use qmake whenever possible, it is quite effective at generating makefiles. It is also capable of generating project files for windows compilers but fortunately I dont have to use that functionality very often. Wouldnt ctags miss changes to functions defined in header files? > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Luke > Graham > Sent: Tuesday, March 01, 2005 8:41 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] "Pure Virtual method called" server crash > > On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds > <[EMAIL PROTECTED]> wrote: > > Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track > > header changes well (or at all actually). > > Just being pedantic, but gcc doesnt track changes, make does. > > > - Alfred > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Matthew > > Lewis > > Sent: Tuesday, March 01, 2005 7:18 PM > > To: hlcoders@list.valvesoftware.com > > Subject: [hlcoders] "Pure Virtual method called" server crash > > > > I installed all the patches from the latest SDK and recompiled on my > > linux system. Now when I start the linux server it instantly crashes > > with the error "Pure virtual method called... teminate called > > without active exception". The core file shows the the error is > > occuring when the InvokeMethod function is executed > > (game_shared/igamesystem.cpp::264): > > > > void IGameSystem::PreClientUpdateAllSystems() > > { > >InvokeMethod( &IGameSystem::PreClientUpdate ); } > > > > The linux server was working prior to the latest SDK update. Any > ideas? > > > > (RH8.0-2.4.28/gcc-3.4.3) > > > > -- > > No virus found in this outgoing message. > > Checked by AVG Anti-Virus. > > Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005 > > > > ___ > > To unsubscribe, edit your list preferences, or view the list > > archives, > > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ > > To unsubscribe, edit your list preferences, or view the list > > archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > -- > spooq > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- spooq ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] "Pure Virtual method called" server crash
On Tue, 1 Mar 2005 21:00:14 -0800, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > Ahh, technically correct, the best kind ;-) Yup, I should have said > make. A program like "ctags" could do this for you (once you integrate > it into the makefile) but I typically just do a full rebuild each time > for linux. I use qmake whenever possible, it is quite effective at generating makefiles. It is also capable of generating project files for windows compilers but fortunately I dont have to use that functionality very often. Wouldnt ctags miss changes to functions defined in header files? > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Luke Graham > Sent: Tuesday, March 01, 2005 8:41 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] "Pure Virtual method called" server crash > > On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds > <[EMAIL PROTECTED]> wrote: > > Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track header > > changes well (or at all actually). > > Just being pedantic, but gcc doesnt track changes, make does. > > > - Alfred > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of Matthew > > Lewis > > Sent: Tuesday, March 01, 2005 7:18 PM > > To: hlcoders@list.valvesoftware.com > > Subject: [hlcoders] "Pure Virtual method called" server crash > > > > I installed all the patches from the latest SDK and recompiled on my > > linux system. Now when I start the linux server it instantly crashes > > with the error "Pure virtual method called... teminate called without > > active exception". The core file shows the the error is occuring when > > the InvokeMethod function is executed > > (game_shared/igamesystem.cpp::264): > > > > void IGameSystem::PreClientUpdateAllSystems() > > { > >InvokeMethod( &IGameSystem::PreClientUpdate ); } > > > > The linux server was working prior to the latest SDK update. Any > ideas? > > > > (RH8.0-2.4.28/gcc-3.4.3) > > > > -- > > No virus found in this outgoing message. > > Checked by AVG Anti-Virus. > > Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005 > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > -- > spooq > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- spooq ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] "Pure Virtual method called" server crash
Ahh, technically correct, the best kind ;-) Yup, I should have said make. A program like "ctags" could do this for you (once you integrate it into the makefile) but I typically just do a full rebuild each time for linux. -Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Luke Graham Sent: Tuesday, March 01, 2005 8:41 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] "Pure Virtual method called" server crash On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track header > changes well (or at all actually). Just being pedantic, but gcc doesnt track changes, make does. > - Alfred > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Matthew > Lewis > Sent: Tuesday, March 01, 2005 7:18 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] "Pure Virtual method called" server crash > > I installed all the patches from the latest SDK and recompiled on my > linux system. Now when I start the linux server it instantly crashes > with the error "Pure virtual method called... teminate called without > active exception". The core file shows the the error is occuring when > the InvokeMethod function is executed > (game_shared/igamesystem.cpp::264): > > void IGameSystem::PreClientUpdateAllSystems() > { >InvokeMethod( &IGameSystem::PreClientUpdate ); } > > The linux server was working prior to the latest SDK update. Any ideas? > > (RH8.0-2.4.28/gcc-3.4.3) > > -- > No virus found in this outgoing message. > Checked by AVG Anti-Virus. > Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005 > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- spooq ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] "Pure Virtual method called" server crash
On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track header > changes well (or at all actually). Just being pedantic, but gcc doesnt track changes, make does. > - Alfred > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Matthew > Lewis > Sent: Tuesday, March 01, 2005 7:18 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] "Pure Virtual method called" server crash > > I installed all the patches from the latest SDK and recompiled on my > linux system. Now when I start the linux server it instantly crashes > with the error "Pure virtual method called... teminate called without > active exception". The core file shows the the error is occuring when > the InvokeMethod function is executed > (game_shared/igamesystem.cpp::264): > > void IGameSystem::PreClientUpdateAllSystems() > { >InvokeMethod( &IGameSystem::PreClientUpdate ); } > > The linux server was working prior to the latest SDK update. Any ideas? > > (RH8.0-2.4.28/gcc-3.4.3) > > -- > No virus found in this outgoing message. > Checked by AVG Anti-Virus. > Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005 > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- spooq ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] "Pure Virtual method called" server crash
Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track header changes well (or at all actually). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matthew Lewis Sent: Tuesday, March 01, 2005 7:18 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] "Pure Virtual method called" server crash I installed all the patches from the latest SDK and recompiled on my linux system. Now when I start the linux server it instantly crashes with the error "Pure virtual method called... teminate called without active exception". The core file shows the the error is occuring when the InvokeMethod function is executed (game_shared/igamesystem.cpp::264): void IGameSystem::PreClientUpdateAllSystems() { InvokeMethod( &IGameSystem::PreClientUpdate ); } The linux server was working prior to the latest SDK update. Any ideas? (RH8.0-2.4.28/gcc-3.4.3) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL2DM source: Assert( !"UTIL_GetLocalPlayer" )
Hey guys, This is a problem I have been getting since Day 1 with the HL2DM source. It has to do with an assert of UTIL_GetLocalPlayer being called during a multiplayer game (Which obviously makes no sense, which makes me wonder why it is kept in the HL2DM) The Assert comes within the UTIL_GetLocalPlayer, but tracing back the call stack it comes from "physics_impact_damage.cpp" on the server within the function "CalculatePhysicsImpactDamage". This is the actual block of code: else if ( pEvent->pObjects[index]->GetGameFlags() & FVPHYSICS_PLAYER_HELD ) { // if the player is holding the object, use it's real mass (player holding reduced the mass) CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); if ( pPlayer ) { float mass = pPlayer->GetHeldObjectMass( pEvent->pObjects[index] ); if ( mass > 0 ) { invMass = 1.0f / mass; } } } (hope that formatted correctly) Anyway, it seems like it wouldn't make a massive difference if I just removed the line in question, but I'm curious as per why this is even occurring in the first place. Is this a unique problem to me or is everyone getting this? Thanks, Thomas Dimson [EMAIL PROTECTED] -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.5.4 - Release Date: 3/1/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] "Pure Virtual method called" server crash
I installed all the patches from the latest SDK and recompiled on my linux system. Now when I start the linux server it instantly crashes with the error "Pure virtual method called... teminate called without active exception". The core file shows the the error is occuring when the InvokeMethod function is executed (game_shared/igamesystem.cpp::264): void IGameSystem::PreClientUpdateAllSystems() { InvokeMethod( &IGameSystem::PreClientUpdate ); } The linux server was working prior to the latest SDK update. Any ideas? (RH8.0-2.4.28/gcc-3.4.3) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Animating reticles?
What about using a font file / hud element then just animating the element depending on the spread? and possibly selecting different fonts (halflife2.ttf ) ? Hope that makes sense. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Imperio59" <[EMAIL PROTECTED]> To: Sent: Tuesday, March 01, 2005 9:56 AM Subject: [hlcoders] Re: Animating reticles? Simple, use an animated texture instead of a font for your crosshair (file type instead of font type in weapon script file, after the selection icon definitions), then use a certain frame based on how large the reticle needs to be, or you could have different textures for each frame, but that'd be cumbersome and less practical :) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 28/02/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Animating reticles?
Wonder how the did it for cs ? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Imperio59" <[EMAIL PROTECTED]> To: Sent: Tuesday, March 01, 2005 9:56 AM Subject: [hlcoders] Re: Animating reticles? Simple, use an animated texture instead of a font for your crosshair (file type instead of font type in weapon script file, after the selection icon definitions), then use a certain frame based on how large the reticle needs to be, or you could have different textures for each frame, but that'd be cumbersome and less practical :) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 28/02/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] new HuD element problems
PaintBackgroundType type 0 simply draws a filled rect of BgColor(), type 1 draws a background texture filling the entire background (drawn from m_nBgTextureId1), type 2 draws a filled in rect of BgColor() with rounded corners (4 textures, one on each corner). See vgui2\controls\Panel.cpp for details. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gabe Volker Sent: Tuesday, March 01, 2005 3:59 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] new HuD element problems Hello again, I just wanted to throw this out because I haven't been able to find a solution yet searching around in forums. I created a new class to display a background texture basically. I have done everything properly, that I can see in creating the new class and added it to the project. I have the DECLARE_HUDELEMENT( MyHuDElement ) call, as well as DECLARE_CLASS_SIMPLE( MyHudElement, vgui::Panel). This file compiles fine. However, if I try to create a new instance of that object in another file, i get errors saying that MyHudElement is undeclared. I am confused because this is what DECLARE_HUDELEMENT should be taking care of. Am I missing something about implementing a new class? Maybe I'm calling it from the wrong place, but where is the best place then to create/initialize new hud elements? (the gHUD.AddHudElement(m_pMyHudElement); call) Also, on a complete tangent, I am trying to correlate all the background stuff with res files with the code. Does someone know a simple explanation of what the difference between PaintBackGroundType 0, 1, and 2 is? Thanks, -Gabe ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] new HuD element problems
Hello again, I just wanted to throw this out because I haven't been able to find a solution yet searching around in forums. I created a new class to display a background texture basically. I have done everything properly, that I can see in creating the new class and added it to the project. I have the DECLARE_HUDELEMENT( MyHuDElement ) call, as well as DECLARE_CLASS_SIMPLE( MyHudElement, vgui::Panel). This file compiles fine. However, if I try to create a new instance of that object in another file, i get errors saying that MyHudElement is undeclared. I am confused because this is what DECLARE_HUDELEMENT should be taking care of. Am I missing something about implementing a new class? Maybe I'm calling it from the wrong place, but where is the best place then to create/initialize new hud elements? (the gHUD.AddHudElement(m_pMyHudElement); call) Also, on a complete tangent, I am trying to correlate all the background stuff with res files with the code. Does someone know a simple explanation of what the difference between PaintBackGroundType 0, 1, and 2 is? Thanks, -Gabe ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting player from ConCommand
No, I'm not working on a server plugin. I'm using the HL2DM Base. I've made an entity, but it's only defined on the server. Would I need to send a message or something to the server to make it do the things I want? Or should I share the entity between client and server. I also need to make a buy command, but I don't know what I'd do for that. Are you working with a server plugin? And clients cannot run commands that are defined only on the server, which is shown when you make a ConCommand in a Server Plugin the client cannot execute it directly. - Original Message - From: "Knifa" <[EMAIL PROTECTED]> To: Sent: Tuesday, March 01, 2005 8:36 AM Subject: [hlcoders] Getting player from ConCommand Hi all. How would I get the player who is running a command on a server? Also, client's can't run commands that are defined only on the server, right? Thanks. -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2MP SDK Crash (and fix)
While your solution works, here's another (cleaner IMHO) solution: if ( !pRagdoll->IsValid() ) { Msg("Bad ragdoll for %s\n", pstudiohdr->name ); delete pRagdoll; pRagdoll = NULL; } else { pRagdoll->SetInitialBonePosition( pstudiohdr, pDesiredBonePosition ); } I'm not a big fan of multiple return statements =) On Thu, 24 Feb 2005 13:41:51 -0500, Patrick Flanagan <[EMAIL PROTECTED]> wrote: > I've been running my DM mod, and I noticed that periodically the > clients would crash but the server would remain up. I happened to > catch one in the debugger, and it looks like this is problem is in > CreateRagdoll in ragdoll.cpp: > > CRagdoll *CreateRagdoll( > C_BaseEntity *ent, > studiohdr_t *pstudiohdr, > const Vector &forceVector, > int forceBone, > const CBoneAccessor &pPrevBones, > const CBoneAccessor &pBoneToWorld, > const CBoneAccessor &pDesiredBonePosition, > float dt ) > { > CRagdoll *pRagdoll = new CRagdoll; > pRagdoll->Init( ent, pstudiohdr, forceVector, forceBone, pPrevBones, > pBoneToWorld, dt ); > > if ( !pRagdoll->IsValid() ) > { > Msg("Bad ragdoll for %s\n", pstudiohdr->name ); > delete pRagdoll; > pRagdoll = NULL; > > } > > pRagdoll->SetInitialBonePosition( pstudiohdr, pDesiredBonePosition ); > > return pRagdoll; > } > > I'm not sure under what circumstances the ragdoll is not valid, but > apparently this was happening periodically. So when the ragdoll was > not valid, it would delete that pointer and then immediately call > SetInitialBonePosition on it. Nice. > > I changed the if block to: > > if ( !pRagdoll->IsValid() ) > { > Msg("Bad ragdoll for %s\n", pstudiohdr->name ); > delete pRagdoll; > pRagdoll = NULL; > return pRagdoll; > } > > and haven't seen this crash since. > > Patrick > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting player from ConCommand
Are you working with a server plugin? And clients cannot run commands that are defined only on the server, which is shown when you make a ConCommand in a Server Plugin the client cannot execute it directly. - Original Message - From: "Knifa" <[EMAIL PROTECTED]> To: Sent: Tuesday, March 01, 2005 8:36 AM Subject: [hlcoders] Getting player from ConCommand > Hi all. > > How would I get the player who is running a command on a server? > Also, client's can't run commands that are defined only on the server, > right? > > Thanks. > -- > Knifa > SourceForts > http://knd.org.uk/sourceforts/ > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Animating reticles?
Can you slice VTFs? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Getting player from ConCommand
Hi all. How would I get the player who is running a command on a server? Also, client's can't run commands that are defined only on the server, right? Thanks. -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Animating reticles?
Simple, use an animated texture instead of a font for your crosshair (file type instead of font type in weapon script file, after the selection icon definitions), then use a certain frame based on how large the reticle needs to be, or you could have different textures for each frame, but that'd be cumbersome and less practical :) -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 28/02/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] load plugin and debug
Hello, Monday, February 28, 2005, 5:38:38 AM, you wrote: BAS> Thanks kindly, I was missing a few files for the compile. mathlib.o for BAS> one. gots me a few bots running round a dedicated dm server now. btw, you BAS> mentioned min/max stuff, is there a min/max bot cvar setting for auto BAS> join/leave like other bots? I hadn't looked at the code much yet and after BAS> spending 12 hours today working on gcc upgrades and trying to compile this BAS> first example plugin I'm completely wiped out. i don't know, try "cvarlist bot_" :) i was speaking strictly about the "#include minmax.h" stuff you need to reorder to get it to compile on linux. (well, at least on slackware) -- disq ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Animating reticles?
the crosshair is done in HL2 with a font, perhaps change the size you print? -- ** Draco Coder for Perfect Dark and Kreedz Climbing http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Animating reticles?
i would start by looking at the on retical health, and ammo bars (hl2dm, feb patch) These are updated in relation to ammo, and health counts, and should not be to hard to update with the run, walk, stop, and crouch move functions after that, instead of the bar going along the x plane make it go the y (or what ever is up - down) Adam --- "r00t 3:16" <[EMAIL PROTECTED]> wrote: > I am not quite sure how to go about this and wanted > some insite from valve > or whoever might know.. > > Currently the reticles in hl2dm sdk are all static > for the most (differnt > looks for different weapons) what I want to do is > bloom the reticle using > the bullet spread... > So if the player is running the reticle would be > large / spread apart.. If > they are standing the reticle would be tight / close > together... > > Would I just use different icons ? (I think hl2dm > sdk uses an icon for the > reticle?) for the reticle and make them wider apart > depending on what the > player is doing? Or is there some other way of doing > this ? > > > r00t 3:16 > CQC Gaming > www.cqc-gaming.com > > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > = http://ammahls.com __ Do you Yahoo!? Yahoo! Mail - now with 250MB free storage. Learn more. http://info.mail.yahoo.com/mail_250 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Animating reticles?
I am not quite sure how to go about this and wanted some insite from valve or whoever might know.. Currently the reticles in hl2dm sdk are all static for the most (differnt looks for different weapons) what I want to do is bloom the reticle using the bullet spread... So if the player is running the reticle would be large / spread apart.. If they are standing the reticle would be tight / close together... Would I just use different icons ? (I think hl2dm sdk uses an icon for the reticle?) for the reticle and make them wider apart depending on what the player is doing? Or is there some other way of doing this ? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders