Re: [hlcoders] "Pure Virtual method called" server crash

2005-03-01 Thread Luke Graham
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:
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> >
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> please visit:
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> >
> >
> 
> --
> spooq
> 
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RE: [hlcoders] "Pure Virtual method called" server crash

2005-03-01 Thread Alfred Reynolds
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,
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> 


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Re: [hlcoders] "Pure Virtual method called" server crash

2005-03-01 Thread Luke Graham
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
> 
> 


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spooq

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RE: [hlcoders] "Pure Virtual method called" server crash

2005-03-01 Thread Alfred Reynolds
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

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Re: [hlcoders] "Pure Virtual method called" server crash

2005-03-01 Thread Luke Graham
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

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RE: [hlcoders] "Pure Virtual method called" server crash

2005-03-01 Thread Alfred Reynolds
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


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[hlcoders] HL2DM source: Assert( !"UTIL_GetLocalPlayer" )

2005-03-01 Thread Thomas Dimson

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]

-- 
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Checked by AVG Anti-Virus.
Version: 7.0.300 / Virus Database: 266.5.4 - Release Date: 3/1/2005
 


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[hlcoders] "Pure Virtual method called" server crash

2005-03-01 Thread Matthew Lewis
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
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Re: [hlcoders] Re: Animating reticles?

2005-03-01 Thread r00t 3:16
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 :)

--
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Checked by AVG Anti-Virus.
Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 28/02/2005

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Re: [hlcoders] Re: Animating reticles?

2005-03-01 Thread r00t 3:16
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

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RE: [hlcoders] new HuD element problems

2005-03-01 Thread Alfred Reynolds
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


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[hlcoders] new HuD element problems

2005-03-01 Thread Gabe Volker
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


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Re: [hlcoders] Getting player from ConCommand

2005-03-01 Thread Knifa
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/
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SourceForts
http://knd.org.uk/sourceforts/
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Re: [hlcoders] HL2MP SDK Crash (and fix)

2005-03-01 Thread wheaty
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
> 
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Re: [hlcoders] Getting player from ConCommand

2005-03-01 Thread Daniel Jennings
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:
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>
>
>


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Re: [hlcoders] Re: Animating reticles?

2005-03-01 Thread British_Bomber
Can you slice VTFs?

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[hlcoders] Getting player from ConCommand

2005-03-01 Thread Knifa
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/
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[hlcoders] Re: Animating reticles?

2005-03-01 Thread Imperio59
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 :)

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Re[2]: [hlcoders] load plugin and debug

2005-03-01 Thread disq
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



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Re: [hlcoders] Animating reticles?

2005-03-01 Thread Draco
the crosshair is done in HL2 with a font, perhaps change the size you print?



-- 
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Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net

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Re: [hlcoders] Animating reticles?

2005-03-01 Thread Adam \"amckern\" Mckern
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 
> 
> 
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> the list archives, please visit:
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[hlcoders] Animating reticles?

2005-03-01 Thread r00t 3:16
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 

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