[hlcoders] Re: Problem with gamerules
-- [ Picked text/plain from multipart/alternative ] Here's a Call Stack: client.dll!CBaseViewport::RemoveAllPanels() Line 336 + 0xe C++ client.dll!CBaseViewport::~CBaseViewport() Line 355 C++ client.dll!CHudViewport::~CHudViewport() + 0x14 C++ client.dll!CHudViewport::`scalar deleting destructor'() + 0x14 C++ client.dll!ClientModeShared::~ClientModeShared() Line 107 + 0x22 C++ client.dll!ClientModeHL2MPNormal::~ClientModeHL2MPNormal() Line 102 + 0x8 C++ client.dll!$E6() + 0x13 C++ client.dll!doexit(int code=0, int quick=0, int retcaller=1) Line 366 C client.dll!_cexit() Line 309 + 0xb C client.dll!_CRT_INIT(void * hDllHandle=0x2400, unsigned long dwReason=0, void * lpreserved=0x0001) Line 193 C client.dll!_DllMainCRTStartup(void * hDllHandle=0x2400, unsigned long dwReason=0, void * lpreserved=0x0001) Line 311 + 0x11 C ntdll.dll!7c9011a7() ntdll.dll!7c923f31() kernel32.dll!7c81ca3e() kernel32.dll!7c81cab6() hl2.exe!00401abe() hl2.exe!00401c41() kernel32.dll!7c816d4f() -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Problem with gamerules
-- [ Picked text/plain from multipart/alternative ] I've implemented multiple gamerules classes...with 1 deriving from the other http://www.plastic-warfare.com/code/hl2mp_gamerules.cpp http://www.plastic-warfare.com/code/hl2mp_gamerules.h http://www.plastic-warfare.com/code/pwteam_gamerules.cpp http://www.plastic-warfare.com/code/pwteam_gamerules.h The thing is my mod works fine when I'm running under the CPWBaseRules but it crashes under CPWTeamRules and CPWOccupyRules (Derived from CPWTeamRules & also is a network class) Does anyone know why this is happening? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] bf_write and unsigned characters
-- [ Picked text/plain from multipart/alternative ] I've found my problem: It seems I need to make the messages I send UTF-8 encoded where as I was just sending my messages before in plain ANSI. The characters <128 must have been recognized as part of the UTF-8 encoding and thus were incomplete since the following characters were normal characters; so I presume the offending <128 characters were simply ignored. On 6/3/06, John Sheu <[EMAIL PROTECTED]> wrote: > > > However, when I attempt to write out a message that contains characters > that > > are greater than 128 (unsigned) in byte size, they get stripped. I've > also > > tried replacing the WriteChar() in the WriteString() function with > > WriteByte() but I still get the same result. Is there any way to write > these > > kind of characters into a bf_write? Or is this problem occurring > somewhere > > else downstream where these characters may be getting stripped? > > What's "stripped"? Are they being clamped to 128? Or is it possible > that it's being wrapped around to -127? > > I've had issues before with bf_read/bf_write and casting signed/unsigned > chars. It usually comes down to making sure that you aren't making any > unneccessary casts. > > -John Sheu > > ___ > 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] gpGlobals->curtime
On Sat, 2006-06-03 at 18:45 -0500, [EMAIL PROTECTED] wrote: > Not sure if that helps clear things up for you, or if I'm on a tangent. :) That's great and all, and rather informative, but I'm afraid you're on a tangent. The question is this: what kind of timebase is the client rendering on? Does it try to be exactly synchronized with the server, regardless of latency, or does it just monotonically increase its current time as it receives packets? Again, two scenarios: If the former is true, then for a client and server of any arbitrary latency, curtime is exactly synchronized. If the latter is true, then for a client and server of X seconds round-trip latency, curtime on the client (when rendering) is X/2 seconds behind curtime on the server. Which one? -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders