Re: [hlcoders] Is there a Bug in the Engine with Plugins???

2007-09-05 Thread Ratman2000
Hello,

is there a way, to find out, what plugins are installed with the number for
the unload function?
How works the command plugin_print

I ask becouse i need to unload the plugin itself :)

With friendly reguards

Ratman2000

- Original Message -
From: Nick [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, September 05, 2007 1:46 AM
Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???


 LOL. Good job on fixing it. If you gave us more code, people wouldn't
 bug you so much, really.

 On 9/4/07, Mike Dussault [EMAIL PROTECTED] wrote:
  It probably was unloading the correct plugin for you anyway because it
  would've acted like you did plugin_unload 0 if you passed a non-numeric
  string.
 
  I found the problem Tony reported where the plugins never really get
  unloaded. Will release a fix asap.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Mike
  Dussault
  Sent: Tuesday, September 04, 2007 2:37 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???
 
  It looks like you're specifying a plugin name in the code below. The
  plugin_unload command takes an index, not a plugin name. You can use
  plugin_print to list the currently-loaded plugins and their indices.
  Then specify an index like this:
 
  Engine-ServerCommand( plugin_unload 0\n );
 
 
  Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000
  Sent: Monday, September 03, 2007 9:53 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???
 
  Hello,
 
  i like the Valve Interface... i have no problems with it..
 
  Ok its a very bit to small / not enaugth functions but all is fine with
  it for me... All what you can do without the Intervace, you can do with
  the same way with the interface :) You only need to know what you are
  doing :P
 
  Is there a work around to clear the plugin manual Alfred / Mike?
 
  Or can you tell the Function, we need to call to free the plugin manual?
  (Like memory function name or other to call it to free the plugin it
  self!)
 
  With friendly Reguard
 
  Ratman2000
 
  - Original Message -
  From: Spencer 'voogru' MacDonald [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Tuesday, September 04, 2007 4:29 AM
  Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins???
 
 
   I agree.
  
   The Valve plug-in interface is a slap in the face.
  
   - voogru.
  
  
   -Original Message-
   From: dackz [mailto:[EMAIL PROTECTED]
   Sent: Monday, September 03, 2007 10:06 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins???
  
   Don't use Valve's poorly implemented and poorly documented plugin
   interface and you'll be much better off. There are alternatives, you
   know.
  
   On 9/1/07, Ratman2000 [EMAIL PROTECTED] wrote:
Hello,
   
i have written a small plugin what removes only a special entity
from a
   Map
and Unloads
itself after doing that...
   
So i have added a small log text to Game Frame to see whats doing
  becouse
the unload...
   
So i have startet it, the plugin starts, removes the entity and
unloads fine...
   
But after server activate, my plugin begins to printing the Game
Frame Funktion AFTER unloading the Plugin
   
whats wrong??? Why CS:S calls the Plugin after its Unloaded???
   
Why we can unload plugins, when they dont get unloaded???
   
I call in my Plugin in Load this:
   
Engine-ServerCommand( plugin_unload MyPlugin\n );
   
Is there a bug or a feature???
  
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[hlcoders] drag and drop

2007-09-05 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
CONTEXT: We'd like to create a drag-and-drop interface for our mod.  When
the user drags off of a panel, the cursor changes and text/image follows the
cursor as the user drags (i.e. user clicks and drags off a panel containing
text dog; cursor changes to dog cursor and text dog follows cursor
around).

PROBLEM: The cursor change is no problem.  To make the text/image follow the
cursor, we create a transparent panel with a label/image, then set that
panel's position to the mouse position OnTick.  We've tried setting the tick
to occur every .1 sec to every .001 sec but the panel still noticeably lags
behind the cursor.

QUESTION: Is there a way to 'attach' a panel to the mouse position without
lag?
--

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[hlcoders] Pale faces

2007-09-05 Thread Nate Nichols
Has anyone experienced their faces getting a lot paler?

Like this: http://destroyer.cs.northwestern.edu/nas/paleface.JPG

It happened about a month or so ago, and I didn't change anything.
They're not actually like this when playing stock HL2, but they are in
FacePoser when configured for Half-Life 2, in FacePoser when
configured for our mod, and in our mod itself.

Not to be the kid that cries and takes his marbles home, but things
like this are one of the reasons (although not the main one) that we
are moving News at Seven off the Source engine.  It's frustrating when
you literally run the same mod once a day, and then one day the faces
are randomly fully-lit.

Nate

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Re: [hlcoders] Pale faces

2007-09-05 Thread Nick
It might have been caused by an update. It might go away in a few
months, or you might have to reinstall your entire computer, and
restart your mod from the beginning.

On 9/5/07, Nate Nichols [EMAIL PROTECTED] wrote:
 Has anyone experienced their faces getting a lot paler?

 Like this: http://destroyer.cs.northwestern.edu/nas/paleface.JPG

 It happened about a month or so ago, and I didn't change anything.
 They're not actually like this when playing stock HL2, but they are in
 FacePoser when configured for Half-Life 2, in FacePoser when
 configured for our mod, and in our mod itself.

 Not to be the kid that cries and takes his marbles home, but things
 like this are one of the reasons (although not the main one) that we
 are moving News at Seven off the Source engine.  It's frustrating when
 you literally run the same mod once a day, and then one day the faces
 are randomly fully-lit.

 Nate

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[hlcoders] Multithreaded Plugin CRT

2007-09-05 Thread Gren Meera
--
[ Picked text/plain from multipart/alternative ]
Hey everybody, I could REALLY use a hand with this!

I needed to make a multi-threaded plugin to handle Port IO for external
hardware.  The problem is, the MOD always crashes when unloading DLLs when
my plugin is loaded.

It dies in random destructors from many different DLLs, but usually it's the
destructor of some global CUtlVector, such as the destructor of
CCollisionEvent g_Collisions.

I've tried adding memoverride.cpp to the project, and I've tried changing
the project runtime library from Multi-threaded Debug to Multi-threaded
Debug DLL to Single threaded Debug, and every combination thereof.

I think it has something to do with the tier0 memory management and
overloading the CRT, but I have no idea how to fix this.  All help is
greatly appreciated.
--

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Re: [hlcoders] Multithreaded Plugin CRT

2007-09-05 Thread Jeffrey \botman\ Broome

Gren Meera wrote:

--
[ Picked text/plain from multipart/alternative ]
Hey everybody, I could REALLY use a hand with this!

I needed to make a multi-threaded plugin to handle Port IO for external
hardware.  The problem is, the MOD always crashes when unloading DLLs when
my plugin is loaded.

It dies in random destructors from many different DLLs, but usually it's the
destructor of some global CUtlVector, such as the destructor of
CCollisionEvent g_Collisions.


Is your plugin only doing game engine API access through the main
thread? (i.e. you shouldn't be calling any engine functions from
anything except for your main plugin DLL thread since the engine isn't
thread safe).

Changing your DLL to be thread safe (i.e. setting Multi-threaded Debug
DLL) won't make the engine be thread safe.

You will probably need so mechanism of signaling between your Port IO
threads and your main thread and funnel all engine API access through
your main thread (i.e. the only thing the threads should do it I/O and
then send that stuff to your main thread who would in turn call engine
functions).

--
Jeffrey botman Broome

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Re: [hlcoders] Multithreaded Plugin CRT

2007-09-05 Thread Gren Meera
--
[ Picked text/plain from multipart/alternative ]
There doesn't appear to be any main engine API function calls from anywhere
but the main thread.  The additional threads are worker threads that only
create connections and poll the IO.

To create a new connection, there's a pending list that is dumped to the
other thread behind a critical section, and all finalization is dumped to a
pending finalize list to also be cleared out (deleted) from the main thread
behind a critical section.  I'm trying to find ANY possible new and
delete calls that might take place across the threads that shouldn't.

Should I be including the standard:
// memdbgon must be the last include file in a .cpp file!!!
#include tier0/memdbgon.h

and is there an incompatible CRT for code generation?

On 9/5/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote:

 Gren Meera wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Hey everybody, I could REALLY use a hand with this!
 
  I needed to make a multi-threaded plugin to handle Port IO for external
  hardware.  The problem is, the MOD always crashes when unloading DLLs
 when
  my plugin is loaded.
 
  It dies in random destructors from many different DLLs, but usually it's
 the
  destructor of some global CUtlVector, such as the destructor of
  CCollisionEvent g_Collisions.

 Is your plugin only doing game engine API access through the main
 thread? (i.e. you shouldn't be calling any engine functions from
 anything except for your main plugin DLL thread since the engine isn't
 thread safe).

 Changing your DLL to be thread safe (i.e. setting Multi-threaded Debug
 DLL) won't make the engine be thread safe.

 You will probably need so mechanism of signaling between your Port IO
 threads and your main thread and funnel all engine API access through
 your main thread (i.e. the only thing the threads should do it I/O and
 then send that stuff to your main thread who would in turn call engine
 functions).

 --
 Jeffrey botman Broome

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[hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin)

2007-09-05 Thread Keeper
player_info_t info;
engine-GetPlayerInfo( playerindex, info );

I know the playerindex is correct because I use it other places.  For some
reason when I try this I get blanks for all players.  Has anybody else seen
this?  If so, is there a fix?

Thanks,
Keeper



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RE: [hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin)

2007-09-05 Thread Tony Paloma
What mod are you trying this on?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Keeper
Sent: Wednesday, September 05, 2007 11:25 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin)

player_info_t info;
engine-GetPlayerInfo( playerindex, info );

I know the playerindex is correct because I use it other places.  For some
reason when I try this I get blanks for all players.  Has anybody else seen
this?  If so, is there a fix?

Thanks,
Keeper



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Re: [hlcoders] Pale faces

2007-09-05 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
What fun would modding be if the game ran the same way every time?  This is
clearly a feature to add some spice.

:)

On 9/5/07, Nate Nichols [EMAIL PROTECTED] wrote:

 Has anyone experienced their faces getting a lot paler?

 Like this: http://destroyer.cs.northwestern.edu/nas/paleface.JPG

 It happened about a month or so ago, and I didn't change anything.
 They're not actually like this when playing stock HL2, but they are in
 FacePoser when configured for Half-Life 2, in FacePoser when
 configured for our mod, and in our mod itself.

 Not to be the kid that cries and takes his marbles home, but things
 like this are one of the reasons (although not the main one) that we
 are moving News at Seven off the Source engine.  It's frustrating when
 you literally run the same mod once a day, and then one day the faces
 are randomly fully-lit.

 Nate

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RE: [hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin)

2007-09-05 Thread Keeper
Ahhh, sorry.  My plugin for HL2MP.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma
Sent: Wednesday, September 05, 2007 6:51 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] IVEngine Client GetPlayerInfo returning blanks
(plugin)

What mod are you trying this on?



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