Re: [hlcoders] Source Control document

2005-02-27 Thread r00t 3:16
I like perforce but the license thing for 2 people is kind of a pain. I 
guess it uses more then 1 connection to get files and such.
I am now currenlty using subversion and http://tortoisesvn.tigris.org/

Took me a little to figure it out but it is kind of simple...
If anyone needs help setting this up email me.
Been using it for 2 days now and works good, and the cvs server is remote 
and it seems to be quite quick on commits / updates etc.


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message - 
From: "Mike Dussault" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, February 27, 2005 11:23 PM
Subject: RE: [hlcoders] Source Control document

A few things to check:
- What's the path to the source code in your previously-existing project
(and am I reading what you wrote correctly - you said it was 800 megs?)
- What's the path to the new code?
- Is there anything on the Perforce site about this error?
- Have you emailed Perforce support?
Try breaking down the add command into one for each file type, so you
can make sure you're not adding compiler-generated files like .obj or
.pch files:
for /R %i in (*.cpp) do @p4 add "%i"
for /R %i in (*.h) do @p4 add "%i"
for /R %i in (*.vcproj) do @p4 add "%i"
for /R %i in (*.lib) do @p4 add "%i"
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Sunday, February 27, 2005 3:14 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Control document
Well for some reason it adds code from a clean create mod selection, but
it won't add the code from my project even when I stripped everything
down to the essentials.
It only adds client_dll then spams that error message.
On Sun, 27 Feb 2005 21:51:01 +, Ben Davison
<[EMAIL PROTECTED]> wrote:
Mike I think I know why it gives me that error message. It's because
it's an 800 meg directory, do you know any programs that will get rid
of the IDE helper files that intellisense uses? And all the other
random junk? So I just get a clean 30MB  directory?
On Fri, 25 Feb 2005 16:53:20 -0800, Mike Dussault
<[EMAIL PROTECTED]> wrote:
> Try emailing Perforce tech support. You should be allowed 2 users
> and any number of clientspecs, so I don't know why you'd be getting
> license spam.
>
> The source control doc tells how to setup both the client and the
> server on a machine. If you want to setup a separate client-only
> machine, I sent info on that few emails back:
>
> "
> If you're setting up a separate client to connect to the perforce
> server, then you need to:
>
> 1. In Settings->Options, under p4 port, give it the IP of the
> machine that the perforce server is on.
> 2. Create a new clientspec by going ClientSpec->New, then give it
> any name. In the next dialog, under View, enter:
>
>  //depot/LocalModCode/... //[whatever name you want]/...
>
> example: //depot/LocalModCode/... //BobsMachine/...
>
> Then you can sync and work using the clientspec you just created
> (and you'll be working in the //depot/LocalModCode codeline).
> "
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of r00t
> 3:16
> Sent: Friday, February 25, 2005 4:20 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source Control document
>
> Well i got everything working but the license thing has me a little
> stumped keeps coming with exceeded license and I am the only user
> using the software?
>
> I would image the steps that valve provided are for the server side?
> Is there any help setting up client side? Or possibly a few tips :P
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
>
> - Original Message -
> From: "Ben Davison" <[EMAIL PROTECTED]>
> To: 
> Sent: Friday, February 25, 2005 6:10 PM
> Subject: Re: [hlcoders] Source Control document
>
> > Gives me the error, Cannont add filenames with wildcards [EMAIL PROTECTED] 
in

> > them, use -f to force add.
> >
> > I'm gonna try force adding them
> >
> >
> > On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault
> > <[EMAIL PROTECTED]> wrote:
> >> Maybe it's because it's doing a p4.exe for each file. Try this,
> >> and it'll only run p4.exe for each directory:
> >>
> >> for /D /R %i in (*.*) do @p4 add "%i\*.*"
> >>
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Ben
> >> Davison
> >> Sent: Friday, February 25, 2005 2:34 PM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] Source Control document
> >>
> >> I'll try that.
> >>
> >> It's weird because it adds about half the files then spams that
> error.
> >>
> >> On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault
> >> <[EMAIL PROTECTED]> wrote:
> >> > Haven't seen that one before. It looks like either your sockets

> >> > are
>
> >> > not getting released by Perforce correctly, or it doesn't know
> >> > which IP address to use to connect to your server.
> >> >
> >> > You could try setting the p4port environment variable to
> >> > localhost:1666

[hlcoders] Hud round counter not displaying correctly

2005-02-27 Thread r00t 3:16
I created a hud timer which the timer starts with a round_start event.
Everything looks fine, and when tracing looks fine as well.
However the hud will only show 0 it will not actually show the round 
counting down..
This is the code below, I wanted to make sure mins, secs were not 0 and they 
are not using the DevMsg
I can not figure out why the swprintf is not w orking, and only displaying 
0..

DevMsg will actually display the round counting down.
void CHudRoundTimer::PaintTime( HFont font, int xpos, int ypos, int mins, 
int secs )
{
DevMsg(2,"mins %i seconds %i\n", mins, secs);
  surface()->DrawSetTextFont(font);
  wchar_t unicode[6];
 swprintf(unicode, L"%d:%.2d", mins, secs);
surface()->DrawSetTextPos(xpos, ypos);
 // surface()->DrawSetTextColor( 255, 0, 0, 255 );
   for (wchar_t *ch = unicode; *ch != 0; ch++)
  {
  surface()->DrawUnicodeChar(*ch);
   }
}

I have been working on this now for a couple of hours and looking through a 
couple of other classes this looks right.

r00t 3:16
CQC Gaming
www.cqc-gaming.com 

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RE: [hlcoders] Source Control document

2005-02-27 Thread Mike Dussault
A few things to check:

- What's the path to the source code in your previously-existing project
(and am I reading what you wrote correctly - you said it was 800 megs?)

- What's the path to the new code?
- Is there anything on the Perforce site about this error?
- Have you emailed Perforce support?

Try breaking down the add command into one for each file type, so you
can make sure you're not adding compiler-generated files like .obj or
.pch files:

for /R %i in (*.cpp) do @p4 add "%i"
for /R %i in (*.h) do @p4 add "%i"
for /R %i in (*.vcproj) do @p4 add "%i"
for /R %i in (*.lib) do @p4 add "%i"


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Sunday, February 27, 2005 3:14 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source Control document

Well for some reason it adds code from a clean create mod selection, but
it won't add the code from my project even when I stripped everything
down to the essentials.

It only adds client_dll then spams that error message.


On Sun, 27 Feb 2005 21:51:01 +, Ben Davison
<[EMAIL PROTECTED]> wrote:
> Mike I think I know why it gives me that error message. It's because 
> it's an 800 meg directory, do you know any programs that will get rid 
> of the IDE helper files that intellisense uses? And all the other 
> random junk? So I just get a clean 30MB  directory?
> 
> On Fri, 25 Feb 2005 16:53:20 -0800, Mike Dussault 
> <[EMAIL PROTECTED]> wrote:
> > Try emailing Perforce tech support. You should be allowed 2 users 
> > and any number of clientspecs, so I don't know why you'd be getting 
> > license spam.
> >
> > The source control doc tells how to setup both the client and the 
> > server on a machine. If you want to setup a separate client-only 
> > machine, I sent info on that few emails back:
> >
> > "
> > If you're setting up a separate client to connect to the perforce 
> > server, then you need to:
> >
> > 1. In Settings->Options, under p4 port, give it the IP of the 
> > machine that the perforce server is on.
> > 2. Create a new clientspec by going ClientSpec->New, then give it 
> > any name. In the next dialog, under View, enter:
> >
> >  //depot/LocalModCode/... //[whatever name you want]/...
> >
> > example: //depot/LocalModCode/... //BobsMachine/...
> >
> > Then you can sync and work using the clientspec you just created 
> > (and you'll be working in the //depot/LocalModCode codeline).
> > "
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of r00t 
> > 3:16
> > Sent: Friday, February 25, 2005 4:20 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Source Control document
> >
> > Well i got everything working but the license thing has me a little 
> > stumped keeps coming with exceeded license and I am the only user 
> > using the software?
> >
> > I would image the steps that valve provided are for the server side?
> > Is there any help setting up client side? Or possibly a few tips :P
> >
> > r00t 3:16
> > CQC Gaming
> > www.cqc-gaming.com
> >
> > - Original Message -
> > From: "Ben Davison" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Friday, February 25, 2005 6:10 PM
> > Subject: Re: [hlcoders] Source Control document
> >
> > > Gives me the error, Cannont add filenames with wildcards [EMAIL 
> > > PROTECTED] in

> > > them, use -f to force add.
> > >
> > > I'm gonna try force adding them
> > >
> > >
> > > On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault 
> > > <[EMAIL PROTECTED]> wrote:
> > >> Maybe it's because it's doing a p4.exe for each file. Try this, 
> > >> and it'll only run p4.exe for each directory:
> > >>
> > >> for /D /R %i in (*.*) do @p4 add "%i\*.*"
> > >>
> > >>
> > >> -Original Message-
> > >> From: [EMAIL PROTECTED]
> > >> [mailto:[EMAIL PROTECTED] On Behalf Of Ben 
> > >> Davison
> > >> Sent: Friday, February 25, 2005 2:34 PM
> > >> To: hlcoders@list.valvesoftware.com
> > >> Subject: Re: [hlcoders] Source Control document
> > >>
> > >> I'll try that.
> > >>
> > >> It's weird because it adds about half the files then spams that
> > error.
> > >>
> > >> On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault 
> > >> <[EMAIL PROTECTED]> wrote:
> > >> > Haven't seen that one before. It looks like either your sockets

> > >> > are
> >
> > >> > not getting released by Perforce correctly, or it doesn't know 
> > >> > which IP address to use to connect to your server.
> > >> >
> > >> > You could try setting the p4port environment variable to
> > >> > localhost:1666 or [your ip address]:1666 and see if that fixes
it.
> > >> > Also try searching their tech notes:
> > >> > http://www.perforce.com/perforce/technotes.html
> > >> >
> > >> > -Original Message-
> > >> > From: [EMAIL PROTECTED]
> > >> > [mailto:[EMAIL PROTECTED] On Behalf Of Ben

> > >> > Davison
> > >> > Sent: Friday, February 25, 2005 12:22 PM
> > >> > To: hlcoders@list.valvesoftware.com
> > >> > Subject: Re: [hlcoders

Re: [hlcoders] Event firing but.....

2005-02-27 Thread r00t 3:16
I figured this out...
Now if the timer would show in game all is well :P

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message - 
From: "r00t 3:16" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, February 27, 2005 9:25 PM
Subject: [hlcoders] Event firing but.


I setup an event to fire round_start (maybe my event is being overriden by 
something else in the sdk?) in hl2dm_gamerules.cpp

(Traced an this is getting called)
//sends the round_start event to the clients
IGameEvent * event = gameeventmanager->CreateEvent( "round_start" );
if ( event ) // will be null if there are no listeners!
{
event->SetFloat( "roundtimer", fRoundTime );
gameeventmanager->FireEvent( event );
}
In my hud I have
(Traced and it is being called however m_iRoundTime is 0 and it should be 
fRoundTime ?)

void CHudRoundTimer::FireGameEvent(IGameEvent *event)
{
   const char * type = event->GetName();
   if ( Q_strcmp(type, "round_start") == 0 )
   {
   // round start event fired get the params
   m_iRoundTime = event->GetFloat("roundtimer");
   }
..
}
Why is event->GetFloat("roundtimer") 0..
When tracing when the event fires "roundtimer" is 120 ( 2 minutes)
But in the hud when tracing it is always 0
Anyone have any ideas why this could happen?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] load plugin and debug

2005-02-27 Thread disq
Hello,

the correct syntax would be like this:
"Plugin"
{
"file" "../cstrike/addons/serverplugin_empty"
}

if the .so/.dll file is located in cstrike/addons/

or you can just use
"file" "serverplugin_empty"

and place the file in mainsourcedir/bin/

btw, my plugin won't load if i don't compile in the *_bot.cpp/.o parts.
(it fails to load even when i compile in the bot stuff and don't initialize the 
botmanager)



Monday, February 28, 2005, 4:21:30 AM, you wrote:
BAS> This is driving me crazy. I've searched and searched and tried everything
BAS> I've found to no avail. Trying to just compile the serverplugin_empty.so.
BAS> It compiles fine with or without the bot.cpp included. so I copy it to
BAS> hl2mp/addons and use a file called empty.vdf in same dir that says:


-- 
disq



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Re[2]: [hlcoders] make plugin (linux)

2005-02-27 Thread disq
Hello,

Monday, February 28, 2005, 12:38:06 AM, you wrote:
BAS> http://www.sourcewiki.org/wiki/index.php/Compiling_Debian

actually i just adjusted the paths in the main "Makefile" and i'm
using that to compile my plugin. the only other thing i had to do was
to change the order of some "#include" statements in some of the
headers to get it (the min/max stuff) to compile in linux.

ah also make sure you add "." to LD_LIBRARY_PATH (well,
"LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH make" works for me) or it won't be
able to find the shared objects (.so's) while linking.

example makefile vars for serverplugin_empty:
NAME=serverplugin_empty
MOD_PROJ=../utils/serverplugin_sample/serverplugin_empty.vcproj
MOD_CONFIG=serverplugin_empty_ReleaseWin32
GAME_DIR=/path/to/source/installation/dir

just remember, if you're developing the stuff on linux you have to
edit the .vcproj files manually to and add your files and dependency
objects. (or else it either won't compile or srcds won't be able to load the 
plugin)

-- 
disq



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[hlcoders] Event firing but.....

2005-02-27 Thread r00t 3:16
I setup an event to fire round_start (maybe my event is being overriden by 
something else in the sdk?) in hl2dm_gamerules.cpp

(Traced an this is getting called)
//sends the round_start event to the clients
IGameEvent * event = gameeventmanager->CreateEvent( "round_start" );
if ( event ) // will be null if there are no listeners!
{
event->SetFloat( "roundtimer", fRoundTime );
gameeventmanager->FireEvent( event );
}
In my hud I have
(Traced and it is being called however m_iRoundTime is 0 and it should be 
fRoundTime ?)

void CHudRoundTimer::FireGameEvent(IGameEvent *event)
{
   const char * type = event->GetName();
   if ( Q_strcmp(type, "round_start") == 0 )
   {
   // round start event fired get the params
   m_iRoundTime = event->GetFloat("roundtimer");
   }
..
}
Why is event->GetFloat("roundtimer") 0..
When tracing when the event fires "roundtimer" is 120 ( 2 minutes)
But in the hud when tracing it is always 0
Anyone have any ideas why this could happen?
r00t 3:16
CQC Gaming
www.cqc-gaming.com 

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Re: [hlcoders] Question about Precaching in Source.

2005-02-27 Thread Andrew Foss
because it's annoying to play a game of CS and have it sound like UT,
q3, and a mash of a few movies and TV shows.

Seriously, how often will the sound be used, and would it _really_ add
something useful to the game? Every server adds the same damn "doh"
and "multikill" sound sets, but they invariably have different names.
I don't want an 800mb /sound/ folder like I did in the last days of
CS, and I sure as hell don't want to download the same frigging files
every time I connect to another server (I have steam on a drive just
big enough to hold it and a couple other games.)

Besides, you haven't got a license to freely distribute most of those
files, correct? You really don't want iD and Digital Extremes, not to
mention Matt Groening, to sue you, do you?


On Thu, 24 Feb 2005 17:15:07 -0500, Spencer 'voogru' MacDonald
<[EMAIL PROTECTED]> wrote:
> Back in the good ole days of HL1, when you precached a file from the server,
> this file was automatically added to some sort of list that when a client
> connects, and he does not have the precached file, the server would send it
> to him, or have him download it from the sv_downloadurl.
> 
> Automatically.
> 
> Now, in Source, if we want to add a sound, or a model, using a server side
> mod, we have to go make res files for each different map in order for the
> resources to be sent to the client.
> 
> If the server has a lot of maps, and we decide to add, say, a sound file
> that players hear when someone says "doh!", now we have to go to every res
> file and add the sound file.
> 
> Rather annoying.
> 
> What was wrong with precached files automatically being sent to the client
> when the server precaches a resource? Why isn't it like this in Source?
> 
> If the server precaches a file, chances are the client is going to need it,
> right?
> 
> - voogru.
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> 
>

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Re: [hlcoders] Source Control document

2005-02-27 Thread Ben Davison
Well for some reason it adds code from a clean create mod selection,
but it won't add the code from my project even when I stripped
everything down to the essentials.

It only adds client_dll then spams that error message.


On Sun, 27 Feb 2005 21:51:01 +, Ben Davison
<[EMAIL PROTECTED]> wrote:
> Mike I think I know why it gives me that error message. It's because
> it's an 800 meg directory, do you know any programs that will get rid
> of the IDE helper files that intellisense uses? And all the other
> random junk? So I just get a clean 30MB  directory?
> 
> On Fri, 25 Feb 2005 16:53:20 -0800, Mike Dussault
> <[EMAIL PROTECTED]> wrote:
> > Try emailing Perforce tech support. You should be allowed 2 users and
> > any number of clientspecs, so I don't know why you'd be getting license
> > spam.
> >
> > The source control doc tells how to setup both the client and the server
> > on a machine. If you want to setup a separate client-only machine, I
> > sent info on that few emails back:
> >
> > "
> > If you're setting up a separate client to connect to the perforce
> > server, then you need to:
> >
> > 1. In Settings->Options, under p4 port, give it the IP of the machine
> > that the perforce server is on.
> > 2. Create a new clientspec by going ClientSpec->New, then give it any
> > name. In the next dialog, under View, enter:
> >
> >  //depot/LocalModCode/... //[whatever name you want]/...
> >
> > example: //depot/LocalModCode/... //BobsMachine/...
> >
> > Then you can sync and work using the clientspec you just created (and
> > you'll be working in the //depot/LocalModCode codeline).
> > "
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
> > Sent: Friday, February 25, 2005 4:20 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Source Control document
> >
> > Well i got everything working but the license thing has me a little
> > stumped keeps coming with exceeded license and I am the only user using
> > the software?
> >
> > I would image the steps that valve provided are for the server side?
> > Is there any help setting up client side? Or possibly a few tips :P
> >
> > r00t 3:16
> > CQC Gaming
> > www.cqc-gaming.com
> >
> > - Original Message -
> > From: "Ben Davison" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Friday, February 25, 2005 6:10 PM
> > Subject: Re: [hlcoders] Source Control document
> >
> > > Gives me the error, Cannont add filenames with wildcards [EMAIL 
> > > PROTECTED] in
> > > them, use -f to force add.
> > >
> > > I'm gonna try force adding them
> > >
> > >
> > > On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault
> > > <[EMAIL PROTECTED]> wrote:
> > >> Maybe it's because it's doing a p4.exe for each file. Try this, and
> > >> it'll only run p4.exe for each directory:
> > >>
> > >> for /D /R %i in (*.*) do @p4 add "%i\*.*"
> > >>
> > >>
> > >> -Original Message-
> > >> From: [EMAIL PROTECTED]
> > >> [mailto:[EMAIL PROTECTED] On Behalf Of Ben
> > >> Davison
> > >> Sent: Friday, February 25, 2005 2:34 PM
> > >> To: hlcoders@list.valvesoftware.com
> > >> Subject: Re: [hlcoders] Source Control document
> > >>
> > >> I'll try that.
> > >>
> > >> It's weird because it adds about half the files then spams that
> > error.
> > >>
> > >> On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault
> > >> <[EMAIL PROTECTED]> wrote:
> > >> > Haven't seen that one before. It looks like either your sockets are
> >
> > >> > not getting released by Perforce correctly, or it doesn't know
> > >> > which IP address to use to connect to your server.
> > >> >
> > >> > You could try setting the p4port environment variable to
> > >> > localhost:1666 or [your ip address]:1666 and see if that fixes it.
> > >> > Also try searching their tech notes:
> > >> > http://www.perforce.com/perforce/technotes.html
> > >> >
> > >> > -Original Message-
> > >> > From: [EMAIL PROTECTED]
> > >> > [mailto:[EMAIL PROTECTED] On Behalf Of Ben
> > >> > Davison
> > >> > Sent: Friday, February 25, 2005 12:22 PM
> > >> > To: hlcoders@list.valvesoftware.com
> > >> > Subject: Re: [hlcoders] Source Control document
> > >> >
> > >> > I have an error were I add the ValveSDKCode using the command line
> > >> > it will add most of the files then it will start spewing out this
> > error.
> > >> >
> > >> > Perforce Client Error:
> > >> > Connect To server failed check $p4port Connect :1666 :
> > >> > WSAEADDRINUSE
> > >> >
> > >> > Weird, it adds alot of files then spams that error.
> > >> >
> > >> > On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16
> > >> > <[EMAIL PROTECTED]>
> > >> > wrote:
> > >> > > Nice on perforce I was working on this today for our mod.
> > >> > >
> > >> > > Couple of questions though (yes I know :P )
> > >> > >
> > >> > > I didn't see much mention for client side setup.
> > >> > > How do you go about setting up things on the client side?
> > >> > >
> > >> > > r00t 3:16
> > >> > > CQC Gaming
> > >> > > www.cqc-gaming.com
> > >>

[hlcoders] CSSource Plugin Exceptions

2005-02-27 Thread Ray
I have made a plugin for CSSource
and whenever I run srcds.exe I get 3 or 4 of these:
First-chance exception in srcds.exe (KERNEL32.DLL): 0xE06D7363: Microsoft 
C++ Exception.

If I do a spawn kill (against a bot and maybe with humans) 3 or 4 times or 
more then Ill
get that exception repeated over and over.
The exception doesnt appear to be any of my code causing it...I break and 
try stepping through the code and its not part of my source where the 
exception is happening.

what exactly is a First-chance exception as opposed to a fatal exception?

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Re: [hlcoders] Source Control document

2005-02-27 Thread Ben Davison
Mike I think I know why it gives me that error message. It's because
it's an 800 meg directory, do you know any programs that will get rid
of the IDE helper files that intellisense uses? And all the other
random junk? So I just get a clean 30MB  directory?


On Fri, 25 Feb 2005 16:53:20 -0800, Mike Dussault
<[EMAIL PROTECTED]> wrote:
> Try emailing Perforce tech support. You should be allowed 2 users and
> any number of clientspecs, so I don't know why you'd be getting license
> spam.
> 
> The source control doc tells how to setup both the client and the server
> on a machine. If you want to setup a separate client-only machine, I
> sent info on that few emails back:
> 
> "
> If you're setting up a separate client to connect to the perforce
> server, then you need to:
> 
> 1. In Settings->Options, under p4 port, give it the IP of the machine
> that the perforce server is on.
> 2. Create a new clientspec by going ClientSpec->New, then give it any
> name. In the next dialog, under View, enter:
> 
>  //depot/LocalModCode/... //[whatever name you want]/...
> 
> example: //depot/LocalModCode/... //BobsMachine/...
> 
> Then you can sync and work using the clientspec you just created (and
> you'll be working in the //depot/LocalModCode codeline).
> "
> 
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
> Sent: Friday, February 25, 2005 4:20 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Source Control document
> 
> Well i got everything working but the license thing has me a little
> stumped keeps coming with exceeded license and I am the only user using
> the software?
> 
> I would image the steps that valve provided are for the server side?
> Is there any help setting up client side? Or possibly a few tips :P
> 
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
> 
> - Original Message -
> From: "Ben Davison" <[EMAIL PROTECTED]>
> To: 
> Sent: Friday, February 25, 2005 6:10 PM
> Subject: Re: [hlcoders] Source Control document
> 
> > Gives me the error, Cannont add filenames with wildcards [EMAIL PROTECTED] 
> > in
> > them, use -f to force add.
> >
> > I'm gonna try force adding them
> >
> >
> > On Fri, 25 Feb 2005 14:48:07 -0800, Mike Dussault
> > <[EMAIL PROTECTED]> wrote:
> >> Maybe it's because it's doing a p4.exe for each file. Try this, and
> >> it'll only run p4.exe for each directory:
> >>
> >> for /D /R %i in (*.*) do @p4 add "%i\*.*"
> >>
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Ben
> >> Davison
> >> Sent: Friday, February 25, 2005 2:34 PM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] Source Control document
> >>
> >> I'll try that.
> >>
> >> It's weird because it adds about half the files then spams that
> error.
> >>
> >> On Fri, 25 Feb 2005 14:27:43 -0800, Mike Dussault
> >> <[EMAIL PROTECTED]> wrote:
> >> > Haven't seen that one before. It looks like either your sockets are
> 
> >> > not getting released by Perforce correctly, or it doesn't know
> >> > which IP address to use to connect to your server.
> >> >
> >> > You could try setting the p4port environment variable to
> >> > localhost:1666 or [your ip address]:1666 and see if that fixes it.
> >> > Also try searching their tech notes:
> >> > http://www.perforce.com/perforce/technotes.html
> >> >
> >> > -Original Message-
> >> > From: [EMAIL PROTECTED]
> >> > [mailto:[EMAIL PROTECTED] On Behalf Of Ben
> >> > Davison
> >> > Sent: Friday, February 25, 2005 12:22 PM
> >> > To: hlcoders@list.valvesoftware.com
> >> > Subject: Re: [hlcoders] Source Control document
> >> >
> >> > I have an error were I add the ValveSDKCode using the command line
> >> > it will add most of the files then it will start spewing out this
> error.
> >> >
> >> > Perforce Client Error:
> >> > Connect To server failed check $p4port Connect :1666 :
> >> > WSAEADDRINUSE
> >> >
> >> > Weird, it adds alot of files then spams that error.
> >> >
> >> > On Fri, 25 Feb 2005 14:52:42 -0500, r00t 3:16
> >> > <[EMAIL PROTECTED]>
> >> > wrote:
> >> > > Nice on perforce I was working on this today for our mod.
> >> > >
> >> > > Couple of questions though (yes I know :P )
> >> > >
> >> > > I didn't see much mention for client side setup.
> >> > > How do you go about setting up things on the client side?
> >> > >
> >> > > r00t 3:16
> >> > > CQC Gaming
> >> > > www.cqc-gaming.com
> >> > > - Original Message -
> >> > > From: "Ben Davison" <[EMAIL PROTECTED]>
> >> > > To: 
> >> > > Sent: Friday, February 25, 2005 2:04 PM
> >> > > Subject: Re: [hlcoders] Source Control document
> >> > >
> >> > > > Very nice :)
> >> > > >
> >> > > > I installed perforce a while back and got a bit stuck, so
> >> > > > hopefully this will help.
> >> > > >
> >> > > >
> >> > > > On Fri, 25 Feb 2005 10:53:12 -0800, Mike Dussault
> >> > > > <[EMAIL PROTECTED]> wrote:
> >> > > >> This is a multi-part message in MIME format.
> >> > > >>

Re[2]: [hlcoders] unloading plugins, playerinfomanager and cvars

2005-02-27 Thread disq
Hello,

Friday, February 25, 2005, 2:41:42 PM, you wrote:
MvdZ> You pass an integer to the constructor of the second, it should be a
MvdZ> string, like the first one.

Thanks, fixed it. Tho i'm still disappointed with the plugin API,
especially concommands not getting unregistered when plugins are
unloaded, etc.

issues i've seen are:

1. the destructor never gets called on plugin unload.

2. no way to unregister plugin commands (and cvars), without messing
with the (internal) concommand linked list of the engine. I added a
g_plugin_isloaded boolean var, which i set to false on ::Unload(), and
the concommands return immediately if it's false.

3. unload a plugin, update the binary file (.so) and then reload it.
you'll see it loaded the old version, again. (or it might just crash)
to update a plugin binary without restarting the server, you have to
first plugin_unload, copy the new .so with a different name (like
plugin2_i486.so) and then plugin_load the new file. needless to say
after a few trials your "addons" dir is flooded with unused binaries.

4. if a plugin can't be loaded you don't see the error message. alfred
was looking into this tho.


anyway, hope valve resolves these issues.

--
disq



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[hlcoders] vehicle control: steering, etc.

2005-02-27 Thread Black Panther
I spent the weekend digging through the HL2 vehicle code and
experimented with steering and throttle a little.
Now I noticed one big problem with the airboat:
m_VehiclePhysics.SetSteeringDegrees() - no matter how big or low I set
these degrees the boat always turns at the same speed, only difference
is noticeable when the degrees get negative then the steering is
reversed, steering left makes the boat go right.
m_VehiclePhysics.SetSteering( 1, flSteeringRate ); - is called when the
command to turn right or left (-1) executed
Again I noticed that the steering value (here 1) is not considered for
how fast the airboat turns when you are steering, if the value is below
around 0.5 the airboat doesn't steer at all and any value above will
result in a full left/right movement circle.
I tried to find the underlying system that actually translates the
steering / movement  values into the entities resulting angles/origin.
Is this code capsuled in the engine? Do we have control over a vehicle's
movement behavior (bar teleporting it) or did I just not manage to find
the according functions in the sdk?
Is it possible to make the airboat "ride" on waves in the water by
applying a simple up/down sin(gpGlobals->curtime) to the boats pitch
Regards Black Panther

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Re: [hlcoders] GetCurrentCommand() in CBasePlayer

2005-02-27 Thread Teddy
You can find out if a command button (eg. attack, strafe, crouch, etc)
is being press, has been pressed, or has been released by using the
following bit flags:
m_nButtons
m_afButtonPressed
m_afButtonReleased

The code for these puppies would be like this:
if ( m_afButtonPressed & IN_ATTACK )

Hope this helps,
Teddy

On Sat, 26 Feb 2005 05:25:11 +, Knifa <[EMAIL PROTECTED]> wrote:
> Hi everyone.
>
> Does anyone know the equivalent of GetCurrentCommand() in CBasePlayer
> for the HL2DM (or updated) SDK?
>
> Thanks
> --
> Knifa
> SourceForts
> http://knd.org.uk/sourceforts/
>
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