[hlcoders] Accessing (IVengineServer*) - ServerCommand crashes server
Hello, I'm currently developing a Source plugin I named WarriorMod which is a very comfortable Clan War manager, and I've tested it on a couple of Debian machines and it works well there, so I gave it to a friend who installed it on his server (I'm not sure which distro, but I think Suse). We can't get it to run. The server starts up perfectly well, all the interfaces are found correctly and the plugin can also interact with the server. This part works fine, but when we try to start a Clan war, the plugin always crashes in the stadium where it comes to executing config files and setting values via the ServerCommand() function. I've been debugging the last few days now, it must be this function that crashes everything. The source code is available here: http://warriormod.extreme-gaming-clan.de/index.php?name=Downloadsreq=getitlid=5 If you know anything that might help, please let me know :) Greetz MGee ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Accessing (IVengineServer*) - ServerCommand crashes server
-- [ Picked text/plain from multipart/alternative ] my eye's hurt, _DeBuG; use the mdmp file to view the stack trace, what is the last line of your code before the crash? On 5/8/06, Michael Ziegler [EMAIL PROTECTED] wrote: Hello, I'm currently developing a Source plugin I named WarriorMod which is a very comfortable Clan War manager, and I've tested it on a couple of Debian machines and it works well there, so I gave it to a friend who installed it on his server (I'm not sure which distro, but I think Suse). We can't get it to run. The server starts up perfectly well, all the interfaces are found correctly and the plugin can also interact with the server. This part works fine, but when we try to start a Clan war, the plugin always crashes in the stadium where it comes to executing config files and setting values via the ServerCommand() function. I've been debugging the last few days now, it must be this function that crashes everything. The source code is available here: http://warriormod.extreme-gaming-clan.de/index.php?name=Downloadsreq=getitlid=5 If you know anything that might help, please let me know :) Greetz MGee ___ 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] Scrollbar Missing Texture
-- [ Picked text/plain from multipart/alternative ] http://www.chatbear.com/?P948559 -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Scrollbar Missing Texture
-- [ Picked text/plain from multipart/alternative ] Maybe we can get a massive sdk fix + vs2005 fix sometime this year? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Scrollbar Missing Texture
-- [ Picked text/plain from multipart/alternative ] Don't hold your breath.. On 5/8/06, Nick [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Maybe we can get a massive sdk fix + vs2005 fix sometime this year? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- And now, all-zombie radio... -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Scrollbar Missing Texture
-- [ Picked text/plain from multipart/alternative ] I know valve is capable enough to update the sdk, and valve also cares enough about the modders to update the long standing bugs in the sdk. Right? Valve does care about the modders right? On 5/8/06, Harry Bock [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Don't hold your breath.. On 5/8/06, Nick [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Maybe we can get a massive sdk fix + vs2005 fix sometime this year? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- And now, all-zombie radio... -- ___ 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] Scrollbar Missing Texture
-- [ Picked text/plain from multipart/alternative ] I wouldnt expect anything before EP1, I'm hoping it comes out around that time. On 5/9/06, Nick [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I know valve is capable enough to update the sdk, and valve also cares enough about the modders to update the long standing bugs in the sdk. Right? Valve does care about the modders right? On 5/8/06, Harry Bock [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Don't hold your breath.. On 5/8/06, Nick [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Maybe we can get a massive sdk fix + vs2005 fix sometime this year? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- And now, all-zombie radio... -- ___ 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 -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Scrollbar Missing Texture
On Mon, 2006-05-08 at 19:19 -0400, Harry Bock wrote: -- [ Picked text/plain from multipart/alternative ] Don't hold your breath.. Dammit, I'm turning blue already. If I die, please sue Valve on my behalf for wrongful death :-P Yeah, it's been a while. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Scrollbar Missing Texture
-- [ Picked text/plain from multipart/alternative ] if you're really that anxious, just drop a message to Yahn...he always gives you reassuring words when you send him a problem. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Viewmodel skipping animation saga - continued
-- [ Picked text/plain from multipart/alternative ] On 1/16/06, Matthew Lewis [EMAIL PROTECTED] wrote: This is a very old problem -- One to which no solution has yet been found. The problem is with the viewmodel skipping and jerking in its animation playback. I traced the problem to the server and client fighting over m_flCycle, m_nSequence, m_flAnimTime, m_flPlaybackRate networked variables. In particular, the client sets these variables and then a short time later (lag time) the server also sets these variables since they are networked. The result is an animation skip/jerk. The obvious fix is to block the server from changing the value of these variables and let the client do the viewmodel animation independantly from the server. However, this is proving exceedingly difficult to do. I changed the viewmodel class's send table as follows: IMPLEMENT_SERVERCLASS_ST_NOBASE(CBaseViewModel, DT_BaseViewModel) SendPropModelIndex(SENDINFO(m_nModelIndex)), SendPropInt (SENDINFO(m_nBody), 8), SendPropInt (SENDINFO(m_nSkin), 10), // SendPropInt (SENDINFO(m_nSequence), 8, SPROP_UNSIGNED), SendPropInt (SENDINFO(m_nViewModelIndex), VIEWMODEL_INDEX_BITS, SPROP_UNSIGNED), // SendPropFloat (SENDINFO(m_flPlaybackRate), 8, SPROP_ROUNDUP, -4.0, 12.0f), SendPropInt (SENDINFO(m_fEffects), 10, SPROP_UNSIGNED), // SendPropInt (SENDINFO(m_nAnimationParity), 3, SPROP_UNSIGNED ), SendPropEHandle (SENDINFO(m_hWeapon)), SendPropEHandle (SENDINFO(m_hOwner)), // SendPropInt( SENDINFO( m_nNewSequenceParity ), EF_PARITY_BITS, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_nResetEventsParity ), EF_PARITY_BITS, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_nMuzzleFlashParity ), EF_MUZZLEFLASH_BITS, SPROP_UNSIGNED ), END_SEND_TABLE() As I understand the SDK docs, the ST_NOBASE should prevent the base class variables (namely m_flCycle, m_flSequence, etc. from CBaseAnimating) from being sent to the client. However, what I'm finding is that they are still get transmitted. I also tried |SendPropExclude(…) on the variables, but they are still getting sent to the viewmodel. The only way I found to stop the server from screwing with the viewmodel was to go into the CBaseAnimating class and strip m_flCycle, m_nSequence, etc. completely from the network variables list and remove the prediction completely. Arrgh. There has to be something that I'm missing, or something that isn't working as advertised. Any Ideas? | ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My mod is also suffering from this problem. I e-mailed Matthew directly to ask if he had gotten anywhere with this and his reply basically said he could not fix this short of starting his mod again from a Half-Life 2 MP modification (which does not have this problem). Yet he could find no significant difference between them that could be related to this. The only thing he could suggest is something that is triggering different code within the engine. He still suffers from this and so do I. The only solution I can see is merging my mods code with the HL2DM source and that is a monumental task from my view that is essentially fixing an error that Valve made with the original source release (the Start your mod from scratch, which is still available and I would not recommend be used by anyone now, but which was the only option available to me at the time). So is it possible to get any helpful input here? -- Programmer for RnL www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders