[hlcoders] Accessing (IVengineServer*) - ServerCommand crashes server

2006-05-08 Thread Michael Ziegler

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

2006-05-08 Thread Scott Loyd
--
[ 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

2006-05-08 Thread Aaron Schiff
--
[ 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

2006-05-08 Thread Nick
--
[ 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

2006-05-08 Thread Harry Bock
--
[ 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

2006-05-08 Thread Nick
--
[ 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

2006-05-08 Thread Benjamin Davison
--
[ 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

2006-05-08 Thread John Sheu
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

2006-05-08 Thread Aaron Schiff
--
[ 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

2006-05-08 Thread NuclearFriend
--
[ 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