Re: [hlcoders] Viewmodel skipping animation saga - continued

2006-05-23 Thread Jonathan Murphy
--
[ Picked text/plain from multipart/alternative ]
I've actually put this on the backburner for now, as I think it may have
something to do with the weapons code instead, which was written by someone
else and is due to be rewritten.

Thanks for all the assistance though, I'll let you know how it comes along.
:)

On 5/24/06, Yahn Bernier <[EMAIL PROTECTED]> wrote:
>
> Have you tried putting a memory breakpoing on the address of the
> viewmodels m_flCycle variable?
>
> You need to figure out what piece of code is changing the value, e.g.,
> is it the networking system, the prediction system, or some other code.
>
> Yahn
>
>
--
Programmer for Resistance and Liberation
www.resistanceandliberation.com
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RE: [hlcoders] Free Sound List Is Full

2006-05-23 Thread Jay C.
I know, but the whole thing would be sorted if they remove the log, end of
story, no hooking required. The log is pointless and shouldn't be there.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Aaron Schiff
> Sent: 24 May 2006 02:45
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Free Sound List Is Full
>
> --
> [ Picked text/plain from multipart/alternative ]
> Not a log...it's an entity
>
> --
> ts2do
> --
>
> ___
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Re: [hlcoders] Sound Question

2006-05-23 Thread Adam \"amckern\" Mckern
Even though this is a map related topic, get the
amb_geb to play from the camera - there is a field
that says 'play from entity' in the amb_gen - simply
enter the cameras name in that, and the sound will
play from it 'hopefuly' fixing your issue - but for
map realted problems www.interlopers.net is a very
good place to start.

Adam


--- Paul Ohanian <[EMAIL PROTECTED]> wrote:

> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hi, having a problem with a mod I'm working on.  I'm
> trying to play a non-attenuated / non-spatialized
> sound from a server entity.  We're using an Ambient
> Generic entity to play a sound, but the "Play
> Everywhere" flag doesn't work when using scripted
> cameras.  We're using this to play an intro
> monologue while the several cameras fly around our
> level.  Any help would be appreciated.
>
>
> Thanks,
> Paul Ohanian
> --
>
>
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My Website http://www.ammahls.com
   Lead Programer NightFall http://www.nightfallmod.net
  Developer of CST and ZHLT 3.0 http://www.zhlt.info
 Team Lead - Prime - http://www.nigredostudios.com

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Re: [hlcoders] Free Sound List Is Full

2006-05-23 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Not a log...it's an entity

--
ts2do
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RE: [hlcoders] Free Sound List Is Full

2006-05-23 Thread Jay C.
The log line is logged once almost any single plugin available is added, I
am not making a plugin to remove a log line which is pointless anyway.
That's Valves job.

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Tony "omega" Sergi
> Sent: 24 May 2006 00:29
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Free Sound List Is Full
>
> Could you not hook CSoundEnt, and make it remove itself when it's created?
> Or make it so your plugin overrides it
>
>
>
> --
> -- omega
> Heroes of Excelsior
> http://www.heroesofexcelsior.com
> Blackened Interactive
> http://www.blackened-interactive.com
> -Original Message-
> From: Jay C. [mailto:[EMAIL PROTECTED]
> Sent: May 23, 2006 7:12 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Free Sound List Is Full
>
> Can't remove the message from the compiled CS:S or DOD:S binaries, but
> that's why I emailed, Valve can do it :\
> Can't remove the sound ent because it happens when you add any ONE of a
> number of plugins.
>
> - Jay
>
>
> ___
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[hlcoders] Undeterministic Behaviour for Third-Person Muzzle Flashes

2006-05-23 Thread Ben Everett
Working on third-person muzzle flashes, I have encountered an issue. I am
unable to _RELIABLY_ get the third-person (world) muzzle flashes to shoot
from the proper origin or angles. The interesting portion of this is that
the muzzle flashes will work reliably for a brief period of time, after
which the origin and angles get way off base. Once the muzzle flash stops
working it won't work again until a new server is created.

Anyone have any possible idea as to what would be causing this? I've tried
several different methods concerning this. Below is some code:

Sever-Side:
int nMuzzleAttachment = LookupAttachment("muzzle");

muzzleFlash.m_nEntIndex = entindex();
muzzleFlash.m_fFlags = GetWeaponID();
muzzleFlash.m_nAttachmentIndex = nMuzzleAttachment;

DispatchEffect("MuzzleFlash", muzzleFlash);



Client-Side Rendering Code:
void CForsakenTempEnts::MuzzleFlash(const Vector &rvecPosition, const QAngle
&rAngles, int nType,
int nEntIndex, bool bFirstPerson)
/*
A quick sample for testing third-person muzzle flashes.
Pre: Muzzle flash information received correctly, !bFirstPerson.
Post: A sample muzzle flash should appear for third-person only.

*NOTE* This function is only reached when the MuzzleFlash effect is
dispatched.
*/
{
VPROF_BUDGET("MuzzleFlash_ThirdPerson_Sample",
VPROF_BUDGETGROUP_PARTICLE_RENDERING);

CSmartPtr pMuzzleFlash =
CSimpleEmitter::Create("MuzzleFlash_ThirdPerson_Sample ");
float fScale = random->RandomFloat(1.25f, 1.5f);
SimpleParticle *pParticle = NULL;
Vector vecForward, vecOffset;

// Fetch the forward.
AngleVectors(rAngles, &vecForward);

for (int i = 1; i < 6; i++)
{
// Calculate the muzzle flash offset.
vecOffset = (vecForward * (i * 8.0f * fScale)) +
rvecPosition;

// Create the particle.
pParticle =
(SimpleParticle*)pMuzzleFlash->AddParticle(sizeof(SimpleParticle),
pMuzzleFlash->GetPMaterial("effects/muzzleflash1"),
vecOffset);

// Not able to create any more particles.
if (!pParticle)
return;

// Set the life time, death time, and velocity.
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = 0.025f;
pParticle->m_vecVelocity.Init();

// Set the color.
pParticle->m_uchColor[0] = 255;
pParticle->m_uchColor[1] = 255;
pParticle->m_uchColor[2] = 255;

// Start and end alpha.
pParticle->m_uchEndAlpha = 255;
pParticle->m_uchStartAlpha = 255;

// Set the start and end size (10% of original size).
pParticle->m_uchStartSize = 7;
pParticle->m_uchEndSize = (unsigned
char)(pParticle->m_uchStartSize * 0.90);

// Set the particle roll.
pParticle->m_flRoll = random->RandomInt(0, 360);
pParticle->m_flRollDelta = 0.0;
}
}


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RE: [hlcoders] Free Sound List Is Full

2006-05-23 Thread Tony \"omega\" Sergi
Could you not hook CSoundEnt, and make it remove itself when it's created?
Or make it so your plugin overrides it



--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com
-Original Message-
From: Jay C. [mailto:[EMAIL PROTECTED]
Sent: May 23, 2006 7:12 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Free Sound List Is Full

Can't remove the message from the compiled CS:S or DOD:S binaries, but
that's why I emailed, Valve can do it :\
Can't remove the sound ent because it happens when you add any ONE of a
number of plugins.

- Jay


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RE: [hlcoders] Free Sound List Is Full

2006-05-23 Thread Jay C.
Can't remove the message from the compiled CS:S or DOD:S binaries, but
that's why I emailed, Valve can do it :\
Can't remove the sound ent because it happens when you add any ONE of a
number of plugins.

- Jay

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Adam "amckern" Mckern
> Sent: 21 May 2006 07:54
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Free Sound List Is Full
>
> Or just remove Msg("Free Sound List Is Full\n"); from
> the code, but as it is, coders cant do much directly
> related to the offical mods
>
> Adam McKern
>
> --- Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > It seems that the "sounds" the message is referring
> > to soundent sounds,
> > rather than audio sounds.  The Source engine only
> > supports 64 soundent
> > sounds at once.
> >
> > A simple fix (which may break the game) is to remove
> > the soundent.  Once
> > this is done, InsertSound will return without
> > printing any messages.
> >
> > --
> > ts2do
> > --
> >
> > ___
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> > the list archives, please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> 
> My Website http://www.ammahls.com
>Lead Programer NightFall http://www.nightfallmod.net
>   Developer of CST and ZHLT 3.0 http://www.zhlt.info
>  Team Lead - Prime - http://www.nigredostudios.com
>
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RE: [hlcoders] Viewmodel skipping animation saga - continued

2006-05-23 Thread Yahn Bernier
Have you tried putting a memory breakpoing on the address of the
viewmodels m_flCycle variable?

You need to figure out what piece of code is changing the value, e.g.,
is it the networking system, the prediction system, or some other code.

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Murphy
Sent: Friday, May 12, 2006 2:23 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Viewmodel skipping animation saga - continued

--
[ Picked text/plain from multipart/alternative ]
Well I tried to remove the network sending on both AnimTime and Cycle
(Matthew said he already tried this but I wanted to see for myself). I
also
modified CBaseViewModel::SendViewModelMatchingSequence to set
m_nSequence
(with SetSequence) and flCycle only on the client (to GetCycle() + 0.1f
)
but otherwise left the function unchanged as m_flAnimTime was already
being
set on the client. I also forced client side animation on for the server
and
client.

This resulted in animations barely beginning to be played before being
stopped and no changes to m_flCycle (using cl_pdump). Could this
possibly be
because m_nSequence is still being sent over to the client via the
network
table? I noticed that the Player stops this from beng sent but I don't
see
the point as it won't modify flCycle or flAnimTime.

Any thoughts?

On 5/12/06, Alex Thomson <[EMAIL PROTECTED]> wrote:
>
> Two possible solutions:
>
> 1. The client should be correctly predicting these values, so that
when
> the update from the server arrives it's more-or-less the same value.
> Skips/jerks will only happen when the client mis-predicts.
Unfortunately
> the prediction code can be a bit tricky to get your head around...
>
> 2. There's a function "UseClientSideAnimation". If you call this on
the
> server copy of your entity, and include these lines in the server
> netclass table
> SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
> SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
> Then the cycle & anim time won't be transmitted across the network.
>
> You'll have to manually set the variables on the client instead using
> SetCycle, SetSequence and so forth, e.g.
> SetSequence( LookupSequence("anim_idle") );
> SetCycle( GetCycle() + 0.1f );
>
>
> Hope that helps. Good luck !
>
> Alex
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto: [EMAIL PROTECTED] On Behalf Of
> NuclearFriend
> Sent: 09 May 2006 05:44
> To: hlcoders@list.valvesoftware.com
> Subject: 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 

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-23 Thread Adrian Finol
I just tried to reproduce this by following these steps and I couldn't
get it to happen.

This is what I did so let me know if I missed something:

I changed HL2DM's GameInfo.txt to also mount the cstrike folder so I
could load cs_office and all its resources. I loaded HL2DM on msdev and
built that, then I added the propdata folder and renamed Cstrike's
propdata.txt to cs.txt and placed it there.

Loaded cs_office and ran around shooting rockets trying to get as many
physics objects in motion as I could. After 5 minutes running around
everything was behaving fine.

Did I miss anything?



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman
Sent: Tuesday, May 23, 2006 8:21 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

Hey exactly a month later!

Here's what I'm doing to cause the physical mayhem.

In my mod/scripts folder I made a folder called propdata. I copied
CS:S's propdata.txt to this folder and renamed in cs.txt.

In CPropData::ParsePropDataFile I changed the loadfromfile line to

if ( !m_pKVPropData->LoadFromFile( filesystem,
"scripts/propdata/cs.txt" ) )


So I start my mod and go to cs_office. It's fine for about 20 seconds of
shooting props then they all start bouncing around.


I find that this has prevented it.. (props.cpp:4747)

//LINK_ENTITY_TO_CLASS( prop_physics_multiplayer,
CPhysicsPropMultiplayer );

LINK_ENTITY_TO_CLASS( prop_physics_multiplayer, CPhysicsProp );

Obviously it's going to change all prop_physics_multiplayer into
prop_physics.. so it might not be ideal for your mod. I'm guessing that
my problem is different from yours though, somehow.. even if the
symptoms are the same.



On 4/23/06, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:
> The mod players were getting restless so I couldn't wait any longer
for a response from Valve so I had to shut it down.  Unfortunately
there's no documentation on how most of that stuff is supposed to work,
and there are frightfully few asserts in the SDK.  I guess I'll have to
do a lot of research to compare a working vphysics.dll to a broken
vphysics.dll in order to pin down the exact problem.
>
> At 2006/04/20 08:03 PM, Aaron Schiff wrote:
> >--
> >[ Picked text/plain from multipart/alternative ]
> >USE_OBB_COLLISION_BOUNDS just says to search within the bounding box
> >constructed around a physical model to detect other objects.  It's
> >not the matter you should be worried about.
> >--
> >
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Re: RE: RE: RE: [hlcoders] Source Engine Beta update

2006-05-23 Thread Gus
Hi Al,

publically, its not released. It's only internal release, we can send you a 
copy of the internal release. can you provide
your email and will send you the download link.


Gus


-
>Is this mod released? Perhaps we could look at it here.
>
>- Alfred
>
>Gus wrote:
>> Hi Al,
>>
>>
>> I just can't get it to work, simply its not loading the symbols for
>> debugging... any other shortcut?
>>
>>
>> -
>>> Stack trace is a synonym for call stack. If you run your mod in the
>>> debugger with a debug build and hit "Debug" when you get the assert
>>> dialog and send the output of the MSVC call stack window.
>>>
>>> - Alfred
>>>
>>> Gus wrote:
 Hi Al,

 whats the correct way to call a Stack Trace? Would I just go into
 the properties of your server and client projects within the
 solution, under debugging and just copy the contents of our
 run_mod.bat file to this field?


 Gus
 -
> Stack trace?
>
> Gus wrote:
>> I've just tried this beta with our mod and I got this crash error
>> that happens at the start of every map.
>>
>> utlvector.h (210) : Assertion Failed: IsValidIndex(i)
>>
>>
>>
>> Btw, our mod is not heavily modified, its basicly HL2DM
>>
>>
>> Gus
>> Outlaws & lawmen Mod
>> http://wantedmod.planethalflife.gamespy.com/saloon/
>> 
>>> This is a multi-part message in MIME format.
>>> --
>>> [ Picked text/plain from multipart/alternative ]
>>> We have just released a Source Engine Beta update.  Please feel
>>> free to try out the newest version of the engine.
>>>
>>> Mod-makers: Please run your mod with this beta engine to ensure
>>> compatibility!!!
>>>
>>> The following changes are included in this update:
>>>
>>> Source Engine
>>>
>>>
>>> Fixes for beta user submitted bugs
>>>
>>> *   video stress test and audio settings test no longer
>crash
>>> *   fixed broken server browser info buttons
>>> *   fixed cursor disappearing after being kicked from server
>>> *   avi recording no longer stops after 1 frame
>>> *   fixed white areas in de_aztec
>>> *   fixed demo playback of old demos in new engine
>>>
>>>
>>>
>>>
>>>
>>>
>>> *   de_nuke loads in all mat_dxlevel configurations
>>> *   fixed bug where mat_colorcorrection wasn't set properly
>in
>>> -autoconfig
>>> *   added newer video cards to dxsupport.cfg
>>> *   added video memory detection support for dxsupport.cfg
>>> *   added mod-specific support to dxsupport.cfg
>>> *   fixed full-screen flicker when alt-tabbing out of
>fullscreen
>>>
>>> --
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list
>>> archives, please visit:
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>>>
>>
>>
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 ___
 To unsubscribe, edit your list preferences, or view the list
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
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>>
>>
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RE: RE: RE: [hlcoders] Source Engine Beta update

2006-05-23 Thread Alfred Reynolds
Is this mod released? Perhaps we could look at it here.

- Alfred

Gus wrote:
> Hi Al,
>
>
> I just can't get it to work, simply its not loading the symbols for
> debugging... any other shortcut?
>
>
> -
>> Stack trace is a synonym for call stack. If you run your mod in the
>> debugger with a debug build and hit "Debug" when you get the assert
>> dialog and send the output of the MSVC call stack window.
>>
>> - Alfred
>>
>> Gus wrote:
>>> Hi Al,
>>>
>>> whats the correct way to call a Stack Trace? Would I just go into
>>> the properties of your server and client projects within the
>>> solution, under debugging and just copy the contents of our
>>> run_mod.bat file to this field?
>>>
>>>
>>> Gus
>>> -
 Stack trace?

 Gus wrote:
> I've just tried this beta with our mod and I got this crash error
> that happens at the start of every map.
>
> utlvector.h (210) : Assertion Failed: IsValidIndex(i)
>
>
>
> Btw, our mod is not heavily modified, its basicly HL2DM
>
>
> Gus
> Outlaws & lawmen Mod
> http://wantedmod.planethalflife.gamespy.com/saloon/
> 
>> This is a multi-part message in MIME format.
>> --
>> [ Picked text/plain from multipart/alternative ]
>> We have just released a Source Engine Beta update.  Please feel
>> free to try out the newest version of the engine.
>>
>> Mod-makers: Please run your mod with this beta engine to ensure
>> compatibility!!!
>>
>> The following changes are included in this update:
>>
>> Source Engine
>>
>>
>> Fixes for beta user submitted bugs
>>
>> *video stress test and audio settings test no longer
crash
>> *fixed broken server browser info buttons
>> *fixed cursor disappearing after being kicked from server
>> *avi recording no longer stops after 1 frame
>> *fixed white areas in de_aztec
>> *fixed demo playback of old demos in new engine
>>
>>
>>
>>
>>
>>
>> *de_nuke loads in all mat_dxlevel configurations
>> *fixed bug where mat_colorcorrection wasn't set properly
in
>> -autoconfig
>> *added newer video cards to dxsupport.cfg
>> *added video memory detection support for dxsupport.cfg
>> *added mod-specific support to dxsupport.cfg
>> *fixed full-screen flicker when alt-tabbing out of
fullscreen
>>
>> --
>>
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Re: RE: RE: [hlcoders] Source Engine Beta update

2006-05-23 Thread Gus
Hi Al,


I just can't get it to work, simply its not loading the symbols for 
debugging... any other shortcut?


-
>Stack trace is a synonym for call stack. If you run your mod in the
>debugger with a debug build and hit "Debug" when you get the assert
>dialog and send the output of the MSVC call stack window.
>
>- Alfred
>
>Gus wrote:
>> Hi Al,
>>
>> whats the correct way to call a Stack Trace? Would I just go into the
>> properties of your server and client projects within the solution,
>> under debugging and just copy the contents of our run_mod.bat file to
>> this field?
>>
>>
>> Gus
>> -
>>> Stack trace?
>>>
>>> Gus wrote:
 I've just tried this beta with our mod and I got this crash error
 that happens at the start of every map.

 utlvector.h (210) : Assertion Failed: IsValidIndex(i)



 Btw, our mod is not heavily modified, its basicly HL2DM


 Gus
 Outlaws & lawmen Mod
 http://wantedmod.planethalflife.gamespy.com/saloon/
 
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> We have just released a Source Engine Beta update.  Please feel
> free to try out the newest version of the engine.
>
> Mod-makers: Please run your mod with this beta engine to ensure
> compatibility!!!
>
> The following changes are included in this update:
>
> Source Engine
>
>
> Fixes for beta user submitted bugs
>
> * video stress test and audio settings test no longer crash
> * fixed broken server browser info buttons
> * fixed cursor disappearing after being kicked from server
> * avi recording no longer stops after 1 frame
> * fixed white areas in de_aztec
> * fixed demo playback of old demos in new engine
>
>
>
>
>
>
> * de_nuke loads in all mat_dxlevel configurations
> * fixed bug where mat_colorcorrection wasn't set properly in
> -autoconfig
> * added newer video cards to dxsupport.cfg
> * added video memory detection support for dxsupport.cfg
> * added mod-specific support to dxsupport.cfg
> * fixed full-screen flicker when alt-tabbing out of fullscreen
>
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>


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[hlcoders] Sound Question

2006-05-23 Thread Paul Ohanian
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi, having a problem with a mod I'm working on.  I'm trying to play a 
non-attenuated / non-spatialized sound from a server entity.  We're using an 
Ambient Generic entity to play a sound, but the "Play Everywhere" flag doesn't 
work when using scripted cameras.  We're using this to play an intro monologue 
while the several cameras fly around our level.  Any help would be appreciated.


Thanks,
Paul Ohanian
--


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Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-23 Thread Adam \"amckern\" Mckern
Nice work garry!

Thanks for the 'fix' as you might call it :)

Adam

--- Garry Newman <[EMAIL PROTECTED]> wrote:

> Hey exactly a month later!
>
> Here's what I'm doing to cause the physical mayhem.
>
> In my mod/scripts folder I made a folder called
> propdata. I copied
> CS:S's propdata.txt to this folder and renamed in
> cs.txt.
>
> In CPropData::ParsePropDataFile I changed the
> loadfromfile line to
>
> if ( !m_pKVPropData->LoadFromFile( filesystem,
> "scripts/propdata/cs.txt" ) )
>
>
> So I start my mod and go to cs_office. It's fine for
> about 20 seconds
> of shooting props then they all start bouncing
> around.
>
>
> I find that this has prevented it.. (props.cpp:4747)
>
> //LINK_ENTITY_TO_CLASS(
> prop_physics_multiplayer, CPhysicsPropMultiplayer );
>
> LINK_ENTITY_TO_CLASS( prop_physics_multiplayer,
> CPhysicsProp );
>
> Obviously it's going to change all
> prop_physics_multiplayer into
> prop_physics.. so it might not be ideal for your
> mod. I'm guessing
> that my problem is different from yours though,
> somehow.. even if the
> symptoms are the same.
>
>
>
> On 4/23/06, [EMAIL PROTECTED]
> <[EMAIL PROTECTED]> wrote:
> > The mod players were getting restless so I
> couldn't wait any longer for a response from Valve
> so I had to shut it down.  Unfortunately there's no
> documentation on how most of that stuff is supposed
> to work, and there are frightfully few asserts in
> the SDK.  I guess I'll have to do a lot of research
> to compare a working vphysics.dll to a broken
> vphysics.dll in order to pin down the exact problem.
> >
> > At 2006/04/20 08:03 PM, Aaron Schiff wrote:
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >USE_OBB_COLLISION_BOUNDS just says to search
> within the bounding box
> > >constructed around a physical model to detect
> other objects.  It's not the
> > >matter you should be worried about.
> > >--
> > >
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> view the list archives, please visit:
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Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-23 Thread Garry Newman

Hey exactly a month later!

Here's what I'm doing to cause the physical mayhem.

In my mod/scripts folder I made a folder called propdata. I copied
CS:S's propdata.txt to this folder and renamed in cs.txt.

In CPropData::ParsePropDataFile I changed the loadfromfile line to

   if ( !m_pKVPropData->LoadFromFile( filesystem, "scripts/propdata/cs.txt" ) )


So I start my mod and go to cs_office. It's fine for about 20 seconds
of shooting props then they all start bouncing around.


I find that this has prevented it.. (props.cpp:4747)

   //LINK_ENTITY_TO_CLASS( prop_physics_multiplayer, CPhysicsPropMultiplayer );

   LINK_ENTITY_TO_CLASS( prop_physics_multiplayer, CPhysicsProp );

Obviously it's going to change all prop_physics_multiplayer into
prop_physics.. so it might not be ideal for your mod. I'm guessing
that my problem is different from yours though, somehow.. even if the
symptoms are the same.



On 4/23/06, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:

The mod players were getting restless so I couldn't wait any longer for a 
response from Valve so I had to shut it down.  Unfortunately there's no 
documentation on how most of that stuff is supposed to work, and there are 
frightfully few asserts in the SDK.  I guess I'll have to do a lot of research 
to compare a working vphysics.dll to a broken vphysics.dll in order to pin down 
the exact problem.

At 2006/04/20 08:03 PM, Aaron Schiff wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>USE_OBB_COLLISION_BOUNDS just says to search within the bounding box
>constructed around a physical model to detect other objects.  It's not the
>matter you should be worried about.
>--
>
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