[hlcoders] Re: hlcoders digest, Vol 1 #2534 - 5 msgs

2006-06-11 Thread Ben

Hey guys,
  I tried the mdmp file, and it gave me the same result as running through
the release build in msdev debug.  It says that it crashes on this line-
glowoverlay.cpp(299)m_flGlowObstructionScale =
min( m_flGlowObstructionScale, 1.0f );
Im beginning to think it has something to do with the first chance
exception messages I get when I run it, here is the console print.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\hl2.exe', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\ntdll.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\kernel32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\user32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\gdi32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\launcher.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\wsock32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\ws2_32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\msvcrt.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\ws2help.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\advapi32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\rpcrt4.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\ole32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\vstdlib.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\tier0.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\FileSystem_Steam.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\shell32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\shlwapi.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\Steam.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\version.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\mswsock.dll', No symbols loaded.
'hl2.exe': Loaded
'C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2180_x-ww_a84f1ff9\comctl32.dll',
No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\comctl32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\uxtheme.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\datamodel.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\parsifal.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\dmserializers.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\datacache.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\inputsystem.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\winmm.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\usbkt1x1.dll', No symbols loaded.
'hl2.exe': Unloaded 'C:\WINDOWS\system32\usbkt1x1.dll'
'hl2.exe': Loaded 'C:\WINDOWS\system32\usbkt1x1.dll', No symbols loaded.
'hl2.exe': Unloaded 'C:\WINDOWS\system32\usbkt1x1.dll'
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\MaterialSystem.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\StudioRender.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\vphysics.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\valve_avi.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\avifil32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\msacm32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\msvfw32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\vguimatsurface.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\oleaut32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\vgui2.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\imm32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\engine.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\wininet.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\crypt32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\msasn1.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\steam_api.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\shaderapidx9.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\d3d9.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\d3d8thk.dll', No symbols loaded.
'hl2.exe': Loaded 

[hlcoders] help Re: hlcoders digest, Vol 1 #2534 - 5 msgs

2006-06-11 Thread Ben

Hey guys,
   I tried the mdmp file, and it gave me the same result as running through
the release build in msdev debug.  It says that it crashes on this line-
glowoverlay.cpp(299)m_flGlowObstructionScale =
min( m_flGlowObstructionScale, 1.0f );
Im beginning to think it has something to do with the first chance
exception messages I get when I run it, here is the console print.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\hl2.exe', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\ntdll.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\kernel32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\user32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\gdi32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\launcher.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\wsock32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\ws2_32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\msvcrt.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\ws2help.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\advapi32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\rpcrt4.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\ole32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\vstdlib.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\tier0.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\FileSystem_Steam.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\shell32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\shlwapi.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\Steam.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\version.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\mswsock.dll', No symbols loaded.
'hl2.exe': Loaded
'C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.2180_x-ww_a84f1ff9\comctl32.dll',
No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\comctl32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\uxtheme.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\datamodel.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\parsifal.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\dmserializers.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\datacache.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\inputsystem.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\winmm.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\usbkt1x1.dll', No symbols loaded.
'hl2.exe': Unloaded 'C:\WINDOWS\system32\usbkt1x1.dll'
'hl2.exe': Loaded 'C:\WINDOWS\system32\usbkt1x1.dll', No symbols loaded.
'hl2.exe': Unloaded 'C:\WINDOWS\system32\usbkt1x1.dll'
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\MaterialSystem.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\StudioRender.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\vphysics.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\valve_avi.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\avifil32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\msacm32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\msvfw32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\vguimatsurface.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\oleaut32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\vgui2.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\imm32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\engine.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\wininet.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\crypt32.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\msasn1.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\steam_api.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\steam\SteamApps\pellethead\half-life 2
deathmatch\bin\shaderapidx9.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\d3d9.dll', No symbols loaded.
'hl2.exe': Loaded 'C:\WINDOWS\system32\d3d8thk.dll', No symbols loaded.
'hl2.exe': Loaded 

[hlcoders] Server uses different classe tables

2006-06-11 Thread William Ravaine

I'm having a strange problem with my mod's dedicated server rejecting
clients on connection with the following message Server uses different
classe tables (along with a Your .dll [bin\client.dll] differs from the
server's. error message in the console). I have triple check the file
versions on the server and my client, made sure I was using the same build,
but it would still give me this error.

What really baffles me is that I can connect no problem to a friend of mine
running the same version of the mod on a listen server (that is, he's
hosting the game and playing at the same time). I have tried updating the
dedicate server software using the HLDSUpdateTool with the -command update
-hl2mp but everything seems to already be up to date.

Ive also noticed that it seems to happen as soon as we introduced new code
using network tables. If we remove the network tables, or dont alter any
existing one, the dedicated server will let client connects. If we remove an
entry in one of the network tables (on both client and server side) the
dedicated server will display the error message above.

Any got some suggestions to fix this problem? Maybe a recent Source update
has had a side effect on this?

Thanks in advance,
Spk



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Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
The problem isn't between the client.dll and server.dll

It's a difference between the client.dll on the dedicated server and the
client.dll in your SourceMods

Just overwrite the dedicated server's client.dll with your SourceMods one

--
ts2do
--

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Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread William Ravaine

Yes that's the first thing Ive done. We also use SVN to keep our version in
sync, but just to be sure Ive uploaded a zip file holding the server 
client dll from my computer directly to our remote server, so the server 
client dlls are definately the same on both ends of the wire. I wished it
would have been so simple a fix though :)

Any ideas? Im looking for more detailed information on what's causing this
error to happen while the DLLs are definately identical on both sides.


From: Aaron Schiff [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server uses different classe tables
Date: Sun, 11 Jun 2006 15:21:05 -0500

--
[ Picked text/plain from multipart/alternative ]
The problem isn't between the client.dll and server.dll

It's a difference between the client.dll on the dedicated server and the
client.dll in your SourceMods

Just overwrite the dedicated server's client.dll with your SourceMods one

--
ts2do
--

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Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread Garry Newman

The different class tables doesn't nessisarily mean that the dlls
weren't compiled at the same time.. you could have just messed up the
send/recv tables. It usually happens when the server is trying to send
something and the client doesn't have a variable ready for it.. (their
tables don't match).

It's weird that it's only happening on a dedicated server but I heard
something from Krenzo (empires mod) a while back.. he was in the same
situation except the class tables didn't match only when they tried to
record demos.

Weird. Is it just linux dedicated server or windows too?


On 6/11/06, William Ravaine [EMAIL PROTECTED] wrote:

Yes that's the first thing Ive done. We also use SVN to keep our version in
sync, but just to be sure Ive uploaded a zip file holding the server 
client dll from my computer directly to our remote server, so the server 
client dlls are definately the same on both ends of the wire. I wished it
would have been so simple a fix though :)

Any ideas? Im looking for more detailed information on what's causing this
error to happen while the DLLs are definately identical on both sides.

From: Aaron Schiff [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server uses different classe tables
Date: Sun, 11 Jun 2006 15:21:05 -0500

--
[ Picked text/plain from multipart/alternative ]
The problem isn't between the client.dll and server.dll

It's a difference between the client.dll on the dedicated server and the
client.dll in your SourceMods

Just overwrite the dedicated server's client.dll with your SourceMods one

--
ts2do
--

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Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread bloodykenny
The last srcds update was not backwards-compatible.  Make sure you've updated 
or you will get this error.  This isn't the first srcds update that has had 
this bug/feature - it happened a couple months back as well.

At 2006/06/11 04:33 PM, Garry Newman wrote:
The different class tables doesn't nessisarily mean that the dlls
weren't compiled at the same time.. you could have just messed up the
send/recv tables. It usually happens when the server is trying to send
something and the client doesn't have a variable ready for it.. (their
tables don't match).

It's weird that it's only happening on a dedicated server but I heard
something from Krenzo (empires mod) a while back.. he was in the same
situation except the class tables didn't match only when they tried to
record demos.

Weird. Is it just linux dedicated server or windows too?


On 6/11/06, William Ravaine [EMAIL PROTECTED] wrote:
Yes that's the first thing Ive done. We also use SVN to keep our version in
sync, but just to be sure Ive uploaded a zip file holding the server 
client dll from my computer directly to our remote server, so the server 
client dlls are definately the same on both ends of the wire. I wished it
would have been so simple a fix though :)

Any ideas? Im looking for more detailed information on what's causing this
error to happen while the DLLs are definately identical on both sides.

From: Aaron Schiff [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server uses different classe tables
Date: Sun, 11 Jun 2006 15:21:05 -0500

--
[ Picked text/plain from multipart/alternative ]
The problem isn't between the client.dll and server.dll

It's a difference between the client.dll on the dedicated server and the
client.dll in your SourceMods

Just overwrite the dedicated server's client.dll with your SourceMods one

--
ts2do
--

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Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread William Ravaine

Thanks for the answer. The dedicated server is running on a WinXP system.
I've never had this problem before, and the first time it happened was when
I commented out one entry of an entity's network table, on both the server
and client side:

 Client Side 
BEGIN_RECV_TABLE_NOBASE( C_NDBaseNetDataManager,
DT_NDBaseNetDataMgr_SightData )
RecvPropFloat( RECVINFO( m_fSourceXpos ) ),
RecvPropFloat( RECVINFO( m_fSourceYpos ) ),
//RecvPropInt( RECVINFO( m_iSourceTeam ) ),
END_RECV_TABLE()

IMPLEMENT_CLIENTCLASS_DT(C_NDBaseNetDataManager, DT_NDBaseNetDataMgr,
CNDBaseNetDataManager)
...
// Only sent to teams that have sighted source entity
RecvPropDataTable( basenetdata_sightdata, 0, 0,
REFERENCE_RECV_TABLE(DT_NDBaseNetDataMgr_SightData) ),
...
END_RECV_TABLE()

 Server Side 
// Sight Data - Only sent to teams that have sighted source entity
BEGIN_SEND_TABLE_NOBASE( CNDBaseNetDataManager,
DT_NDBaseNetDataMgr_SightData )
SendPropFloat( SENDINFO( m_fSourceXpos ), -1, SPROP_COORD ),
SendPropFloat( SENDINFO( m_fSourceYpos ), -1, SPROP_COORD ),
//SendPropInt( SENDINFO( m_iSourceTeam ), 4, SPROP_UNSIGNED ),
END_SEND_TABLE()

IMPLEMENT_SERVERCLASS_ST( CNDBaseNetDataManager, DT_NDBaseNetDataMgr )
   ...
// Only sent to teams that have sighted source entity
SendPropDataTable( basenetdata_sightdata, 0,
REFERENCE_SEND_TABLE(DT_NDBaseNetDataMgr_SightData),
CNDBaseNetDataManager::SendProxy_SightData),
   ...
END_SEND_TABLE()



Using the code above, with the m_iSourceTeam entry commented out, I would
get the server uses different class tables error on the dedicated server
(listen server would run just fine). If I restore it like it was before by
removing the comment, the server works again.

Since I didnt know exactly what was causing this issue and why, Ive had to
leave the m_iSourceTeam entry there even though I wanted to remove it. Later
on, another coder on the team commited a weapon code update which was also
using a network table (but totally unrelated to the one above though) and
the error restarted happening on the dedicated server. I'm really not sure
what's causing this, it doesnt make much sense to me right now. What puzzles
me is that it's working fine on a listen/local server, but fails miserably
on a dedicated server.

Any more ideas/suggestions anyone? Could really use some help here :)

Thanks in advance,
Spk



From: Garry Newman [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server uses different classe tables
Date: Sun, 11 Jun 2006 22:33:07 +0100

The different class tables doesn't nessisarily mean that the dlls
weren't compiled at the same time.. you could have just messed up the
send/recv tables. It usually happens when the server is trying to send
something and the client doesn't have a variable ready for it.. (their
tables don't match).

It's weird that it's only happening on a dedicated server but I heard
something from Krenzo (empires mod) a while back.. he was in the same
situation except the class tables didn't match only when they tried to
record demos.

Weird. Is it just linux dedicated server or windows too?


On 6/11/06, William Ravaine [EMAIL PROTECTED] wrote:

Yes that's the first thing Ive done. We also use SVN to keep our version
in
sync, but just to be sure Ive uploaded a zip file holding the server 
client dll from my computer directly to our remote server, so the server 
client dlls are definately the same on both ends of the wire. I wished it
would have been so simple a fix though :)

Any ideas? Im looking for more detailed information on what's causing this
error to happen while the DLLs are definately identical on both sides.

From: Aaron Schiff [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server uses different classe tables
Date: Sun, 11 Jun 2006 15:21:05 -0500

--
[ Picked text/plain from multipart/alternative ]
The problem isn't between the client.dll and server.dll

It's a difference between the client.dll on the dedicated server and the
client.dll in your SourceMods

Just overwrite the dedicated server's client.dll with your SourceMods
one

--
ts2do
--

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Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread William Ravaine

Yes that's what I suspected either - As I've explained in my first mail,
I've update tried updating the dedicated server using the HLDSUpdateTool,
but maybe I did that wrong? Here's the command line Im using:

HldsUpdateTool.exe -command update -game hl2mp

This is a mod based on the hl2mp code. When I ran it, it said everything was
up to date already (which is suspicious since you've said there's been an
update recently). Is it the wrong command or do I need to update something
else? Maybe there's a new version of the updater too?



From: [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server uses different classe tables
Date: Sun, 11 Jun 2006 16:45:42 -0500

The last srcds update was not backwards-compatible.  Make sure you've
updated or you will get this error.  This isn't the first srcds update that
has had this bug/feature - it happened a couple months back as well.

At 2006/06/11 04:33 PM, Garry Newman wrote:
The different class tables doesn't nessisarily mean that the dlls
weren't compiled at the same time.. you could have just messed up the
send/recv tables. It usually happens when the server is trying to send
something and the client doesn't have a variable ready for it.. (their
tables don't match).

It's weird that it's only happening on a dedicated server but I heard
something from Krenzo (empires mod) a while back.. he was in the same
situation except the class tables didn't match only when they tried to
record demos.

Weird. Is it just linux dedicated server or windows too?


On 6/11/06, William Ravaine [EMAIL PROTECTED] wrote:
Yes that's the first thing Ive done. We also use SVN to keep our version
in
sync, but just to be sure Ive uploaded a zip file holding the server 
client dll from my computer directly to our remote server, so the server

client dlls are definately the same on both ends of the wire. I wished
it
would have been so simple a fix though :)

Any ideas? Im looking for more detailed information on what's causing
this
error to happen while the DLLs are definately identical on both sides.

From: Aaron Schiff [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server uses different classe tables
Date: Sun, 11 Jun 2006 15:21:05 -0500

--
[ Picked text/plain from multipart/alternative ]
The problem isn't between the client.dll and server.dll

It's a difference between the client.dll on the dedicated server and
the
client.dll in your SourceMods

Just overwrite the dedicated server's client.dll with your SourceMods
one

--
ts2do
--

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[hlcoders] Round 2: srcds on newer linuxes

2006-06-11 Thread bloodykenny
I've updated the KI list with the code issues that prevent compiling on gcc 4:

http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Mod_fails_to_compile_with_gcc_4.x

Unfortunately there are now run-time issues.  The first big issue is that every 
time you respawn, your vision is stuck very close to the ground.  This seems to 
be very similar to the long-standing #15 Deeper Underground HL2DM bug as 
listed on the 
http://forums.steampowered.com/forums/showthread.php?s=threadid=248425 HL2DM 
bug list page, however it occurs every time.  Crouching and uncrouching fixes 
the issue.

Has anyone else seen this?  I may try reverting to gcc3.x...

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Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread bloodykenny
The last steam update that broke compatibility was mid last week I believe.

At 2006/06/11 04:53 PM, William Ravaine wrote:
Yes that's what I suspected either - As I've explained in my first mail,
I've update tried updating the dedicated server using the HLDSUpdateTool,
but maybe I did that wrong? Here's the command line Im using:

HldsUpdateTool.exe -command update -game hl2mp

This is a mod based on the hl2mp code. When I ran it, it said everything was
up to date already (which is suspicious since you've said there's been an
update recently). Is it the wrong command or do I need to update something
else? Maybe there's a new version of the updater too?


From: [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server uses different classe tables
Date: Sun, 11 Jun 2006 16:45:42 -0500

The last srcds update was not backwards-compatible.  Make sure you've
updated or you will get this error.  This isn't the first srcds update that
has had this bug/feature - it happened a couple months back as well.

At 2006/06/11 04:33 PM, Garry Newman wrote:
The different class tables doesn't nessisarily mean that the dlls
weren't compiled at the same time.. you could have just messed up the
send/recv tables. It usually happens when the server is trying to send
something and the client doesn't have a variable ready for it.. (their
tables don't match).

It's weird that it's only happening on a dedicated server but I heard
something from Krenzo (empires mod) a while back.. he was in the same
situation except the class tables didn't match only when they tried to
record demos.

Weird. Is it just linux dedicated server or windows too?


On 6/11/06, William Ravaine [EMAIL PROTECTED] wrote:
Yes that's the first thing Ive done. We also use SVN to keep our version
in
sync, but just to be sure Ive uploaded a zip file holding the server 
client dll from my computer directly to our remote server, so the server

client dlls are definately the same on both ends of the wire. I wished
it
would have been so simple a fix though :)

Any ideas? Im looking for more detailed information on what's causing
this
error to happen while the DLLs are definately identical on both sides.

From: Aaron Schiff [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server uses different classe tables
Date: Sun, 11 Jun 2006 15:21:05 -0500

--
[ Picked text/plain from multipart/alternative ]
The problem isn't between the client.dll and server.dll

It's a difference between the client.dll on the dedicated server and
the
client.dll in your SourceMods

Just overwrite the dedicated server's client.dll with your SourceMods
one

--
ts2do
--

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RE: [hlcoders] Server uses different classe tables

2006-06-11 Thread Tony \omega\ Sergi
I really wish they'd fix the tools as well, it's been almost 2 weeks now and
the tools still don't work properly.

Steam is great because you can release updates and whatnot.. but come on,
breaking everything in the process??!??

--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]
 Sent: June 11, 2006 6:01 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Server uses different classe tables

 The last steam update that broke compatibility was mid last week I
 believe.

 At 2006/06/11 04:53 PM, William Ravaine wrote:
 Yes that's what I suspected either - As I've explained in my first mail,
 I've update tried updating the dedicated server using the HLDSUpdateTool,
 but maybe I did that wrong? Here's the command line Im using:
 
 HldsUpdateTool.exe -command update -game hl2mp
 
 This is a mod based on the hl2mp code. When I ran it, it said everything
 was
 up to date already (which is suspicious since you've said there's been an
 update recently). Is it the wrong command or do I need to update
 something
 else? Maybe there's a new version of the updater too?
 
 
 From: [EMAIL PROTECTED]
 Reply-To: hlcoders@list.valvesoftware.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Server uses different classe tables
 Date: Sun, 11 Jun 2006 16:45:42 -0500
 
 The last srcds update was not backwards-compatible.  Make sure you've
 updated or you will get this error.  This isn't the first srcds update
 that
 has had this bug/feature - it happened a couple months back as well.
 
 At 2006/06/11 04:33 PM, Garry Newman wrote:
 The different class tables doesn't nessisarily mean that the dlls
 weren't compiled at the same time.. you could have just messed up the
 send/recv tables. It usually happens when the server is trying to send
 something and the client doesn't have a variable ready for it.. (their
 tables don't match).
 



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[hlcoders] Cvar revert crashes

2006-06-11 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I've got a weird problem here...

void test_Callback_f( ConVar *var, char const *pOldString )
{
var-Revert();
}
ConVar test( test, , 0, test, test_Callback_f );

The following code makes hl2.exe immediately shutdown (HL2 has never closed
so fast!) when it reverts the convar.

Greetings,
Robbie
--

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RE: [hlcoders] Server uses different classe tables

2006-06-11 Thread bloodykenny
The breaking of class tables compatibility may have been unavoidable for 
whatever reason - but a notice would be helpful.

At 2006/06/11 05:15 PM, you wrote:
I really wish they'd fix the tools as well, it's been almost 2 weeks now and
the tools still don't work properly.

Steam is great because you can release updates and whatnot.. but come on,
breaking everything in the process??!??

--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]
 Sent: June 11, 2006 6:01 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Server uses different classe tables

 The last steam update that broke compatibility was mid last week I
 believe.

 At 2006/06/11 04:53 PM, William Ravaine wrote:
 Yes that's what I suspected either - As I've explained in my first mail,
 I've update tried updating the dedicated server using the HLDSUpdateTool,
 but maybe I did that wrong? Here's the command line Im using:
 
 HldsUpdateTool.exe -command update -game hl2mp
 
 This is a mod based on the hl2mp code. When I ran it, it said everything
 was
 up to date already (which is suspicious since you've said there's been an
 update recently). Is it the wrong command or do I need to update
 something
 else? Maybe there's a new version of the updater too?
 
 
 From: [EMAIL PROTECTED]
 Reply-To: hlcoders@list.valvesoftware.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Server uses different classe tables
 Date: Sun, 11 Jun 2006 16:45:42 -0500
 
 The last srcds update was not backwards-compatible.  Make sure you've
 updated or you will get this error.  This isn't the first srcds update
 that
 has had this bug/feature - it happened a couple months back as well.
 
 At 2006/06/11 04:33 PM, Garry Newman wrote:
 The different class tables doesn't nessisarily mean that the dlls
 weren't compiled at the same time.. you could have just messed up the
 send/recv tables. It usually happens when the server is trying to send
 something and the client doesn't have a variable ready for it.. (their
 tables don't match).
 



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RE: [hlcoders] Cvar revert crashes

2006-06-11 Thread Jay Stelly
Just a guess since I'm not in front of the code right now, but are you
sure it isn't recursing here? (i.e. Revert() calls your callback until
the stack gets blown)

Jay


 [ Picked text/plain from multipart/alternative ] I've got a
 weird problem here...

 void test_Callback_f( ConVar *var, char const *pOldString ) {
 var-Revert();
 }
 ConVar test( test, , 0, test, test_Callback_f );

 The following code makes hl2.exe immediately shutdown (HL2
 has never closed so fast!) when it reverts the convar.

 Greetings,
 Robbie
 --

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Re: [hlcoders] Cvar revert crashes

2006-06-11 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Looking at what Revert calls...that seems to be the correct diagnosis

Try if(!Q_strnicmp(var-GetString(),var-GetDefault())) before calling
var-Revert()

--
ts2do
--

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RE: [hlcoders] Round 2: srcds on newer linuxes

2006-06-11 Thread bloodykenny
I've updated http://developer.valvesoftware.com/wiki/Compiling_under_Linux to 
mention that gcc 4.x will not work.

However this behavior is surprising as I've extensively used cross-gcc version 
libraries before, due to the need to interface with third party products on old 
OSes.  Generally you should be able to load a library with a new gcc as long as 
both libraries link to the correct runtimes dynamically.  For instance 
http://gcc.gnu.org/onlinedocs/libstdc++/abi.html#ABI_multi_testing contains an 
example of essentially the exact scenario that I attempted, and it should work.

My current suspicion is that gcc 4 is generating code that is invalid, possibly 
due to a gcc bug, or possibly due to the code containing undefined behavior, 
which gcc 4 interprets differently than gcc 3 did.  Unfortunately due to the 
necessity low warning levels it's hard to say which it might be.

In any case I've reverted to gcc 3.4.4 and both issues have gone away.

At 2006/06/11 06:17 PM, Alfred Reynolds wrote:
The C++ ABI implemented in GCC 4.x differs significantly from 3.x, I am
amazed the binary even loads. You will need to use the 3.x series of GCC
to compile your mod.

- Alfred

[EMAIL PROTECTED] wrote:
 I've updated the KI list with the code issues that prevent compiling
 on gcc 4:


http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Mod_fails_
to_compile_with_gcc_4.x

 Unfortunately there are now run-time issues.  The first big issue is
 that every time you respawn, your vision is stuck very close to the
 ground.  This seems to be very similar to the long-standing #15
 Deeper Underground HL2DM bug as listed on the

http://forums.steampowered.com/forums/showthread.php?s=threadid=248425
 HL2DM bug list page, however it occurs every time.  Crouching and
 uncrouching fixes the issue.

 Has anyone else seen this?  I may try reverting to gcc3.x...

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RE: [hlcoders] Round 2: srcds on newer linuxes

2006-06-11 Thread Alfred Reynolds
Libraries under Linux make use of C bindings, their binary format is
static and well defined. The Source engine makes use of C++ entities
between its shared libraries (in particular pure virtual interfaces),
the C++ ABI is NOT stable between GCC major versions. A quick google of
this will give you plenty of details.

- Alfred

[EMAIL PROTECTED] wrote:
 I've updated
 http://developer.valvesoftware.com/wiki/Compiling_under_Linux to
 mention that gcc 4.x will not work.

 However this behavior is surprising as I've extensively used
 cross-gcc version libraries before, due to the need to interface with
 third party products on old OSes.  Generally you should be able to
 load a library with a new gcc as long as both libraries link to the
 correct runtimes dynamically.  For instance
 http://gcc.gnu.org/onlinedocs/libstdc++/abi.html#ABI_multi_testing
 contains an example of essentially the exact scenario that I
 attempted, and it should work.

 My current suspicion is that gcc 4 is generating code that is
 invalid, possibly due to a gcc bug, or possibly due to the code
 containing undefined behavior, which gcc 4 interprets differently
 than gcc 3 did.  Unfortunately due to the necessity low warning
 levels it's hard to say which it might be.

 In any case I've reverted to gcc 3.4.4 and both issues have gone away.

 At 2006/06/11 06:17 PM, Alfred Reynolds wrote:
 The C++ ABI implemented in GCC 4.x differs significantly from 3.x, I
 am
 amazed the binary even loads. You will need to use the 3.x series of
 GCC
 to compile your mod.

 - Alfred

 [EMAIL PROTECTED] wrote:
 I've updated the KI list with the code issues that prevent
 compiling on gcc 4:



http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Mod_fails_
 to_compile_with_gcc_4.x

 Unfortunately there are now run-time issues.  The first big issue is
 that every time you respawn, your vision is stuck very close to the
 ground.  This seems to be very similar to the long-standing #15
 Deeper Underground HL2DM bug as listed on the


http://forums.steampowered.com/forums/showthread.php?s=threadid=248425
 HL2DM bug list page, however it occurs every time.  Crouching and
 uncrouching fixes the issue.

 Has anyone else seen this?  I may try reverting to gcc3.x...

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Re: [hlcoders] How to Create a Model Attached to the Player using only code.

2006-06-11 Thread Nick
--
[ Picked text/plain from multipart/alternative ]
Thanks for the help, but I was wondering, is it possible to do this
clientside?

On 6/8/06, Michael Kramer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Alright, I have tested this and it works, Simply, in sdk_player.h (if you
 did create mod from scratch) or hl2_player.h (if you did modify half-life
 2)
 or hl2mp_player.h (if you did modify half-life 2 Deathmatch) you need to
 add
 the following:

 #define BOX_MODEL_NAME  models/props/barrelLid.mdl
 //

 
 //
 //

 
 //
 class CBox : public CBaseProp
 {
 public:
 public:
 DECLARE_CLASS( CBox, CBaseProp );
 typedef CBaseProp BaseClass;

 CBox();

 //boolCreateVPhysics( void );
 voidSpawn( void );

 virtual void Precache();

 DECLARE_DATADESC();
 };

 Then somewhere under class CSDKPlayer (or CHL2Player, or CHL2MPPlayer) add

 CBox *pBox; // This makes it a global variable so you can call it in both
 the InitialSpawn, and on death.

 In sdk_player.cpp (or hl2_player.cpp or hl2mp_player.cpp) add the
 following
 somewhere near the top.

 BEGIN_DATADESC( CBox )

 END_DATADESC()

 LINK_ENTITY_TO_CLASS( box, CBox );


 void CBox::Precache()
 {
 SetModel( BOX_MODEL_NAME );
 BaseClass::Precache();
 }

 CBox::CBox()
 {
 }


 //-
 // Purpose:

 //-
 void CBox::Spawn( void )
 {

 Precache();
 SetModelName( MAKE_STRING( BOX_MODEL_NAME ) );

 }


 Then find the InitialSpawn() function and add the following:

 pBox = CREATE_ENTITY( CBox, box );

 Vector origin = GetAbsOrigin();
 origin.z += 65; //Spawn above player, can be tweaked

 pBox-SetAbsOrigin(origin);
 pBox-SetAbsAngles(GetAbsAngles());
 pBox-Spawn();
 pBox-SetParent(this);


 Then, goto the Event_Killed( const CTakeDamageInfo info )

 and add UTIL_Remove(pBox);


 That should be it, hope this helped.
 --

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RE: [hlcoders] Round 2: srcds on newer linuxes

2006-06-11 Thread bloodykenny
Thanks for the tips!  I'd forgotten that fact about the Source SDK, although 
I'd actually discovered it once before when trying to run efence on a mod in 
order to try to debug Physical Mayhem.

Quite frankly I'm still baffled as to how it resulted in the behavior it did, 
but oh well I've got bigger fish to try. :)

I've strengthened the messaging on:
http://developer.valvesoftware.com/wiki/Compiling_under_Linux#Requirements

At 2006/06/11 08:23 PM, Alfred Reynolds wrote:
Libraries under Linux make use of C bindings, their binary format is
static and well defined. The Source engine makes use of C++ entities
between its shared libraries (in particular pure virtual interfaces),
the C++ ABI is NOT stable between GCC major versions. A quick google of
this will give you plenty of details.

- Alfred

[EMAIL PROTECTED] wrote:
 I've updated
 http://developer.valvesoftware.com/wiki/Compiling_under_Linux to
 mention that gcc 4.x will not work.

 However this behavior is surprising as I've extensively used
 cross-gcc version libraries before, due to the need to interface with
 third party products on old OSes.  Generally you should be able to
 load a library with a new gcc as long as both libraries link to the
 correct runtimes dynamically.  For instance
 http://gcc.gnu.org/onlinedocs/libstdc++/abi.html#ABI_multi_testing
 contains an example of essentially the exact scenario that I
 attempted, and it should work.

 My current suspicion is that gcc 4 is generating code that is
 invalid, possibly due to a gcc bug, or possibly due to the code
 containing undefined behavior, which gcc 4 interprets differently
 than gcc 3 did.  Unfortunately due to the necessity low warning
 levels it's hard to say which it might be.

 In any case I've reverted to gcc 3.4.4 and both issues have gone away.

 At 2006/06/11 06:17 PM, Alfred Reynolds wrote:
 The C++ ABI implemented in GCC 4.x differs significantly from 3.x, I
 am
 amazed the binary even loads. You will need to use the 3.x series of
 GCC
 to compile your mod.

 - Alfred

 [EMAIL PROTECTED] wrote:
 I've updated the KI list with the code issues that prevent
 compiling on gcc 4:



http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Mod_fails_
 to_compile_with_gcc_4.x

 Unfortunately there are now run-time issues.  The first big issue is
 that every time you respawn, your vision is stuck very close to the
 ground.  This seems to be very similar to the long-standing #15
 Deeper Underground HL2DM bug as listed on the


http://forums.steampowered.com/forums/showthread.php?s=threadid=248425
 HL2DM bug list page, however it occurs every time.  Crouching and
 uncrouching fixes the issue.

 Has anyone else seen this?  I may try reverting to gcc3.x...

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[hlcoders] Map Scaling

2006-06-11 Thread Justin Krenz

Has anyone tried shrinking down all players and models to get larger
sized maps?  I know at least one mod has done it, but I can't remember
which mod that was.  I recently started to shrink down all things in my
mod to get larger map sizes so that aircraft have more room to play in,
and most of it doesn't seem to be hard.  However, physics start to act
strangely with the scale down.  I don't know exactly why, but when I
shrink the model down for my plane, it starts to become twitchy and
won't stay exactly still.  Then there's the issue of inertia.  When I
decrease engine speed to go along with the decreased scale, inertia
starts to become a problem.  After you turn the aircraft, it continues
to go in the same direction it was going, and turning down the model's
inertia doesn't seem to help until you below a certain point where it
suddenly just starts spinning uncontrollably.

To get to the point, has anyone successfully scaled physics objects down
with satisfactory results, or is there a different method I could use to
get larger map sizes without the scaling issues?

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Re: [hlcoders] Map Scaling

2006-06-11 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
To get it to stop twitching, you'll probably have to network more angle
bits...

--
ts2do
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Re: [hlcoders] Map Scaling

2006-06-11 Thread John Sheu
On Sun, 2006-06-11 at 22:13 -0400, Justin Krenz wrote:
 Has anyone tried shrinking down all players and models to get larger
 sized maps?  I know at least one mod has done it, but I can't remember
 which mod that was.

http://www.youtube.com/watch?v=4-zA97BnOwo

Physics seems fine to me.  :)

-John Sheu

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Re: [hlcoders] Map Scaling

2006-06-11 Thread Tim Holt
Justin, what kid of physics do you mean?  Physics props interacting with the
world, etc?

Justin that looks pretty sweet btw - but let's see you hit an asteroid  get
some real physics going :D

Quoting John Sheu [EMAIL PROTECTED]:

 On Sun, 2006-06-11 at 22:13 -0400, Justin Krenz wrote:
  Has anyone tried shrinking down all players and models to get larger
  sized maps?  I know at least one mod has done it, but I can't remember
  which mod that was.

 http://www.youtube.com/watch?v=4-zA97BnOwo

 Physics seems fine to me.  :)

 -John Sheu

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Re: [hlcoders] Map Scaling

2006-06-11 Thread John Sheu
On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote:
 Justin that looks pretty sweet btw - but let's see you hit an asteroid  get
 some real physics going :D

That's my project, BTW :-P

And yeah, physics is in that, the whole nine yards.  FYI that's at 1/40
scale.

-John Sheu

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Re: [hlcoders] Map Scaling

2006-06-11 Thread Justin Krenz

So is your ship an actual physics object and if so are you applying
forces or modifying the velocity directly?  What do you have as your
drag coefficient and inertia values?

John Sheu wrote:

On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote:


Justin that looks pretty sweet btw - but let's see you hit an asteroid  get
some real physics going :D



That's my project, BTW :-P

And yeah, physics is in that, the whole nine yards.  FYI that's at 1/40
scale.

-John Sheu

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