[hlcoders] Unable to Launch Game
-- [ Picked text/plain from multipart/alternative ] Ok, I have a problem with my Mod. My mod is a "Make Mod from Scratch" Mod, and I started doing chapters for the new game dialog. If I start a new game in the console I get execing chapter1.cfg Unable to launch game And the game never launches. my chapter1.cfg says: map b1_cellar If, instead of starting a new game I simply type map b1_cellar in game, it works fine. But, if I goto new game, then it says the execing chapter1.cfg Unable to launch game and after that, even if I then type map b1_cellar then it says Unable to launch game. Any help would be great. Thanks, -Michael Kramer -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] config.cfg won't save two keys two the same bind?
Ah that's good to know it repros with any keys - I was going to test to make sure it didn't have something to do with the 2 keys I happened to choose. At 2006/07/16 05:52 PM, Jay C. wrote: >I had noticed this bug a lot also. I have space and mouse2 bound to jump and >it always erases space randomly. > >> -Original Message- >> From: [EMAIL PROTECTED] [mailto:hlcoders- >> [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] >> Sent: 16 July 2006 23:11 >> To: hlcoders@list.valvesoftware.com >> Subject: [hlcoders] config.cfg won't save two keys two the same bind? >> >> I've been struggling on and off for months with this annoying bug where >> I'll notice sometimes a key has gotten unbound. And finally I've come up >> with a theory on the HL2 bug: config.cfg won't save two keys to the same >> bind? >> >> So, for instance, I have this in the config_default.cfg: >> >> bind "a" "+moveleft" >> bind "KP_HOME" "+moveleft" >> >> Then I launch/quit/re-launch HL2, and suddenly it's randomly erased one of >> the two, leaving only: >> >> bind "KP_HOME" "+moveleft" >> >> I suspect this is a bug in the closed-source core. Any ideas? >> >> ___ >> 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Removing Voice, and Multiplayer Dialogs
-- [ Picked text/plain from multipart/alternative ] Thanks :D -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Removing Voice, and Multiplayer Dialogs
-- [ Picked text/plain from multipart/alternative ] You need to add this to your GameInfo.txt: type singleplayer_only -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Removing Voice, and Multiplayer Dialogs
-- [ Picked text/plain from multipart/alternative ] Ok, How do I remove the Voice, and Multiplayer Tab's from the Options Dialog? My game features nothing to do with voice, and has no multiplayer, so I have no need of these, and I don't really want them there. Any help would be greatly appreciated. Thanks -Michael Kramer -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Client-side touch prediction
-- [ Picked text/plain from multipart/alternative ] Well...I only heard this once...but it may be possible that the player movement is processed before physics simulation and that causes the player to be moved out of the way -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Client-side touch prediction
What problem does this solve exactly? I tried it, and the client is still jittery when walking on tables or into boxes. At 2006/03/23 12:14 PM, Jorge Rodriguez wrote: >Client-side touch prediction is disabled in the standard SDK. I had some >need for it, so I stuck it in. Since it's non-trivial, and something >that shouldn't have to be written twice, I'm posting it here for >opinions and corrections. It's mostly just copied from the equivalent >server code. This patch is from my version control system, so it might >not fit so cleanly into the patch utility. And those line numbers might >not be totally accurate, if I've edited those files before. > >cl_dll/movehelper_client.cpp >=== >--- cl_dll/movehelper_client.cpp >+++ cl_dll/movehelper_client.cpp >@@ -128,6 +128,38 @@ > >void CMoveHelperClient::ProcessImpacts( void ) >{ >+// Don't bother if the player ain't solid >+if ( g_pLocalPlayer->IsSolidFlagSet( FSOLID_NOT_SOLID ) ) >+return; >+ >+// Save off the velocity, cause we need to temporarily reset it >+Vector vel = g_pLocalPlayer->GetAbsVelocity(); >+ >+// Touch other objects that were intersected during the movement. >+for (int i = 0 ; i < m_TouchList.Size(); i++) >+{ >+C_BaseEntity *pEnt = ClientEntityList().GetEnt( >m_TouchList[i].trace.m_pEnt->entindex() ); >+if (!pEnt) >+continue; >+ >+// Don't ever collide with self >+if ( pEnt == g_pLocalPlayer ) >+continue; >+ >+// Reconstruct trace results. >+m_TouchList[i].trace.m_pEnt = pEnt; >+ >+// Use the velocity we had when we collided, so boxes will >move, etc. >+g_pLocalPlayer->SetAbsVelocity( m_TouchList[i].deltavelocity ); >+ >+pEnt->PhysicsImpact( g_pLocalPlayer, m_TouchList[i].trace ); >+} >+ >+// Restore the velocity >+g_pLocalPlayer->SetAbsVelocity( vel ); >+ >+// So no stuff is ever left over, sigh... >+ResetTouchList(); >} > >void CMoveHelperClient::StartSound( const Vector& origin, const char >*soundname ) > >cl_dll/prediction.cpp >=== >--- cl_dll/prediction.cpp >+++ cl_dll/prediction.cpp >@@ -837,9 +837,7 @@ > >RunPostThink( player ); > >-// TODO: Predict impacts? >-//// Let server invoke any needed impact functions >-//moveHelper->ProcessImpacts(); >+moveHelper->ProcessImpacts(); > >FinishCommand( player ); > >So far this code works for my purposes. Has anybody else done this, or >want to try this and provide some input? Maybe Valve has some pointers, >or a reason why they didn't do it in the first place? > >Thanks. > >-- >Jorge "Vino" Rodriguez > > >___ >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] players falling out of DM maps
Well your change doesn't seem to have any negative side effect. Whether it fixes the error logs or not would take a few days to determine. Do you have any info on that? At 2006/03/10 09:20 AM, Garry Newman wrote: >It's probably a bit hacky.. I'll have to move it over since I added it >in derived Lua stuff. > >The problem I found was in the function > >bool CBasePlayer::SetObserverMode(int mode ) > >the block > >case OBS_MODE_CHASE : >case OBS_MODE_IN_EYE : >// udpate FOV and viewmodels >SetObserverTarget( m_hObserverTarget ); >SetMoveType( MOVETYPE_OBSERVER ); >break; > > >should really be > >case OBS_MODE_CHASE : >case OBS_MODE_IN_EYE : >// udpate FOV and viewmodels >SetObserverTarget( m_hObserverTarget ); >SetMoveType( MOVETYPE_NONE ); >break; > >It doesn't seem to have any knock on effect as far as I can tell.. but >I haven't tested it a lot. > >I think the problem was that somewhere down the line the >OBS_MODE_DEATHCAM became redundant because OBS_MODE_CHASE is used >instead.. but this bit of code wasn't updated. > > > >On 3/10/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: >> Garry Newman wrote: >> >> >I just fixed this problem in GMod. >> > >> >When a player is a spectator his body is non solid so keeps falling >> >through the enviroment. >> > >> >In my mod I just made it set the player's movetype to MOVETYPE_NONE if >> >he's spectating an entity. It seems to fix the problem (You can verify >> >by ent_text 2 or whatever the player's entity index is) >> > >> > >> Would you be gracious enough to provide a patch? >> >> Jeff 'Kuja' Katz wrote: >> >> >>>We've been having this same errant behavior in Digital Paintball. >> >>>Several spawn points that appear as valid in VHE appear to the engine >> >>>to be partially underground. This caused some issues when spawning, as >> >>>VPhysicsShadowUpdate barfed at the invalid spawns and the player ended >> >>>up respawning where they had 'died'. >> >>> >> >>>Our current solution (more of a hack) is to move the player up a set >> >>>number of units and casting a traceline down to figure out where to >> >>>really spawn. >> >>> >> We also had problems where sometimes the spawn would work OK but the >> player would simply fall through the floor. The same downcasting >> solution seems to have solved it. However I think these problems are >> only marginally related to the problem bloodykenny brought up, because >> he says it only happens when players are dead. But maybe they are the >> same problem. >> >> -- >> Jorge "Vino" Rodriguez >> >> >> ___ >> 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] config.cfg won't save two keys two the same bind?
I had noticed this bug a lot also. I have space and mouse2 bound to jump and it always erases space randomly. > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] > Sent: 16 July 2006 23:11 > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] config.cfg won't save two keys two the same bind? > > I've been struggling on and off for months with this annoying bug where > I'll notice sometimes a key has gotten unbound. And finally I've come up > with a theory on the HL2 bug: config.cfg won't save two keys to the same > bind? > > So, for instance, I have this in the config_default.cfg: > > bind "a" "+moveleft" > bind "KP_HOME" "+moveleft" > > Then I launch/quit/re-launch HL2, and suddenly it's randomly erased one of > the two, leaving only: > > bind "KP_HOME" "+moveleft" > > I suspect this is a bug in the closed-source core. Any ideas? > > ___ > 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
[hlcoders] config.cfg won't save two keys two the same bind?
I've been struggling on and off for months with this annoying bug where I'll notice sometimes a key has gotten unbound. And finally I've come up with a theory on the HL2 bug: config.cfg won't save two keys to the same bind? So, for instance, I have this in the config_default.cfg: bind "a" "+moveleft" bind "KP_HOME" "+moveleft" Then I launch/quit/re-launch HL2, and suddenly it's randomly erased one of the two, leaving only: bind "KP_HOME" "+moveleft" I suspect this is a bug in the closed-source core. Any ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Font size glitches after hud_reloadscheme
Thanks to some inspiring info in the "[hlcoders] Full-screen HudElement" thread, I found the solution to the long-standing and horribly annoying HL2 bug where resizing your window caused the HUD to screw up. I've added a "Resizing game window glitches HUD elements" along with a patch. At 2006/06/26 11:06 PM, [EMAIL PROTECTED] wrote: >So what exactly did Valve break in the hud? What files? Because HL2DM has >this same bug. > >At 2006/06/26 11:32 AM, Tony \"omega\" Sergi wrote: >>Yeah you have to put the numbers in the scheme file relative to 640x480. >> >>I use hud_reloadscheme a lot, and I've never had this problem after editing >>them before. >> >> >>-- >>-- omega >>Heroes of Excelsior >>http://www.heroesofexcelsior.com >>Blackened Interactive >>http://www.blackened-interactive.com >> >>> -Original Message- >>> From: William Ravaine [mailto:[EMAIL PROTECTED] >>> Sent: June 26, 2006 12:22 PM >>> To: hlcoders@list.valvesoftware.com >>> Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme >>> >>> By editing them in 640x480, do you mean using the built-in VGUI editor to >>> position/scale controls? Because im not using this at all (i cant use it >>> to >>> edit HUD elements as it is right now). I'm changing x/y/size numbers in >>> the >>> HudLayout.res then saving and using hud_reloadscheme to see the changes >>> ingame. Maybe this is where Im wrong, but it is my understanding that the >>> x/y/size numbers Im setting in the HudLayout files are relative to a >>> 640x480 >>> virtual screen already. When I change resolution everything scales up fine >>> (panels aspect ratios are preserved) except the labels text which get >>> messed >>> up - they get much bigger than they should be. And I'd like to know why :) >> >> >>___ >>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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Incorrect Game.dll
Try this... // gcc misc-files/dltest.c -o dltest -ldl // LD_LIBRARY_PATH=~/source/bin ./dltest ~/source/aoa/bin/server_i486.so CreateInterface #include #include int main(int argc, char* argv[]) { void* handle = dlopen(argv[1], RTLD_LAZY); printf("handle %x %s\n", handle, dlerror()); if (!handle) { printf("no handle - skipping sym\n"); return 1; } void* sym = dlsym(handle, argv[2]); if (!sym) { printf("no sym - skipping sym\n"); return 1; } printf("sym %x %s\n", sym, dlerror()); return 0; } At 2006/07/16 01:31 PM, Jose Luis Gonzalez wrote: >Is correct, get's "MyMod", but still show "Half life 2 Deathmatch" in some >linux servers. > > > > Mensaje original > >> De: "Scott Loyd" <[EMAIL PROTECTED]> > >> Enviado: sábado, 15 de julio de 2006 10:20 > >> Para: hlcoders@list.valvesoftware.com > >> Asunto: Re: [hlcoders] Incorrect Game.dll > >> > >> -- > >> [ Picked text/plain from multipart/alternative ] > >> find const char *GetGameDescription() in *_client.cpp. > >> > >> On 7/15/06, Jose Luis Gonzalez <[EMAIL PROTECTED]> wrote: > >> > > >> > Hi, i recently compiled my Mod in linux and works well in local. > >> > > >> > But, when i upload to a linux dedicated server, i have some problems. The > >> > major problem is in the start, that shows: > >> > > >> > Game.dll loaded for "Half-life 2 Deathmatch" > >> > > >> > instead of: > >> > > >> > Game.dll loaded for "MyMod" > >> > > >> > What's the problem?. Is related to GCLIB or GCC versions of the linux > >> > compilation?. > >> > > >> > Thanks. > >> > > >> > Mensaje original > >> > > De: Marcel <[EMAIL PROTECTED]> > >> > > Enviado: viernes, 14 de julio de 2006 18:47 > >> > > Para: hlds_linux@list.valvesoftware.com > >> > > Asunto: Re: [hlds_linux] alfred: steam client trying to update from > >> > filtered steam content servers > >> > > > >> > > Hi, > >> > > > >> > > I also had the same problem with my windows steam client on my pc (but > >> > > not only with csarena servers). It just didn't update the client (the > >> > > Jul 5 update). > >> > > I just tried it several times and did a tcpdump on my router. I saw some > >> > > packets to the csarena steam servers, but also some other steam servers > >> > > which I don't remember any more. Sadly I haven't checked if they were > >> > > filtered servers. > >> > > > >> > > - Marcel > >> > > > >> > > Alfred Reynolds schrieb: > >> > > > We will look into this, thanks for the info. > >> > > > > >> > > > Timo Hilbertz wrote: > >> > > >> hi alfred, > >> > > >> > >> > > >> this is my first time posting in this list, i'm not sure if this is > >> > > >> the > >> > > >> right place for my question, but i did not find any other adequate > >> > > >> list. > >> > > >> since two days our cs/css/dods servers try to update from steam > >> > > >> content > >> > > >> servers located at cs-arena.com. as you can see in the steam content > >> > > >> servers > >> > > >> status page at > >> > > >> http://www.steampowered.com/status/content_servers.html , > >> > > >> these servers are filtered - so it's impossible for our servers to > >> > > >> get an > >> > > >> update. the only solution was to edit our hosts files so all request > >> > > >> pointing at cs-arena.com are redirected to unfiltered servers from > >> > > >> other > >> > > >> providers located in germany. > >> > > >> > >> > > >> it seems that this problem is not limited to us as we also tried to > >> > > >> update > >> > > >> temp servers located in other data centers which are not related to > >> > > >> us. our assumption is that steam clients simply do not know that > >> > > >> content servers > >> > > >> from cs-arena are filtered and block all update requests from servers > >> > > >> that > >> > > >> do not belong to the cs-arena IP pool. can you confirm that? can you > >> > > >> tell > >> > > >> somebody to fix it? :o) > >> > > >> > >> > > >> by the way: we'd like to get our own steam content servers (bandwidth > >> > > >> is no problem), is there any way to speed up the application? > >> > > >> > >> > > >> kind regards, > >> > > >> timo > >> > > >> XG1.net > >> > > >> > >> > > >> > >> > > >> ___ > >> > > >> To unsubscribe, edit your list preferences, or view the list > >> > > >> archives, please visit: > >> > > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux > >> > > > > >> > > > ___ > >> > > > To unsubscribe, edit your list preferences, or view the list archives, > >> > please visit: > >> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > >> > > > > >> > > > > >> > > > >> > > ___ > >> > > To unsubscribe, edit your list preferences, or view the list archives, > >> > please visit: > >> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > >> > > >> > > >> > > >> > > >> > ___
Re: [hlcoders] Incorrect Game.dll
-- [ Picked text/plain from multipart/alternative ] Did you override the gamerules description as well as the default one? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Incorrect Game.dll
Is correct, get's "MyMod", but still show "Half life 2 Deathmatch" in some linux servers. Mensaje original > De: "Scott Loyd" <[EMAIL PROTECTED]> > Enviado: sábado, 15 de julio de 2006 10:20 > Para: hlcoders@list.valvesoftware.com > Asunto: Re: [hlcoders] Incorrect Game.dll > > -- > [ Picked text/plain from multipart/alternative ] > find const char *GetGameDescription() in *_client.cpp. > > On 7/15/06, Jose Luis Gonzalez <[EMAIL PROTECTED]> wrote: > > > > Hi, i recently compiled my Mod in linux and works well in local. > > > > But, when i upload to a linux dedicated server, i have some problems. The > > major problem is in the start, that shows: > > > > Game.dll loaded for "Half-life 2 Deathmatch" > > > > instead of: > > > > Game.dll loaded for "MyMod" > > > > What's the problem?. Is related to GCLIB or GCC versions of the linux > > compilation?. > > > > Thanks. > > > > Mensaje original > > > De: Marcel <[EMAIL PROTECTED]> > > > Enviado: viernes, 14 de julio de 2006 18:47 > > > Para: hlds_linux@list.valvesoftware.com > > > Asunto: Re: [hlds_linux] alfred: steam client trying to update from > > filtered steam content servers > > > > > > Hi, > > > > > > I also had the same problem with my windows steam client on my pc (but > > > not only with csarena servers). It just didn't update the client (the > > > Jul 5 update). > > > I just tried it several times and did a tcpdump on my router. I saw some > > > packets to the csarena steam servers, but also some other steam servers > > > which I don't remember any more. Sadly I haven't checked if they were > > > filtered servers. > > > > > > - Marcel > > > > > > Alfred Reynolds schrieb: > > > > We will look into this, thanks for the info. > > > > > > > > Timo Hilbertz wrote: > > > >> hi alfred, > > > >> > > > >> this is my first time posting in this list, i'm not sure if this is > > > >> the > > > >> right place for my question, but i did not find any other adequate > > > >> list. > > > >> since two days our cs/css/dods servers try to update from steam > > > >> content > > > >> servers located at cs-arena.com. as you can see in the steam content > > > >> servers > > > >> status page at > > > >> http://www.steampowered.com/status/content_servers.html , > > > >> these servers are filtered - so it's impossible for our servers to > > > >> get an > > > >> update. the only solution was to edit our hosts files so all request > > > >> pointing at cs-arena.com are redirected to unfiltered servers from > > > >> other > > > >> providers located in germany. > > > >> > > > >> it seems that this problem is not limited to us as we also tried to > > > >> update > > > >> temp servers located in other data centers which are not related to > > > >> us. our assumption is that steam clients simply do not know that > > > >> content servers > > > >> from cs-arena are filtered and block all update requests from servers > > > >> that > > > >> do not belong to the cs-arena IP pool. can you confirm that? can you > > > >> tell > > > >> somebody to fix it? :o) > > > >> > > > >> by the way: we'd like to get our own steam content servers (bandwidth > > > >> is no problem), is there any way to speed up the application? > > > >> > > > >> kind regards, > > > >> timo > > > >> XG1.net > > > >> > > > >> > > > >> ___ > > > >> To unsubscribe, edit your list preferences, or view the list > > > >> archives, please visit: > > > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > > > > > > ___ > > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > > > > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > > > > > > > > ___ > > 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders