Re: [hlcoders] Source Engine Bugs

2006-08-20 Thread Nick

you can pay me to stop whining..

hell you can pay me for charity

On 8/20/06, Teddy <[EMAIL PROTECTED]> wrote:

I'll pay you to stop whining, does that count?

On 8/21/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> Pay me and I might. X'D
>
> On 20 Aug 2006 at 17:17, Robbie Groenewoudt wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Well, why don't you fix it and post the fixes?
> >
> > On 8/20/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > >
> > > I think I should note some serious physics bigs I found today:
> > >
> > > Bricks float in water - this is a big WHAT THE FUCK.
> > >
> > > Bricks certainly should NOT be floating in water thet should SINK.
> > >
> > > Also If you die in water with a brick floating in it your ragdoll goes
> > > insane and lages the server
> > > real bad.
> > >
> > > ___
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> > > please visit:
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> > >
> > >
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please visit:
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Re: [hlcoders] Source Engine Bugs

2006-08-20 Thread Teddy

I'll pay you to stop whining, does that count?

On 8/21/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:

Pay me and I might. X'D

On 20 Aug 2006 at 17:17, Robbie Groenewoudt wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Well, why don't you fix it and post the fixes?
>
> On 8/20/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > I think I should note some serious physics bigs I found today:
> >
> > Bricks float in water - this is a big WHAT THE FUCK.
> >
> > Bricks certainly should NOT be floating in water thet should SINK.
> >
> > Also If you die in water with a brick floating in it your ragdoll goes
> > insane and lages the server
> > real bad.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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Re: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-08-20 Thread bloodykenny
FYI, I have confirmed that those missing symbols are present in the MSVC .lib 
files.  I don't see why Valve would've done that unless they wanted to make 
them closed-source, but they'd already released previous versions open source, 
so this is one of their more mysterious breakages.

At 2006/08/19 09:56 PM, [EMAIL PROTECTED] wrote:
>I thought there was a KI on this already but there wasn't...  So I added a KI 
>entry for the srcds dlopen bug:
>http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#srcds_does_not_inform_you_that_your_mod_failed_to_load
>
>At 2006/08/19 04:08 PM, Scott Loyd wrote:
>>nice catch!
>>
>>(gdb) info sharedlibrary
>>FromTo  Syms Read   Shared Object Library
>>0x00a09300  0x00a22604  Yes /lib/tls/libm.so.6
>>0x00a00bb0  0x00a018c4  Yes /lib/libdl.so.2
>>0x008e8c00  0x009d9a40  Yes /lib/tls/libc.so.6
>>0x008bb7a0  0x008cd59f  Yes /lib/ld-linux.so.2
>>0x0011f100  0x0013a6d0  Yes bin/tier0_i486.so
>>0x00a812d0  0x00a89998  Yes /lib/tls/libpthread.so.0
>>0x00c05910  0x00c0eff0  Yes bin/vstdlib_i486.so
>>0x00b50960  0x00b9b6e0  Yes bin/dedicated_amd.so
>>0x003fa5a0  0x0041c0e0  Yes bin/soundemittersystem_i486.so
>>0x00199860  0x002292a0  Yes bin/materialsystem_i486.so
>>0x00448330  0x0049a7f0  Yes bin/studiorender_i486.so
>>0x00cc96a0  0x00e542d0  Yes bin/vphysics_i486.so
>>0x00271520  0x002a9ff0  Yes bin/datacache_i486.so
>>0x00ff8fe0  0x011e4020  Yes bin/engine_amd.so
>>0x03995410  0x03a5b040  Yes
>>bin/libsteamvalidateuseridtickets_i486.so
>>0x002b85f0  0x002c3a50  Yes bin/steam_api_i486.so
>>0x002d63a0  0x002d89e0  Yes bin/shaderapiempty_i486.so
>>
>>
>>
>>[EMAIL PROTECTED] wrote:
>>>Are you sure it was even your mod .so that got loaded?  Due to
>>>http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_link_fully_on_Linux
>>>it seems likely that you would have compiled a mod .so that was not even 
>>>loadable, due to missing linker symbols.
>>>
>>>Due to the long-standing, often-lamented srcds bug where it fails to print 
>>>dlerror() messages and abort when the .so is unloadable, you would not be 
>>>aware that it was actually sneakily loading some other .so.
>>>
>>>At 2006/08/15 08:11 PM, Scott Loyd wrote:
anything new on this?

Teddy wrote:
>We're having the same problem at the moment, haven't been able to find
>a workaround for it yet.
>
>On 8/11/06, Mike Durand <[EMAIL PROTECTED]> wrote:
>>Hi Gavin-
>>
>>This issue appears to be well-known and we are working on a fix for this
>>issue.
>>
>>-Mike
>>
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of Gavin
>>Sent: Thursday, August 10, 2006 4:53 AM
>>To: hlcoders@list.valvesoftware.com
>>Subject: [hlcoders] Linux crashes on startup, anybody else getting this?
>>
>>Hey gang,
>>
>>Are people's Linux builds working at the moment? While I can compile
>>(using the changes on the KI page), the server crashes as soon as it
>>starts up. This happens right after "Console initialized" and occurs
>>both with an existing mod and a fresh "start a mod from scratch".
>>
>>The server has been fully updated with the steam update tool,
>>gameinfo.txt is using the new 215 biz.
>>
>>And the last moments:
>>
>>#0  0x in ?? ()
>>#1  0xb730d693 in CModAppSystemGroup::Create () from bin/engine_i686.so
>>#2  0xb740f3ff in CAppSystemGroup::Run () from bin/engine_i686.so
>>#3  0xb730dfff in CDedicatedServerAPI::ModInit () from
>>bin/engine_i686.so
>>#4  0xb7d7b24a in CDedicatedAppSystemGroup::Main () from
>>bin/dedicated_i686.so
>>#5  0xb7da8d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so
>>#6  0xb7da8d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so
>>#7  0xb7d7b60f in main () from bin/dedicated_i686.so
>>#8  0x0804909e in main ()
>>
>>Gavin
>>
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
No other games get the error, SDK base also gets no errors.

I've tried deleting the sdk and letting it remake itself, also did the same
with most of the Source games and the SDK Base and it still gives that error
:(

On 8/20/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Do you get that error launching any other source game?
> Or even the Source SDK Base itself with no launch options?
> --
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Do you get that error launching any other source game?
Or even the Source SDK Base itself with no launch options?
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Is that for the command arguments?

Well I tried that and it still crashes.

On 8/20/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Try
>
> c:\steam\steam.exe" -applaunch 215 -dev -game
> "c:\steam\steamapps\SourceMods\mymod" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8
> %9
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Try

c:\steam\steam.exe" -applaunch 215 -dev -game
"c:\steam\steamapps\SourceMods\mymod" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
gameinfo.txt is at 215

Command: C:\Steam\steamapps\account\source sdk base\hl2.exe

Command args: -dev -sw -game "C:\Steam\SteamApps\SourceMods\mymod"

Working directory: C:\Steam\steamapps\account\source sdk base\

Worked right up untill this update.



On 8/20/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> It's still working for me - what's your command line in the debugger? Did
> you change that to 215?
>
>
>
> On 8/20/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Yeah, I've run every game. That's usually the first thing I do.
> >
> > :(
> >
> > On 8/20/06, Garry Newman <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Have you tried running all those games at least once before debugging?
> > >
> > > I find that after an update I have too run the game once from Steam or
> > > I'll
> > > get 0x00 crashes when trying to run with the debugger attached.
> > >
> > >
> > >
> > > On 8/20/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Yup all 215.
> > > >
> > > > This is really weird, does anybody have any idea why this can be
> > > > happening?
> > > > This popped up after the DOD: S Update.
> > > >
> > > > On 8/19/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > I think this update brought in the need for you to
> > > > > migrate to 215 if your not there allready.
> > > > >
> > > > > But no, i have not run into this issue(yet).
> > > > >
> > > > > Adam
> > > > >
> > > > > --- Benjamin Davison <[EMAIL PROTECTED]>
> > > > > wrote:
> > > > >
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > Is anybody else crashing? I have tried running all
> > > > > > the games atleast once.
> > > > > >
> > > > > > This is the super informative call stack.
> > > > > >
> > > > > > >()
> > > > > >
> > > > > > I'm just gonna try a blank mod.
> > > > > >
> > > > > > --
> > > > > > - Benjamin Davison
> > > > > > --
> > > > > >
> > > > > > ___
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> > > > > > the list archives, please visit:
> > > > > >
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> > > > > >
> > > > > >
> > > > >
> > > > >
> > > > > 
> > > > > Nigredo Studios http://www.nigredostudios.com
> > > > >
> > > > > __
> > > > > Do You Yahoo!?
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> > > > >
> > > > >
> > > >
> > > >
> > > > --
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Try renaming your username-directory and (re)start Steam.

On 8/20/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> It's still working for me - what's your command line in the debugger? Did
> you change that to 215?
>
>
>
> On 8/20/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Yeah, I've run every game. That's usually the first thing I do.
> >
> > :(
> >
> > On 8/20/06, Garry Newman <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Have you tried running all those games at least once before debugging?
> > >
> > > I find that after an update I have too run the game once from Steam or
> > > I'll
> > > get 0x00 crashes when trying to run with the debugger attached.
> > >
> > >
> > >
> > > On 8/20/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Yup all 215.
> > > >
> > > > This is really weird, does anybody have any idea why this can be
> > > > happening?
> > > > This popped up after the DOD: S Update.
> > > >
> > > > On 8/19/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > I think this update brought in the need for you to
> > > > > migrate to 215 if your not there allready.
> > > > >
> > > > > But no, i have not run into this issue(yet).
> > > > >
> > > > > Adam
> > > > >
> > > > > --- Benjamin Davison <[EMAIL PROTECTED]>
> > > > > wrote:
> > > > >
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > Is anybody else crashing? I have tried running all
> > > > > > the games atleast once.
> > > > > >
> > > > > > This is the super informative call stack.
> > > > > >
> > > > > > >()
> > > > > >
> > > > > > I'm just gonna try a blank mod.
> > > > > >
> > > > > > --
> > > > > > - Benjamin Davison
> > > > > > --
> > > > > >
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view
> > > > > > the list archives, please visit:
> > > > > >
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >
> > > > > >
> > > > >
> > > > >
> > > > > 
> > > > > Nigredo Studios http://www.nigredostudios.com
> > > > >
> > > > > __
> > > > > Do You Yahoo!?
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> > > > >
> > > > >
> > > >
> > > >
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Garry Newman
--
[ Picked text/plain from multipart/alternative ]
It's still working for me - what's your command line in the debugger? Did
you change that to 215?



On 8/20/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Yeah, I've run every game. That's usually the first thing I do.
>
> :(
>
> On 8/20/06, Garry Newman <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Have you tried running all those games at least once before debugging?
> >
> > I find that after an update I have too run the game once from Steam or
> > I'll
> > get 0x00 crashes when trying to run with the debugger attached.
> >
> >
> >
> > On 8/20/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Yup all 215.
> > >
> > > This is really weird, does anybody have any idea why this can be
> > > happening?
> > > This popped up after the DOD: S Update.
> > >
> > > On 8/19/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > > >
> > > > I think this update brought in the need for you to
> > > > migrate to 215 if your not there allready.
> > > >
> > > > But no, i have not run into this issue(yet).
> > > >
> > > > Adam
> > > >
> > > > --- Benjamin Davison <[EMAIL PROTECTED]>
> > > > wrote:
> > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Is anybody else crashing? I have tried running all
> > > > > the games atleast once.
> > > > >
> > > > > This is the super informative call stack.
> > > > >
> > > > > >()
> > > > >
> > > > > I'm just gonna try a blank mod.
> > > > >
> > > > > --
> > > > > - Benjamin Davison
> > > > > --
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view
> > > > > the list archives, please visit:
> > > > >
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > >
> > > > 
> > > > Nigredo Studios http://www.nigredostudios.com
> > > >
> > > > __
> > > > Do You Yahoo!?
> > > > Tired of spam?  Yahoo! Mail has the best spam protection around
> > > > http://mail.yahoo.com
> > > >
> > > > ___
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> archives,
> > > > please visit:
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> > > >
> > > >
> > >
> > >
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> >
> >
>
>
> --
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>
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Yeah, I've run every game. That's usually the first thing I do.

:(

On 8/20/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Have you tried running all those games at least once before debugging?
>
> I find that after an update I have too run the game once from Steam or
> I'll
> get 0x00 crashes when trying to run with the debugger attached.
>
>
>
> On 8/20/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Yup all 215.
> >
> > This is really weird, does anybody have any idea why this can be
> > happening?
> > This popped up after the DOD: S Update.
> >
> > On 8/19/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > >
> > > I think this update brought in the need for you to
> > > migrate to 215 if your not there allready.
> > >
> > > But no, i have not run into this issue(yet).
> > >
> > > Adam
> > >
> > > --- Benjamin Davison <[EMAIL PROTECTED]>
> > > wrote:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Is anybody else crashing? I have tried running all
> > > > the games atleast once.
> > > >
> > > > This is the super informative call stack.
> > > >
> > > > >()
> > > >
> > > > I'm just gonna try a blank mod.
> > > >
> > > > --
> > > > - Benjamin Davison
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view
> > > > the list archives, please visit:
> > > >
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > >
> > > 
> > > Nigredo Studios http://www.nigredostudios.com
> > >
> > > __
> > > Do You Yahoo!?
> > > Tired of spam?  Yahoo! Mail has the best spam protection around
> > > http://mail.yahoo.com
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > - Benjamin Davison
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> ___
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>
>


--
- Benjamin Davison
--

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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Garry Newman
--
[ Picked text/plain from multipart/alternative ]
Have you tried running all those games at least once before debugging?

I find that after an update I have too run the game once from Steam or I'll
get 0x00 crashes when trying to run with the debugger attached.



On 8/20/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Yup all 215.
>
> This is really weird, does anybody have any idea why this can be
> happening?
> This popped up after the DOD: S Update.
>
> On 8/19/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> >
> > I think this update brought in the need for you to
> > migrate to 215 if your not there allready.
> >
> > But no, i have not run into this issue(yet).
> >
> > Adam
> >
> > --- Benjamin Davison <[EMAIL PROTECTED]>
> > wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Is anybody else crashing? I have tried running all
> > > the games atleast once.
> > >
> > > This is the super informative call stack.
> > >
> > > >()
> > >
> > > I'm just gonna try a blank mod.
> > >
> > > --
> > > - Benjamin Davison
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view
> > > the list archives, please visit:
> > >
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > 
> > Nigredo Studios http://www.nigredostudios.com
> >
> > __
> > Do You Yahoo!?
> > Tired of spam?  Yahoo! Mail has the best spam protection around
> > http://mail.yahoo.com
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> - Benjamin Davison
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlcoders] Source Engine Bugs

2006-08-20 Thread Jeffrey \"botman\" Broome

[EMAIL PROTECTED] wrote:

I think I should note some serious physics bigs I found today:

Bricks float in water - this is a big WHAT THE FUCK.

Bricks certainly should NOT be floating in water thet should SINK.


http://developer.valvesoftware.com/wiki/Source

(see "Materials System", especially "bouyancy")

--
Jeffrey "botman" Broome

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Re: [hlcoders] Source Engine Bugs

2006-08-20 Thread webmaster
Pay me and I might. X'D

On 20 Aug 2006 at 17:17, Robbie Groenewoudt wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Well, why don't you fix it and post the fixes?
>
> On 8/20/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > I think I should note some serious physics bigs I found today:
> >
> > Bricks float in water - this is a big WHAT THE FUCK.
> >
> > Bricks certainly should NOT be floating in water thet should SINK.
> >
> > Also If you die in water with a brick floating in it your ragdoll goes
> > insane and lages the server
> > real bad.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> ___
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Yup all 215.

This is really weird, does anybody have any idea why this can be happening?
This popped up after the DOD: S Update.

On 8/19/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> I think this update brought in the need for you to
> migrate to 215 if your not there allready.
>
> But no, i have not run into this issue(yet).
>
> Adam
>
> --- Benjamin Davison <[EMAIL PROTECTED]>
> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Is anybody else crashing? I have tried running all
> > the games atleast once.
> >
> > This is the super informative call stack.
> >
> > >()
> >
> > I'm just gonna try a blank mod.
> >
> > --
> > - Benjamin Davison
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
> > the list archives, please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> 
> Nigredo Studios http://www.nigredostudios.com
>
> __
> Do You Yahoo!?
> Tired of spam?  Yahoo! Mail has the best spam protection around
> http://mail.yahoo.com
>
> ___
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> please visit:
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>
>


--
- Benjamin Davison
--

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Re: [hlcoders] Source Engine Bugs

2006-08-20 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Well, why don't you fix it and post the fixes?

On 8/20/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> I think I should note some serious physics bigs I found today:
>
> Bricks float in water - this is a big WHAT THE FUCK.
>
> Bricks certainly should NOT be floating in water thet should SINK.
>
> Also If you die in water with a brick floating in it your ragdoll goes
> insane and lages the server
> real bad.
>
> ___
> 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] Source Engine Bugs

2006-08-20 Thread webmaster
I think I should note some serious physics bigs I found today:

Bricks float in water - this is a big WHAT THE FUCK.

Bricks certainly should NOT be floating in water thet should SINK.

Also If you die in water with a brick floating in it your ragdoll goes insane 
and lages the server
real bad.

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Re: [hlcoders] Weapon Sync and Prediction

2006-08-20 Thread Andrew (Bromfitsen)
--
[ Picked text/plain from multipart/alternative ]
Sorry, to bring it up again just figured I'd throw up the soloution to my
problem, it ended up being a very silly error on my part.

After a lot of looking into things, it turns out just this one weapon was
deriving from the right base class but the DECLARE_CLASS had the wrong class
name and ended up causing the prediction stuff to be fubar :D

Sorry to have wasted your time with such a silly issue
--

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Re: [hlcoders] multiple spawn points

2006-08-20 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
pff... This is one of the easiest things to change. Do you even have
programming experience at other areas?
Are you working on HL2DM-code or SDK-code? (did you got the code via Create
new Mod -> HL2DM?)

In CHL2MP_Player::EntSelectSpawnPoint a spawnpoint is selected. Add
something like:

if ( GetTeamNumber() == TEAM_HUMANS )
{
pSpawnpointName = "info_player_human";
}
else if ( GetTeamNumber() == TEAM_COMBINE )
{
pSpawnpointName = "info_player_combine";
}

Also, around the top of the same file, you will find something like this:
LINK_ENTITY_TO_CLASS( info_player_combine, CPointEntity );
LINK_ENTITY_TO_CLASS( info_player_rebel, CPointEntity );

That should be enough.
Changing the fgd is easy. Just open the FGD of HL2DM, look for
info_player_combine and add it to your own FGD.

On 8/20/06, Greg Lindquist <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Well, I want to set up the teams to be placable via seperete entities. I
> can
> select between 2 teams, but they both spawn at the same point right now. I
> want to create 2 different entities(one for the good guys, and one for the
> bad guys) to be placed by the level designer. So that I can control
> players
> spawning on the correct side of the map. Think of how counter-strike does
> their spawn points.  Does this clarify?
>
> On 8/20/06, Nathan Voge <[EMAIL PROTECTED]> wrote:
> >
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> >
> > Are you trying to make new code new teams or to make them selectable in
> > the hammer editor entity properties?
> >
> > I think this clarification will help solve the problem.
> >
> >   - Original Message -
> >   From: Aaron Schiff
> >   To: hlcoders@list.valvesoftware.com > hlcoders@list.valvesoftware.com>
> >   Sent: Saturday, August 19, 2006 11:49 PM
> >   Subject: Re: [hlcoders] multiple spawn points
> >
> >
> >   --
> >   [ Picked text/plain from multipart/alternative ]
> >   The fgd is completely separate from game code.
> >
> >   --
> >   ts2do
> >   --
> >
> >   ___
> >   To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> >   http://list.valvesoftware.com/mailman/listinfo/hlcoders<
> > 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
> >
> >
> --
>
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[hlcoders] how to get MainViewOrigin() from a plugin

2006-08-20 Thread Adam Donovan
This is a multi-part message in MIME format.
--
I am having trouble implementing some variables into my hl2dm plugin.  The
plugin is designed to output network messages in a format called
“opensoundcontrol” and I can get basic messages to print to the console and
output via UDP socket (basic messages work).  I am having some trouble
getting a function/class to give me some information.

In the hldm mod I saw the code below for drawing the current position of the
player to the screen.  I am trying to use this function in my plugin and
send it out of my UDP socket as a message.

In vgui_fpspannel.cpp

MainViewOrigin().x, MainViewOrigin().y, MainViewOrigin().z );

When I right click and say goto definition it goes to

View.cpp

const Vector &MainViewOrigin()
{
return g_vecRenderOrigin;
}

and the declaration is in view.h

const Vector &MainViewOrigin();

This is called via cl_showfps within the mod itself
I tried calling this function in my plugin to get he local position of where
the player is but it doesn’t work.   I have included view.h and vector.h but
it still gives me an error.

The file that I wrote to get the position is simple_postion_send.cpp

I tried a few things but I am not sure how to call this function in my
plugin.
Any ideas help you could give me would save my mind right now.

If you want the source code for what I have done so far then email me @
[EMAIL PROTECTED]
Please help

Adam Donovan
Hybrid Media Artist

--
/*
Simple example of sending an OSC message which has the player position
as its message.
*/
#include "view.h"
#include "view_shared.h"
//#include "cbase.h"
#include "OscOutboundPacketStream.h"
#include "UdpSocket.h"
#include "vector.h"
#include "viewrender.h"
#include "c_baseplayer.h"




#define ADDRESS "127.0.0.1"
#define PORT 7000

#define OUTPUT_BUFFER_SIZE 1024
float x = MainViewOrigin().x;
float y = MainViewOrigin().y;
float z = MainViewOrigin().z;

static Vector g_vecRenderOrigin(0,0,0);

const Vector &MainViewOrigin()
{
return g_vecRenderOrigin;
}
g_vecRenderOrigin = m_View.origin;

int position_send(void)
{
UdpTransmitSocket transmitSocket( IpEndpointName( ADDRESS, PORT ) );

char buffer[OUTPUT_BUFFER_SIZE];
osc::OutboundPacketStream p( buffer, OUTPUT_BUFFER_SIZE );

p << osc::BeginBundleImmediate
<< osc::BeginMessage( "Position" ) //was /test1..now Position
//<< true << 23 << (float)3.1415 << "test position" <<
osc::EndMessage
// << true << (float)4.7855 << (float)3.1415 << "test position"
<< osc::EndMessage
//((float)MainViewOrigin().x, (float)MainViewOrigin().y,
(float)MainViewOrigin().z );
<< (float) x << (float) y << (float) z <<
 //MainViewOrigin().x);
 osc::EndMessage;
   // << osc::BeginMessage( "angles" )
  //  << (float)6.666 << (float)6.666<< (float)0.666 <<
"secondmessage" << osc::EndMessage
//<<
//osc::EndBundle;

transmitSocket.Send( p.Data(), p.Size() );

return 0;
}


--

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Re: [hlcoders] multiple spawn points

2006-08-20 Thread Greg Lindquist
--
[ Picked text/plain from multipart/alternative ]
Well, I want to set up the teams to be placable via seperete entities. I can
select between 2 teams, but they both spawn at the same point right now. I
want to create 2 different entities(one for the good guys, and one for the
bad guys) to be placed by the level designer. So that I can control players
spawning on the correct side of the map. Think of how counter-strike does
their spawn points.  Does this clarify?

On 8/20/06, Nathan Voge <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
>
> Are you trying to make new code new teams or to make them selectable in
> the hammer editor entity properties?
>
> I think this clarification will help solve the problem.
>
>   - Original Message -
>   From: Aaron Schiff
>   To: hlcoders@list.valvesoftware.com hlcoders@list.valvesoftware.com>
>   Sent: Saturday, August 19, 2006 11:49 PM
>   Subject: Re: [hlcoders] multiple spawn points
>
>
>   --
>   [ Picked text/plain from multipart/alternative ]
>   The fgd is completely separate from game code.
>
>   --
>   ts2do
>   --
>
>   ___
>   To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
>   http://list.valvesoftware.com/mailman/listinfo/hlcoders<
> http://list.valvesoftware.com/mailman/listinfo/hlcoders>
>
> --
>
>
> ___
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