Re: [hlcoders] Source Engine Bugs
-- [ Picked text/plain from multipart/alternative ] Well, first of all: You are in the HL2 modding business. Things like pay me don't work well here. Second, most people are very helpfull here. We are all making a mod so that people can enjoy playing it and in the meantime can learn how to make a game. You don't sound much like this. This is just an explanation about any replies you (may) get. On 8/20/06, [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 -- ___ 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] Crashes trying to debug since the DOD: S update.
-- [ Picked text/plain from multipart/alternative ] This just happened to me again this morning. I don't know what fixed it exactly but here's what I did: Run mod through the steam menu Run the mod through a desktop shortcut Then it worked in the debugger.. here's my command line Command: H:[EMAIL PROTECTED] sdk base\hl2.exe CommandArgs: -dev -sw -game h:\Games\Steam\steamapps\sourcemods\garrysmod +maxplayers 1 +developer 1 +sv_lan 0 +map gm_construct Working DIR: H:[EMAIL PROTECTED] sdk base\ On 8/20/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ 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? -- ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crashes trying to debug since the DOD: S update.
-- [ Picked text/plain from multipart/alternative ] Newp :( Also the same problem shows up in release mode. On 8/21/06, Garry Newman [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This just happened to me again this morning. I don't know what fixed it exactly but here's what I did: Run mod through the steam menu Run the mod through a desktop shortcut Then it worked in the debugger.. here's my command line Command: H:[EMAIL PROTECTED] sdk base\hl2.exe CommandArgs: -dev -sw -game h:\Games\Steam\steamapps\sourcemods\garrysmod +maxplayers 1 +developer 1 +sv_lan 0 +map gm_construct Working DIR: H:[EMAIL PROTECTED] sdk base\ On 8/20/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ 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? -- ___ 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 -- ___ 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
[hlcoders] Re: [hlcoders][OT] Source Engine Bugs
(Note my web mail client accidently sent the original reply to this goon to his mail address instead of the list so please read my last reply before the current one.) Considering I didn't create ZombieHorde or even release one single update to it then is there a reason I should care? Didn't think so. And by you're not knowing 'the baseentity header had shit to do with it' you're not showing me how new to the SDK you are but more over how new you are to C++ and it's IDE(s). So, the question begs, who would honestly even ask you to do something for them other than create hacks let alone pay you? Yes, www.cherrycake.org is a direct link to http://www.valvesoftware.co.uk/cherrycake. I wonder do they have anything in common eh? If any of you had checked it out http://www.valvesoftware.co.uk/ is the host for a terrible attempt at a VAC secure hack which also means you have to play the game with retarded models. Why bother with a nice engine like Source if you're going to destroy the models? Colour aim bots make me laugh =) Quoting [EMAIL PROTECTED]: I did find the header but it the compiler still threw me errors and I didn't know what other headers it wanted - I didn't know the baseentity header had shit to do with it - yet a trival mistake that makes me a complete idiot considering I am fairly new to the SDK? ZombieHorde is a piece of shit by the way - so I don't know why your calling me an idiot I have already found numerous exploits where that have the possibility to crash a ZombieHorde server. What a great coder you must be... :) If you need proof - want to arrange a meeting some time on a private ZombieHorde server (you host/pick). On 20 Aug 2006 at 12:46, [EMAIL PROTECTED] wrote: Says the idiot who couldn't find the EmitSound headers? Now thats a serious LOL! Quoting [EMAIL PROTECTED]: 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 -- ___ 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] multiple spawn points
-- [ Picked text/plain from multipart/alternative ] Ok, I thought that's all I had to do. I seem to still have some issues with this though. I run a level with the correct entities placed and it still crashes out. Here's my code for CHL2MP_Player::EntSelectSpawnPoint. CBaseEntity* CHL2MP_Player::EntSelectSpawnPoint( void ) { CBaseEntity *pSpot = NULL; CBaseEntity *pLastSpawnPoint = g_pLastSpawn; edict_t*player = edict(); const char *pSpawnpointName = info_player_deathmatch; if ( HL2MPRules()-IsTeamplay() == true ) { if ( GetTeamNumber() == TEAM_CITIZEN ) { pSpawnpointName = info_player_citizen; pLastSpawnPoint = g_pLastCombineSpawn; } else if ( GetTeamNumber() == TEAM_UNDERGROUND ) { pSpawnpointName = info_player_underground; pLastSpawnPoint = g_pLastRebelSpawn; } if ( gEntList.FindEntityByClassname( NULL, pSpawnpointName ) == NULL ) { pSpawnpointName = info_player_deathmatch; pLastSpawnPoint = g_pLastSpawn; } } -- Should the term info_player_underground or info_player_citizen show up anywhere else in my code? This all seems to comiple ok, but it won't run at all. On 8/20/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ 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 Schiffmailto:[EMAIL PROTECTED] To: hlcoders@list.valvesoftware.commailto: 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 -- ___ 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] Linux crashes on startup, anybody else getting this?
Valve, can we have the source(s) to mathlib.lib? [EMAIL PROTECTED] wrote: 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 ___ 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 ___ 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] Crashes trying to debug since the DOD: S update.
-- [ Picked text/plain from multipart/alternative ] Also I have tried a from scratch mod and it debugs fine(Although mine is MP based) weird. On 8/21/06, Benjamin Davison [EMAIL PROTECTED] wrote: Newp :( Also the same problem shows up in release mode. On 8/21/06, Garry Newman [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This just happened to me again this morning. I don't know what fixed it exactly but here's what I did: Run mod through the steam menu Run the mod through a desktop shortcut Then it worked in the debugger.. here's my command line Command: H:[EMAIL PROTECTED]H:[EMAIL PROTECTED]\source sdk base\hl2.exe CommandArgs: -dev -sw -game h:\Games\Steam\steamapps\sourcemods\garrysmod +maxplayers 1 +developer 1 +sv_lan 0 +map gm_construct Working DIR: H:[EMAIL PROTECTED]H:[EMAIL PROTECTED]\source sdk base\ On 8/20/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ 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? -- ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crashes trying to debug since the DOD: S update.
-- [ Picked text/plain from multipart/alternative ] Does it also work fine with a HL2DM-based mod? On 8/21/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Also I have tried a from scratch mod and it debugs fine(Although mine is MP based) weird. On 8/21/06, Benjamin Davison [EMAIL PROTECTED] wrote: Newp :( Also the same problem shows up in release mode. On 8/21/06, Garry Newman [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This just happened to me again this morning. I don't know what fixed it exactly but here's what I did: Run mod through the steam menu Run the mod through a desktop shortcut Then it worked in the debugger.. here's my command line Command: H:[EMAIL PROTECTED] H:[EMAIL PROTECTED]\source sdk base\hl2.exe CommandArgs: -dev -sw -game h:\Games\Steam\steamapps\sourcemods\garrysmod +maxplayers 1 +developer 1 +sv_lan 0 +map gm_construct Working DIR: H:[EMAIL PROTECTED] H:[EMAIL PROTECTED]\source sdk base\ On 8/20/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ 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? -- ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- - Benjamin Davison -- ___ 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] Re: [hlcoders][OT] Source Engine Bugs
On 8/21/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: If any of you had checked it out http://www.valvesoftware.co.uk/ is the host for a terrible attempt at a VAC secure hack which also means you have to play the game with retarded models. Why bother with a nice engine like Source if you're going to destroy the models? Colour aim bots make me laugh =) Vac secure hacks which work by using retarded models make me laugh too, until I realize: Why in the hell is something so simple not capable of being detected and banned? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Linux crashes on startup, anybody else getting this?
I just added it to the SDK branch. It will be included in the next SDK update. That should be coming out soon. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Loyd Sent: Monday, August 21, 2006 1:21 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux crashes on startup, anybody else getting this? Valve, can we have the source(s) to mathlib.lib? [EMAIL PROTECTED] wrote: 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_d oes_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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
RE: [hlcoders] Source Engine Bugs
Hi All- I just wanted to let the list know that we have banned '[EMAIL PROTECTED]'. We appreciate that the vast majority of the contributors to this list are very helpful and we will not tolerate people who cause trouble and behave rudely. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Monday, August 21, 2006 3:40 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Engine Bugs -- [ Picked text/plain from multipart/alternative ] Well, first of all: You are in the HL2 modding business. Things like pay me don't work well here. Second, most people are very helpfull here. We are all making a mod so that people can enjoy playing it and in the meantime can learn how to make a game. You don't sound much like this. This is just an explanation about any replies you (may) get. On 8/20/06, [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 -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine Bugs
-- [ Picked text/plain from multipart/alternative ] Thanks Mike, figured it was only a matter of time. On 8/21/06, Mike Durand [EMAIL PROTECTED] wrote: Hi All- I just wanted to let the list know that we have banned '[EMAIL PROTECTED]'. We appreciate that the vast majority of the contributors to this list are very helpful and we will not tolerate people who cause trouble and behave rudely. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Monday, August 21, 2006 3:40 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Engine Bugs -- [ Picked text/plain from multipart/alternative ] Well, first of all: You are in the HL2 modding business. Things like pay me don't work well here. Second, most people are very helpfull here. We are all making a mod so that people can enjoy playing it and in the meantime can learn how to make a game. You don't sound much like this. This is just an explanation about any replies you (may) get. On 8/20/06, [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 -- ___ 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 ___ 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] datamodel/idatamodel.h missing
Jorge Rodriguez wrote: Trying to build tier1, I find that tier1.cpp has a header file dependency, datamodel/idatamodel.h that does not exist in the SDK. Does anybody know where this header is, where I could get it, or if it was perhaps forgotten from the SDK? Bump! This is the last time I'll bump this topic. I think it's very important that we are able to build tier1, or at least know that we no longer are able to build tier1, but I haven't heard a word from Valve on it. If Mike doesn't respond to this one, I'll let it die and use their tier1. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine Bugs
On Monday 21 August 2006 8:38 pm, Mike Durand wrote: Hi All- I just wanted to let the list know that we have banned '[EMAIL PROTECTED]'. We appreciate that the vast majority of the contributors to this list are very helpful and we will not tolerate people who cause trouble and behave rudely. -Mike I appreciate the thought, and agree with the sentiment, but I can't say that I think of banning as a good idea. I remember getting miffed at Michael Kramer a while ago, but either he's really shaped up since, or I've really shaped up since. In any case, being a nub doesn't necessarily mean that one will continue to be a nub, and banning might just tick people off even more. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine Bugs
Well you can ban but the guys can register using another email so in my opinion its probably not good to ban, that will change nothing. He will be back using another name Sylvain - Original Message - From: John Sheu [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, August 21, 2006 10:14 PM Subject: Re: [hlcoders] Source Engine Bugs On Monday 21 August 2006 8:38 pm, Mike Durand wrote: Hi All- I just wanted to let the list know that we have banned '[EMAIL PROTECTED]'. We appreciate that the vast majority of the contributors to this list are very helpful and we will not tolerate people who cause trouble and behave rudely. -Mike I appreciate the thought, and agree with the sentiment, but I can't say that I think of banning as a good idea. I remember getting miffed at Michael Kramer a while ago, but either he's really shaped up since, or I've really shaped up since. In any case, being a nub doesn't necessarily mean that one will continue to be a nub, and banning might just tick people off even more. -John Sheu ___ 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] New Bug found in Ep1 Source code
Is your complaint that the muzzle flash appears pointed at a spot vertically above the point of bullet impact? At 2006/08/21 10:15 PM, Âèòàñ Ïðîòàñîâ wrote: Some weapons, not all in new code have bad trails, it's looks some up'ped. like pulserifle , smg... so, pistol work fine here is it : http://img214.imageshack.us/img214/9900/nonrealkl0.jpg Do some one know fast fix for solve that bug? And all have that? in fresh copy? ___ 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] Linux crashes on startup, anybody else getting this?
Please ensure it also includes the choreo* stuff, per my entries on http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_link_fully_on_Linux (... and anything else that might be missing ...) At 2006/08/21 08:33 PM, Mike Durand wrote: I just added it to the SDK branch. It will be included in the next SDK update. That should be coming out soon. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Loyd Sent: Monday, August 21, 2006 1:21 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux crashes on startup, anybody else getting this? Valve, can we have the source(s) to mathlib.lib? [EMAIL PROTECTED] wrote: 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_d oes_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 ___ 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
Re: [hlcoders] datamodel/idatamodel.h missing
Shh!!! Don't jinx it! On 8/21/06, Jorge Rodriguez [EMAIL PROTECTED] wrote: Mike Durand wrote: Oh man. You made me feel guilty for ignoring you, Jorge. :) Mike, here at hlcoders we're all used to a long silence from Valve followed by a negative reply five months later. However, ever since you've come on the list, not only have we been getting replies, results, and releases, but now the sun is shining and birds are singing and the grass is greener on my side of the fence. So really, I don't mind waiting a couple days to hear from you, and you shouldn't feel guilty at all :) -- 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] Source Engine Bugs
-- [ Picked text/plain from multipart/alternative ] Sweet, the system works. Cheat coders can get lost. On 8/22/06, Michael Kramer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Him being a nub wasn't really the problem, it was more his attitude and immaturity towards others that was the real problem. Some of the questions he asked, weren't Source SDK Nub questions, they were basically C++ nub questions, which is not really what this list is for. Asking what headers to include for a function isn't really the Source SDK, because if he knows the function, he should at least know where to get the header files for it to work. You got miffed up at me for asking nub questions that involved functions regarding the SDK, not howto include header files, but I'm guessing I have shaped up since then, considering I actually can help people with their problems now, and haven't asked any questions lately. But anyway, Thanks Mike, banning him (even with just that email) will at least send a message that is immaturity and illuse of this mailing list will not be tolerated. Thanks --= Michael Kramer -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Player movement issues after SDK update?
Player movement issues after SDK update? Anyone else seen this? I finally got my mod ported (on MSVC only anyway, no Linux of course) but at run time the player is mostly stuck. At times it almost seemed like the client and server disagreed on where the walls were in map, as occasionally I'd lose all visibility of entities and just see the skybox. But both server and client correctly are mounting SteamAppId 320 in their gameinfo.txt and seemed to both load the dm map ok. I did manage to blow up a barrel and see the new SDK's barrel ground flame effect so at least something worked... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders