Re: [hlcoders] Source Engine Bugs

2006-08-21 Thread Robbie Groenewoudt
--
[ 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.
  
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-21 Thread Garry Newman
--
[ 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?
  --
 
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-21 Thread Benjamin Davison
--
[ 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?
   --
  
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[hlcoders] Re: [hlcoders][OT] Source Engine Bugs

2006-08-21 Thread c0ld

(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.
 
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Re: [hlcoders] multiple spawn points

2006-08-21 Thread Greg Lindquist
--
[ 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
 --
  
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Re: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-08-21 Thread Scott Loyd

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

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

2006-08-21 Thread Benjamin Davison
--
[ 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?
--
   
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-21 Thread Robbie Groenewoudt
--
[ 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?
 --

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Re: [hlcoders] Re: [hlcoders][OT] Source Engine Bugs

2006-08-21 Thread Nick

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?

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RE: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-08-21 Thread Mike Durand
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

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RE: [hlcoders] Source Engine Bugs

2006-08-21 Thread Mike Durand
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.
  
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Re: [hlcoders] Source Engine Bugs

2006-08-21 Thread Jeremy Swigart
--
[ 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.
   
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Re: [hlcoders] datamodel/idatamodel.h missing

2006-08-21 Thread Jorge Rodriguez

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


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Re: [hlcoders] Source Engine Bugs

2006-08-21 Thread John Sheu
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

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Re: [hlcoders] Source Engine Bugs

2006-08-21 Thread Sylvain Rochette

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

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Re: [hlcoders] New Bug found in Ep1 Source code

2006-08-21 Thread bloodykenny
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?

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RE: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-08-21 Thread bloodykenny
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

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Re: [hlcoders] datamodel/idatamodel.h missing

2006-08-21 Thread Nick

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


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Re: [hlcoders] Source Engine Bugs

2006-08-21 Thread Jonathan Murphy
--
[ 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
 --

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www.resistanceandliberation.com
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[hlcoders] Player movement issues after SDK update?

2006-08-21 Thread bloodykenny
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...

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