Re: [hlcoders] Srcds startup problems

2006-09-11 Thread Scott Loyd

LDFLAGS="-lm -ldl tier0_i486.so vstdlib_i486.so \
 $(SRC_LIB_PUBLIC)/mathlib_i486.a \
 $(SRC_LIB_PUBLIC)/choreoobjects_i486.a \
 $(SRC_LIB_PUBLIC)/tier1_i486.a"

Notice no paths infront of .so files, that is because of those sym
links.  You might want to search the archives a little, linux makefile
errors have come up a few times.

Stefan Bermig wrote:

I think i got it working somehow. Problem really seem to be the 2 files
(tier and vstdlib).

Having a path like this in the makefile makes the binary work:

#GamePath = /home/stefan/srcds

Using ../.. instead prevents the binary from working although they're both
pointing at the same directory.

Yet they're still linked to /lib/ as well for some reason. so i need the
gamepath like this and the two files in the lib folder to make it work.

I hope you guys have a solution for this as i am stuck after one week of
working on this ;)

Thx for you help so far.

Stefan

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[hlcoders] Customizing Entity Physics Collisions

2006-09-11 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Is there any easy way to exclude player bounding boxes from physics
collisions and collide with hitboxes only?

My problem is that projectiles in the crossbow bolt style collide with
players' bounding boxes rather than their hitboxes.  Not too noticible in
HL2MP with the crossbow, but it's a big issue if you're trying to simulate
bullets.

I've got the code set up to determine whether the bullet would hit a hitbox
or not from the touch function of the bullet entity. That works fine.
However, by the time the touch function for an entity is called, it seems to
have already 'touched' in that it refuses to continue moving, regardless of
what is done to its solid state and such.  I want to ignore that collision
and let the bullet continue through the outer bounding box of the player as
if it were non solid.

I'm pretty sure that this can be done with some (non-trivial) changes to the
collision code in the SDK, but I want to make sure there isn't a simple way
to do it before I go and make a mess.

Some kind of function to either remove a collision from the active 'list' or
to intercept collision events before they actually reach the point where
they affect movement would be perfect.

The bullet entity is set as: MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM,
and SOLID_BBOX.
--

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RE: [hlcoders] Shader Semantics

2006-09-11 Thread Chris Green
>I would transform the vertex positions from local space -> world space
-> view space -> projection space
cModelViewProj combines all of these transformations into one matrix
multiply for efficiency.


The following matrices defined in common_vs_fxc.h should let you do what
you want:

cModel[0] -> transform from model coordinates to world coordinates.
cViewProj -> transform from world coordinates to projected view
coordinates.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Burton Posey
Sent: Monday, September 11, 2006 6:01 PM
To: hlCoders
Subject: [hlcoders] Shader Semantics

I'm working on implementing some shaders that I've written in the
past in the hl2 engine and have been at it for the past two months. I'm
having trouble finding documentation on the semantics the engine
understands with respect to coordinate space transformations. In regular
hlsl written simple for the DirectX viewer to understand, I would
transform the vertex positions from local space -> world space -> view
space -> projection space. I know that the common_vs_fxc.h file has a
declaration that does this in one step, cModelViewProj. What I need to
do though is work in World space, transform some vertices based upon
their normals, and then get the vertices into projection space. I do not
see a const float4x4 matrix in that header file that would allow me to
do that. I would appreciate any suggestions. I am still not sure what
the const float4x4 cViewModel does (eight lines below the other trans.
matrices), but I believe that cModelView is in fact the world space
transformation matrix. Perhaps I'm just not recalling how to step back
in translations to the original coordinate system or how that's
possible. Thanks for the help. Take care,

-Sentientv2



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[hlcoders] Shader Semantics

2006-09-11 Thread Burton Posey

   I'm working on implementing some shaders that I've written in the
past in the hl2 engine and have been at it for the past two months. I'm
having trouble finding documentation on the semantics the engine
understands with respect to coordinate space transformations. In regular
hlsl written simple for the DirectX viewer to understand, I would
transform the vertex positions from local space -> world space -> view
space -> projection space. I know that the common_vs_fxc.h file has a
declaration that does this in one step, cModelViewProj. What I need to
do though is work in World space, transform some vertices based upon
their normals, and then get the vertices into projection space. I do not
see a const float4x4 matrix in that header file that would allow me to
do that. I would appreciate any suggestions. I am still not sure what
the const float4x4 cViewModel does (eight lines below the other trans.
matrices), but I believe that cModelView is in fact the world space
transformation matrix. Perhaps I'm just not recalling how to step back
in translations to the original coordinate system or how that's
possible. Thanks for the help. Take care,

-Sentientv2



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Re: [hlcoders] Srcds startup problems

2006-09-11 Thread Stefan Bermig

I think i got it working somehow. Problem really seem to be the 2 files
(tier and vstdlib).

Having a path like this in the makefile makes the binary work:

#GamePath = /home/stefan/srcds

Using ../.. instead prevents the binary from working although they're both
pointing at the same directory.

Yet they're still linked to /lib/ as well for some reason. so i need the
gamepath like this and the two files in the lib folder to make it work.

I hope you guys have a solution for this as i am stuck after one week of
working on this ;)

Thx for you help so far.

Stefan

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Re: [hlcoders] Steam HL1 custom menu

2006-09-11 Thread Jeffrey \"botman\" Broome

Vyacheslav Dzhura wrote:

Hello!

  Is it possible to make custom menues for generic Steam Half-Life?
  For example I want to modify multiplayer create server menu so that
  it displays thumbs for maps, or actually resembles chapter selection
  window?


From what I remember, there isn't any way to customise the menu
interface in HL1.  You can declare the mod to be single player or
multiplayer, but this simply enables or disables items in the menu (it
doesn't remove them from the menu).

The was a way to customise the text that was displayed by changing the
app's resource strings, but you can't add new elements or remove
existing elements (other than making them "blank").

--
Jeffrey "botman" Broome

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Re: [hlcoders] Steam HL1 custom menu

2006-09-11 Thread Frost bite

[ Converted text/html to text/plain ]

You can use the VGui 2 Editor (Ctrl+Shift+B) in steam to customize the menus.
And then add some new code saying when a map is selected in the mp options
display this picture from this location.

(image)

Jacob "Frostbite" Breen


--
From: "Jeffrey \"botman\" Broome" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam HL1 custom menu
Date: Mon, 11 Sep 2006 17:27:03 -0500
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Vyacheslav Dzhura wrote:

Hello!

Is it possible to make custom menues for generic Steam
Half-Life?
For example I want to modify multiplayer create server menu so
that
it displays thumbs for maps, or actually resembles chapter
selection
window?


From what I remember, there isn't any way to customise the menu
interface in HL1. You can declare the mod to be single player or
multiplayer, but this simply enables or disables items in the menu
(it
doesn't remove them from the menu).

The was a way to customise the text that was displayed by changing
the
app's resource strings, but you can't add new elements or remove
existing elements (other than making them "blank").

--
Jeffrey "botman" Broome

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--
Don’t waste time standing in line—try shopping online. Visit Sympatico / MSN
Shopping today![1]

===References:===
 1. http://g.msn.com/8HMBENCA/2752??PS=47575

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[hlcoders] Steam HL1 custom menu

2006-09-11 Thread Vyacheslav Dzhura
Hello!

  Is it possible to make custom menues for generic Steam Half-Life?
  For example I want to modify multiplayer create server menu so that
  it displays thumbs for maps, or actually resembles chapter selection
  window?

--
Best regards,
 Slava  mailto:[EMAIL PROTECTED]



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Re: [hlcoders] Is this a little bug?

2006-09-11 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Wow, nice. Good catch Robbie

On 9/11/06, Yahn Bernier <[EMAIL PROTECTED]> wrote:
>
> Since players simulate off of CUserCmds it might not be that bad.  But I
> found about 15 other instances of this off by one bug in our codebase so
> I fixed all of those, too. :)
>
> Yahn
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
> Swigart
> Sent: Monday, September 11, 2006 2:10 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Is this a little bug?
>
> --
> [ Picked text/plain from multipart/alternative ] Wonder what kind of
> craziness the last client would have with those bugs.
> Physics_SimulateEntity sounds like a rather important function hehe.
>
> On 9/11/06, Yahn Bernier <[EMAIL PROTECTED]> wrote:
> >
> > Yes, definitely a bug
> >
> > Yahn
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> > Groenewoudt
> > Sent: Sunday, September 10, 2006 8:59 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] Is this a little bug?
> >
> > --
> > [ Picked text/plain from multipart/alternative ] Check out the
> > function void Physics_RunThinkFunctions( bool simulating ) in
> physics_main.cpp.
> > It has the following code:
> >
> > for ( int i = 1; i < gpGlobals->maxClients; i++ )
> > {
> > CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
> > if ( pPlayer )
> > {
> > // Always reset clock to real sv.time
> > gpGlobals->curtime = starttime;
> > Physics_SimulateEntity( pPlayer );
> > }
> > }
> >
> > Which would mean that this doesn't get called for the last player.
> >
> > Robbie
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
>
> > please visit:
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> >
> >
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> >
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RE: [hlcoders] Is this a little bug?

2006-09-11 Thread Yahn Bernier
Since players simulate off of CUserCmds it might not be that bad.  But I
found about 15 other instances of this off by one bug in our codebase so
I fixed all of those, too. :)

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
Swigart
Sent: Monday, September 11, 2006 2:10 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Is this a little bug?

--
[ Picked text/plain from multipart/alternative ] Wonder what kind of
craziness the last client would have with those bugs.
Physics_SimulateEntity sounds like a rather important function hehe.

On 9/11/06, Yahn Bernier <[EMAIL PROTECTED]> wrote:
>
> Yes, definitely a bug
>
> Yahn
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Sunday, September 10, 2006 8:59 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Is this a little bug?
>
> --
> [ Picked text/plain from multipart/alternative ] Check out the
> function void Physics_RunThinkFunctions( bool simulating ) in
physics_main.cpp.
> It has the following code:
>
> for ( int i = 1; i < gpGlobals->maxClients; i++ )
> {
> CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
> if ( pPlayer )
> {
> // Always reset clock to real sv.time
> gpGlobals->curtime = starttime;
> Physics_SimulateEntity( pPlayer );
> }
> }
>
> Which would mean that this doesn't get called for the last player.
>
> Robbie
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,

> please visit:
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Re: [hlcoders] Is this a little bug?

2006-09-11 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Wonder what kind of craziness the last client would have with those bugs.
Physics_SimulateEntity sounds like a rather important function hehe.

On 9/11/06, Yahn Bernier <[EMAIL PROTECTED]> wrote:
>
> Yes, definitely a bug
>
> Yahn
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Sunday, September 10, 2006 8:59 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Is this a little bug?
>
> --
> [ Picked text/plain from multipart/alternative ] Check out the function
> void Physics_RunThinkFunctions( bool simulating ) in physics_main.cpp.
> It has the following code:
>
> for ( int i = 1; i < gpGlobals->maxClients; i++ )
> {
> CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
> if ( pPlayer )
> {
> // Always reset clock to real sv.time
> gpGlobals->curtime = starttime;
> Physics_SimulateEntity( pPlayer );
> }
> }
>
> Which would mean that this doesn't get called for the last player.
>
> Robbie
> --
>
> ___
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> please visit:
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>
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Re: [hlcoders] Srcds startup problems

2006-09-11 Thread Luke Duguid


Slightly off topic but while on the linux server-side build process and
shared library linking...

If building a plug-in, (>make plugin, which depends on the 'master'
Makefile for its references to shared library files, additionally, there
is also the Makefile.plugin) I found that unless I also included
/bin/dedicated_i*86.so  (either i486 or i686) in the link, the plug-in
would fail.

Stefan Bermig wrote:

i noticed my server binary seems to be linked to tier0_i486.so twice?

  ldd server_i486.so
linux-gate.so.1 =>  (0xe000)
libm.so.6 => /lib/libm.so.6 (0xb75dd000)
libdl.so.2 => /lib/libdl.so.2 (0xb75d9000)
/home/stefan/srcds/bin/tier0_i486.so (0xb75a3000)
/home/stefan/srcds/bin/vstdlib_i486.so (0xb758f000)
libc.so.6 => /lib/libc.so.6 (0xb746e000)
/lib/ld-linux.so.2 (0x8000)
libpthread.so.0 => /lib/libpthread.so.0 (0xb745a000)
tier0_i486.so => /lib/tier0_i486.so (0xb7424000)

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Re: [hlcoders] Srcds startup problems

2006-09-11 Thread Stefan Bermig

i noticed my server binary seems to be linked to tier0_i486.so twice?

  ldd server_i486.so
linux-gate.so.1 =>  (0xe000)
libm.so.6 => /lib/libm.so.6 (0xb75dd000)
libdl.so.2 => /lib/libdl.so.2 (0xb75d9000)
/home/stefan/srcds/bin/tier0_i486.so (0xb75a3000)
/home/stefan/srcds/bin/vstdlib_i486.so (0xb758f000)
libc.so.6 => /lib/libc.so.6 (0xb746e000)
/lib/ld-linux.so.2 (0x8000)
libpthread.so.0 => /lib/libpthread.so.0 (0xb745a000)
tier0_i486.so => /lib/tier0_i486.so (0xb7424000)

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RE: [hlcoders] Is this a little bug?

2006-09-11 Thread Yahn Bernier
Yes, definitely a bug

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Sunday, September 10, 2006 8:59 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Is this a little bug?

--
[ Picked text/plain from multipart/alternative ] Check out the function
void Physics_RunThinkFunctions( bool simulating ) in physics_main.cpp.
It has the following code:

for ( int i = 1; i < gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer )
{
// Always reset clock to real sv.time
gpGlobals->curtime = starttime;
Physics_SimulateEntity( pPlayer );
}
}

Which would mean that this doesn't get called for the last player.

Robbie
--

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Re: [hlcoders] Srcds startup problems

2006-09-11 Thread Stefan Bermig

Here's my make file. I am pretty sure i set them up properly ;) Do these
two files have to be in the srcds/bin or srcds/moddir/bin folder?

Also i still don't have a fix for the missing vphysics_i486.so file :(

#
# SDK Makefile for x86 Linux
#
#

#
# Developer configurable items
#

# the name of the mod binary (_i486.so is appended to the end)
NAME=server
# the location of the vcproj that builds the mod
MOD_PROJ=/home/stefan/srcds/src/dlls/rnl_server.vcproj
# the name of the mod configuration (typically _)
MOD_CONFIG=rnl_server_ReleaseRNLWin32

# the directory the base binaries (tier0_i486.so, etc) are located
#GAME_DIR=../../
GAME_DIR=/home/stefan/srcds

# compiler options (gcc 3.4.1 or above is required)
CC=/usr/bin/gcc
CPLUS=/usr/bin/g++
CLINK=/usr/bin/gcc

// These folders say it's 3.4.3 but they're from a 3.4.4 rpm package.
CPP_LIB="/usr/lib/gcc/i386-redhat-linux/3.4.3/libstdc++.a
/usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_eh.a"

# put any compiler flags you want passed here
USER_CFLAGS=

# link flags for your mod, make sure to include any special libraries here
LDFLAGS="-lm -ldl $(GAME_DIR)/bin/tier0_i486.so
$(GAME_DIR)/bin/vstdlib_i486.so"

# XERCES 2.6.0 or above ( http://xml.apache.org/xerces-c/ ) is used by the
vcproj to makefile converter
# it must be installed before being able to run this makefile
#XERCES_INC_DIR=/home/alfred/tmp/xerces-c-src_2_6_0/include
#XERCES_LIB_DIR=/home/alfred/tmp/xerces-c-src_2_6_0/lib
# if you have xerces installed already you should be able to use the two
lines below
XERCES_INC_DIR=/home/stefan/xerces/include
XERCES_LIB_DIR=/home/stefan/xerces/lib


#
# Things below here shouldn't need to be altered
#
MAKE=make

# the dir we want to put binaries we build into
BUILD_DIR=.
# the place to put object files
BUILD_OBJ_DIR=$(BUILD_DIR)/obj

# the location of the source code
SOURCE_DIR=..

# the CPU target for the build, must be i486 for now
ARCH=i486
ARCH_CFLAGS=-mtune=i686 -march=pentium -mmmx -O3

# -fpermissive is so gcc 3.4.x doesn't complain about some template stuff
BASE_CFLAGS=-fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcasecmp
-D_stricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp
-D_snprintf=snprintf -D_vsnprintf=vsnprintf -D_alloca=alloca
-Dstrcmpi=strcasecmp
SHLIBEXT=so
SHLIBCFLAGS=-fPIC
SHLIBLDFLAGS=-shared -Wl,-Map,[EMAIL PROTECTED] -Wl

#flags passed to the c compiler
CFLAGS="$(USER_CFLAGS) $(DEFINES) $(ARCH_CFLAGS) $(BASE_CFLAGS)
-Usprintf=use_Q_snprintf_instead_of_sprintf
-Ustrncpy=use_Q_strncpy_instead -UPROTECTED_THINGS_ENABLE"

# define list passed to make for the sub makefile
BASE_DEFINES=CC=$(CC) CPLUS=$(CPLUS) CPP_LIB=$(CPP_LIB) \
BUILD_DIR=$(BUILD_DIR) BUILD_OBJ_DIR=$(BUILD_OBJ_DIR) \
SOURCE_DIR=$(SOURCE_DIR) SHLIBLDFLAGS=$(SHLIBLDFLAGS)
SHLIBEXT=$(SHLIBEXT) \
CLINK=$(CLINK) CFLAGS=$(CFLAGS) LDFLAGS=$(LDFLAGS) \
ARCH=$(ARCH) GAME_DIR=$(GAME_DIR) MOD_CONFIG=$(MOD_CONFIG) NAME=$(NAME) 
\
XERCES_INC_DIR=$(XERCES_INC_DIR) XERCES_LIB_DIR=$(XERCES_LIB_DIR)

# Project Makefile
MAKE_MOD=Makefile.mod
MAKE_VCPM=Makefile.vcpm
MAKE_PLUGIN=Makefile.plugin

all: check vcpm mod

check:
if [ -z "$(CC)" ]; then echo "Compiler not defined."; exit; fi
if [ ! -d $(BUILD_DIR) ];then mkdir $(BUILD_DIR);fi
cd $(BUILD_DIR)

vcpm:
$(MAKE) -f $(MAKE_VCPM) $(BASE_DEFINES)

mod: vcpm
if [ ! -f "tier0_i486.so" ]; then ln -s $(GAME_DIR)/bin/tier0_i486.so .;
fi
if [ ! -f "vstdlib_i486.so" ]; then ln -s 
$(GAME_DIR)/bin/vstdlib_i486.so
.; fi
./vcpm $(MOD_PROJ)
$(MAKE) -f $(MAKE_MOD) $(BASE_DEFINES)

plugin:
$(MAKE) -f $(MAKE_PLUGIN) $(BASE_DEFINES)

clean:
 $(MAKE) -f $(MAKE_VCPM) $(BASE_DEFINES) clean
 $(MAKE) -f $(MAKE_PLUGIN) $(BASE_DEFINES) clean
 $(MAKE) -f $(MAKE_MOD) $(BASE_DEFINES) clean

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