Re: [hlcoders] linux binary compiling issues, missing reference

2006-11-06 Thread bombela

Quoting Stefan [EMAIL PROTECTED]:


hi

i am trying to compile a new binary for the linux build of our mod but
stumble over an error while compiling which i cannot seem to get rid of.

the two boxes i use are both running suse linux (10.1 and 9.3) with gcc
3.4.4 and 4, i tried both on both boxes but couldnt get rid of the error.
seeing i couldnt get the new sdk code, merged with our own code, to work,
i tried the latest vanilla sdk code, which you get when creating a source
code only mod. yet this gave me the exact same error.

/usr/bin/gcc  -o ./vcpm ./obj/vcpm/makefilecreator.o
./obj/vcpm/vprojtomake.o ./obj/vcpm/vcprojconvert.o
./obj/vcpm/public/characterset.o ./obj/vcpm/public/interface.o
./obj/vcpm/public/KeyValues.o ./obj/vcpm/public/utlbuffer.o
./obj/vcpm/public/utlsymbol.o
/usr/lib/gcc/i386-redhat-linux/3.4.3/libstdc++.a
/usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_eh.a -lm -ldl
-L/home/stefan/xerces/lib -lxerces-c ./bin/tier0_i486.so
./bin/vstdlib_i486.so
./obj/vcpm/public/utlsymbol.o(.text+0xad): In function
`CUtlFilenameSymbolTable::FindOrAddFileName(char const*)':
utlsymbol.cpp: undefined reference to `g_CountedStringPool'
./obj/vcpm/public/utlsymbol.o(.text+0xb2):utlsymbol.cpp: undefined
reference to `CCountedStringPool::ReferenceStringHandle(char const*)'
./obj/vcpm/public/utlsymbol.o(.text+0xc4):utlsymbol.cpp: undefined
reference to `g_CountedStringPool'
./obj/vcpm/public/utlsymbol.o(.text+0xc9):utlsymbol.cpp: undefined
reference to `CCountedStringPool::ReferenceStringHandle(char const*)'
./obj/vcpm/public/utlsymbol.o(.text+0x18d): In function
`CUtlFilenameSymbolTable::FindFileName(char const*)':
utlsymbol.cpp: undefined reference to `g_CountedStringPool'
./obj/vcpm/public/utlsymbol.o(.text+0x192):utlsymbol.cpp: undefined
reference to `CCountedStringPool::FindStringHandle(char const*)'
./obj/vcpm/public/utlsymbol.o(.text+0x1a4):utlsymbol.cpp: undefined
reference to `g_CountedStringPool'
./obj/vcpm/public/utlsymbol.o(.text+0x1a9):utlsymbol.cpp: undefined
reference to `CCountedStringPool::FindStringHandle(char const*)'
./obj/vcpm/public/utlsymbol.o(.text+0x207): In function
`CUtlFilenameSymbolTable::String(void* const, char*, int)':
utlsymbol.cpp: undefined reference to `g_CountedStringPool'
./obj/vcpm/public/utlsymbol.o(.text+0x210):utlsymbol.cpp: undefined
reference to `CCountedStringPool::HandleToString(unsigned short)'
./obj/vcpm/public/utlsymbol.o(.text+0x231):utlsymbol.cpp: undefined
reference to `g_CountedStringPool'
./obj/vcpm/public/utlsymbol.o(.text+0x23a):utlsymbol.cpp: undefined
reference to `CCountedStringPool::HandleToString(unsigned short)'
collect2: ld returned 1 exit status
make[1]: *** [vcpm] Error 1
make[1]: Leaving directory `/home/stefan/srcds/src/linux_sdk'
make: *** [vcpm] Error 2


i checked the code and found an extern g_CountedStringPool declaration,
but this one is not being defined anywhere in the sdk, yet it's being used.

any idea what that could be?

thx in advance

Stefan Bermig



You must only compile with GCC 3.4.1 and GCC Library 3.4.1 !
You may be compile GCC 3.4.1 from source. It's simple.
I can help you if you want.

Bombela.
(French)



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[hlcoders] missing symbols

2006-11-06 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
Hi, I am trying to merge my mod code to the 'new sdk' (the one that still
can't compile on vc2k5). I cleared all compiler errors on the client but the
linker is giving me missing symbols like:

_info::vftable on tier1.lib vgui_controls.lib libcpd.lib and seevral of the
obj files of the project.

After that it looks like if goes crazy and reports missing base functions
like _stricmp, _atexit, _fltused, _CIfmod, _RTDynamicCast, _finite, _chkstk,
_atof, _atoi, _strchr, _ftol2, _CIacos, _floor, _strstr, _alloca_probe,
_RTtypeid, _sscanf, _qsort, _assert, _wcslen, _CIpow, _memmove, _isalnum,
_CxxFrameHandler, _except_list, _vsnprintf, etc

(er, with double _ at thebeginning of their names)
Anyone know what did I delete or am missing?
--

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RE: [hlcoders] Source SDK Base

2006-11-06 Thread Mike Durand
I'll look into this and probably open a Bugzilla defect for it.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
Sent: Sunday, November 05, 2006 7:13 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK Base

On Sunday 05 November 2006 6:33 pm, Adam amckern Mckern wrote:
 I am able to use window commands, and everything else, this is an
 exmaple of my shortcut to run the game in dev mode

As far as I can tell, shortcuts are fine.  The problem is when launching
games directly from the Steam window, with the launch options deal.

-John Sheu

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RE: [hlcoders] Wacked animations

2006-11-06 Thread Mike Durand
Is this issue new with the beta SDK?

-Thanks,
 Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam
amckern Mckern
Sent: Sunday, November 05, 2006 9:28 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Wacked animations

Yeah, i have rebooted many times - same issue

Adam

--- Nick [EMAIL PROTECTED] wrote:

 I have seen the wacked animation you describe before. I think a
 restart fixed it somehow.

 On 11/5/06, Adam amckern Mckern [EMAIL PROTECTED]
 wrote:
  ===Wacked animations===
 
  For some reason my animations are all lagged out
 (on
  default weapons in a ep1: sp mod code base), this
 has
  happened between compiles, and I changed no code.
 
  Links to videos -
  NORMAL http://www.youtube.com/watch?v=MiNQ4US4w4o
  WACKED http://www.youtube.com/watch?v=Dh6Z9MqZ3JA
 
  Adam
 
  
  Nigredo Studios http://www.nigredostudios.com
 
 
 
 



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[hlcoders] RE: [hlcoders] Re: [hlcoders] Re: [hlcoder s] Re: [hlcoders] Re: [hlcoders] Mod doe sn´t load its own dlls

2006-11-06 Thread Mike Durand
Hi Cristoph-

How are you starting your mod? I suggest running 'run_mod.bat' which can be 
found in the directory you specified to be your target for source code when you 
created the new mod.

Also, are you trying to run any maps once the mod starts? What map is being 
played when you are asked to save your progress?

-Thanks,
 Mike

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Christoph 
Neuwirth
Sent: Sunday, November 05, 2006 12:28 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] 
Mod doesn´t load its own dlls

into sourcemods/testmod/bin

this is what is printed into console

Game.dll loaded for Half-Life 2
Both ConVars must be marked FCVAR_REPLICATED for linkage to work
(r_VehicleViewDampen)
Warning! Game event listener registerd for all events. Use newer game event 
interface.
Warning! Game event listener registerd for all events. Use newer game event 
interface.
CSoundEmitterSystem::AddSoundsFromFile(scripts/npc_sounds_citizen.txt):
Entry NPC_Citizen.die duplicated, skipping
CSoundEmitterSystem::AddSoundsFromFile(scripts/npc_sounds_metropolice.txt):
Entry NPC_MetroPolice.Die duplicated, skipping
CSoundEmitterSystem:  Registered 5135 sounds
CResponseSystem:  scripts/talker/response_rules.txt (217 rules, 214 criteria, 
and 208 responses) maxplayers set to 1
Heap: 256.00 Mb
Parsed 23 text messages
Both ConVars must be marked FCVAR_REPLICATED for linkage to work
(r_VehicleViewDampen)
Couldn't find custom font file 'resource/HL2MP.ttf'
Warning! Game event listener registerd for all events. Use newer game event 
interface.
Warning! Game event listener registerd for all events. Use newer game event 
interface.
Warning! Game event listener registerd for all events. Use newer game event 
interface.
execing config.cfg
cc_lang =
Sound Initialization
Set primary sound buffer format: yes
Using secondary sound buffer
   2 channel(s)
   16 bits/sample
   44100 samples/sec
DirectSound initialized
Sound sampling rate: 44100
1 CPU, Frequency: 795.7 Mhz,  Features: AuthenticAMD SSE SSE2 MMX 3DNow RDTSC 
CMOV FCMOV
GetAllManifestFiles:  Unable to load maplist.txt execing valve.rc

- Original Message -
From: Nick [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, November 05, 2006 9:24 PM
Subject: [hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Mod doesn´t 
load its own dlls


where do you copy the dlls?

On 11/5/06, Christoph Neuwirth [EMAIL PROTECTED] wrote:
 yes i did use create a new mod with source sdk over steamtools.

 i know i dont have to copy them but sometimes they dont copy sometimes
 they do so i copy them manually.

 do i need some kind of update for msvc++ 2003 in order to compile hl2
 sdk correctly?

 its multiplayer but sometimes it behaves like singleplayer. when i
 close the mod with quit it sometimes ask me if i wanna save my
 progress i´ve so far.

 greetz

 - Original Message -
 From: Nick [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Sunday, November 05, 2006 8:39 PM
 Subject: [hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls


 Is this single or multiplayer? You should not have to copy your DLL
 manually. It should be 100% automatic if you created a new mod.

 Did you create a new mod using the hl2sdk?

 On 11/5/06, Christoph Neuwirth [EMAIL PROTECTED] wrote:
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] Hello
 
  I´ve just switched from hl1 to hl2 coding and now i´ve a little problem.
 
  As the topic says, my mod doesn´t load its own dlls. It only loads
  the default hl2 dlls.
 
  I use msvc++ 2003, I compile in release mode and i copy my dlls into
  the bin folder manually.
 
  I also created a new mod to see if the code i changed is the reason
  why it doesn´t load it but also with the new mod its not working.
 
  If you need more Informations, just tell.
 
  Thx in advance
  --
 
 
 
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Re: [hlcoders] missing symbols

2006-11-06 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
Have you copied the lib folder too?

/ProZak

On 06/11/06, Giancarlo Rivas [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hi, I am trying to merge my mod code to the 'new sdk' (the one that still
 can't compile on vc2k5). I cleared all compiler errors on the client but
 the
 linker is giving me missing symbols like:

 _info::vftable on tier1.lib vgui_controls.lib libcpd.lib and seevral of
 the
 obj files of the project.

 After that it looks like if goes crazy and reports missing base functions
 like _stricmp, _atexit, _fltused, _CIfmod, _RTDynamicCast, _finite,
 _chkstk,
 _atof, _atoi, _strchr, _ftol2, _CIacos, _floor, _strstr, _alloca_probe,
 _RTtypeid, _sscanf, _qsort, _assert, _wcslen, _CIpow, _memmove, _isalnum,
 _CxxFrameHandler, _except_list, _vsnprintf, etc

 (er, with double _ at thebeginning of their names)
 Anyone know what did I delete or am missing?
 --

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 please visit:
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--
/ProZak
--

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RE: [hlcoders] Hammer crashing during Internet access, and Help issues

2006-11-06 Thread Nathan Voge
--
[ Picked text/plain from multipart/alternative ]


Make sure it is fully updated before you try to use offline mode. You may need 
to run it online once first also.


 From: [EMAIL PROTECTED] Subject: Re: [hlcoders] Hammer crashing during 
 Internet access, and Help issues To: hlcoders@list.valvesoftware.com 
 Date: Sun, 5 Nov 2006 17:37:21 -0800  Just check its in offline mode - my 
 computer at home has been netless for 3 weeks now, and runs hammer fine.  
 Adam  --- Nick [EMAIL PROTECTED] wrote:   I can't even use the source 
 sdk when in offline  mode. I don't know if  this is a bug, or if this is 
 a feature, but i know  it is annoying.  Sometimes I want to edit a map 
 with hammer on my  laptop but I can't do  it because there isn't a 
 wireless connection around  :(   On 11/5/06, Sebastian 'Darth.Hunter' 
 Kreutz  [EMAIL PROTECTED] wrote:   I recognized this calling home 
 behaviour, too.   It either happens when Hammer is idling or when  you 
 hit the browse button,   for instance to load a model.   The funny 
 thing is: This does not happen  regularly, but rather occasionally.
  Other things I have recently noticed in  conjunction with Hammer:
  - normal maps seem to have less effect than before   - after building 
 cubemaps, you have to shut down  the game entirely and   restart it to 
 see them...wasn't like that before. Greetings,   Darth.Hunter  
  http://tne.invision-games.com 
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RE: [hlcoders] missing symbols

2006-11-06 Thread Mike Durand
Hi All-

Just for some clarification on the subject of libs:

So one thing that you'll notice with this new release is that there are
now two 'lib' folders. The one located at '%MOD_SRC_ROOT%\lib' contains
libraries built with VS2005 and the one at '%MOD_SRC_ROOT%\lib-vc7'
contains libraries built with VS2003. We need to distribute bot sets
because VS2005 does not link libraries built with VS2003.

So this means that if you are merging the new code and libs into an
existing VS 2003 .vcproj you will need to make sure that this project is
getting libs from the 'lib-vc7' directory.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tobias
Kammersgaard
Sent: Monday, November 06, 2006 8:46 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] missing symbols

--
[ Picked text/plain from multipart/alternative ] Have you copied the lib
folder too?

/ProZak

On 06/11/06, Giancarlo Rivas [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ] Hi, I am trying to
 merge my mod code to the 'new sdk' (the one that still can't compile
 on vc2k5). I cleared all compiler errors on the client but the linker
 is giving me missing symbols like:

 _info::vftable on tier1.lib vgui_controls.lib libcpd.lib and seevral
 of the obj files of the project.

 After that it looks like if goes crazy and reports missing base
 functions like _stricmp, _atexit, _fltused, _CIfmod, _RTDynamicCast,
 _finite, _chkstk, _atof, _atoi, _strchr, _ftol2, _CIacos, _floor,
 _strstr, _alloca_probe, _RTtypeid, _sscanf, _qsort, _assert, _wcslen,
 _CIpow, _memmove, _isalnum, _CxxFrameHandler, _except_list,
 _vsnprintf, etc

 (er, with double _ at thebeginning of their names) Anyone know what
 did I delete or am missing?
 --

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 please visit:
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--
/ProZak
--

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Re: [hlcoders] New SDK Update is Out As Beta

2006-11-06 Thread Nick

Will the code be released as active SDK on 11/8 as originally planned?
The reason I am asking is because if it is released as active on 11/8
then I probably won't use the beta, but just wait until tomarrow to
get the active update.

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RE: [hlcoders] New SDK Update is Out As Beta

2006-11-06 Thread Mike Durand
Yes, it will be made active on 11/8 in the US. So that's two days from
now for us here in the US. :)

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Monday, November 06, 2006 9:26 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New SDK Update is Out As Beta

Will the code be released as active SDK on 11/8 as originally planned?
The reason I am asking is because if it is released as active on 11/8
then I probably won't use the beta, but just wait until tomarrow to get
the active update.

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Re: [hlcoders] linux binary compiling issues, missing reference

2006-11-06 Thread Stefan

i thought the latest update was compatible with gcc 4, too? and i only had
trouble with gcc 3.4.1.

stefan

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Re: [hlcoders] linux binary compiling issues, missing reference

2006-11-06 Thread Nick

I believe I have compiled sucessfully with 3.4.4 .  I believe that
gcc4.0 is still broken though.

On 11/6/06, Stefan [EMAIL PROTECTED] wrote:

i thought the latest update was compatible with gcc 4, too? and i only had
trouble with gcc 3.4.1.

stefan

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Re: [hlcoders] linux binary compiling issues, missing reference

2006-11-06 Thread Stefan Bermig

uhh...

i forgot to add the new libraries to the Makefile, my bad. now this error
is gone, but i ran right into the next one. using gcc 3.4 and gcc 4.1

/stefan/srcds/src/dlls/ai_activity.o -c
/home/stefan/srcds/src/dlls/ai_activity.cpp
In file included from /home/stefan/srcds/src/dlls/../public/vector.h:35,
 from /home/stefan/srcds/src/dlls/../public/vmatrix.h:34,
 from /home/stefan/srcds/src/dlls/cbase.h:41,
 from /home/stefan/srcds/src/dlls/ai_activity.cpp:7:
/usr/lib/gcc/i586-suse-linux/4.1.0/include/xmmintrin.h:35:3: error: #error
SSE instruction set not enabled
/home/stefan/srcds/src/dlls/../public/vector.h:234: error: expected ‘;’
before ‘’ token
/home/stefan/srcds/src/dlls/../public/vector.h:235: error: expected `;'
before ‘const’
/home/stefan/srcds/src/dlls/../public/vector.h:235: error: expected ‘;’
before ‘’ token
/home/stefan/srcds/src/dlls/../public/vector.h:238: error: expected `;'
before ‘void’
/home/stefan/srcds/src/dlls/../public/vector4d.h:160: error: expected ‘;’
before ‘’ token
/home/stefan/srcds/src/dlls/../public/vector4d.h:161: error: expected `;'
before ‘const’
/home/stefan/srcds/src/dlls/../public/vector4d.h:161: error: expected ‘;’
before ‘’ token
/home/stefan/srcds/src/dlls/../public/vector4d.h:163: error: expected `;'
before ‘private’
/home/stefan/srcds/src/dlls/../public/vector4d.h: In member function ‘void
Vector4DAligned::InitZero()’:
/home/stefan/srcds/src/dlls/../public/vector4d.h:632: error: ‘class
Vector4DAligned’ has no member named ‘AsM128’
/home/stefan/srcds/src/dlls/../public/vector4d.h:632: error: ‘_mm_set1_ps’
was not declared in this scope
/home/stefan/srcds/src/dlls/../public/vector4d.h: In function ‘void
Vector4DWeightMADSSE(vec_t, const Vector4DAligned, Vector4DAligned,
const Vector4DAligned, Vector4DAligned)’:
/home/stefan/srcds/src/dlls/../public/vector4d.h:663: error: ‘__m128’ was
not declared in this scope
/home/stefan/srcds/src/dlls/../public/vector4d.h:663: error: expected `;'
before ‘packed’
/home/stefan/srcds/src/dlls/../public/vector4d.h:666: error: ‘class
Vector4DAligned’ has no member named ‘AsM128’
/home/stefan/srcds/src/dlls/../public/vector4d.h:666: error: ‘class
Vector4DAligned’ has no member named ‘AsM128’
/home/stefan/srcds/src/dlls/../public/vector4d.h:666: error: ‘const class
Vector4DAligned’ has no member named ‘AsM128’
/home/stefan/srcds/src/dlls/../public/vector4d.h:666: error: ‘packed’ was
not declared in this scope
/home/stefan/srcds/src/dlls/../public/vector4d.h:666: error: ‘_mm_mul_ps’
was not declared in this scope
/home/stefan/srcds/src/dlls/../public/vector4d.h:666: error: ‘_mm_add_ps’
was not declared in this scope
/home/stefan/srcds/src/dlls/../public/vector4d.h:667: error: ‘class
Vector4DAligned’ has no member named ‘AsM128’
/home/stefan/srcds/src/dlls/../public/vector4d.h:667: error: ‘class
Vector4DAligned’ has no member named ‘AsM128’
/home/stefan/srcds/src/dlls/../public/vector4d.h:667: error: ‘const class
Vector4DAligned’ has no member named ‘AsM128’
make[1]: *** [obj/server_i486//home/stefan/srcds/src/dlls/ai_activity.o]
Error 1

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Re: [hlcoders] linux binary compiling issues, missing reference

2006-11-06 Thread Stefan Bermig

got a nice hint

-msse fixed that error :)

so now i have to fix another minor one to get it running, thanks for you
help guys.

stefan

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RE: [hlcoders] Wacked animations

2006-11-06 Thread Adam amckern Mckern
No, this is the old code basw - i did my testing in a
non-porduction build

I went back to the august code/sdk after finding that
CST where not supported, not a good move on valves
part - many mods are still to upgrade if at all - and
there are still levels geting made for them on the old
220/330 base.

Adam

--- Mike Durand [EMAIL PROTECTED] wrote:

 Is this issue new with the beta SDK?

 -Thanks,
  Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On
 Behalf Of Adam
 amckern Mckern
 Sent: Sunday, November 05, 2006 9:28 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Wacked animations

 Yeah, i have rebooted many times - same issue

 Adam

 --- Nick [EMAIL PROTECTED] wrote:

  I have seen the wacked animation you describe
 before. I think a
  restart fixed it somehow.
 
  On 11/5/06, Adam amckern Mckern
 [EMAIL PROTECTED]
  wrote:
   ===Wacked animations===
  
   For some reason my animations are all lagged out
  (on
   default weapons in a ep1: sp mod code base),
 this
  has
   happened between compiles, and I changed no
 code.
  
   Links to videos -
   NORMAL
 http://www.youtube.com/watch?v=MiNQ4US4w4o
   WACKED
 http://www.youtube.com/watch?v=Dh6Z9MqZ3JA
  
   Adam
  
   
   Nigredo Studios http://www.nigredostudios.com
  
  
  
  
 


 
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Re: [hlcoders] Wacked animations

2006-11-06 Thread Nick

what is CST?

On 11/6/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:

No, this is the old code basw - i did my testing in a
non-porduction build

I went back to the august code/sdk after finding that
CST where not supported, not a good move on valves
part - many mods are still to upgrade if at all - and
there are still levels geting made for them on the old
220/330 base.

Adam

--- Mike Durand [EMAIL PROTECTED] wrote:

 Is this issue new with the beta SDK?

 -Thanks,
  Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On
 Behalf Of Adam
 amckern Mckern
 Sent: Sunday, November 05, 2006 9:28 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Wacked animations

 Yeah, i have rebooted many times - same issue

 Adam

 --- Nick [EMAIL PROTECTED] wrote:

  I have seen the wacked animation you describe
 before. I think a
  restart fixed it somehow.
 
  On 11/5/06, Adam amckern Mckern
 [EMAIL PROTECTED]
  wrote:
   ===Wacked animations===
  
   For some reason my animations are all lagged out
  (on
   default weapons in a ep1: sp mod code base),
 this
  has
   happened between compiles, and I changed no
 code.
  
   Links to videos -
   NORMAL
 http://www.youtube.com/watch?v=MiNQ4US4w4o
   WACKED
 http://www.youtube.com/watch?v=Dh6Z9MqZ3JA
  
   Adam
  
   
   Nigredo Studios http://www.nigredostudios.com
  
  
  
  
 


 
   Get your email and see which of your friends are
  online - Right on the New Yahoo.com
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 view the list archives,

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Re: [hlcoders] Wacked animations

2006-11-06 Thread Adam amckern Mckern
Custom source tools, they are faster, and have legecy
support for the mods that wont be upgradeing to appid
215.

http://www.zhlt.tk

--- Nick [EMAIL PROTECTED] wrote:

 what is CST?

 On 11/6/06, Adam amckern Mckern [EMAIL PROTECTED]
 wrote:
  No, this is the old code basw - i did my testing
 in a
  non-porduction build
 
  I went back to the august code/sdk after finding
 that
  CST where not supported, not a good move on valves
  part - many mods are still to upgrade if at all -
 and
  there are still levels geting made for them on the
 old
  220/330 base.
 
  Adam
 
  --- Mike Durand [EMAIL PROTECTED] wrote:
 
   Is this issue new with the beta SDK?
  
   -Thanks,
Mike
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]
 On
   Behalf Of Adam
   amckern Mckern
   Sent: Sunday, November 05, 2006 9:28 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Wacked animations
  
   Yeah, i have rebooted many times - same issue
  
   Adam
  
   --- Nick [EMAIL PROTECTED] wrote:
  
I have seen the wacked animation you describe
   before. I think a
restart fixed it somehow.
   
On 11/5/06, Adam amckern Mckern
   [EMAIL PROTECTED]
wrote:
 ===Wacked animations===

 For some reason my animations are all lagged
 out
(on
 default weapons in a ep1: sp mod code base),
   this
has
 happened between compiles, and I changed no
   code.

 Links to videos -
 NORMAL
   http://www.youtube.com/watch?v=MiNQ4US4w4o
 WACKED
   http://www.youtube.com/watch?v=Dh6Z9MqZ3JA

 Adam

 
 Nigredo Studios
 http://www.nigredostudios.com




   
  
 


   
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 are
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Re: [hlcoders] Wacked animations

2006-11-06 Thread Nick

I spent a good 10 minutes browsing your site and have no clear
understanding of exactly what CST does, or why I should use them
opposed to using VALVe's source tools.

Also, this is clearly off topic but I think your site is too dark and
too confusing.

On 11/6/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:

Custom source tools, they are faster, and have legecy
support for the mods that wont be upgradeing to appid
215.

http://www.zhlt.tk

--- Nick [EMAIL PROTECTED] wrote:

 what is CST?

 On 11/6/06, Adam amckern Mckern [EMAIL PROTECTED]
 wrote:
  No, this is the old code basw - i did my testing
 in a
  non-porduction build
 
  I went back to the august code/sdk after finding
 that
  CST where not supported, not a good move on valves
  part - many mods are still to upgrade if at all -
 and
  there are still levels geting made for them on the
 old
  220/330 base.
 
  Adam
 
  --- Mike Durand [EMAIL PROTECTED] wrote:
 
   Is this issue new with the beta SDK?
  
   -Thanks,
Mike
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]
 On
   Behalf Of Adam
   amckern Mckern
   Sent: Sunday, November 05, 2006 9:28 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Wacked animations
  
   Yeah, i have rebooted many times - same issue
  
   Adam
  
   --- Nick [EMAIL PROTECTED] wrote:
  
I have seen the wacked animation you describe
   before. I think a
restart fixed it somehow.
   
On 11/5/06, Adam amckern Mckern
   [EMAIL PROTECTED]
wrote:
 ===Wacked animations===

 For some reason my animations are all lagged
 out
(on
 default weapons in a ep1: sp mod code base),
   this
has
 happened between compiles, and I changed no
   code.

 Links to videos -
 NORMAL
   http://www.youtube.com/watch?v=MiNQ4US4w4o
 WACKED
   http://www.youtube.com/watch?v=Dh6Z9MqZ3JA

 Adam

 
 Nigredo Studios
 http://www.nigredostudios.com




   
  
 


   
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 are
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Re: [hlcoders] Wacked animations

2006-11-06 Thread John Sheu
On Monday 06 November 2006 7:56 pm, Nick wrote:
 I spent a good 10 minutes browsing your site and have no clear
 understanding of exactly what CST does, or why I should use them
 opposed to using VALVe's source tools.

For HL1 mapping, at least, ZHLT and its derivatives (I'm guessing this
includes CST) is a large improvement on VALVe's source tools.  If you're
mapping for Natural Selection, for example, I doubt that any of the official
maps are compiled by anything but these.

Of course, I could be totally wrong.

-John Sheu

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Re: [hlcoders] Wacked animations

2006-11-06 Thread Adam amckern Mckern
Yeah Nick and my self just had a good chat off list,
thanks for the info anyway, i should have closed with
an answer.

--- John Sheu [EMAIL PROTECTED] wrote:

 On Monday 06 November 2006 7:56 pm, Nick wrote:
  I spent a good 10 minutes browsing your site and
 have no clear
  understanding of exactly what CST does, or why I
 should use them
  opposed to using VALVe's source tools.

 For HL1 mapping, at least, ZHLT and its derivatives
 (I'm guessing this
 includes CST) is a large improvement on VALVe's
 source tools.  If you're
 mapping for Natural Selection, for example, I doubt
 that any of the official
 maps are compiled by anything but these.

 Of course, I could be totally wrong.

 -John Sheu

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