Re: [hlcoders] linux binary compiling issues, missing reference
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] missing symbols
-- [ 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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK Base
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 ___ 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] Wacked animations
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 (http://www.yahoo.com/preview) ___ 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 Nigredo Studios http://www.nigredostudios.com We have the perfect Group for you. Check out the handy changes to Yahoo! Groups (http://groups.yahoo.com) ___ 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
[hlcoders] RE: [hlcoders] Re: [hlcoders] Re: [hlcoder s] Re: [hlcoders] Re: [hlcoders] Mod doe sn´t load its own dlls
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 -- ___ 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] 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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- /ProZak -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Hammer crashing during Internet access, and Help issues
-- [ 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 ___ 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 Nigredo Studios http://www.nigredostudios.com Get your email and see which of your friends are online - Right on the New Yahoo.com (http://www.yahoo.com/preview) ___ 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] missing symbols
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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- /ProZak -- ___ 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 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] New SDK Update is Out As Beta
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. ___ 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 binary compiling issues, missing reference
i thought the latest update was compatible with gcc 4, too? and i only had trouble with gcc 3.4.1. stefan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] linux binary compiling issues, missing reference
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 ___ 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 binary compiling issues, missing reference
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] linux binary compiling issues, missing reference
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Wacked animations
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 (http://www.yahoo.com/preview) ___ 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 Nigredo Studios http://www.nigredostudios.com We have the perfect Group for you. Check out the handy changes to Yahoo! Groups (http://groups.yahoo.com) ___ 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 Nigredo Studios http://www.nigredostudios.com Sponsored Link $200,000 mortgage for $660/mo - 30/15 yr fixed, reduce debt, home equity - Click now for info http://yahoo.ratemarketplace.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Wacked animations
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 (http://www.yahoo.com/preview) ___ 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 Nigredo Studios http://www.nigredostudios.com We have the perfect Group for you. Check out the handy changes to Yahoo! Groups (http://groups.yahoo.com) ___ 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 Nigredo Studios http://www.nigredostudios.com Sponsored Link $200,000 mortgage for $660/mo - 30/15 yr fixed, reduce debt, home equity - Click now for info http://yahoo.ratemarketplace.com ___ 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] Wacked animations
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 Get your email and see which of your friends are online - Right on the New Yahoo.com (http://www.yahoo.com/preview) ___ 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 Nigredo Studios http://www.nigredostudios.com We have the perfect Group for you. Check out the handy changes to Yahoo! Groups (http://groups.yahoo.com) ___ 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 Nigredo Studios http://www.nigredostudios.com Sponsored Link $200,000 mortgage for $660/mo - 30/15 yr fixed, reduce debt, home equity - Click now for info http://yahoo.ratemarketplace.com ___ 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 Nigredo Studios http://www.nigredostudios.com Cheap talk? Check out Yahoo! Messenger's low PC-to-Phone call rates. http://voice.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Wacked animations
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 Get your email and see which of your friends are online - Right on the New Yahoo.com (http://www.yahoo.com/preview) ___ 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 Nigredo Studios http://www.nigredostudios.com We have the perfect Group for you. Check out the handy changes to Yahoo! Groups (http://groups.yahoo.com) ___ 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 Nigredo Studios http://www.nigredostudios.com Sponsored Link $200,000 mortgage for $660/mo - 30/15 yr fixed, reduce debt, home equity - Click now for info http://yahoo.ratemarketplace.com ___ 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 Nigredo Studios http://www.nigredostudios.com Cheap talk? Check out Yahoo! Messenger's low PC-to-Phone call rates. http://voice.yahoo.com ___ 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] Wacked animations
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Wacked animations
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com Sponsored Link $200,000 mortgage for $660/mo - 30/15 yr fixed, reduce debt, home equity - Click now for info http://yahoo.ratemarketplace.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders