[hlcoders] Create new mod crash

2007-01-05 Thread Django Merope-Synge

After I've created a new mod using the SDK button (singleplayer), I check it
has the GCF of 215 to loads, then I make a map, add a background menu
material. Then, every time I try to load the mod, it shows up the menu
loading background for a second, then crashes, giving an engine error:
Could not load library client

Anyone got any ideas?

Cheers.


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Re: [hlcoders] Create new mod crash

2007-01-05 Thread Adam amckern Mckern
You will need to build the dll with an appliaction
like visual studio 2003, or visual studio c++ express
2005.

If your never going to change the code (add new
monsters etc), then you can just copy the client.dll
and server.dll from the 'Half Life 2 Episode One' GCF.

Adam


--- Django Merope-Synge
[EMAIL PROTECTED] wrote:

 After I've created a new mod using the SDK button
 (singleplayer), I check it
 has the GCF of 215 to loads, then I make a map, add
 a background menu
 material. Then, every time I try to load the mod, it
 shows up the menu
 loading background for a second, then crashes,
 giving an engine error:
 Could not load library client

 Anyone got any ideas?

 Cheers.


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Re: [hlcoders] Create new mod crash

2007-01-05 Thread Django Merope-Synge

Cheers. I'm compiling it now. It should work. Thanks for the quick reply!
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, January 05, 2007 9:56 PM
Subject: Re: [hlcoders] Create new mod crash



You will need to build the dll with an appliaction
like visual studio 2003, or visual studio c++ express
2005.

If your never going to change the code (add new
monsters etc), then you can just copy the client.dll
and server.dll from the 'Half Life 2 Episode One' GCF.

Adam


--- Django Merope-Synge
[EMAIL PROTECTED] wrote:


After I've created a new mod using the SDK button
(singleplayer), I check it
has the GCF of 215 to loads, then I make a map, add
a background menu
material. Then, every time I try to load the mod, it
shows up the menu
loading background for a second, then crashes,
giving an engine error:
Could not load library client

Anyone got any ideas?

Cheers.


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Re: [hlcoders] Create new mod crash

2007-01-05 Thread Adam amckern Mckern
No problems

You will also want to bookmark this wiki page as well
- it has many, many fixes (39 topics and counting) for
errors you may run into
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List

Adam


--- Django Merope-Synge
[EMAIL PROTECTED] wrote:

 Cheers. I'm compiling it now. It should work. Thanks
 for the quick reply!
 - Original Message -
 From: Adam amckern Mckern [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Friday, January 05, 2007 9:56 PM
 Subject: Re: [hlcoders] Create new mod crash


  You will need to build the dll with an appliaction
  like visual studio 2003, or visual studio c++
 express
  2005.
 
  If your never going to change the code (add new
  monsters etc), then you can just copy the
 client.dll
  and server.dll from the 'Half Life 2 Episode One'
 GCF.
 
  Adam
 
 
  --- Django Merope-Synge
  [EMAIL PROTECTED] wrote:
 
  After I've created a new mod using the SDK button
  (singleplayer), I check it
  has the GCF of 215 to loads, then I make a map,
 add
  a background menu
  material. Then, every time I try to load the mod,
 it
  shows up the menu
  loading background for a second, then crashes,
  giving an engine error:
  Could not load library client
 
  Anyone got any ideas?
 
  Cheers.
 
 
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  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
 
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 protection around
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 view the list archives,
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[hlcoders] Disable sprint test cast upon +use?

2007-01-05 Thread Adam \amckern\ Mckern
Hey!

I have a full screen effect (motion blur) when you are
in the pPlayer(isSprinting).

However, when ever you pickup a world object with +use
the motion blur spritning is enabled and it seems to
be there is a test case for checking if you are
sprinting when picking up an object.


What i would like to do is disable the test case.


I have done a full grep on the sdk and cant seem to
find where the test case is called. The player in this
game is going to be able to sprint if they have hold
of something or not anyway, so i dont mind if i
destroy the hole 'player cant sprint while holding
crate' check test case to get rid of this bug.

Thanks guys

Adam


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Re: [hlcoders] Disable sprint test cast upon +use?

2007-01-05 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
Put a breakpoint at CHL2_Player::EnableSprint you will see its called from
CPlayerPickupController::Init to disable sprinting when the player is
controlling a physics object.

Regards,

Paul

On 1/5/07, Adam amckern Mckern [EMAIL PROTECTED] wrote:

 Hey!

 I have a full screen effect (motion blur) when you are
 in the pPlayer(isSprinting).

 However, when ever you pickup a world object with +use
 the motion blur spritning is enabled and it seems to
 be there is a test case for checking if you are
 sprinting when picking up an object.


 What i would like to do is disable the test case.


 I have done a full grep on the sdk and cant seem to
 find where the test case is called. The player in this
 game is going to be able to sprint if they have hold
 of something or not anyway, so i dont mind if i
 destroy the hole 'player cant sprint while holding
 crate' check test case to get rid of this bug.

 Thanks guys

 Adam

 
 Nigredo Studios http://www.nigredostudios.com

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[hlcoders] Linux DS Build problem

2007-01-05 Thread Sylvain Rochette

I having hard time to build the linux version of our mod.

One year ago, the linux build was building fine, but we did not use the
linux the last year (2006).
With the big sdk update from the last summer, stuff probably changed. But i
am not sure if its related to that (i think not)

Here the error, i am not sure if its related to the parsing with hl_sdk or
its because i really miss the compiler. But i did not
change anything on this computer, the last time i open it (one year ago) was
to compile the mod and was working fine.

make

if [ -z /usr/bin/gcc-3.4 ]; then echo Compiler not defined.; exit; fi

if [ ! -d /home/srochette/srcds_l/ii/src/linux_ii];then mkdir
/home/srochette/srcds_l/ii/src/linux_ii;fi

cd /home/srochette/srcds_l/ii/src/linux_ii

if [ ! -f tier0_i486.so ]; then ln -s ./bin/tier0_i486.so .; fi

if [ ! -f vstdlib_i486.so ]; then ln -s ./bin/vstdlib_i486.so .; fi

./vcpm /mnt/ii_source/dlls/hl_sdk.vcproj

make: *** [mod] Segmentation fault




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RE: [hlcoders] Linux DS Build problem

2007-01-05 Thread Alfred Reynolds
Try rm ./vcpm  make vcpm and then run your make again.

Sylvain Rochette wrote:
 I having hard time to build the linux version of our mod.

 One year ago, the linux build was building fine, but we did not use
 the
 linux the last year (2006).
 With the big sdk update from the last summer, stuff probably changed.
 But i
 am not sure if its related to that (i think not)

 Here the error, i am not sure if its related to the parsing with
 hl_sdk or
 its because i really miss the compiler. But i did not
 change anything on this computer, the last time i open it (one year
 ago) was
 to compile the mod and was working fine.

 make

 if [ -z /usr/bin/gcc-3.4 ]; then echo Compiler not defined.;
 exit; fi

 if [ ! -d /home/srochette/srcds_l/ii/src/linux_ii];then mkdir
 /home/srochette/srcds_l/ii/src/linux_ii;fi

 cd /home/srochette/srcds_l/ii/src/linux_ii

 if [ ! -f tier0_i486.so ]; then ln -s ./bin/tier0_i486.so .; fi

 if [ ! -f vstdlib_i486.so ]; then ln -s ./bin/vstdlib_i486.so .; fi

 ./vcpm /mnt/ii_source/dlls/hl_sdk.vcproj

 make: *** [mod] Segmentation fault




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[hlcoders] IPhysicsEnvironment::SweepCollideable()

2007-01-05 Thread John Sheu
Is IPhysicsEnvironment::SweepCollideable() supposed to work?

It looks to me like a decent way to get a collision hull swept at arbitrary
angles, but it doesn't seem to work.  The allsolid and startsolid flags
are set true on return, and fraction is set to an un-$DEITY-like small
value, and the two Vector fields are set to strange values.  Even the
ShouldHitObject() on the IPhysicsTraceFilter I pass in doesn't seem to be
called.

-John Sheu

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Re: [hlcoders] Linux DS Build problem

2007-01-05 Thread Sylvain Rochette

Ok done, i downloaded the latest source from public/utils and builded vcpm.

I still got the same error when building my mod

make: *** [mod] Segmentation fault


- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, January 05, 2007 1:41 PM
Subject: RE: [hlcoders] Linux DS Build problem



Try rm ./vcpm  make vcpm and then run your make again.

Sylvain Rochette wrote:

I having hard time to build the linux version of our mod.

One year ago, the linux build was building fine, but we did not use
the
linux the last year (2006).
With the big sdk update from the last summer, stuff probably changed.
But i
am not sure if its related to that (i think not)

Here the error, i am not sure if its related to the parsing with
hl_sdk or
its because i really miss the compiler. But i did not
change anything on this computer, the last time i open it (one year
ago) was
to compile the mod and was working fine.

make

if [ -z /usr/bin/gcc-3.4 ]; then echo Compiler not defined.;
exit; fi

if [ ! -d /home/srochette/srcds_l/ii/src/linux_ii];then mkdir
/home/srochette/srcds_l/ii/src/linux_ii;fi

cd /home/srochette/srcds_l/ii/src/linux_ii

if [ ! -f tier0_i486.so ]; then ln -s ./bin/tier0_i486.so .; fi

if [ ! -f vstdlib_i486.so ]; then ln -s ./bin/vstdlib_i486.so .; fi

./vcpm /mnt/ii_source/dlls/hl_sdk.vcproj

make: *** [mod] Segmentation fault




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RE: [hlcoders] IPhysicsEnvironment::SweepCollideable()

2007-01-05 Thread Jay Stelly
SweepCollideable() and TraceRay() are currently stub implementations in
IPhysicsEnvironment, so no.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
 Sent: Friday, January 05, 2007 11:40 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] IPhysicsEnvironment::SweepCollideable()

 Is IPhysicsEnvironment::SweepCollideable() supposed to work?

 It looks to me like a decent way to get a collision hull
 swept at arbitrary angles, but it doesn't seem to work.  The
 allsolid and startsolid flags are set true on return, and
 fraction is set to an un-$DEITY-like small value, and the
 two Vector fields are set to strange values.  Even the
 ShouldHitObject() on the IPhysicsTraceFilter I pass in
 doesn't seem to be called.

 -John Sheu

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 archives, please visit:
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Re: [hlcoders] IPhysicsEnvironment::SweepCollideable()

2007-01-05 Thread John Sheu
On Friday 05 January 2007 1:46 pm, Jay Stelly wrote:
 SweepCollideable() and TraceRay() are currently stub implementations in
 IPhysicsEnvironment, so no.

L
O
L

Anger and hilarity makes for an interesting mix of emotion.

At least some notion of a warning to this effect in vphysics_interface.h would
have been *nice*.

-John Sheu

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[hlcoders] Split Collision Routines

2007-01-05 Thread Daniel Menard
--
[ Picked text/plain from multipart/alternative ]
Is it at all possible to hot-swap VPhysics Objects in the middle of
simulation depending on what is being collided against? Say for energy
shields, where we want players to go through, but other objects to hit the
shield. We could also use it for performance boosting our vehicles by having
a world-collide model which would be much simpler than the player-collide
model. Are these swaps possible? If not, could it be done by somehow
simulating two objects for the same entity with different collision groups?
Something along these lines would be useful and I would like everyone (and
Valve's) insight on the problem.
--

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[hlcoders] Particle Emitters automatically released?

2007-01-05 Thread Minh

I was looking at some of the special f/x code for things such as blood and I
noticed when they created a particle emitter by invoking
CBloodSprayEmitter::Create (bloodpuff);

they never explicitly call the CBloodSprayEmitter::Release.
So , I'm wondering do the particle emitters get released automatically? and
if so, under what conditions? (e.g. when they stop emitting particles after
a certain amount of time?).


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