[hlcoders] Create new mod crash
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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. ___ 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 __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Create new mod crash
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. ___ 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 __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.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] Create new mod crash
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. ___ 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 __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.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 __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Disable sprint test cast upon +use?
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 __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Disable sprint test cast upon +use?
-- [ 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 __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.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] Linux DS Build problem
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ 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] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux DS Build problem
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 ___ 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] IPhysicsEnvironment::SweepCollideable()
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 ___ 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] IPhysicsEnvironment::SweepCollideable()
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Split Collision Routines
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Particle Emitters automatically released?
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?). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders