Re: [hlcoders] Open Source Mods

2007-01-06 Thread Nikolaos Tzimoulis

Thank you everybody for your answers! :)


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Re: [hlcoders] Open Source Mods

2007-01-06 Thread Slash

I'm thinking of starting an open source mod for Source. Can someone
please inform me about Valve's policy on the matter? I'd imagine that
I'm not supposed to put up the source code like that, but I think it
could work well with just diff files, right?


The Battle Grounds (BG), an American Revolutionary War modification
for Half-Life 1 & 2 is open source. BG1 is for the original Half-Life
engine and BG2 is for the Source engine. Both are open source and
available from http://www.bgmod.com/

-Slash

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Re: [hlcoders] Linux DS Build problem

2007-01-06 Thread Sylvain Rochette

Yeah Alfed helped me the last day, i finally installed a new linux version
Slackware 11 with vmware on my xp and now everything work fine.

- Original Message -
From: <[EMAIL PROTECTED]>
To: ; 
Sent: Saturday, January 06, 2007 6:41 PM
Subject: Re: [hlcoders] Linux DS Build problem


I saw a vcpm crasher on an older version of linux that had an
pre-requirements version of glibc in the lib path.  It's probably something
like that, if not that exact issue.  See the SDK Linux wiki page.

At 2007/01/05 01:42 PM, Sylvain Rochette wrote:

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: 
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] Linux DS Build problem

2007-01-06 Thread bloodykenny
I saw a vcpm crasher on an older version of linux that had an pre-requirements 
version of glibc in the lib path.  It's probably something like that, if not 
that exact issue.  See the SDK Linux wiki page.

At 2007/01/05 01:42 PM, Sylvain Rochette wrote:
>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: 
>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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>>
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>>
>
>
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Re: [hlcoders] Open Source Mods

2007-01-06 Thread Adam \"amckern\" Mckern
The Spirit mod for Half-Life 1 -
http://spirit.valve-erc.com was open source, and i
know of  few mods that based there code on it - such
as partical emiters, etc.

Adam


--- Matt Stafford <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Open Source mods are fine, because all you'll be
> showing that other people
> don't have access to will be what you've written. I
> know NimMod has already
> gone open source with no issues
>
> On 1/7/07, Nikolaos Tzimoulis <[EMAIL PROTECTED]>
> wrote:
> >
> > Hello,
> >
> > I'm thinking of starting an open source mod for
> Source. Can someone
> > please inform me about Valve's policy on the
> matter? I'd imagine that
> > I'm not supposed to put up the source code like
> that, but I think it
> > could work well with just diff files, right?
> >
> > I'm looking forward for an answer. :)
> >
> > Nicholas
> >
> >
>

> > This message was sent using IMP, the Internet
> Messaging Program.
> >
> >
> >
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> view the list archives,
> > please visit:
> >
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Matt Stafford (Wraiyth)
> http://wraiyth.freesuperhost.com
> NightFall HL2 Mod -
> http://nightfall.nigredostudios.com
> --
>
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Nigredo Studios http://www.nigredostudios.com

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Re: [hlcoders] Open Source Mods

2007-01-06 Thread Stephen Swires
--
[ Picked text/plain from multipart/alternative ]
I think going open source or making an open source mod is a great idea, it
shows us SDK n00bs how to get stuff done, yeah there's always the problem
with people just copying your code but it can be nice for the learning
experience.

I hope to hear more about open source mods in the future.

On 1/6/07, Matt Stafford <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Open Source mods are fine, because all you'll be showing that other people
> don't have access to will be what you've written. I know NimMod has
> already
> gone open source with no issues
>
> On 1/7/07, Nikolaos Tzimoulis <[EMAIL PROTECTED]> wrote:
> >
> > Hello,
> >
> > I'm thinking of starting an open source mod for Source. Can someone
> > please inform me about Valve's policy on the matter? I'd imagine that
> > I'm not supposed to put up the source code like that, but I think it
> > could work well with just diff files, right?
> >
> > I'm looking forward for an answer. :)
> >
> > Nicholas
> >
> > 
> > This message was sent using IMP, the Internet Messaging Program.
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Matt Stafford (Wraiyth)
> http://wraiyth.freesuperhost.com
> NightFall HL2 Mod - http://nightfall.nigredostudios.com
> --
>
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SteveUK
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Re: [hlcoders] Open Source Mods

2007-01-06 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Open Source mods are fine, because all you'll be showing that other people
don't have access to will be what you've written. I know NimMod has already
gone open source with no issues

On 1/7/07, Nikolaos Tzimoulis <[EMAIL PROTECTED]> wrote:
>
> Hello,
>
> I'm thinking of starting an open source mod for Source. Can someone
> please inform me about Valve's policy on the matter? I'd imagine that
> I'm not supposed to put up the source code like that, but I think it
> could work well with just diff files, right?
>
> I'm looking forward for an answer. :)
>
> Nicholas
>
> 
> This message was sent using IMP, the Internet Messaging Program.
>
>
>
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>


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Re: [hlcoders] min/max errors with Linux compile [SOLUTION]

2007-01-06 Thread bloodykenny
See 
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#First_big_pass_at_-Wall_and_consistent_code
for a more thorough and robust elimination of Valve's bad practice of using 
min/max macros, which I posted a year or so ago (probably where some of yall 
remember this discussion going on before.)

At 2007/01/02 05:53 PM, you wrote:
>Sorry, i have forgotten to had this in my mail !
>
>I have writed :
>
>#ifndef _WIN32
>#undef min
>#undef max
>#endif
>
>Because only windows sdk don't compatible with stdc++ ^^
>In a dream it's possible to compile on Solaris, GNU/Hurd system, HP-UX
>etc...
>(It's not possible because any specific asm code used into source).
>
>I don't have any other problems.
>Check your case filename and #include.
>
>You can process many modification of sdk source with my script.
>_ rename all directory and .cpp  and .h to low case.
>_ all #include  are rewrite in lowcase.
>_ all .vcproj modified for convert filename to lowcase.
>_ hl_sdk.vcproj corrected (the bad ";" converted to ",")
>_ Makefile.vcpm modified for use lowcase
>_ info_darknessmode_lightsource.cpp corrected
>_ add #undef... to stdstring.h
>
>This script can be run with sdk already modified (Perfect Dark Mod have
>used it succefully).
>And it can detect if action already processed.
>
>Download here :
>http://bombela.free.fr/data/LowCaseAndPatchSourceSDK.sh
>
>Good play ;)
>
>@+
>Bombela.
>
>PS: Sorry for my bad english.
>
>Jed a écrit :
>>Thanks,
>>
>>That worked for me, althoug I had to do it like this:
>>
>>#ifdef _LINUX
>>#undef min
>>#undef max
>>#endif
>>
>>or my Windows build wouldn't compile.
>>
>>Well thats one problem solved. Now I have a big error with
>>memoverride.cpp but I belive thats already logged in bugzilla.
>>
>>- Jed
>>
>>
>>On 30/12/06, Bombela <[EMAIL PROTECTED]> wrote:
>>>This is a multi-part message in MIME format.
>>>--
>>>[ Picked text/plain from multipart/alternative ]
>>>Hello,
>>>
>>>The problem is a conflit with valve definition of min/max in
>>>public/minmax.h and the definition in stdc++ (file "limits").
>>>
>>>Tank for your tip Garry.
>>>
>>>For resolve it's simple.
>>>In file public/stdstring.h of your Source SDK, you can add :
>>>
>>>#undef min
>>>#undef max
>>>
>>>before : #include 
>>>
>>>The include  use  and others files when use stdc++
>>>min/max definition.
>>>
>>>The compilation with gcc 3.4.6 is now possible.
>>>
>>>$ gcc-3.4 -dumpversion
>>>3.4.6
>>>$ du -h server_i486.so
>>>du: cannot access `server_i486.so': No such file or directory
>>>$ time make -j5 -f Makefile
>>>[...]
>>>ccache g++-3.4 -w -I../dlls/. -I../dlls/../utils...
>>>[...]
>>> /usr/local/lib/libstdc++.so.6.0.1
>>>/usr/local/lib/gcc/i486-linux-gnu/3.4.1/libgcc_eh.a
>>>make[1]: Leaving directory `/media/fast/pdark/code/src/linux_sdk'
>>>
>>>real1m23.312s
>>>user2m45.022s
>>>sys 0m27.522s
>>>$ du -h server_i486.so
>>>14M server_i486.so
>>>
>>>Coool ;)
>>>
>>>Bombela
>>>(Pssst' : Sorry for my bad english !)
>>>
>>>Garry Newman a écrit :
 --
 [ Picked text/plain from multipart/alternative ]
 I came across this about a year ago too. It was a pretty common
>>>problem -
 not sure why there isn't more info on it (there was back then).

 >From what I remember it's something in stdstring.h. It includes
>>>some file
 that re-defines min and max in linux. The fix was to just #undef
>>>min and
 #undef max and then include another file (I think). Wish I could
>>>find where
 I found out how to fix it.

 garry

 On 12/23/06, Jed <[EMAIL PROTECTED]> wrote:

> Well after solving all the other problems I've managed to get the
> current HL2MP SDK to start compiling but I've hit an error regarding
> min/max.
>
> I've searched the archives and found mention to it but no definate
> answer on how to fix it. I've looked at the KI list for Linux on the
> SDK but it's really confusing as to what issues are from the old SDK,
> which are just with the new or what remain from both.
>
> So, in short - I'm compiling the current 31st Oct 2006 HL2MP codebase
> with GCC 3.4.6.
>
> Everything is set-up and running as far as a build environment is
> concerned and the compile begins before stopping with this:
>
> /usr/bin/g++34 -w -I../dlls/../game_shared/hl2 -I../dlls/.
> -I../dlls/../public -I../dlls/../public/tier1
>>>-I../dlls/../game_shared
> -I../dlls/../utils/common -I../dlls/../dlls -I../dlls/../../dlls
> -I../dlls/../dlls/hl2_dll -I../dlls/../dlls/hl2mp_dll
> -I../dlls/../game_shared/hl2mp -I../dlls/./episodic -DHL2_EPISODIC
> -DHL2MP -DHL2_DLL -DUSES_SAVERESTORE -DNDEBUG -DGAME_DLL
> -Dsprintf=use_Q_snprintf_instead_of_sprintf -DVECTOR
> -Dstrncpy=use_Q_strncpy_instead -D_snprintf=use_Q_snprintf_instead
> -DPROTECTED_THINGS_ENABLE  -mtune=i686 -march=pentium3 -mmmx -O3
> -fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcasecmp
> -D_stricmp=strcasecmp -D_strnicmp=strncas

[hlcoders] "Unable to load authentication library", then crash

2007-01-06 Thread Matthew Lewis

This started about 2 weeks ago. When you try to run the debug version of
a build, the game launches fine to the opening menu. But when the level
starts to load, it gets about half way and then an error box pops up
announcing "Unable to load authentication library, exiting...", followed
by a game crash. Building the release version allows the game to run
normally. What happened to the debug builds?

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[hlcoders] Open Source Mods

2007-01-06 Thread Nikolaos Tzimoulis

Hello,

I'm thinking of starting an open source mod for Source. Can someone
please inform me about Valve's policy on the matter? I'd imagine that
I'm not supposed to put up the source code like that, but I think it
could work well with just diff files, right?

I'm looking forward for an answer. :)

Nicholas


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Re: [hlcoders] Particle Emitters automatically released?

2007-01-06 Thread Jonathan Murphy
--
[ Picked text/plain from multipart/alternative ]
It is a method invoked by CSmartPtr, once all particles have completed their
operations (after a quick look through). Place a breakpoint in
CParticleEffect::Release and look through the call stack also look at how
m_RefCount is used in CParticleEffect.

On 1/6/07, Minh <[EMAIL PROTECTED]> wrote:
>
> 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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