Re: [hlcoders] Open Source Mods
Thank you everybody for your answers! :) 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
Re: [hlcoders] Open Source Mods
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 ___ 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
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 ___ 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] 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 >>> >>> >>> >>> >>>___ >>>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] Open Source Mods
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. > > > > > > > > ___ > > 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 > -- > > ___ > 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] Open Source Mods
-- [ 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 > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > SteveUK -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Open Source Mods
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] min/max errors with Linux compile [SOLUTION]
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
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Open Source Mods
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
Re: [hlcoders] Particle Emitters automatically released?
-- [ 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?). > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders