Re: [hlcoders] gpGlobals NULL pointer crash on load
yes i do: sdk_vehicles.bsp On 1/9/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Do you have a map in the maps folder? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] gpGlobals NULL pointer crash on load
i have been looking into it more and when the game is loaded and CServerGameDLL::DLLInit is called the function exits out at around line 500: if ( (scenefilecache = (ISceneFileCache *)engineFactory( SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL ) return false; so gpGlobals never gets initialized. i dont know what needs to be done to fix this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Compiling Source SDK with MinGW
-- [ Picked text/plain from multipart/alternative ] I've been playing around with the source sdk and have been trying to compile it with MinGW and MSYS. Most of the compile errors I encounter are from the pre-processor directives identifying that _WIN32 must mean I'm compiling with an MS compiler, which I have to modify and add a smarter check to. Although I think those problems are just the tip of the iceberg. So I was wondering if other's have looked into building a release that's a bit more compatible MinGW and other alternative compilers and ultimately(IDEs). I'm pretty new to the scene so I don't know if I'm asking a question other's have already answered or not. Thanks, Sunblaze -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] gpGlobals NULL pointer crash on load
I am able to duplicate this so I'll find the problem and let you know what's going on. Sorry about that. -Mike Durand Valve -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stephen Micheals Sent: Tuesday, January 09, 2007 1:32 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] gpGlobals NULL pointer crash on load i have been looking into it more and when the game is loaded and CServerGameDLL::DLLInit is called the function exits out at around line 500: if ( (scenefilecache = (ISceneFileCache *)engineFactory( SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL ) return false; so gpGlobals never gets initialized. i dont know what needs to be done to fix this. ___ 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] Networking Entity, Client = Server Communication
-- [ Picked text/plain from multipart/alternative ] Hi all, Im a long time reader but a first time writer, I know this was discussed many times before but I still have some questions. First of all I have a very basic question. If I have an Entity that has a server-side(CMyEntity) and client-side(C_CMyEntity) part. If there are more than one client connected to the game, how many Objekts exists from the server-side part? Only one CMyEntity on the server and on every Client a C_CMyEntity? Or does for each client a C_CMyEntity and a CMyEntity exist? My situation in short is as follows, a player activates a trigger, the trigger fires on my server-entity, this has to send a message to the client-side of the entity, there it will do something and sends back a msg to the server-side entity, which fires an output. I think Im pretty sure that a trigger cant fire on a client-side entity, thats why I have to catch it on the server-side. The next thing is that I only want to send a notice to the player who caused the firing of the trigger. I know I can get the C_BasedEntity pointer from the inputdata from the parameter of the Inputmethod. But I didnt found anything like GetEntityID, GetClientID or something that, that I could use to compare on the client-side to make sure that this msg is handled on the right client. Atm Im using network variables, but I always have to check if the server has send something, so I would like to use a ClientCmd, but I dont know if every client will get this commend or even if there is a better way. I hope you can help me. Cheers Freddy -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] gpGlobals NULL pointer crash on load
Thanks! On 1/9/07, Mike Durand [EMAIL PROTECTED] wrote: I am able to duplicate this so I'll find the problem and let you know what's going on. Sorry about that. -Mike Durand Valve ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling Source SDK with MinGW
James Smith wrote: -- [ Picked text/plain from multipart/alternative ] I've been playing around with the source sdk and have been trying to compile it with MinGW and MSYS. Most of the compile errors I encounter are from the pre-processor directives identifying that _WIN32 must mean I'm compiling with an MS compiler, which I have to modify and add a smarter check to. Although I think those problems are just the tip of the iceberg. So I was wondering if other's have looked into building a release that's a bit more compatible MinGW and other alternative compilers and ultimately(IDEs). I'm pretty new to the scene so I don't know if I'm asking a question other's have already answered or not. You will have more problems during linking than you did during compiling. The compiled game code that you create must link against libraries that you don't have the source code to (for example the VGUI2 library). These libraries use Microsoft C++ name mangling for exporting function names and unfortunetly, this name mangling isn't compatible with any other compiler/linker. You can not convert the MSVC libraries easily to COFF format (or any other linker format) without having access to the source code to rebuild the libraries. Even if you can get everything to compile, you won't be able to link everything to generate the final DLL(s). Good luck! :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling Source SDK with MinGW
-- [ Picked text/plain from multipart/alternative ] Thanks for the quick reply. Hmm. So what's the alternative? Write the client and server dll's from scratch? Can that even be done? On 1/9/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote: James Smith wrote: -- [ Picked text/plain from multipart/alternative ] I've been playing around with the source sdk and have been trying to compile it with MinGW and MSYS. Most of the compile errors I encounter are from the pre-processor directives identifying that _WIN32 must mean I'm compiling with an MS compiler, which I have to modify and add a smarter check to. Although I think those problems are just the tip of the iceberg. So I was wondering if other's have looked into building a release that's a bit more compatible MinGW and other alternative compilers and ultimately(IDEs). I'm pretty new to the scene so I don't know if I'm asking a question other's have already answered or not. You will have more problems during linking than you did during compiling. The compiled game code that you create must link against libraries that you don't have the source code to (for example the VGUI2 library). These libraries use Microsoft C++ name mangling for exporting function names and unfortunetly, this name mangling isn't compatible with any other compiler/linker. You can not convert the MSVC libraries easily to COFF format (or any other linker format) without having access to the source code to rebuild the libraries. Even if you can get everything to compile, you won't be able to link everything to generate the final DLL(s). Good luck! :) -- Jeffrey botman Broome ___ 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] Compiling Source SDK with MinGW
Use the free Visual Studio Express 2005 if you want a cost free way of compiling. Assuming thats why your using MINGW - Jed On 10/01/07, James Smith [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks for the quick reply. Hmm. So what's the alternative? Write the client and server dll's from scratch? Can that even be done? On 1/9/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote: James Smith wrote: -- [ Picked text/plain from multipart/alternative ] I've been playing around with the source sdk and have been trying to compile it with MinGW and MSYS. Most of the compile errors I encounter are from the pre-processor directives identifying that _WIN32 must mean I'm compiling with an MS compiler, which I have to modify and add a smarter check to. Although I think those problems are just the tip of the iceberg. So I was wondering if other's have looked into building a release that's a bit more compatible MinGW and other alternative compilers and ultimately(IDEs). I'm pretty new to the scene so I don't know if I'm asking a question other's have already answered or not. You will have more problems during linking than you did during compiling. The compiled game code that you create must link against libraries that you don't have the source code to (for example the VGUI2 library). These libraries use Microsoft C++ name mangling for exporting function names and unfortunetly, this name mangling isn't compatible with any other compiler/linker. You can not convert the MSVC libraries easily to COFF format (or any other linker format) without having access to the source code to rebuild the libraries. Even if you can get everything to compile, you won't be able to link everything to generate the final DLL(s). Good luck! :) -- Jeffrey botman Broome ___ 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] Networking Entity, Client = Server Communication
-- [ Picked text/plain from multipart/alternative ] When a client touches the trigger, send a message (using UserMessageBegin) to the client (using CSingleUserRecipientFilter). Sending data the other way (to the server) is only done through console commands (probably what you should use but I'll leave it to you to decide how) or modifying the players CUserCmd (usercmd.h/.cpp). Both need to be moderated on the server to avoid exploitation though. Hope this has been somewhat helpful, GL. :) On 1/10/07, Freddy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi all, I'm a long time reader but a first time writer, I know this was discussed many times before but I still have some questions. First of all I have a very basic question. If I have an Entity that has a server-side(CMyEntity) and client-side(C_CMyEntity) part. If there are more than one client connected to the game, how many Objekts exists from the server-side part? Only one CMyEntity on the server and on every Client a C_CMyEntity? Or does for each client a C_CMyEntity and a CMyEntity exist? My situation in short is as follows, a player activates a trigger, the trigger fires on my server-entity, this has to send a message to the client-side of the entity, there it will do something and sends back a msg to the server-side entity, which fires an output. I think I'm pretty sure that a trigger can't fire on a client-side entity, that's why I have to catch it on the server-side. The next thing is that I only want to send a notice to the player who caused the firing of the trigger. I know I can get the C_BasedEntity pointer from the inputdata from the parameter of the Inputmethod. But I didn't found anything like GetEntityID, GetClientID or something that, that I could use to compare on the client-side to make sure that this msg is handled on the right client. Atm I'm using network variables, but I always have to check if the server has send something, so I would like to use a ClientCmd, but I don't know if every client will get this commend or even if there is a better way. I hope you can help me. Cheers Freddy -- ___ 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
Re: [hlcoders] Networking Entity, Client = Server Communication
-- [ Picked text/plain from multipart/alternative ] Oh.. And to answer your first question, no, there is one entity on the server and one on each client. The clients entities are there as local copies of the server entity. On 1/10/07, Jonathan Murphy [EMAIL PROTECTED] wrote: When a client touches the trigger, send a message (using UserMessageBegin) to the client (using CSingleUserRecipientFilter). Sending data the other way (to the server) is only done through console commands (probably what you should use but I'll leave it to you to decide how) or modifying the players CUserCmd ( usercmd.h/.cpp). Both need to be moderated on the server to avoid exploitation though. Hope this has been somewhat helpful, GL. :) On 1/10/07, Freddy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi all, I'm a long time reader but a first time writer, I know this was discussed many times before but I still have some questions. First of all I have a very basic question. If I have an Entity that has a server-side(CMyEntity) and client-side(C_CMyEntity) part. If there are more than one client connected to the game, how many Objekts exists from the server-side part? Only one CMyEntity on the server and on every Client a C_CMyEntity? Or does for each client a C_CMyEntity and a CMyEntity exist? My situation in short is as follows, a player activates a trigger, the trigger fires on my server-entity, this has to send a message to the client-side of the entity, there it will do something and sends back a msg to the server-side entity, which fires an output. I think I'm pretty sure that a trigger can't fire on a client-side entity, that's why I have to catch it on the server-side. The next thing is that I only want to send a notice to the player who caused the firing of the trigger. I know I can get the C_BasedEntity pointer from the inputdata from the parameter of the Inputmethod. But I didn't found anything like GetEntityID, GetClientID or something that, that I could use to compare on the client-side to make sure that this msg is handled on the right client. Atm I'm using network variables, but I always have to check if the server has send something, so I would like to use a ClientCmd, but I don't know if every client will get this commend or even if there is a better way. I hope you can help me. Cheers Freddy -- ___ 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 -- 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