Re: [hlcoders] gpGlobals NULL pointer crash on load

2007-01-09 Thread Stephen Micheals

yes i do:
sdk_vehicles.bsp

On 1/9/07, Benjamin Davison [EMAIL PROTECTED] wrote:

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Do you have a map in the maps folder?


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Re: [hlcoders] gpGlobals NULL pointer crash on load

2007-01-09 Thread Stephen Micheals

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.

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[hlcoders] Compiling Source SDK with MinGW

2007-01-09 Thread James Smith
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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
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RE: [hlcoders] gpGlobals NULL pointer crash on load

2007-01-09 Thread Mike Durand
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.

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[hlcoders] Networking Entity, Client = Server Communication

2007-01-09 Thread Freddy
--
[ 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
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Re: [hlcoders] gpGlobals NULL pointer crash on load

2007-01-09 Thread Stephen Micheals

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


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Re: [hlcoders] Compiling Source SDK with MinGW

2007-01-09 Thread Jeffrey \botman\ Broome

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

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Re: [hlcoders] Compiling Source SDK with MinGW

2007-01-09 Thread James Smith
--
[ 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

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Re: [hlcoders] Compiling Source SDK with MinGW

2007-01-09 Thread Jed

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

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Re: [hlcoders] Networking Entity, Client = Server Communication

2007-01-09 Thread Jonathan Murphy
--
[ 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
 --


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Re: [hlcoders] Networking Entity, Client = Server Communication

2007-01-09 Thread Jonathan Murphy
--
[ 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
  --
 
 
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 Lead Programmer for Resistance and Liberation
 www.resistanceandliberation.com




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