RE: [hlcoders] Crashing on Debug

2007-07-07 Thread Mike Durand
Hi Ben-

Are you on SP1 of VS 2005? If not then I suggest you install it since I
saw this in the SP1 release notes:

Debugging on 64-Bit Windows installations:
Visual Studio 2005 SP1 contains several debugger fixes that work when
you debug 32-bit applications on 64-bit Windows installations. Only a
subset of these fixes work when you debug 64-bit applications on 64-bit
installations. This is because Visual Studio 2005 SP1 does not change
many of the 64-bit debugging components.

If this problem doesn't exist run running VS 2005 under other versions
of Windows then I'd say that the issue has to be a general problem
involving VS 2005, 32-bit apps, and 64-bit Vista. Steam runs OK for you
under 64-bit Vista outside of this problem with the debugger, right?

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett
Sent: Saturday, July 07, 2007 1:17 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Crashing on Debug

Also, one thing I can add is that I can attach to the hl2.exe process
once a
game has been created (in a map)... but cannot until that happens.
Otherwise
steam.exe will crash.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Saturday, July 07, 2007 2:30 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Crashing on Debug

--
[ Picked text/plain from multipart/alternative ]
you added -allowdebug on your command line from the debugger?


On 7/7/07, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> 1) Well aware of this.
>
> 2) This doesn't work, still crashing.
>
> 3) This I know, but running in Release mode doesn't do much help when
I'm
> trying to set breakpoints :)
>
> The main thing to note is that this only started happening when I
upgraded
> to Vista x64. Valve: Is there a known issue with Steam and Vista x64?
Or
> could it be perhaps that there still isn't full-fledged support for
Vista
> and VS2005?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Oliver
> Sent: Thursday, July 05, 2007 9:31 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Crashing on Debug
>
> --
> [ Picked text/plain from multipart/alternative ]
> You may already know this, but here are some things to consider:
>
> 1) With Visual Studio, you can build in Debug or Release mode.  If you
> build
> in Debug mode and then try to run the game through Steam, it will not
> launch
> the game.  Instead, you must launch the game via Visual Studio.  (See
next
> point for work-around).
>
> 2) If you want to build in Debug mode and run from Steam, you need to
add
> the flag: -allowdebug
>
> 3) If you build in Release mode, you can run from Steam or Visual
Studio
> as
> normal.
>
> Point 1 may be the case for you.
>
> On 7/5/07, Tom Leighton <[EMAIL PROTECTED]> wrote:
> >
> > Add
> >
> > -allowdebug
> >
> > to your command line... You're missing it and usually that crashes
me :)
> >
> >
> > Ben Everett wrote:
> > > It ran fine until I swapped over to Vista x64, and that is when
the
> > issue
> > > started. The other programmer on the project has no problem at all
on
> > > Windows XP.
> > >
> > > As far as the DLL it is crashing on when it's trying to load, as
> > stated...
> > > it's Steam.exe that crashes. And this is before HL2.exe is even
> > launched. I
> > > do have an MDMP of the crash.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
Hyperjag 3
> > > Sent: Wednesday, July 04, 2007 8:28 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Crashing on Debug
> > >
> > > I think there has always been a problem launching a mod to debug
> > directly
> > > through hl2.exe since mods started being based on the source sdk
base
> > > instead of hl2/hl2dm.  I found a way around it on the wiki, and
that
> is
> > to
> > > use steam.exe to -applaunch 215 with the -game as your mod, then
> > manually
> > > attach the visual studio debugger to hl2.exe once it starts.
Working
> > > directory is still set to source sdk base.  In the debugging
> properties,
> > I
> > > have command set to "e:\program files\valve\steam\steam.exe", and
> > arguments
> > > set to "-applaunch 215 -dev -insecure -game "e:\program
> > > files\valve\steam\steamapps\SourceMods\Obsidiandev" -allowdebug %1
%2
> %3
> > %4
> > > %5 %6 %7 %8 %9"
> > >
> > >
> > >
> > >> From: "Ben Everett" <[EMAIL PROTECTED]>
> > >> Reply-To: hlcoders@list.valvesoftware.com
> > >> To: 
> > >> Subject: [hlcoders] Crashing on Debug
> > >> Date: Wed, 4 Jul 2007 19:07:46 -0500
> > >>
> > >> This is a multipart message in MIME format.
> > >> --
> > >> [ Picked text/plain from multipart/alternative ]
> > >> Steam.exe is crashing whenever I attempt to debug our
modification,
> > it's
> > >> before hl2.exe even launches.
> > >>
> > >>
> > >>
> > >> I'm launching source sdk base\hl2.exe with the working directory
set
> to

RE: [hlcoders] Crashing on Debug

2007-07-07 Thread Ben Everett
Also, one thing I can add is that I can attach to the hl2.exe process once a
game has been created (in a map)... but cannot until that happens. Otherwise
steam.exe will crash.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Saturday, July 07, 2007 2:30 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Crashing on Debug

--
[ Picked text/plain from multipart/alternative ]
you added -allowdebug on your command line from the debugger?


On 7/7/07, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> 1) Well aware of this.
>
> 2) This doesn't work, still crashing.
>
> 3) This I know, but running in Release mode doesn't do much help when I'm
> trying to set breakpoints :)
>
> The main thing to note is that this only started happening when I upgraded
> to Vista x64. Valve: Is there a known issue with Steam and Vista x64? Or
> could it be perhaps that there still isn't full-fledged support for Vista
> and VS2005?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Oliver
> Sent: Thursday, July 05, 2007 9:31 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Crashing on Debug
>
> --
> [ Picked text/plain from multipart/alternative ]
> You may already know this, but here are some things to consider:
>
> 1) With Visual Studio, you can build in Debug or Release mode.  If you
> build
> in Debug mode and then try to run the game through Steam, it will not
> launch
> the game.  Instead, you must launch the game via Visual Studio.  (See next
> point for work-around).
>
> 2) If you want to build in Debug mode and run from Steam, you need to add
> the flag: -allowdebug
>
> 3) If you build in Release mode, you can run from Steam or Visual Studio
> as
> normal.
>
> Point 1 may be the case for you.
>
> On 7/5/07, Tom Leighton <[EMAIL PROTECTED]> wrote:
> >
> > Add
> >
> > -allowdebug
> >
> > to your command line... You're missing it and usually that crashes me :)
> >
> >
> > Ben Everett wrote:
> > > It ran fine until I swapped over to Vista x64, and that is when the
> > issue
> > > started. The other programmer on the project has no problem at all on
> > > Windows XP.
> > >
> > > As far as the DLL it is crashing on when it's trying to load, as
> > stated...
> > > it's Steam.exe that crashes. And this is before HL2.exe is even
> > launched. I
> > > do have an MDMP of the crash.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Hyperjag 3
> > > Sent: Wednesday, July 04, 2007 8:28 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Crashing on Debug
> > >
> > > I think there has always been a problem launching a mod to debug
> > directly
> > > through hl2.exe since mods started being based on the source sdk base
> > > instead of hl2/hl2dm.  I found a way around it on the wiki, and that
> is
> > to
> > > use steam.exe to -applaunch 215 with the -game as your mod, then
> > manually
> > > attach the visual studio debugger to hl2.exe once it starts.  Working
> > > directory is still set to source sdk base.  In the debugging
> properties,
> > I
> > > have command set to "e:\program files\valve\steam\steam.exe", and
> > arguments
> > > set to "-applaunch 215 -dev -insecure -game "e:\program
> > > files\valve\steam\steamapps\SourceMods\Obsidiandev" -allowdebug %1 %2
> %3
> > %4
> > > %5 %6 %7 %8 %9"
> > >
> > >
> > >
> > >> From: "Ben Everett" <[EMAIL PROTECTED]>
> > >> Reply-To: hlcoders@list.valvesoftware.com
> > >> To: 
> > >> Subject: [hlcoders] Crashing on Debug
> > >> Date: Wed, 4 Jul 2007 19:07:46 -0500
> > >>
> > >> This is a multipart message in MIME format.
> > >> --
> > >> [ Picked text/plain from multipart/alternative ]
> > >> Steam.exe is crashing whenever I attempt to debug our modification,
> > it's
> > >> before hl2.exe even launches.
> > >>
> > >>
> > >>
> > >> I'm launching source sdk base\hl2.exe with the working directory set
> to
> > >> source sdk base. Command line arguments are: -dev -windowed -sw -game
> > >> "c:\games\steam\steamapps\SourceMods\Forsaken" -insecure
> > >>
> > >>
> > >>
> > >> This is under VS2005, Vista x64. Any suggestions guys?
> > >>
> > >> --
> > >>
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > > _
> > > http://liveearth.msn.com
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > > __ NOD32 2379 (20070704) Information __
> > >
> > > This message was checked by NOD32 antivirus system.
> > > http://www.eset.com
> 

RE: [hlcoders] Crashing on Debug

2007-07-07 Thread Ben Everett
Yup.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Saturday, July 07, 2007 2:30 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Crashing on Debug

--
[ Picked text/plain from multipart/alternative ]
you added -allowdebug on your command line from the debugger?


On 7/7/07, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> 1) Well aware of this.
>
> 2) This doesn't work, still crashing.
>
> 3) This I know, but running in Release mode doesn't do much help when I'm
> trying to set breakpoints :)
>
> The main thing to note is that this only started happening when I upgraded
> to Vista x64. Valve: Is there a known issue with Steam and Vista x64? Or
> could it be perhaps that there still isn't full-fledged support for Vista
> and VS2005?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Oliver
> Sent: Thursday, July 05, 2007 9:31 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Crashing on Debug
>
> --
> [ Picked text/plain from multipart/alternative ]
> You may already know this, but here are some things to consider:
>
> 1) With Visual Studio, you can build in Debug or Release mode.  If you
> build
> in Debug mode and then try to run the game through Steam, it will not
> launch
> the game.  Instead, you must launch the game via Visual Studio.  (See next
> point for work-around).
>
> 2) If you want to build in Debug mode and run from Steam, you need to add
> the flag: -allowdebug
>
> 3) If you build in Release mode, you can run from Steam or Visual Studio
> as
> normal.
>
> Point 1 may be the case for you.
>
> On 7/5/07, Tom Leighton <[EMAIL PROTECTED]> wrote:
> >
> > Add
> >
> > -allowdebug
> >
> > to your command line... You're missing it and usually that crashes me :)
> >
> >
> > Ben Everett wrote:
> > > It ran fine until I swapped over to Vista x64, and that is when the
> > issue
> > > started. The other programmer on the project has no problem at all on
> > > Windows XP.
> > >
> > > As far as the DLL it is crashing on when it's trying to load, as
> > stated...
> > > it's Steam.exe that crashes. And this is before HL2.exe is even
> > launched. I
> > > do have an MDMP of the crash.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Hyperjag 3
> > > Sent: Wednesday, July 04, 2007 8:28 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Crashing on Debug
> > >
> > > I think there has always been a problem launching a mod to debug
> > directly
> > > through hl2.exe since mods started being based on the source sdk base
> > > instead of hl2/hl2dm.  I found a way around it on the wiki, and that
> is
> > to
> > > use steam.exe to -applaunch 215 with the -game as your mod, then
> > manually
> > > attach the visual studio debugger to hl2.exe once it starts.  Working
> > > directory is still set to source sdk base.  In the debugging
> properties,
> > I
> > > have command set to "e:\program files\valve\steam\steam.exe", and
> > arguments
> > > set to "-applaunch 215 -dev -insecure -game "e:\program
> > > files\valve\steam\steamapps\SourceMods\Obsidiandev" -allowdebug %1 %2
> %3
> > %4
> > > %5 %6 %7 %8 %9"
> > >
> > >
> > >
> > >> From: "Ben Everett" <[EMAIL PROTECTED]>
> > >> Reply-To: hlcoders@list.valvesoftware.com
> > >> To: 
> > >> Subject: [hlcoders] Crashing on Debug
> > >> Date: Wed, 4 Jul 2007 19:07:46 -0500
> > >>
> > >> This is a multipart message in MIME format.
> > >> --
> > >> [ Picked text/plain from multipart/alternative ]
> > >> Steam.exe is crashing whenever I attempt to debug our modification,
> > it's
> > >> before hl2.exe even launches.
> > >>
> > >>
> > >>
> > >> I'm launching source sdk base\hl2.exe with the working directory set
> to
> > >> source sdk base. Command line arguments are: -dev -windowed -sw -game
> > >> "c:\games\steam\steamapps\SourceMods\Forsaken" -insecure
> > >>
> > >>
> > >>
> > >> This is under VS2005, Vista x64. Any suggestions guys?
> > >>
> > >> --
> > >>
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > > _
> > > http://liveearth.msn.com
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > > __ NOD32 2379 (20070704) Information __
> > >
> > > This message was checked by NOD32 antivirus system.
> > > http://www.eset.com
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > 

Re: [hlcoders] Crashing on Debug

2007-07-07 Thread Tony \"omega\" Sergi
--
[ Picked text/plain from multipart/alternative ]
you added -allowdebug on your command line from the debugger?


On 7/7/07, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> 1) Well aware of this.
>
> 2) This doesn't work, still crashing.
>
> 3) This I know, but running in Release mode doesn't do much help when I'm
> trying to set breakpoints :)
>
> The main thing to note is that this only started happening when I upgraded
> to Vista x64. Valve: Is there a known issue with Steam and Vista x64? Or
> could it be perhaps that there still isn't full-fledged support for Vista
> and VS2005?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Oliver
> Sent: Thursday, July 05, 2007 9:31 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Crashing on Debug
>
> --
> [ Picked text/plain from multipart/alternative ]
> You may already know this, but here are some things to consider:
>
> 1) With Visual Studio, you can build in Debug or Release mode.  If you
> build
> in Debug mode and then try to run the game through Steam, it will not
> launch
> the game.  Instead, you must launch the game via Visual Studio.  (See next
> point for work-around).
>
> 2) If you want to build in Debug mode and run from Steam, you need to add
> the flag: -allowdebug
>
> 3) If you build in Release mode, you can run from Steam or Visual Studio
> as
> normal.
>
> Point 1 may be the case for you.
>
> On 7/5/07, Tom Leighton <[EMAIL PROTECTED]> wrote:
> >
> > Add
> >
> > -allowdebug
> >
> > to your command line... You're missing it and usually that crashes me :)
> >
> >
> > Ben Everett wrote:
> > > It ran fine until I swapped over to Vista x64, and that is when the
> > issue
> > > started. The other programmer on the project has no problem at all on
> > > Windows XP.
> > >
> > > As far as the DLL it is crashing on when it's trying to load, as
> > stated...
> > > it's Steam.exe that crashes. And this is before HL2.exe is even
> > launched. I
> > > do have an MDMP of the crash.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Hyperjag 3
> > > Sent: Wednesday, July 04, 2007 8:28 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Crashing on Debug
> > >
> > > I think there has always been a problem launching a mod to debug
> > directly
> > > through hl2.exe since mods started being based on the source sdk base
> > > instead of hl2/hl2dm.  I found a way around it on the wiki, and that
> is
> > to
> > > use steam.exe to -applaunch 215 with the -game as your mod, then
> > manually
> > > attach the visual studio debugger to hl2.exe once it starts.  Working
> > > directory is still set to source sdk base.  In the debugging
> properties,
> > I
> > > have command set to "e:\program files\valve\steam\steam.exe", and
> > arguments
> > > set to "-applaunch 215 -dev -insecure -game "e:\program
> > > files\valve\steam\steamapps\SourceMods\Obsidiandev" -allowdebug %1 %2
> %3
> > %4
> > > %5 %6 %7 %8 %9"
> > >
> > >
> > >
> > >> From: "Ben Everett" <[EMAIL PROTECTED]>
> > >> Reply-To: hlcoders@list.valvesoftware.com
> > >> To: 
> > >> Subject: [hlcoders] Crashing on Debug
> > >> Date: Wed, 4 Jul 2007 19:07:46 -0500
> > >>
> > >> This is a multipart message in MIME format.
> > >> --
> > >> [ Picked text/plain from multipart/alternative ]
> > >> Steam.exe is crashing whenever I attempt to debug our modification,
> > it's
> > >> before hl2.exe even launches.
> > >>
> > >>
> > >>
> > >> I'm launching source sdk base\hl2.exe with the working directory set
> to
> > >> source sdk base. Command line arguments are: -dev -windowed -sw -game
> > >> "c:\games\steam\steamapps\SourceMods\Forsaken" -insecure
> > >>
> > >>
> > >>
> > >> This is under VS2005, Vista x64. Any suggestions guys?
> > >>
> > >> --
> > >>
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > > _
> > > http://liveearth.msn.com
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > > __ NOD32 2379 (20070704) Information __
> > >
> > > This message was checked by NOD32 antivirus system.
> > > http://www.eset.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:
> > h

RE: [hlcoders] Physics bounce sounds

2007-07-07 Thread maarten
VPhysicsCollision() isn't overridden nor called, PostCollision isn't
called either. I take it the grenade isn't considered a vphysics object at
all? Is this because it's using

SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );

rather than VPHYSICS? ( I tried changing it but keep hitting asserts, and
only want to allocate so much time per bug... a long list to go ;) ).

Anyway, I'll probably stick with a regular bounce sound anyway. I think
gameplaywise it's more interesting for players to have a sound they know
to be a grenade than more realistic yet less recognisable sounds.

Thanks for the pointers!

-- maarten



> The sound is triggered by CBaseEntity's implementation of
> VPhysicsCollision().
> If you've overridden that function in your leaf class without chaining
> to the base class you'd lose physics sound/dust/etc effects.  So that's
> one possible cause.  Otherwise set a breakpoint there (or in the caller:
> PostCollision - src/dlls/physics.cpp) and step through the call when the
> grenade bounces to see why no sound is played.
>
> Jay
>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of
>> [EMAIL PROTECTED]
>> Sent: Saturday, July 07, 2007 11:48 AM
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] Physics bounce sounds
>>
>> Aye, but the grenade has surfaceprop set to "metal", and we
>> have no surfaceproperties files of our own so I take it we're
>> using HL2 ones, so this should be valid if i'm not mistaken.
>>
>> > --
>> > [ Picked text/plain from multipart/alternative ] it has to
>> do with the
>> > surfaceprop that the grenade has.
>> > and the surfaceprops text files in the scripts folder, to
>> define them.
>> >
>> > On 7/7/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>> >>
>> >> Hi list,
>> >>
>> >> this is probably an easy question. Im grinding through our buglist
>> >> and one of them is that our grenades do not have a bounce sound. I
>> >> checked the code and there's an empty BounceSound function that is
>> >> deliberately left empty since physics supposedly handles bounce
>> >> sounds. I can add an EmitSound in the BounceSound function
>> which does
>> >> give me a bounce sound, but I'd much rather have surface-dependent
>> >> bounce sounds than one hard-coded one. Any idea why these are not
>> >> triggered when the (otherwise default SDK) grenade hits surfaces?
>> >>
>> >> Thanks
>> >>
>> >> -- maarten
>> >>
>> >>
>> >> ___
>> >> To unsubscribe, edit your list preferences, or view the list
>> >> archives, please visit:
>> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >>
>> >>
>> >
>> >
>> > --
>> > -omega
>> > --
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the
>> list archives,
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RE: [hlcoders] Crashing on Debug

2007-07-07 Thread Ben Everett
1) Well aware of this.

2) This doesn't work, still crashing.

3) This I know, but running in Release mode doesn't do much help when I'm
trying to set breakpoints :)

The main thing to note is that this only started happening when I upgraded
to Vista x64. Valve: Is there a known issue with Steam and Vista x64? Or
could it be perhaps that there still isn't full-fledged support for Vista
and VS2005?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Oliver
Sent: Thursday, July 05, 2007 9:31 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Crashing on Debug

--
[ Picked text/plain from multipart/alternative ]
You may already know this, but here are some things to consider:

1) With Visual Studio, you can build in Debug or Release mode.  If you build
in Debug mode and then try to run the game through Steam, it will not launch
the game.  Instead, you must launch the game via Visual Studio.  (See next
point for work-around).

2) If you want to build in Debug mode and run from Steam, you need to add
the flag: -allowdebug

3) If you build in Release mode, you can run from Steam or Visual Studio as
normal.

Point 1 may be the case for you.

On 7/5/07, Tom Leighton <[EMAIL PROTECTED]> wrote:
>
> Add
>
> -allowdebug
>
> to your command line... You're missing it and usually that crashes me :)
>
>
> Ben Everett wrote:
> > It ran fine until I swapped over to Vista x64, and that is when the
> issue
> > started. The other programmer on the project has no problem at all on
> > Windows XP.
> >
> > As far as the DLL it is crashing on when it's trying to load, as
> stated...
> > it's Steam.exe that crashes. And this is before HL2.exe is even
> launched. I
> > do have an MDMP of the crash.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Hyperjag 3
> > Sent: Wednesday, July 04, 2007 8:28 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Crashing on Debug
> >
> > I think there has always been a problem launching a mod to debug
> directly
> > through hl2.exe since mods started being based on the source sdk base
> > instead of hl2/hl2dm.  I found a way around it on the wiki, and that is
> to
> > use steam.exe to -applaunch 215 with the -game as your mod, then
> manually
> > attach the visual studio debugger to hl2.exe once it starts.  Working
> > directory is still set to source sdk base.  In the debugging properties,
> I
> > have command set to "e:\program files\valve\steam\steam.exe", and
> arguments
> > set to "-applaunch 215 -dev -insecure -game "e:\program
> > files\valve\steam\steamapps\SourceMods\Obsidiandev" -allowdebug %1 %2 %3
> %4
> > %5 %6 %7 %8 %9"
> >
> >
> >
> >> From: "Ben Everett" <[EMAIL PROTECTED]>
> >> Reply-To: hlcoders@list.valvesoftware.com
> >> To: 
> >> Subject: [hlcoders] Crashing on Debug
> >> Date: Wed, 4 Jul 2007 19:07:46 -0500
> >>
> >> This is a multipart message in MIME format.
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Steam.exe is crashing whenever I attempt to debug our modification,
> it's
> >> before hl2.exe even launches.
> >>
> >>
> >>
> >> I'm launching source sdk base\hl2.exe with the working directory set to
> >> source sdk base. Command line arguments are: -dev -windowed -sw -game
> >> "c:\games\steam\steamapps\SourceMods\Forsaken" -insecure
> >>
> >>
> >>
> >> This is under VS2005, Vista x64. Any suggestions guys?
> >>
> >> --
> >>
> >>
> >> ___
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> > _
> > http://liveearth.msn.com
> >
> >
> > ___
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> > please visit:
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> >
> >
> > __ NOD32 2379 (20070704) Information __
> >
> > This message was checked by NOD32 antivirus system.
> > http://www.eset.com
> >
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RE: [hlcoders] Physics bounce sounds

2007-07-07 Thread Jay Stelly
The sound is triggered by CBaseEntity's implementation of
VPhysicsCollision().
If you've overridden that function in your leaf class without chaining
to the base class you'd lose physics sound/dust/etc effects.  So that's
one possible cause.  Otherwise set a breakpoint there (or in the caller:
PostCollision - src/dlls/physics.cpp) and step through the call when the
grenade bounces to see why no sound is played.

Jay

> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Saturday, July 07, 2007 11:48 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Physics bounce sounds
>
> Aye, but the grenade has surfaceprop set to "metal", and we
> have no surfaceproperties files of our own so I take it we're
> using HL2 ones, so this should be valid if i'm not mistaken.
>
> > --
> > [ Picked text/plain from multipart/alternative ] it has to
> do with the
> > surfaceprop that the grenade has.
> > and the surfaceprops text files in the scripts folder, to
> define them.
> >
> > On 7/7/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >>
> >> Hi list,
> >>
> >> this is probably an easy question. Im grinding through our buglist
> >> and one of them is that our grenades do not have a bounce sound. I
> >> checked the code and there's an empty BounceSound function that is
> >> deliberately left empty since physics supposedly handles bounce
> >> sounds. I can add an EmitSound in the BounceSound function
> which does
> >> give me a bounce sound, but I'd much rather have surface-dependent
> >> bounce sounds than one hard-coded one. Any idea why these are not
> >> triggered when the (otherwise default SDK) grenade hits surfaces?
> >>
> >> Thanks
> >>
> >> -- maarten
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> > --
> > -omega
> > --
> >
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> > To unsubscribe, edit your list preferences, or view the
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> > please visit:
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>
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Re: [hlcoders] Physics bounce sounds

2007-07-07 Thread maarten
Aye, but the grenade has surfaceprop set to "metal", and we have no
surfaceproperties files of our own so I take it we're using HL2 ones, so
this should be valid if i'm not mistaken.

> --
> [ Picked text/plain from multipart/alternative ]
> it has to do with the surfaceprop that the grenade has.
> and the surfaceprops text files in the scripts folder, to define them.
>
> On 7/7/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>>
>> Hi list,
>>
>> this is probably an easy question. Im grinding through our buglist and
>> one
>> of them is that our grenades do not have a bounce sound. I checked the
>> code and there's an empty BounceSound function that is deliberately left
>> empty since physics supposedly handles bounce sounds. I can add an
>> EmitSound in the BounceSound function which does give me a bounce sound,
>> but I'd much rather have surface-dependent bounce sounds than one
>> hard-coded one. Any idea why these are not triggered when the (otherwise
>> default SDK) grenade hits surfaces?
>>
>> Thanks
>>
>> -- maarten
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>
> --
> -omega
> --
>
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Re: [hlcoders] Physics bounce sounds

2007-07-07 Thread Tony \"omega\" Sergi
--
[ Picked text/plain from multipart/alternative ]
it has to do with the surfaceprop that the grenade has.
and the surfaceprops text files in the scripts folder, to define them.

On 7/7/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Hi list,
>
> this is probably an easy question. Im grinding through our buglist and one
> of them is that our grenades do not have a bounce sound. I checked the
> code and there's an empty BounceSound function that is deliberately left
> empty since physics supposedly handles bounce sounds. I can add an
> EmitSound in the BounceSound function which does give me a bounce sound,
> but I'd much rather have surface-dependent bounce sounds than one
> hard-coded one. Any idea why these are not triggered when the (otherwise
> default SDK) grenade hits surfaces?
>
> Thanks
>
> -- maarten
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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[hlcoders] Physics bounce sounds

2007-07-07 Thread maarten
Hi list,

this is probably an easy question. Im grinding through our buglist and one
of them is that our grenades do not have a bounce sound. I checked the
code and there's an empty BounceSound function that is deliberately left
empty since physics supposedly handles bounce sounds. I can add an
EmitSound in the BounceSound function which does give me a bounce sound,
but I'd much rather have surface-dependent bounce sounds than one
hard-coded one. Any idea why these are not triggered when the (otherwise
default SDK) grenade hits surfaces?

Thanks

-- maarten


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