Re: [hlcoders] Is there a Bug in the Engine with Plugins???
Hello, is there a way, to find out, what plugins are installed with the number for the unload function? How works the command plugin_print I ask becouse i need to unload the plugin itself :) With friendly reguards Ratman2000 - Original Message - From: Nick [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, September 05, 2007 1:46 AM Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins??? LOL. Good job on fixing it. If you gave us more code, people wouldn't bug you so much, really. On 9/4/07, Mike Dussault [EMAIL PROTECTED] wrote: It probably was unloading the correct plugin for you anyway because it would've acted like you did plugin_unload 0 if you passed a non-numeric string. I found the problem Tony reported where the plugins never really get unloaded. Will release a fix asap. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Dussault Sent: Tuesday, September 04, 2007 2:37 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins??? It looks like you're specifying a plugin name in the code below. The plugin_unload command takes an index, not a plugin name. You can use plugin_print to list the currently-loaded plugins and their indices. Then specify an index like this: Engine-ServerCommand( plugin_unload 0\n ); Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000 Sent: Monday, September 03, 2007 9:53 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins??? Hello, i like the Valve Interface... i have no problems with it.. Ok its a very bit to small / not enaugth functions but all is fine with it for me... All what you can do without the Intervace, you can do with the same way with the interface :) You only need to know what you are doing :P Is there a work around to clear the plugin manual Alfred / Mike? Or can you tell the Function, we need to call to free the plugin manual? (Like memory function name or other to call it to free the plugin it self!) With friendly Reguard Ratman2000 - Original Message - From: Spencer 'voogru' MacDonald [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, September 04, 2007 4:29 AM Subject: RE: [hlcoders] Is there a Bug in the Engine with Plugins??? I agree. The Valve plug-in interface is a slap in the face. - voogru. -Original Message- From: dackz [mailto:[EMAIL PROTECTED] Sent: Monday, September 03, 2007 10:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Is there a Bug in the Engine with Plugins??? Don't use Valve's poorly implemented and poorly documented plugin interface and you'll be much better off. There are alternatives, you know. On 9/1/07, Ratman2000 [EMAIL PROTECTED] wrote: Hello, i have written a small plugin what removes only a special entity from a Map and Unloads itself after doing that... So i have added a small log text to Game Frame to see whats doing becouse the unload... So i have startet it, the plugin starts, removes the entity and unloads fine... But after server activate, my plugin begins to printing the Game Frame Funktion AFTER unloading the Plugin whats wrong??? Why CS:S calls the Plugin after its Unloaded??? Why we can unload plugins, when they dont get unloaded??? I call in my Plugin in Load this: Engine-ServerCommand( plugin_unload MyPlugin\n ); Is there a bug or a feature??? ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] drag and drop
-- [ Picked text/plain from multipart/alternative ] CONTEXT: We'd like to create a drag-and-drop interface for our mod. When the user drags off of a panel, the cursor changes and text/image follows the cursor as the user drags (i.e. user clicks and drags off a panel containing text dog; cursor changes to dog cursor and text dog follows cursor around). PROBLEM: The cursor change is no problem. To make the text/image follow the cursor, we create a transparent panel with a label/image, then set that panel's position to the mouse position OnTick. We've tried setting the tick to occur every .1 sec to every .001 sec but the panel still noticeably lags behind the cursor. QUESTION: Is there a way to 'attach' a panel to the mouse position without lag? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Pale faces
Has anyone experienced their faces getting a lot paler? Like this: http://destroyer.cs.northwestern.edu/nas/paleface.JPG It happened about a month or so ago, and I didn't change anything. They're not actually like this when playing stock HL2, but they are in FacePoser when configured for Half-Life 2, in FacePoser when configured for our mod, and in our mod itself. Not to be the kid that cries and takes his marbles home, but things like this are one of the reasons (although not the main one) that we are moving News at Seven off the Source engine. It's frustrating when you literally run the same mod once a day, and then one day the faces are randomly fully-lit. Nate ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Pale faces
It might have been caused by an update. It might go away in a few months, or you might have to reinstall your entire computer, and restart your mod from the beginning. On 9/5/07, Nate Nichols [EMAIL PROTECTED] wrote: Has anyone experienced their faces getting a lot paler? Like this: http://destroyer.cs.northwestern.edu/nas/paleface.JPG It happened about a month or so ago, and I didn't change anything. They're not actually like this when playing stock HL2, but they are in FacePoser when configured for Half-Life 2, in FacePoser when configured for our mod, and in our mod itself. Not to be the kid that cries and takes his marbles home, but things like this are one of the reasons (although not the main one) that we are moving News at Seven off the Source engine. It's frustrating when you literally run the same mod once a day, and then one day the faces are randomly fully-lit. Nate ___ 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] Multithreaded Plugin CRT
-- [ Picked text/plain from multipart/alternative ] Hey everybody, I could REALLY use a hand with this! I needed to make a multi-threaded plugin to handle Port IO for external hardware. The problem is, the MOD always crashes when unloading DLLs when my plugin is loaded. It dies in random destructors from many different DLLs, but usually it's the destructor of some global CUtlVector, such as the destructor of CCollisionEvent g_Collisions. I've tried adding memoverride.cpp to the project, and I've tried changing the project runtime library from Multi-threaded Debug to Multi-threaded Debug DLL to Single threaded Debug, and every combination thereof. I think it has something to do with the tier0 memory management and overloading the CRT, but I have no idea how to fix this. All help is greatly appreciated. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Multithreaded Plugin CRT
Gren Meera wrote: -- [ Picked text/plain from multipart/alternative ] Hey everybody, I could REALLY use a hand with this! I needed to make a multi-threaded plugin to handle Port IO for external hardware. The problem is, the MOD always crashes when unloading DLLs when my plugin is loaded. It dies in random destructors from many different DLLs, but usually it's the destructor of some global CUtlVector, such as the destructor of CCollisionEvent g_Collisions. Is your plugin only doing game engine API access through the main thread? (i.e. you shouldn't be calling any engine functions from anything except for your main plugin DLL thread since the engine isn't thread safe). Changing your DLL to be thread safe (i.e. setting Multi-threaded Debug DLL) won't make the engine be thread safe. You will probably need so mechanism of signaling between your Port IO threads and your main thread and funnel all engine API access through your main thread (i.e. the only thing the threads should do it I/O and then send that stuff to your main thread who would in turn call engine functions). -- 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] Multithreaded Plugin CRT
-- [ Picked text/plain from multipart/alternative ] There doesn't appear to be any main engine API function calls from anywhere but the main thread. The additional threads are worker threads that only create connections and poll the IO. To create a new connection, there's a pending list that is dumped to the other thread behind a critical section, and all finalization is dumped to a pending finalize list to also be cleared out (deleted) from the main thread behind a critical section. I'm trying to find ANY possible new and delete calls that might take place across the threads that shouldn't. Should I be including the standard: // memdbgon must be the last include file in a .cpp file!!! #include tier0/memdbgon.h and is there an incompatible CRT for code generation? On 9/5/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Gren Meera wrote: -- [ Picked text/plain from multipart/alternative ] Hey everybody, I could REALLY use a hand with this! I needed to make a multi-threaded plugin to handle Port IO for external hardware. The problem is, the MOD always crashes when unloading DLLs when my plugin is loaded. It dies in random destructors from many different DLLs, but usually it's the destructor of some global CUtlVector, such as the destructor of CCollisionEvent g_Collisions. Is your plugin only doing game engine API access through the main thread? (i.e. you shouldn't be calling any engine functions from anything except for your main plugin DLL thread since the engine isn't thread safe). Changing your DLL to be thread safe (i.e. setting Multi-threaded Debug DLL) won't make the engine be thread safe. You will probably need so mechanism of signaling between your Port IO threads and your main thread and funnel all engine API access through your main thread (i.e. the only thing the threads should do it I/O and then send that stuff to your main thread who would in turn call engine functions). -- 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
[hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin)
player_info_t info; engine-GetPlayerInfo( playerindex, info ); I know the playerindex is correct because I use it other places. For some reason when I try this I get blanks for all players. Has anybody else seen this? If so, is there a fix? Thanks, Keeper ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin)
What mod are you trying this on? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Keeper Sent: Wednesday, September 05, 2007 11:25 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin) player_info_t info; engine-GetPlayerInfo( playerindex, info ); I know the playerindex is correct because I use it other places. For some reason when I try this I get blanks for all players. Has anybody else seen this? If so, is there a fix? Thanks, Keeper ___ 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] Pale faces
-- [ Picked text/plain from multipart/alternative ] What fun would modding be if the game ran the same way every time? This is clearly a feature to add some spice. :) On 9/5/07, Nate Nichols [EMAIL PROTECTED] wrote: Has anyone experienced their faces getting a lot paler? Like this: http://destroyer.cs.northwestern.edu/nas/paleface.JPG It happened about a month or so ago, and I didn't change anything. They're not actually like this when playing stock HL2, but they are in FacePoser when configured for Half-Life 2, in FacePoser when configured for our mod, and in our mod itself. Not to be the kid that cries and takes his marbles home, but things like this are one of the reasons (although not the main one) that we are moving News at Seven off the Source engine. It's frustrating when you literally run the same mod once a day, and then one day the faces are randomly fully-lit. Nate ___ 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] IVEngine Client GetPlayerInfo returning blanks (plugin)
Ahhh, sorry. My plugin for HL2MP. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma Sent: Wednesday, September 05, 2007 6:51 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] IVEngine Client GetPlayerInfo returning blanks (plugin) What mod are you trying this on? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders