[hlcoders] Error on compile on linux
-- [ Picked text/plain from multipart/alternative ] Hello, First off, i hope this post goes well and not gets screwed up somehow (yes first time for everything) Okay, so the situation is as follows:I've got a mod. It works fine on windows, can compile it perfectly without errors. Windows servers can run fine with the .dll's created. The linux server is a different story. It errors out on the very start. I have included a copy of the errors created by the make command on linux and a copy of the top part of the make file (as that's the only part that has been edited). Thanks for reading anyways. HisChild Makefile: # the name of the mod binary (_i486.so is appended to the end)NAME=server # the location of the vcproj that builds the modMOD_PROJ=../dlls/server_hl2mp-2003.vcproj# the name of the mod configuration (typically _)MOD_CONFIG=server_sdk_ReleaseSDKWin32 # the directory the base binaries (tier0_i486.so, etc) are located#GAME_DIR=../../#GAME_DIR=~/valve/hl2bin/GAME_DIR=/home/hischild/gamedir # compiler options (gcc 3.4.1 or above is required)CC=/usr/bin/gccCPLUS=/usr/bin/g++CLINK=/usr/bin/gcc#CPP_LIB="/usr/lib/libstdc++.a /usr/lib/libgcc_eh.a"CPP_LIB="/usr/lib/gcc/i386-redhat-linux/3.4.3/libstdc++.a /usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_eh.a" # put any compiler flags you want passed hereUSER_CFLAGS= # link flags for your mod, make sure to include any special libraries hereLDFLAGS="-lm -ldl $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a" # XERCES 2.6.0 or above ( http://xml.apache.org/xerces-c/ ) is used by the vcproj to makefile converter# it must be installed before being able to run this makefileXERCES_INC_DIR=/opt/xerces-c.2.8.0/includeXERCES_LIB_DIR=/opt/xerces-c.2.8.0/lib# if you have xerces installed already you should be able to use the two lines below#XERCES_INC_DIR=/usr/include#XERCES_LIB_DIR=/usr/lib errors: makeif [ -z "/usr/bin/gcc" ]; then echo "Compiler not defined."; exit; fiif [ ! -d . ];then mkdir .;ficd .make -f Makefile.vcpm CC=/usr/bin/gcc CPLUS=/usr/bin/g++ CPP_LIB="/usr/lib/gcc/i 386-redhat-linux/3.4.3/libstdc++.a /usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_e h.a" BUILD_DIR=. BUILD_OBJ_DIR=./obj SOURCE_DIR=.. SHLIBLDFLAGS=-shared -Wl,-Map ,vcpm_map.txt -Wl SHLIBEXT=so CLINK=/usr/bin/gcc CFLAGS=" -mtune=i686 -march=pe ntium3 -mmmx -O3 -fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcasecmp -D_stricmp= strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf - D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp -Usprintf=use_Q_snpr intf_instead_of_sprintf -Ustrncpy=use_Q_strncpy_instead -UPROTECTED_THINGS_ENABL E" LDFLAGS="-lm -ldl /home/hischild/gamedir/bin/tier0_i486.so /home/hischild/gam edir/bin/vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a" ARCH= i486 GAME_DIR=/home/hischild/gamedir MOD_CONFIG=server_sdk_ReleaseSDKWin32 NAME= server XERCES_INC_DIR=/opt/xerces-c.2.8.0/include XERCES_LIB_DIR=/opt/xerces-c.2 .8.0/libmake[1]: Entering directory `/home/hischild/193/linux_sdk'mkdir ./objmkdir: cannot create directory `./obj': File existsmake[1]: [dirs] Error 1 (ignored)mkdir ./obj/vcpmmkdir: cannot create directory `./obj/vcpm': File existsmake[1]: [dirs] Error 1 (ignored)mkdir ./obj/vcpm/publicmkdir: cannot create directory `./obj/vcpm/public': File existsmake[1]: [dirs] Error 1 (ignored)make[1]: *** No rule to make target `obj/vcpm/makefilecreator.o', needed by `vcp m'. Stop.make[1]: Leaving directory `/home/hischild/193/linux_sdk'make: *** [vcpm] Error 2 _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] TF2 sky issues during compliling process in hammer
That warning is from the code in vbsp that builds a default cubemap for you to use until you run buildcubemaps. Normally it does that by making a lower res copy of the sky texture. What it's telling you is that it doesn't support sky textures that have different resolutions or flags on each side. TF2 has reduced res on some of the sides to save memory so you get a worse default cubemap (might be the checkerboard or something) until you run buildcubemaps. So Jake is totally right - the workaround is to run buildcubemaps in the engine. Jay > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen > Sent: Friday, November 09, 2007 12:08 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] TF2 sky issues during compliling > process in hammer > > Shouldn't really be a problem, I get that with all skies when > compiling for anything. Just build cube maps in-game. > > Sacrifist wrote: > > This is a multi-part message in MIME format. > > -- > > [ Picked text/plain from multipart/alternative ] I get this when > > compiling anytime I use a TF2 sky. > > > > *** Error: Skybox vtf files for skybox/sky_well_01 weren't > compiled with the same size texture and/or same flags! > > Can't load skybox file skybox/sky_well_01 to build the > default cubemap! > > *** Error: Skybox vtf files for skybox/sky_well_01 weren't > compiled with the same size texture and/or same flags! > > Can't load skybox file skybox/sky_well_01 to build the > default cubemap! > > > > > > Why is this and is there a fix or a work around? > > -- > > > > > > ___ > > 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] SDK Update 11/08
John6000 wrote: -- [ Picked text/plain from multipart/alternative ] When can we expect the Orange Box, SDK C++ Code? "Shortly"... http://developer.valvesoftware.com/wiki/Valve_Time :) -- 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] SDK Update 11/08
-- [ Picked text/plain from multipart/alternative ] When can we expect the Orange Box, SDK C++ Code? On Nov 9, 2007 5:50 AM, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > yes, because models are vertexlitgeneric, the world is lightmappedgeneric. > the lightmappedgeneric shader is broken for lighting preview (including > shaded) > > > On Nov 9, 2007 12:45 AM, Ryan Sheffer <[EMAIL PROTECTED]> wrote: > > Here is a screenshot of a couple sprites in hammer, notice how you can > > hardly read them now? > > http://www.obsidianconflict.com/skidzimages/spritequality.jpg > > > > Also, 3D Shaded Preview only works on models but not brushes. The same > > thing for the 3D lighting preview. The two problems possibly related? > > > > I have a 7800GTX. > > > > > > On Nov 8, 2007 7:40 PM, Mike Durand <[EMAIL PROTECTED]> wrote: > > > But this works fine in the older tools, right? Can you e-mail me a > > > picture of what you are seeing and the type of video card you are > using. > > > I can't duplicate this or the low-res textures in Hammer problem > people > > > are reporting. > > > > > > -Thanks, > > > Mike > > > > > > > > > -Original Message- > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen > > > Sent: Thursday, November 08, 2007 7:35 PM > > > To: hlcoders@list.valvesoftware.com > > > Subject: Re: [hlcoders] SDK Update 11/08 > > > > > > Awesome, hopefully you can fix Texture Shaded View soon the full > bright > > > is kinda burning my eyes D: > > > > > > Mike Durand wrote: > > > > This is a multi-part message in MIME format. > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > Hi All- > > > > > > > > > > > > > > > > Just wanted to let you know that a release is going out tonight that > > > > addresses a few of the issues people have been reporting. > > > > > > > > > > > > > > > > 1. Fixed problem with building cubemaps for TF2, Ep2, and > Portal > > > > maps. > > > > > > > > 2. Added missing models and textures for Hammer and Model > > > Viewer. > > > > This addresses two crashes. > > > > > > > > 3. Fixed problem loading 'FileSystemOpenDialog.dll' in Hammer > > > and > > > > Model Viewer. > > > > > > > > 4. Changed the game configuration logic such that only Orange > > > Box > > > > games are available in the active games list when the SDK is set to > > > use > > > > Orange Box tools. Only pre-Orange Box games are available when the > SDK > > > > is set to use the Ep1 tools. > > > > > > > > 5. Hammer lighting preview modes are temporarily disabled > until > > > > compatibility and performance issues can be addressed. > > > > > > > > > > > > > > > > I'll try to get another update out tomorrow to fix more bugs. > > > > > > > > > > > > > > > > -Mike > > > > > > > > > > > > > > > > > > > > > > > > -- > > > > > > > > ___ > > > > 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 > > > > > > > > > > > > > > -- > > ~skidz > > > > > > ___ > > 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, > 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] TF2 sky issues during compliling process in hammer
Shouldn't really be a problem, I get that with all skies when compiling for anything. Just build cube maps in-game. Sacrifist wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I get this when compiling anytime I use a TF2 sky. *** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_well_01 to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_well_01 to build the default cubemap! Why is this and is there a fix or a work around? -- ___ 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] TF2 sky issues during compliling process in hammer
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I get this when compiling anytime I use a TF2 sky. *** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_well_01 to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_well_01 to build the default cubemap! Why is this and is there a fix or a work around? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Cinematic Physics?
We're still trying to figure out the right way to make this available to the mod community. Right now we depend on a customized version of a third-party tool that we can't redistribute. So this is probably a feature that you guys can't count on using right away, unfortunately. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan --- Sent: Friday, November 09, 2007 8:50 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Cinematic Physics? It's essentially just an animation with hundreds of individual models. I'm not sure if the calculation software (if indeed it is in house) is going to be released though. On Nov 9, 2007 4:41 PM, Τeo95 <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Is there a way to do cinematic physics right now, or later, when the update > comes? > The update I'm talking about is the SDK update that lets us make mods for > the Orange Box engine (source 12). > I want to port a mod of mine over it, and add some cinematic physics just to > add some awesomeness. > Thanks, > Speel > -- > > ___ > 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] Cinematic Physics?
It's essentially just an animation with hundreds of individual models. I'm not sure if the calculation software (if indeed it is in house) is going to be released though. On Nov 9, 2007 4:41 PM, Τeo95 <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Is there a way to do cinematic physics right now, or later, when the update > comes? > The update I'm talking about is the SDK update that lets us make mods for > the Orange Box engine (source 12). > I want to port a mod of mine over it, and add some cinematic physics just to > add some awesomeness. > Thanks, > Speel > -- > > ___ > 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] Cinematic Physics?
-- [ Picked text/plain from multipart/alternative ] Is there a way to do cinematic physics right now, or later, when the update comes? The update I'm talking about is the SDK update that lets us make mods for the Orange Box engine (source 12). I want to port a mod of mine over it, and add some cinematic physics just to add some awesomeness. Thanks, Speel -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Sound mixer bug
you use it with a soundenvelope. On Nov 9, 2007 7:33 AM, Grzegorz SieQ Łabuzek <[EMAIL PROTECTED]> wrote: > Hello hl2coders, > > what is the meaning of the flag - SoundFlags_t::SND_CHANGE_VOL (defined in > src/public/soundflags.h)? > > The following code (client-side): > > // > > EmitSound_t params; > params.m_flVolume = flCustomVol; > params.m_nFlags |= SND_CHANGE_VOL; > //... > C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, params ); > // > > > starts sound with volume set at flCustomVol, but... it stops playing previous > sounds (resets mixer channel). It might be an engine bug. > > Are modders able to set sound sample volume in a different way? > > -- > Grzegorz Łabuzek (SieQ) > ___ > 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, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Sound mixer bug
Hello hl2coders, what is the meaning of the flag - SoundFlags_t::SND_CHANGE_VOL (defined in src/public/soundflags.h)? The following code (client-side): // EmitSound_t params; params.m_flVolume = flCustomVol; params.m_nFlags |= SND_CHANGE_VOL; //... C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, params ); // starts sound with volume set at flCustomVol, but... it stops playing previous sounds (resets mixer channel). It might be an engine bug. Are modders able to set sound sample volume in a different way? -- Grzegorz Łabuzek (SieQ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders