[hlcoders] Error on compile on linux

2007-11-09 Thread David van der Staak
--
[ 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
_
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RE: [hlcoders] TF2 sky issues during compliling process in hammer

2007-11-09 Thread Jay Stelly
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:
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> >
> >
> >
>
>
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Re: [hlcoders] SDK Update 11/08

2007-11-09 Thread Jeffrey "botman" Broome

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

:)

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Jeffrey "botman" Broome

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Re: [hlcoders] SDK Update 11/08

2007-11-09 Thread John6000
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[ 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
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > --
> > > >
> > > > ___
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> archives,
> > > please visit:
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> > > >
> > > >
> > > >
> > >
> > >
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> please visit:
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> > >
> > >
> >
> >
> >
> > --
> > ~skidz
> >
> >
> > ___
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> please visit:
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> >
>
>
>
> --
> -omega
>
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Re: [hlcoders] TF2 sky issues during compliling process in hammer

2007-11-09 Thread Jake Breen

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?
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[hlcoders] TF2 sky issues during compliling process in hammer

2007-11-09 Thread Sacrifist
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?
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RE: [hlcoders] Cinematic Physics?

2007-11-09 Thread Mike Durand
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
> --
>
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Re: [hlcoders] Cinematic Physics?

2007-11-09 Thread Ryan -------
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
> --
>
> ___
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> visit:
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[hlcoders] Cinematic Physics?

2007-11-09 Thread Τeo95
--
[ 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
--

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Re: [hlcoders] Sound mixer bug

2007-11-09 Thread Tony "omega" Sergi
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)
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[hlcoders] Sound mixer bug

2007-11-09 Thread Grzegorz SieQ Łabuzek
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)
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