Re: [hlcoders] movement code
Thx for the answer but i knew those files already. I´d need some advise in those points cause source coding and msvc++ 2003 are completley new for me. So anyone can answer those questions? Joel R. schrieb: gamemovement.cpp and sdk_gamemovement.cpp are the files you want. They handle the walking on ground / collision. On Nov 17, 2007 12:03 AM, Neuwirth Christoph [EMAIL PROTECTED] wrote: No one? Neuwirth Christoph schrieb: Hello After i got the suggestions from you guys to wait with serious work until ep2 sdk comes out, i decided to learn a bit about the movement code of hl2. 1. How much Difference is between hl1 and hl2 movement code(except hl1 is c and hl2 is c++) 2. How is the movement code predicted? 3. is the Movement code shared like hl1 or has each workspace its own movement code? 4. Is it possible to port the hl1 movementcode to c++ even without engine access?(i know a lil offtopic but interesting tough) greetz chris ___ 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] Model compile error
Hi list! this is probably a question for valve, but maybe one of you has hit it before. I'm trying to compile a new model, but studiomdl keeps crashing on me: C:\OffLimits\modelsrc\vehicles\greyhoundC:\Program Files\Steam\steamapps\keats @off-limits.be\sourcesdk\bin\ep1\bin\studiomdl.exe greyhound.qc qdir:c:\offlimits\modelsrc\vehicles\greyhound\ gamedir: c:\program [EMAIL PROTECTED] 2\hl2\ g_path: greyhound Working on greyhound.qc SMD MODEL greyhound_reference.smd SMD MODEL greyhound_physmodel.smd SMD MODEL greyhound_idle.smd SMD MODEL greyhound_turn.smd SMD MODEL greyhound_suspension.smd SMD MODEL greyhound_wheelspin.smd Model has 20 convex sub-parts Collision model completed. - writing c:\program [EMAIL PROTECTED] 2\hl2\mod els/vehicles/greyhound.mdl: bones15920 bytes (46) animations2720 bytes (24 anims) (30 frames) [0:07] sequences 3420 bytes (10 seq) ik/pose344 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures72 bytes keyvalues 416 bytes Collision model volume 5078298.00 in^3 collision0 bytes total25796 ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) ERROR: Aborted Processing on 'vehicles/greyhound.mdl' Is there any way to debug this further? studiomdl creates an empty file for the mdl. I've tried finding errors in the model but came up empty so far, and the error doesn't help much in that direction either. Thanks for any info! -- maarten ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Model compile error
For me starting the model viewer and keep it running while compiling models solved this problem. -Archy [EMAIL PROTECTED] wrote: Hi list! this is probably a question for valve, but maybe one of you has hit it before. I'm trying to compile a new model, but studiomdl keeps crashing on me: C:\OffLimits\modelsrc\vehicles\greyhoundC:\Program Files\Steam\steamapps\keats @off-limits.be\sourcesdk\bin\ep1\bin\studiomdl.exe greyhound.qc qdir:c:\offlimits\modelsrc\vehicles\greyhound\ gamedir: c:\program [EMAIL PROTECTED] 2\hl2\ g_path: greyhound Working on greyhound.qc SMD MODEL greyhound_reference.smd SMD MODEL greyhound_physmodel.smd SMD MODEL greyhound_idle.smd SMD MODEL greyhound_turn.smd SMD MODEL greyhound_suspension.smd SMD MODEL greyhound_wheelspin.smd Model has 20 convex sub-parts Collision model completed. - writing c:\program [EMAIL PROTECTED] 2\hl2\mod els/vehicles/greyhound.mdl: bones15920 bytes (46) animations2720 bytes (24 anims) (30 frames) [0:07] sequences 3420 bytes (10 seq) ik/pose344 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures72 bytes keyvalues 416 bytes Collision model volume 5078298.00 in^3 collision0 bytes total25796 ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) ERROR: Aborted Processing on 'vehicles/greyhound.mdl' Is there any way to debug this further? studiomdl creates an empty file for the mdl. I've tried finding errors in the model but came up empty so far, and the error doesn't help much in that direction either. Thanks for any info! -- maarten ___ 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] Model compile error
I tried launching hlmv, but it crashed on me too. Restarted steam, lauched hlmv, loaded a model just to be sure, and now it compiles. I thought I'd seen it all, but guess what :D Thanks a bunch archy! For me starting the model viewer and keep it running while compiling models solved this problem. -Archy [EMAIL PROTECTED] wrote: Hi list! this is probably a question for valve, but maybe one of you has hit it before. I'm trying to compile a new model, but studiomdl keeps crashing on me: C:\OffLimits\modelsrc\vehicles\greyhoundC:\Program Files\Steam\steamapps\keats @off-limits.be\sourcesdk\bin\ep1\bin\studiomdl.exe greyhound.qc qdir:c:\offlimits\modelsrc\vehicles\greyhound\ gamedir: c:\program [EMAIL PROTECTED] 2\hl2\ g_path: greyhound Working on greyhound.qc SMD MODEL greyhound_reference.smd SMD MODEL greyhound_physmodel.smd SMD MODEL greyhound_idle.smd SMD MODEL greyhound_turn.smd SMD MODEL greyhound_suspension.smd SMD MODEL greyhound_wheelspin.smd Model has 20 convex sub-parts Collision model completed. - writing c:\program [EMAIL PROTECTED] 2\hl2\mod els/vehicles/greyhound.mdl: bones15920 bytes (46) animations2720 bytes (24 anims) (30 frames) [0:07] sequences 3420 bytes (10 seq) ik/pose344 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures72 bytes keyvalues 416 bytes Collision model volume 5078298.00 in^3 collision0 bytes total25796 ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) ERROR: Aborted Processing on 'vehicles/greyhound.mdl' Is there any way to debug this further? studiomdl creates an empty file for the mdl. I've tried finding errors in the model but came up empty so far, and the error doesn't help much in that direction either. Thanks for any info! -- maarten ___ 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] Model compile error
Post your QC please. [EMAIL PROTECTED] wrote: I tried launching hlmv, but it crashed on me too. Restarted steam, lauched hlmv, loaded a model just to be sure, and now it compiles. I thought I'd seen it all, but guess what :D Thanks a bunch archy! For me starting the model viewer and keep it running while compiling models solved this problem. -Archy [EMAIL PROTECTED] wrote: Hi list! this is probably a question for valve, but maybe one of you has hit it before. I'm trying to compile a new model, but studiomdl keeps crashing on me: C:\OffLimits\modelsrc\vehicles\greyhoundC:\Program Files\Steam\steamapps\keats @off-limits.be\sourcesdk\bin\ep1\bin\studiomdl.exe greyhound.qc qdir:c:\offlimits\modelsrc\vehicles\greyhound\ gamedir: c:\program [EMAIL PROTECTED] 2\hl2\ g_path: greyhound Working on greyhound.qc SMD MODEL greyhound_reference.smd SMD MODEL greyhound_physmodel.smd SMD MODEL greyhound_idle.smd SMD MODEL greyhound_turn.smd SMD MODEL greyhound_suspension.smd SMD MODEL greyhound_wheelspin.smd Model has 20 convex sub-parts Collision model completed. - writing c:\program [EMAIL PROTECTED] 2\hl2\mod els/vehicles/greyhound.mdl: bones15920 bytes (46) animations2720 bytes (24 anims) (30 frames) [0:07] sequences 3420 bytes (10 seq) ik/pose344 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures72 bytes keyvalues 416 bytes Collision model volume 5078298.00 in^3 collision0 bytes total25796 ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) ERROR: Aborted Processing on 'vehicles/greyhound.mdl' Is there any way to debug this further? studiomdl creates an empty file for the mdl. I've tried finding errors in the model but came up empty so far, and the error doesn't help much in that direction either. Thanks for any info! -- maarten ___ 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
Re: [hlcoders] Model compile error
I do not think that this is caused by a bad qc. It propably only happens if you use the ep1 compiler. If the model viewer is started before compiling anything works fine. It happens eg for this qc which is a sample of noasis: $modelname skeleton\Skull.mdl $cdmaterials models\skeleton $surfaceprop pottery $staticprop $scale 1 $body studio Skull_reference.smd $sequence idle Skull_idle fps 1 $collisionmodel Skull_phys.smd { $Mass 1 $concave } -archy Jake Breen wrote: Post your QC please. [EMAIL PROTECTED] wrote: I tried launching hlmv, but it crashed on me too. Restarted steam, lauched hlmv, loaded a model just to be sure, and now it compiles. I thought I'd seen it all, but guess what :D Thanks a bunch archy! For me starting the model viewer and keep it running while compiling models solved this problem. -Archy [EMAIL PROTECTED] wrote: Hi list! this is probably a question for valve, but maybe one of you has hit it before. I'm trying to compile a new model, but studiomdl keeps crashing on me: C:\OffLimits\modelsrc\vehicles\greyhoundC:\Program Files\Steam\steamapps\keats @off-limits.be\sourcesdk\bin\ep1\bin\studiomdl.exe greyhound.qc qdir:c:\offlimits\modelsrc\vehicles\greyhound\ gamedir: c:\program [EMAIL PROTECTED] 2\hl2\ g_path: greyhound Working on greyhound.qc SMD MODEL greyhound_reference.smd SMD MODEL greyhound_physmodel.smd SMD MODEL greyhound_idle.smd SMD MODEL greyhound_turn.smd SMD MODEL greyhound_suspension.smd SMD MODEL greyhound_wheelspin.smd Model has 20 convex sub-parts Collision model completed. - writing c:\program [EMAIL PROTECTED] 2\hl2\mod els/vehicles/greyhound.mdl: bones15920 bytes (46) animations2720 bytes (24 anims) (30 frames) [0:07] sequences 3420 bytes (10 seq) ik/pose344 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures72 bytes keyvalues 416 bytes Collision model volume 5078298.00 in^3 collision0 bytes total25796 ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) ERROR: Aborted Processing on 'vehicles/greyhound.mdl' Is there any way to debug this further? studiomdl creates an empty file for the mdl. I've tried finding errors in the model but came up empty so far, and the error doesn't help much in that direction either. Thanks for any info! -- maarten ___ 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
Re: [hlcoders] Model compile error
it's probably just an issue with studiomdl running the wrong binaries you could try adding 2 environment variables like EP1SDK_BIN and OBSDK_BIN and point them to the respective folders ie: EP1SDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\ep1\bin OBSDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\orangebox\bin then when you load up your command prompt set path=%path%;%EP1SDK_BIN% compile your model. and of course you can use the other one for the orange box tools. On Nov 17, 2007 11:08 AM, Julian Moschüring [EMAIL PROTECTED] wrote: I do not think that this is caused by a bad qc. It propably only happens if you use the ep1 compiler. If the model viewer is started before compiling anything works fine. It happens eg for this qc which is a sample of noasis: $modelname skeleton\Skull.mdl $cdmaterials models\skeleton $surfaceprop pottery $staticprop $scale 1 $body studio Skull_reference.smd $sequence idle Skull_idle fps 1 $collisionmodel Skull_phys.smd { $Mass 1 $concave } -archy Jake Breen wrote: Post your QC please. [EMAIL PROTECTED] wrote: I tried launching hlmv, but it crashed on me too. Restarted steam, lauched hlmv, loaded a model just to be sure, and now it compiles. I thought I'd seen it all, but guess what :D Thanks a bunch archy! For me starting the model viewer and keep it running while compiling models solved this problem. -Archy [EMAIL PROTECTED] wrote: Hi list! this is probably a question for valve, but maybe one of you has hit it before. I'm trying to compile a new model, but studiomdl keeps crashing on me: C:\OffLimits\modelsrc\vehicles\greyhoundC:\Program Files\Steam\steamapps\keats @off-limits.be\sourcesdk\bin\ep1\bin\studiomdl.exe greyhound.qc qdir:c:\offlimits\modelsrc\vehicles\greyhound\ gamedir: c:\program [EMAIL PROTECTED] 2\hl2\ g_path: greyhound Working on greyhound.qc SMD MODEL greyhound_reference.smd SMD MODEL greyhound_physmodel.smd SMD MODEL greyhound_idle.smd SMD MODEL greyhound_turn.smd SMD MODEL greyhound_suspension.smd SMD MODEL greyhound_wheelspin.smd Model has 20 convex sub-parts Collision model completed. - writing c:\program [EMAIL PROTECTED] 2\hl2\mod els/vehicles/greyhound.mdl: bones15920 bytes (46) animations2720 bytes (24 anims) (30 frames) [0:07] sequences 3420 bytes (10 seq) ik/pose344 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures72 bytes keyvalues 416 bytes Collision model volume 5078298.00 in^3 collision0 bytes total25796 ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) ERROR: Aborted Processing on 'vehicles/greyhound.mdl' Is there any way to debug this further? studiomdl creates an empty file for the mdl. I've tried finding errors in the model but came up empty so far, and the error doesn't help much in that direction either. Thanks for any info! -- maarten ___ 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 -- -omega ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Error on compile on linux
Make sure you haven't corrupted your Makefile.vcpm file, for instance by replacing tabs with spaces. At 2007/11/10 12:11 PM, David van der Staak wrote: -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper mod versioning?
For what it's worth the last few times I asked this, the answer was basically no. At 2007/11/15 10:39 AM, Jeremy wrote: Is there a way to do proper mod versioning? Disconnect: Server uses different class tables. isn't a very useful error message when clients try to join wrong version servers. ___ 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] Proper mod versioning?
Garry's Mod beta (somehow) has [BETA] preceding the Game column contents in the server, if I'm correct. Perhaps you could put the version in that data field so that people can look specifically for servers of their version. // Adam Maras (memzero) [EMAIL PROTECTED] wrote: For what it's worth the last few times I asked this, the answer was basically no. At 2007/11/15 10:39 AM, Jeremy wrote: Is there a way to do proper mod versioning? Disconnect: Server uses different class tables. isn't a very useful error message when clients try to join wrong version servers. ___ 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] Mod not showing up in the Steam-Servers-Internet-Game selector
Well I tried using 215, and what able to get the mod to load and connect to a server. I then restarted Steam multiple times and relaunched the mod multiple times, but AoA still never showed up in the server selector. Since ProZak got my GameInfo.txt to work, it seems that it's not a matter of needing a different number. I'm starting to suspect this is just a bug in Steam. Anyone have advice on how to get support for Steam issues? At 2007/11/11 08:05 PM, Adam Maras (memzero) wrote: You can use the SDK Base SteamAppId but mount the HL2DM content in your mod. [EMAIL PROTECTED] wrote: As far as I know, you should be basing your current mods off the Source SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId. ~~ Ondra I need some of the HL2DM content, such as models, so I don't think 215 would be appropriate? No idea at all. Just tried copying yours into a mod of mine, and it shows up just fine! http://img158.imageshack.us/img158/9404/serverbrowserartofascenjz7.png /ProZak Hmm I guess the problem could be elsewhere in my mod, but I can't really imagine where. Does anyone know exactly how Steam populates that list? On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well, I won't discount the possibility that I've done something wrong there, but it seems fairly simple. Here's my gameinfo.txt - I only removed the // comments so it would be easier to read via email clients. Any ideas of what I might try changing/adding/deleting? GameInfo { gameArt of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http://aoa.gamemod.net/; hidden_maps { test_speakers 1 test_hardware 1 } FileSystem { SteamAppId 320 ToolsAppId 211 SearchPaths { Game|gameinfo_path|. Gamehl2mp Gamehl2 } } } At 2007/11/11 12:47 PM, Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] All of my mods show up just fine here, weird! Perhaps something in your GameInfo.txt is breaking this? /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper mod versioning?
Well, you can always put the version number in the name of the server, which may be what he's doing? Really though what you want, per previous discussions, is a way to alert users to the existence of a new version when they try to connect and fail. And ideally a way to seamlessly perform the update via Steam. At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote: Garry's Mod beta (somehow) has [BETA] preceding the Game column contents in the server, if I'm correct. Perhaps you could put the version in that data field so that people can look specifically for servers of their version. // Adam Maras (memzero) [EMAIL PROTECTED] wrote: For what it's worth the last few times I asked this, the answer was basically no. At 2007/11/15 10:39 AM, Jeremy wrote: Is there a way to do proper mod versioning? Disconnect: Server uses different class tables. isn't a very useful error message when clients try to join wrong version servers. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper mod versioning?
Well pardon my lack of knowledge on the situation, but couldn't you: 1. Set a version constant in the code 2. Check to see if the server and connecting client's version match 3. If they don't, disconnect with a custom message? Could all this occur before class table checking, like right on connect? // Adam Maras (memzero) [EMAIL PROTECTED] wrote: Well, you can always put the version number in the name of the server, which may be what he's doing? Really though what you want, per previous discussions, is a way to alert users to the existence of a new version when they try to connect and fail. And ideally a way to seamlessly perform the update via Steam. At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote: Garry's Mod beta (somehow) has [BETA] preceding the Game column contents in the server, if I'm correct. Perhaps you could put the version in that data field so that people can look specifically for servers of their version. // Adam Maras (memzero) [EMAIL PROTECTED] wrote: For what it's worth the last few times I asked this, the answer was basically no. At 2007/11/15 10:39 AM, Jeremy wrote: Is there a way to do proper mod versioning? Disconnect: Server uses different class tables. isn't a very useful error message when clients try to join wrong version servers. ___ 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] SendProxy_String_tToString can't send wide-char string data
Unfortunately using the array of items is not possible here. As noted on http://developer.valvesoftware.com/wiki/Networking_Entities a single array of X items count X times towards the 1024 limit on the number of variables associated with a single entity. So if you wanted to send a manual array string of size 1025, it won't work. As far as base-128 goes - if you look at the code snippet I pasted previously you may notice I cheated slightly because I'm sending data in groups of 16bits, so I lose very few permutations. So actually it's not really base-128, but base-128 would be the simplest way to explain it. Oh well, it's possible to work around in client-code, but it's surprising with all the internationalization garbage in the SDK that they don't support this. At 2007/11/12 05:14 PM, OvermindDL1 wrote: Well since no one else seemed to bother looking (and I actually got some time to look), the only thing the above function does is just fill in the passed in variant setting it as a string. Looking at the varient it supports an array of a base type (such as wchar/Int16, like you would use). Will have to do the serialization manually (but that will be what... less then 10 lines of code for what you are doing, just put it into your own function to encapsulate it), but if the array in the variant works (I do not see many places it is used) then it would be perfect. Honostly though, SendProxy_String_tToString seems like a rather weird function to use, I only see it defined in one place and only used in that class's prop definition. Still that is a hack, it seems like it would be far *far* better to juse serialize it fully and hand it off manually (as a binary stream, usual term being a binary blob) instead of using a variant, that way you could set up string compression, string tables, etc... etc... for effective and easy network bandwidth reduction. There would be no sendblob function as you just give it a char array with a length to let it send across the network. Also, you should not need a base-128 converter, but rather a base-255 converter would be best if you wanted to continue doing it your method. On 11/11/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well there is no SendBlob sort of function anywhere in the dt_send and various other networking files. It's not a huge deal, I just had to write my own base-128 encoder, so that there wouldn't be any 0s in the data that went over the wire. It just seems that Valve would want to support this natively. At 2007/11/10 10:53 PM, OvermindDL1 wrote: Could just send it as a binary blob and not as a string (pretend it is opaque binary data, and not a string, use binary functions, not string functions). On 11/10/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well it would be nice if there were a version of string networking that was binary-safe. At 2006/09/03 08:33 PM, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] You could use a networked string table as well as the index of the string in the entity network table. Then you can specify the string length in AddString for the user data. On 9/3/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I thought there was a forum or mailing list thread on this once before but I can't find it. Basically it seems that the close-source side of the networking does a 0x00-truncated data copy. So you can't send strings along the wire that contain a 0x00 byte in them, such as wide-char strings etc. Anyone know of a work-around? (Short of encoding the base64ing the strings or something like that.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ 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
Re: [hlcoders] Proper mod versioning?
Or in the dll init function check for new version then display a message box saying there is a new version out. - Original Message - From: Adam Maras (memzero) [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, November 17, 2007 1:34 PM Subject: Re: [hlcoders] Proper mod versioning? Well pardon my lack of knowledge on the situation, but couldn't you: 1. Set a version constant in the code 2. Check to see if the server and connecting client's version match 3. If they don't, disconnect with a custom message? Could all this occur before class table checking, like right on connect? // Adam Maras (memzero) [EMAIL PROTECTED] wrote: Well, you can always put the version number in the name of the server, which may be what he's doing? Really though what you want, per previous discussions, is a way to alert users to the existence of a new version when they try to connect and fail. And ideally a way to seamlessly perform the update via Steam. At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote: Garry's Mod beta (somehow) has [BETA] preceding the Game column contents in the server, if I'm correct. Perhaps you could put the version in that data field so that people can look specifically for servers of their version. // Adam Maras (memzero) [EMAIL PROTECTED] wrote: For what it's worth the last few times I asked this, the answer was basically no. At 2007/11/15 10:39 AM, Jeremy wrote: Is there a way to do proper mod versioning? Disconnect: Server uses different class tables. isn't a very useful error message when clients try to join wrong version servers. ___ 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] Proper mod versioning?
No, as far as I can tell, the imbedded closed-source srcds.exe and hl2.exe class table checking stuff occurs before any user-controlled mod code is run. So you have no control over that process or that message. At 2007/11/17 12:34 PM, Adam Maras (memzero) wrote: Well pardon my lack of knowledge on the situation, but couldn't you: 1. Set a version constant in the code 2. Check to see if the server and connecting client's version match 3. If they don't, disconnect with a custom message? Could all this occur before class table checking, like right on connect? // Adam Maras (memzero) [EMAIL PROTECTED] wrote: Well, you can always put the version number in the name of the server, which may be what he's doing? Really though what you want, per previous discussions, is a way to alert users to the existence of a new version when they try to connect and fail. And ideally a way to seamlessly perform the update via Steam. At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote: Garry's Mod beta (somehow) has [BETA] preceding the Game column contents in the server, if I'm correct. Perhaps you could put the version in that data field so that people can look specifically for servers of their version. // Adam Maras (memzero) [EMAIL PROTECTED] wrote: For what it's worth the last few times I asked this, the answer was basically no. At 2007/11/15 10:39 AM, Jeremy wrote: Is there a way to do proper mod versioning? Disconnect: Server uses different class tables. isn't a very useful error message when clients try to join wrong version servers. ___ 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] Proper mod versioning?
Yes, now that would be possible, but perhaps misleading in some scenarios. (It would of course require the mod author to maintain some globally-available server with the latest version, and then write the client code to do that check.) It's a slightly different scenario though than the one originally described, though. For instance if you had a beta version as mentioned below, you wouldn't get that message when on beta and connecting to non-beta, or you would get it erroneously when not on beta, etc. At 2007/11/17 12:40 PM, Christopher Harris wrote: Or in the dll init function check for new version then display a message box saying there is a new version out. - Original Message - From: Adam Maras (memzero) [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, November 17, 2007 1:34 PM Subject: Re: [hlcoders] Proper mod versioning? Well pardon my lack of knowledge on the situation, but couldn't you: 1. Set a version constant in the code 2. Check to see if the server and connecting client's version match 3. If they don't, disconnect with a custom message? Could all this occur before class table checking, like right on connect? // Adam Maras (memzero) [EMAIL PROTECTED] wrote: Well, you can always put the version number in the name of the server, which may be what he's doing? Really though what you want, per previous discussions, is a way to alert users to the existence of a new version when they try to connect and fail. And ideally a way to seamlessly perform the update via Steam. At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote: Garry's Mod beta (somehow) has [BETA] preceding the Game column contents in the server, if I'm correct. Perhaps you could put the version in that data field so that people can look specifically for servers of their version. // Adam Maras (memzero) [EMAIL PROTECTED] wrote: For what it's worth the last few times I asked this, the answer was basically no. At 2007/11/15 10:39 AM, Jeremy wrote: Is there a way to do proper mod versioning? Disconnect: Server uses different class tables. isn't a very useful error message when clients try to join wrong version servers. ___ 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
Re: [hlcoders] Proper mod versioning?
whiel I'm not looking, I can only assume the [BETA] tihng is because he's returning the game name as Garry's Mod [BETA] from GameRules::GetGameDescription() On Nov 17, 2007 1:48 PM, [EMAIL PROTECTED] wrote: Yes, now that would be possible, but perhaps misleading in some scenarios. (It would of course require the mod author to maintain some globally-available server with the latest version, and then write the client code to do that check.) It's a slightly different scenario though than the one originally described, though. For instance if you had a beta version as mentioned below, you wouldn't get that message when on beta and connecting to non-beta, or you would get it erroneously when not on beta, etc. At 2007/11/17 12:40 PM, Christopher Harris wrote: Or in the dll init function check for new version then display a message box saying there is a new version out. - Original Message - From: Adam Maras (memzero) [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, November 17, 2007 1:34 PM Subject: Re: [hlcoders] Proper mod versioning? Well pardon my lack of knowledge on the situation, but couldn't you: 1. Set a version constant in the code 2. Check to see if the server and connecting client's version match 3. If they don't, disconnect with a custom message? Could all this occur before class table checking, like right on connect? // Adam Maras (memzero) [EMAIL PROTECTED] wrote: Well, you can always put the version number in the name of the server, which may be what he's doing? Really though what you want, per previous discussions, is a way to alert users to the existence of a new version when they try to connect and fail. And ideally a way to seamlessly perform the update via Steam. At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote: Garry's Mod beta (somehow) has [BETA] preceding the Game column contents in the server, if I'm correct. Perhaps you could put the version in that data field so that people can look specifically for servers of their version. // Adam Maras (memzero) [EMAIL PROTECTED] wrote: For what it's worth the last few times I asked this, the answer was basically no. At 2007/11/15 10:39 AM, Jeremy wrote: Is there a way to do proper mod versioning? Disconnect: Server uses different class tables. isn't a very useful error message when clients try to join wrong version servers. ___ 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 -- -omega ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper mod versioning?
It's a bit hard to believe something so trivial as client-server versioning, with a useful error message isn't already supported in some form. Without blocking the game on your own http version queries or something. It ought to be as simple as the server checking the client version matches. Not all servers stay up to date, so simple nagging users they aren't on the latest version isn't useful. It should work for clients joining newer or older servers. if client version != server version show useful message. I was under the impression that the engine errors out with the class table error stuff before the user code has a chance to do something like this, which means it would need to be have engine level support. On Nov 17, 2007 10:57 AM, Tony omega Sergi [EMAIL PROTECTED] wrote: whiel I'm not looking, I can only assume the [BETA] tihng is because he's returning the game name as Garry's Mod [BETA] from GameRules::GetGameDescription() On Nov 17, 2007 1:48 PM, [EMAIL PROTECTED] wrote: Yes, now that would be possible, but perhaps misleading in some scenarios. (It would of course require the mod author to maintain some globally-available server with the latest version, and then write the client code to do that check.) It's a slightly different scenario though than the one originally described, though. For instance if you had a beta version as mentioned below, you wouldn't get that message when on beta and connecting to non-beta, or you would get it erroneously when not on beta, etc. At 2007/11/17 12:40 PM, Christopher Harris wrote: Or in the dll init function check for new version then display a message box saying there is a new version out. - Original Message - From: Adam Maras (memzero) [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, November 17, 2007 1:34 PM Subject: Re: [hlcoders] Proper mod versioning? Well pardon my lack of knowledge on the situation, but couldn't you: 1. Set a version constant in the code 2. Check to see if the server and connecting client's version match 3. If they don't, disconnect with a custom message? Could all this occur before class table checking, like right on connect? // Adam Maras (memzero) [EMAIL PROTECTED] wrote: Well, you can always put the version number in the name of the server, which may be what he's doing? Really though what you want, per previous discussions, is a way to alert users to the existence of a new version when they try to connect and fail. And ideally a way to seamlessly perform the update via Steam. At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote: Garry's Mod beta (somehow) has [BETA] preceding the Game column contents in the server, if I'm correct. Perhaps you could put the version in that data field so that people can look specifically for servers of their version. // Adam Maras (memzero) [EMAIL PROTECTED] wrote: For what it's worth the last few times I asked this, the answer was basically no. At 2007/11/15 10:39 AM, Jeremy wrote: Is there a way to do proper mod versioning? Disconnect: Server uses different class tables. isn't a very useful error message when clients try to join wrong version servers. ___ 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 -- -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] Proper mod versioning?
-- [ Picked text/plain from multipart/alternative ] On 11/17/07, Jeremy [EMAIL PROTECTED] wrote: It's a bit hard to believe something so trivial as client-server versioning ... trivial? I don't know where you got that idea. -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Mod not Launching
Hello guys I created the new source mod as you told me in the other mails but now it doesn´t load. It shows the loading screen but then it goes back to desktop. This is my gameinfo.txt. GameInfo { game BSS:Source type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 hidden_maps { test_speakers 1 test_hardware 1 } FileSystem { SteamAppId 215 // GCF for Source SDK Base ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. // // The code that loads this file automatically does a few things here: // // 1. For each Game search path, it adds a GameBin path, in dir\bin // 2. For each Game search path, it adds another Game path in front of it with _langage at the end. // For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it. // 3. For the first Game search path, it adds a search path called MOD. // 4. For the first Game search path, it adds a search path called DEFAULT_WRITE_PATH. // // // Search paths are relative to the base directory, which is where hl2.exe is found. // // |gameinfo_path| points at the directory where gameinfo.txt is. // We always want to mount that directory relative to gameinfo.txt, so // people can mount stuff in c:\mymod, and the main game resources are in // someplace like c:\program files\valve\steam\steamapps\half-life 2. // SearchPaths { Game |gameinfo_path|. Game hl2mp Game hl2 } } } I didn´t do anything to the code except compiling it with msvc++ 2k3. do i miss something in there? i changed the steamappid to 220 for hl2 it didn´t crash but i get an error when loading a map that the node graph is out of date. regards ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper mod versioning?
Jorge Rodriguez wrote: -- [ Picked text/plain from multipart/alternative ] On 11/17/07, Jeremy [EMAIL PROTECTED] wrote: It's a bit hard to believe something so trivial as client-server versioning ... trivial? I don't know where you got that idea. It could be trivial if GameRules::GetGameDescription() returned a version number as well as a string... GameRules::GetGameDescription(char *Description, int *Version) { strcpy(Description, My Mod v.83); *Version = 83; } The client would also need some way to return the version number to the engine so that it could check this when displaying servers (filtering out servers that weren't running the same version as the client). -- 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] movement code
Take a look at http://developer.valvesoftware.com/wiki/Lag_Compensation scroll down to Client Side Prediction. Explains player movement prediction and interpolation. On Nov 17, 2007 2:57 AM, Neuwirth Christoph [EMAIL PROTECTED] wrote: Thx for the answer but i knew those files already. I´d need some advise in those points cause source coding and msvc++ 2003 are completley new for me. So anyone can answer those questions? Joel R. schrieb: gamemovement.cpp and sdk_gamemovement.cpp are the files you want. They handle the walking on ground / collision. On Nov 17, 2007 12:03 AM, Neuwirth Christoph [EMAIL PROTECTED] wrote: No one? Neuwirth Christoph schrieb: Hello After i got the suggestions from you guys to wait with serious work until ep2 sdk comes out, i decided to learn a bit about the movement code of hl2. 1. How much Difference is between hl1 and hl2 movement code(except hl1 is c and hl2 is c++) 2. How is the movement code predicted? 3. is the Movement code shared like hl1 or has each workspace its own movement code? 4. Is it possible to port the hl1 movementcode to c++ even without engine access?(i know a lil offtopic but interesting tough) greetz chris ___ 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 -- ~skidz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Hammer shortcut still not working
-- [ Picked text/plain from multipart/alternative ] Hi Mike, Seems you fixed the Hammer shortcut thingy a couple days ago. My shortcut on the desktop now runs Hammer (but not 100% correctly). It gives me the following error: Failed to load the default scheme file. The map views may be missing some visual elements Also, in the Messages box, there is a red msg: Inavlid game c:\Program Files\steam\steamapps\gooseman_1978\sourcesdk\launcher found in VPROJECT environment variable, ignoring. Any clues as to how I can overcome fix these errors? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Model compile error
Maarten, I think this is the %VProject% still getting set wrong, check your path and make sure it matches the mod you're working on. checkpath.bat: @echo off echo sourcesdk path: echo %sourcesdk% echo echo vproject path: echo %VProject% pause You have to set the mod in the sdk launcher, exit the launcher, then run it again a second time to get the %VProject% to take. If you change mods, always double check to make sure the path is set properly. - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, November 17, 2007 8:15 AM Subject: Re: [hlcoders] Model compile error it's probably just an issue with studiomdl running the wrong binaries you could try adding 2 environment variables like EP1SDK_BIN and OBSDK_BIN and point them to the respective folders ie: EP1SDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\ep1\bin OBSDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\orangebox\bin then when you load up your command prompt set path=%path%;%EP1SDK_BIN% compile your model. and of course you can use the other one for the orange box tools. On Nov 17, 2007 11:08 AM, Julian Moschüring [EMAIL PROTECTED] wrote: I do not think that this is caused by a bad qc. It propably only happens if you use the ep1 compiler. If the model viewer is started before compiling anything works fine. It happens eg for this qc which is a sample of noasis: $modelname skeleton\Skull.mdl $cdmaterials models\skeleton $surfaceprop pottery $staticprop $scale 1 $body studio Skull_reference.smd $sequence idle Skull_idle fps 1 $collisionmodel Skull_phys.smd { $Mass 1 $concave } -archy Jake Breen wrote: Post your QC please. maarten wrote: I tried launching hlmv, but it crashed on me too. Restarted steam, lauched hlmv, loaded a model just to be sure, and now it compiles. I thought I'd seen it all, but guess what :D Thanks a bunch archy! For me starting the model viewer and keep it running while compiling models solved this problem. -Archy maarten wrote: Hi list! this is probably a question for valve, but maybe one of you has hit it before. I'm trying to compile a new model, but studiomdl keeps crashing on me: C:\OffLimits\modelsrc\vehicles\greyhoundC:\Program Files\Steam\steamapps\keats @off-limits.be\sourcesdk\bin\ep1\bin\studiomdl.exe greyhound.qc qdir:c:\offlimits\modelsrc\vehicles\greyhound\ gamedir: c:\program [EMAIL PROTECTED] 2\hl2\ g_path: greyhound Working on greyhound.qc SMD MODEL greyhound_reference.smd SMD MODEL greyhound_physmodel.smd SMD MODEL greyhound_idle.smd SMD MODEL greyhound_turn.smd SMD MODEL greyhound_suspension.smd SMD MODEL greyhound_wheelspin.smd Model has 20 convex sub-parts Collision model completed. - writing c:\program [EMAIL PROTECTED] 2\hl2\mod els/vehicles/greyhound.mdl: bones15920 bytes (46) animations2720 bytes (24 anims) (30 frames) [0:07] sequences 3420 bytes (10 seq) ik/pose344 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures72 bytes keyvalues 416 bytes Collision model volume 5078298.00 in^3 collision0 bytes total25796 ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) ERROR: Aborted Processing on 'vehicles/greyhound.mdl' Is there any way to debug this further? studiomdl creates an empty file for the mdl. I've tried finding errors in the model but came up empty so far, and the error doesn't help much in that direction either. Thanks for any info! -- maarten ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SendProxy_String_tToString can't send wide-char string data
We haven't added this to the server side since the preferred method is to network the internal string (or better yet, an index, etc.) and use it as a look up (vgui::localize()-Find) in the xxx_language.txt files since each connected client can be using a different language. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Saturday, November 17, 2007 10:41 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data Unfortunately using the array of items is not possible here. As noted on http://developer.valvesoftware.com/wiki/Networking_Entities a single array of X items count X times towards the 1024 limit on the number of variables associated with a single entity. So if you wanted to send a manual array string of size 1025, it won't work. As far as base-128 goes - if you look at the code snippet I pasted previously you may notice I cheated slightly because I'm sending data in groups of 16bits, so I lose very few permutations. So actually it's not really base-128, but base-128 would be the simplest way to explain it. Oh well, it's possible to work around in client-code, but it's surprising with all the internationalization garbage in the SDK that they don't support this. At 2007/11/12 05:14 PM, OvermindDL1 wrote: Well since no one else seemed to bother looking (and I actually got some time to look), the only thing the above function does is just fill in the passed in variant setting it as a string. Looking at the varient it supports an array of a base type (such as wchar/Int16, like you would use). Will have to do the serialization manually (but that will be what... less then 10 lines of code for what you are doing, just put it into your own function to encapsulate it), but if the array in the variant works (I do not see many places it is used) then it would be perfect. Honostly though, SendProxy_String_tToString seems like a rather weird function to use, I only see it defined in one place and only used in that class's prop definition. Still that is a hack, it seems like it would be far *far* better to juse serialize it fully and hand it off manually (as a binary stream, usual term being a binary blob) instead of using a variant, that way you could set up string compression, string tables, etc... etc... for effective and easy network bandwidth reduction. There would be no sendblob function as you just give it a char array with a length to let it send across the network. Also, you should not need a base-128 converter, but rather a base-255 converter would be best if you wanted to continue doing it your method. On 11/11/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well there is no SendBlob sort of function anywhere in the dt_send and various other networking files. It's not a huge deal, I just had to write my own base-128 encoder, so that there wouldn't be any 0s in the data that went over the wire. It just seems that Valve would want to support this natively. At 2007/11/10 10:53 PM, OvermindDL1 wrote: Could just send it as a binary blob and not as a string (pretend it is opaque binary data, and not a string, use binary functions, not string functions). On 11/10/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well it would be nice if there were a version of string networking that was binary-safe. At 2006/09/03 08:33 PM, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] You could use a networked string table as well as the index of the string in the entity network table. Then you can specify the string length in AddString for the user data. On 9/3/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I thought there was a forum or mailing list thread on this once before but I can't find it. Basically it seems that the close-source side of the networking does a 0x00-truncated data copy. So you can't send strings along the wire that contain a 0x00 byte in them, such as wide-char strings etc. Anyone know of a work-around? (Short of encoding the base64ing the strings or something like that.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ 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:
Re: [hlcoders] Team Fortress 2 Critical Hits
This is the biggest complaint with TF2, but I personally don't mind them. I agree with the server console command. Also, we should keep this discussion on the Steam forums, this is the coders mailer. On Nov 16, 2007 7:15 PM, Tony omega Sergi [EMAIL PROTECTED] wrote: only thing I think crits should be able to be disabled for is match play. actually all of the the team that's winning continues to win stuff ruins match play. because if the other team you're playing against happens to get lucky one round, it ruins it for the rest of the match to the point that they spawn quicker, get crits more often and you can't make a comeback v ery easily, you end up being penalized for messing up at the start. it's extremely noticable on 2fort. -Tony On Nov 16, 2007 7:26 PM, Matt Stafford [EMAIL PROTECTED] wrote: Remove Crit Rockets and I'll be happy ;) On Nov 17, 2007 9:22 AM, Paul Peloski [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This is the wrong place for that topic. The hlds list might be better. Although I like critical hits myself, they add some unpredictability to what would normally be me getting owned every time I play. Undoubtedly the feature brings new and casual gamers out to play, which is a great thing for TF2. Regards, Paul On Nov 16, 2007 4:02 PM, George Devgru Seal [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Any possibility of seeing critical hits as a server-side variable? Perhaps through a third-party module for servers, or even in an upcoming patch? Thanks -Devgru __ Devgru Seal - PC Geek - » June 1st: HL2:Episode 1 Release « » October 9th, 2007: The Orange Box Release « -- ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com ___ 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 -- ~skidz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Team Fortress 2 Critical Hits
They can be summed up as such - great when they happen for you, horrible when they happen against you. At first i enjoyed the randomess but now i think perhaps more clarification on how to activate them would be helpful. As i understand it they are meant to be a reward for playing your chosen class skillfully, implying there is some sort of behind the scenes analytical monitoring code that studies a number of factors to judge how well you are playing, but i've had instances where the first shot i fire when i start as a new class can be a critical shot. If it is indeed a randomly occuring feature then i think they may in the end actually be a negative thing because players (as is mentioned in the commentary section of the game) don't mind being killed if their death was a result of a more skilled opponent or by poor play on their part but tend to get annoyed when their opponent gains an upperhand on them, not by skill, but by a poor game mechanic. I think randomly dished out one hit kills would fall into this category. But hey, there most likely is some kind of method behind it and i still love the game ;) On Nov 18, 2007 3:46 AM, Ryan Sheffer [EMAIL PROTECTED] wrote: This is the biggest complaint with TF2, but I personally don't mind them. I agree with the server console command. Also, we should keep this discussion on the Steam forums, this is the coders mailer. On Nov 16, 2007 7:15 PM, Tony omega Sergi [EMAIL PROTECTED] wrote: only thing I think crits should be able to be disabled for is match play. actually all of the the team that's winning continues to win stuff ruins match play. because if the other team you're playing against happens to get lucky one round, it ruins it for the rest of the match to the point that they spawn quicker, get crits more often and you can't make a comeback v ery easily, you end up being penalized for messing up at the start. it's extremely noticable on 2fort. -Tony On Nov 16, 2007 7:26 PM, Matt Stafford [EMAIL PROTECTED] wrote: Remove Crit Rockets and I'll be happy ;) On Nov 17, 2007 9:22 AM, Paul Peloski [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This is the wrong place for that topic. The hlds list might be better. Although I like critical hits myself, they add some unpredictability to what would normally be me getting owned every time I play. Undoubtedly the feature brings new and casual gamers out to play, which is a great thing for TF2. Regards, Paul On Nov 16, 2007 4:02 PM, George Devgru Seal [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Any possibility of seeing critical hits as a server-side variable? Perhaps through a third-party module for servers, or even in an upcoming patch? Thanks -Devgru __ Devgru Seal - PC Geek - » June 1st: HL2:Episode 1 Release « » October 9th, 2007: The Orange Box Release « -- ___ 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 -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall, a Half Life 2 Single Player Mod - http://www.nightfallmod.com ___ 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 -- ~skidz ___ 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] SendProxy_String_tToString can't send wide-char string data
Isn't there a way to just send your own pre-built binary stream and have it received and deserialized manually in your classes? On 11/17/07, Yahn Bernier [EMAIL PROTECTED] wrote: We haven't added this to the server side since the preferred method is to network the internal string (or better yet, an index, etc.) and use it as a look up (vgui::localize()-Find) in the xxx_language.txt files since each connected client can be using a different language. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Saturday, November 17, 2007 10:41 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data Unfortunately using the array of items is not possible here. As noted on http://developer.valvesoftware.com/wiki/Networking_Entities a single array of X items count X times towards the 1024 limit on the number of variables associated with a single entity. So if you wanted to send a manual array string of size 1025, it won't work. As far as base-128 goes - if you look at the code snippet I pasted previously you may notice I cheated slightly because I'm sending data in groups of 16bits, so I lose very few permutations. So actually it's not really base-128, but base-128 would be the simplest way to explain it. Oh well, it's possible to work around in client-code, but it's surprising with all the internationalization garbage in the SDK that they don't support this. At 2007/11/12 05:14 PM, OvermindDL1 wrote: Well since no one else seemed to bother looking (and I actually got some time to look), the only thing the above function does is just fill in the passed in variant setting it as a string. Looking at the varient it supports an array of a base type (such as wchar/Int16, like you would use). Will have to do the serialization manually (but that will be what... less then 10 lines of code for what you are doing, just put it into your own function to encapsulate it), but if the array in the variant works (I do not see many places it is used) then it would be perfect. Honostly though, SendProxy_String_tToString seems like a rather weird function to use, I only see it defined in one place and only used in that class's prop definition. Still that is a hack, it seems like it would be far *far* better to juse serialize it fully and hand it off manually (as a binary stream, usual term being a binary blob) instead of using a variant, that way you could set up string compression, string tables, etc... etc... for effective and easy network bandwidth reduction. There would be no sendblob function as you just give it a char array with a length to let it send across the network. Also, you should not need a base-128 converter, but rather a base-255 converter would be best if you wanted to continue doing it your method. On 11/11/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well there is no SendBlob sort of function anywhere in the dt_send and various other networking files. It's not a huge deal, I just had to write my own base-128 encoder, so that there wouldn't be any 0s in the data that went over the wire. It just seems that Valve would want to support this natively. At 2007/11/10 10:53 PM, OvermindDL1 wrote: Could just send it as a binary blob and not as a string (pretend it is opaque binary data, and not a string, use binary functions, not string functions). On 11/10/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well it would be nice if there were a version of string networking that was binary-safe. At 2006/09/03 08:33 PM, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] You could use a networked string table as well as the index of the string in the entity network table. Then you can specify the string length in AddString for the user data. On 9/3/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I thought there was a forum or mailing list thread on this once before but I can't find it. Basically it seems that the close-source side of the networking does a 0x00-truncated data copy. So you can't send strings along the wire that contain a 0x00 byte in them, such as wide-char strings etc. Anyone know of a work-around? (Short of encoding the base64ing the strings or something like that.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your