RE: [hlcoders] Compiling serverplugin_empty under the T F2 SDK

2008-02-26 Thread alewis
Bingo! It was tier3 that was missing.

Thanks!

(Yeh i had removed the bot cpp file and just hadnt got round to removing
all ref's of it).

Adrian

On Mon, 25 Feb 2008 20:26:02 -0800, Tony Paloma [EMAIL PROTECTED]
wrote:
 Add tier0.lib, tier1.lib, vstdlib.lib, and mathlib.lib to the list of
 dependencies for the project. If there are still more errors after adding
 those, try tier2 and tier3.

 The errors about the bot functions are probably because you did not
 include
 serverplugin_bot.cpp into your project. Either remove the references to
 the
 functions, or add this cpp file to your list of source files.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Adrian Lewis
 Sent: Monday, February 25, 2008 2:35 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Compiling serverplugin_empty under the TF2 SDK

 This is a multipart message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hi all. I'm hoping one of you can help me out here.



 I've been playing with the SDK for episodic1 for a while, but finally
 decided to write a plugin for TF2.



 However when I use the TF2 SDK and use the sample serverplugin_empty
 project
 to start it off. It doesn't compile. After sneaking around the files a
bit
 I
 noticed iCommandLine.h and strtools.h were moved (tier0 and tier1
 respectively). So I updated the projected as needed however it's still
not
 compiling.



 I say compiling, what I mean is it's not linking. Here's the output:

 1serverplugin_empty.obj : error LNK2019: unresolved external symbol
void
 __cdecl ConVar_Register(int,class IConCommandBaseAccessor *)
 (?ConVar_Register@@YAXHPAVIConCommandBaseAccessor@@@Z) referenced in
 function public: virtual bool __thiscall CEmptyServerPlugin::Load(void *
 (__cdecl*)(char const *,int *),void * (__cdecl*)(char const *,int *))
 ([EMAIL PROTECTED]@@[EMAIL PROTECTED]@Z)

 1serverplugin_empty.obj : error LNK2019: unresolved external symbol
void
 __cdecl ConnectTier1Libraries(void * (__cdecl**)(char const *,int
*),int)
 (?ConnectTier1Libraries@@[EMAIL PROTECTED]@Z) referenced in function
 public: virtual bool __thiscall CEmptyServerPlugin::Load(void *
 (__cdecl*)(char const *,int *),void * (__cdecl*)(char const *,int *))
 ([EMAIL PROTECTED]@@[EMAIL PROTECTED]@Z)

 1serverplugin_empty.obj : error LNK2019: unresolved external symbol
void
 __cdecl DisconnectTier1Libraries(void)
(?DisconnectTier1Libraries@@YAXXZ)
 referenced in function public: virtual void __thiscall
 CEmptyServerPlugin::Unload(void) ([EMAIL PROTECTED]@@UAEXXZ)

 1serverplugin_empty.obj : error LNK2019: unresolved external symbol
void
 __cdecl ConVar_Unregister(void) (?ConVar_Unregister@@YAXXZ) referenced
in
 function public: virtual void __thiscall
 CEmptyServerPlugin::Unload(void)
 ([EMAIL PROTECTED]@@UAEXXZ)

 1serverplugin_empty.obj : error LNK2019: unresolved external symbol
void
 __cdecl Bot_RunAll(void) (?Bot_RunAll@@YAXXZ) referenced in function
 public: virtual void __thiscall CEmptyServerPlugin::GameFrame(bool)
 ([EMAIL PROTECTED]@@[EMAIL PROTECTED])



 There's more but you get the message!



 Worse case, I'll have to start from scratch. I'm just lazy and find that
 having everything already defined is nice J



 Cheers,

 Adrian

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Re: [hlcoders] Porting CS:S weapons into my mod

2008-02-26 Thread David Shaw
--
[ Picked text/plain from multipart/alternative ]
I seem to remember something like AllowFlipping 1 is required as well

On 26/02/2008, Christopher Harris [EMAIL PROTECTED] wrote:

 I thought so, but I thought I remember it being ifdef to Counterstrike DLL
 code.

 Chris


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Minh
 Sent: Tuesday, February 26, 2008 12:15 AM
 To: hlcoders@list.valvesoftware.com

 Subject: Re: [hlcoders] Porting CS:S weapons into my mod

 --
 [ Picked text/plain from multipart/alternative ]
 oh really? odd, I dont recall seeing such a thing. I never did look deeply
 into the weapon_XXX.txt  script files..
 Maybe someone could verify this for us/him.


 - Original Message -
 From: Jorge Rodriguez [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Monday, February 25, 2008 8:53 PM
 Subject: Re: [hlcoders] Porting CS:S weapons into my mod


  --
  [ Picked text/plain from multipart/alternative ]
  Actually, isn't there a LeftHanded or something or other value in the
  weapon_whatever.txt file that he can change to 1 and thus have the code
  flip
  the weapon for him? That code's in the SDK, he just needs to have it run
  or
  something.
 
  Shot in the dark here.
 
  --
  Jorge Vino Rodriguez
  --
 
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[hlcoders] change player model

2008-02-26 Thread red box
how can i change player model on model npc for create 3rd look camera?

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[hlcoders] Приглашение на новую почту I.UA

2008-02-26 Thread red box
Ваш друг red box отправил Вам приглашение,
дающее право завести собственный ящик в новой украинской почте www.i.ua!

Чтобы зарегистрировать свой почтовый ящик, кликните на данную ссылку:
http://passport.i.ua/reg/47aed16915292b74/

Желаем приятной работы!

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С уважением,
команда I.UA
http://www.i.ua


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[hlcoders] Re: OB MP crash

2008-02-26 Thread David Shaw
--
[ Picked text/plain from multipart/alternative ]
Hi,

I've still not worked out whats wrong with my build.  I assume people have
managed to compile and run the latest MP code, so can someone let me know
what they did as I've obviously done something odd here.

Thanks

David [PulledPin] Shaw
www.hl2ctf.com

On 13/02/2008, David Shaw [EMAIL PROTECTED] wrote:

 Hi All,

 I have a problem with running OB MP code


- I have Visual Studio C++ Express with the Windows SDK and Direct X
SDK installed
- I have added the paths to the Windows SDK into the properties
- I start Steam with -beta srcsdk0122
- I build the code in debug and get no errors and no warnings and
the dlls get copied to the mod's bin directory
- The mods gameinfo.txt has the SteamAppId as 440
- If I run the mod using the run_mod.bat that was created it
crashes, I know this is because the bat file tries to run the mod with the
death_match hl2.exe
- If I change the path to use the team fortress 2 hl2.exe and I
choose to create a server with an imported map from the GCF
(ep2_outland_01.bsp) I get a windows hl2.exe has encountered a
problem and needs to close error.  The details are as follows

 AppName: hl2.exe AppVer: 0.0.0.0 ModName: vguimatsurface.dllModVer:
 0.0.0.0 Offset: 00011611


- If I debug the mod from Visual Studio I get this error before I
see a hl2 window

 Windows has triggered a breakpoint in hl2.exe.
 This may be due to a corruption of the heap, and indicates a bug in
 hl2.exe or any of the DLLs it has loaded.
 The output window may have more diagnostic information


- and the output window says

 ... a whole load of 'no symbols loaded' messages for windows dlls

 First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception:
 common::CNamedArgsUndefinedNameException at memory location 0x0012e10c..
 First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception:
 common::CNamedArgsUndefinedNameException at memory location 0x0012e0e4..
 First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception:
 common::CRuntimeError at memory location 0x0012e388..
 First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++ exception:
 common::CNamedArgsUndefinedNameException at memory location 0x0012e1a8..

 .. some more 'no symbols loaded' messages for windows and team fortress 2
 dlls

 HEAP[hl2.exe]: Invalid Address specified to RtlFreeHeap( 0F58,
 0F58425C )

 I assume that people have built and run the MP version of the code, so
 what have I done wrong?

 Thanks

 David

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Re: [hlcoders] Приглашение на новую почту I.UA

2008-02-26 Thread Jeffrey botman Broome

red box wrote:

Ваш друг red box отправил Вам приглашение,
дающее право завести собственный ящик в новой украинской почте www.i.ua!

Чтобы зарегистрировать свой почтовый ящик, кликните на данную ссылку:
http://passport.i.ua/reg/47aed16915292b74/

Желаем приятной работы!


Da! Commrade.  I agree.  :)

Google Russian to English translation of the above:

Red box your friend sent you an invitation,
giving the right to have its own box in the new Ukrainian www.i.ua mail!

To register your mailbox, click on this link:

Google Rocks!  :)

--
Jeffrey botman Broome
N‹§Іжмrё›yзb·*.®X¬¶љЮ}кЮќЗ¬ў»в{azX¬µЄЬ†+ЮІ™^jЗЇЉИ­†ЫiящbІЫЪ–ч¬Ўыpj·њўoжj)fjеЉЛbќъ?†W(uкм

Re: [hlcoders] Porting CS:S weapons into my mod

2008-02-26 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
Do a search for cl_righthand it'll give everything you need :-)

/ScarT


On 26/02/2008, David Shaw [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I seem to remember something like AllowFlipping 1 is required as well

 On 26/02/2008, Christopher Harris [EMAIL PROTECTED] wrote:
 
  I thought so, but I thought I remember it being ifdef to Counterstrike
 DLL
  code.
 
  Chris
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Minh
  Sent: Tuesday, February 26, 2008 12:15 AM
  To: hlcoders@list.valvesoftware.com
 
  Subject: Re: [hlcoders] Porting CS:S weapons into my mod
 
  --
  [ Picked text/plain from multipart/alternative ]
  oh really? odd, I dont recall seeing such a thing. I never did look
 deeply
  into the weapon_XXX.txt  script files..
  Maybe someone could verify this for us/him.
 
 
  - Original Message -
  From: Jorge Rodriguez [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Monday, February 25, 2008 8:53 PM
  Subject: Re: [hlcoders] Porting CS:S weapons into my mod
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   Actually, isn't there a LeftHanded or something or other value in
 the
   weapon_whatever.txt file that he can change to 1 and thus have the
 code
   flip
   the weapon for him? That code's in the SDK, he just needs to have it
 run
   or
   something.
  
   Shot in the dark here.
  
   --
   Jorge Vino Rodriguez
   --
  
   ___
   To unsubscribe, edit your list preferences, or view the list archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
 
  --
 
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[hlcoders] Feature reqest, TF2, Modevents.res

2008-02-26 Thread Raphael Hehl
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
@valve



Actually I code a TF2 stats Plugin (http://compactaim.de/tf2stats/)

For this I need a hook for Übercharge, a hook for the upcoming ad_badland
capture event or whatever it’s called, and if it goes a Boolean information
in the player_death hook for assister = medic



R-Hehl

steam://friends/add/76561197986347414

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[hlcoders] Re: [hlcoders] Приглашение на новую почту I.UA

2008-02-26 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]

--

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[hlcoders] Re: [hlcoders] Re: [hlcoders] Приглашение на новую почту I.UA

2008-02-26 Thread Fabian Schreyer


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Re: [hlcoders] change player model

2008-02-26 Thread Steve Henderson
This details an overhaul of 3rd player view:

http://developer.valvesoftware.com/wiki/Third_Person_Camera

Steve


2008/2/26 red box [EMAIL PROTECTED]:
 how can i change player model on model npc for create 3rd look camera?

  -- реклама ---
  Научим каждого зарабатывать на колебаниях курсов валют.
  Запись на бесплатный семинар 
 http://www.fxclub.org/condition_howtrade_freeseminar/



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Re: [hlcoders] Приглашение на новую почту I.UA

2008-02-26 Thread Tom Leighton

Why do people use crappy email services? Maybe mike can block the
messages from that domain.

Why use those when you can get a better one from gmail.com or hotmail.com

Please dont use that one...

Jeffrey botman Broome wrote:

red box wrote:

Ваш друг red box отправил Вам приглашение,
дающее право завести собственный ящик в новой украинской почте www.i.ua!

Чтобы зарегистрировать свой почтовый ящик, кликните на данную ссылку:
http://passport.i.ua/reg/47aed16915292b74/

Желаем приятной работы!


Da! Commrade.  I agree.  :)

Google Russian to English translation of the above:

Red box your friend sent you an invitation,
giving the right to have its own box in the new Ukrainian www.i.ua mail!

To register your mailbox, click on this link:

Google Rocks!  :)

--
Jeffrey botman Broome
N‹§Іжмrё›yзb·*.®X¬¶љЮ}кЮќЗ¬ў»в{azX¬µЄЬ†+ЮІ™^jЗЇЉИ­†ЫiящbІЫЪ–ч¬Ўыpj·њўoжj)fjеЉЛbќъ?†W(uкм



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Re: [hlcoders] Re: OB MP crash

2008-02-26 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
-allowdebug at the end of the shortcut target.

On Tue, Feb 26, 2008 at 6:12 AM, David Shaw [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hi,

 I've still not worked out whats wrong with my build.  I assume people have
 managed to compile and run the latest MP code, so can someone let me know
 what they did as I've obviously done something odd here.

 Thanks

 David [PulledPin] Shaw
 www.hl2ctf.com

 On 13/02/2008, David Shaw [EMAIL PROTECTED] wrote:
 
  Hi All,
 
  I have a problem with running OB MP code
 
 
 - I have Visual Studio C++ Express with the Windows SDK and Direct X
 SDK installed
 - I have added the paths to the Windows SDK into the properties
 - I start Steam with -beta srcsdk0122
 - I build the code in debug and get no errors and no warnings and
 the dlls get copied to the mod's bin directory
 - The mods gameinfo.txt has the SteamAppId as 440
 - If I run the mod using the run_mod.bat that was created it
 crashes, I know this is because the bat file tries to run the mod
 with the
 death_match hl2.exe
 - If I change the path to use the team fortress 2 hl2.exe and I
 choose to create a server with an imported map from the GCF
 (ep2_outland_01.bsp) I get a windows hl2.exe has encountered a
 problem and needs to close error.  The details are as follows
 
  AppName: hl2.exe AppVer: 0.0.0.0 ModName:
 vguimatsurface.dllModVer:
  0.0.0.0 Offset: 00011611
 
 
 - If I debug the mod from Visual Studio I get this error before I
 see a hl2 window
 
  Windows has triggered a breakpoint in hl2.exe.
  This may be due to a corruption of the heap, and indicates a bug in
  hl2.exe or any of the DLLs it has loaded.
  The output window may have more diagnostic information
 
 
 - and the output window says
 
  ... a whole load of 'no symbols loaded' messages for windows dlls
 
  First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++
 exception:
  common::CNamedArgsUndefinedNameException at memory location 0x0012e10c..
  First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++
 exception:
  common::CNamedArgsUndefinedNameException at memory location 0x0012e0e4..
  First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++
 exception:
  common::CRuntimeError at memory location 0x0012e388..
  First-chance exception at 0x7c812a5b in hl2.exe: Microsoft C++
 exception:
  common::CNamedArgsUndefinedNameException at memory location 0x0012e1a8..
 
  .. some more 'no symbols loaded' messages for windows and team fortress
 2
  dlls
 
  HEAP[hl2.exe]: Invalid Address specified to RtlFreeHeap( 0F58,
  0F58425C )
 
  I assume that people have built and run the MP version of the code, so
  what have I done wrong?
 
  Thanks
 
  David
 
 --

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[hlcoders] How can i change player model on npc with all functions for create mod with 3rd camera look?

2008-02-26 Thread red box


-- реклама ---
Научим каждого зарабатывать на колебаниях курсов валют.
Запись на бесплатный семинар 
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Re: [hlcoders] Porting CS:S weapons into my mod

2008-02-26 Thread Saul Rennison

Tobias Kammersgaard wrote:

--
[ Picked text/plain from multipart/alternative ]
Do a search for cl_righthand it'll give everything you need :-)

/ScarT


On 26/02/2008, David Shaw [EMAIL PROTECTED] wrote:


--
[ Picked text/plain from multipart/alternative ]
I seem to remember something like AllowFlipping 1 is required as well

On 26/02/2008, Christopher Harris [EMAIL PROTECTED] wrote:


I thought so, but I thought I remember it being ifdef to Counterstrike


DLL


code.

Chris


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Tuesday, February 26, 2008 12:15 AM
To: hlcoders@list.valvesoftware.com

Subject: Re: [hlcoders] Porting CS:S weapons into my mod

--
[ Picked text/plain from multipart/alternative ]
oh really? odd, I dont recall seeing such a thing. I never did look


deeply


into the weapon_XXX.txt  script files..
Maybe someone could verify this for us/him.


- Original Message -
From: Jorge Rodriguez [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, February 25, 2008 8:53 PM
Subject: Re: [hlcoders] Porting CS:S weapons into my mod




--
[ Picked text/plain from multipart/alternative ]
Actually, isn't there a LeftHanded or something or other value in


the


weapon_whatever.txt file that he can change to 1 and thus have the


code


flip
the weapon for him? That code's in the SDK, he just needs to have it


run


or
something.

Shot in the dark here.

--
Jorge Vino Rodriguez
--

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please visit:
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In HL2DM?

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Re: [hlcoders] Porting CS:S weapons into my mod

2008-02-26 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
In the SDK, it'll give you something :-)

You could take a look, at this article, but its pretty messed up :o!
http://developer.valvesoftware.com/wiki/Importing_CSS_Weapons_Into_HL2

/ScarT


On 26/02/2008, Saul Rennison [EMAIL PROTECTED] wrote:

 Tobias Kammersgaard wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Do a search for cl_righthand it'll give everything you need :-)
 
  /ScarT
 
 
  On 26/02/2008, David Shaw [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  I seem to remember something like AllowFlipping 1 is required as
 well
 
  On 26/02/2008, Christopher Harris [EMAIL PROTECTED] wrote:
 
  I thought so, but I thought I remember it being ifdef to Counterstrike
 
  DLL
 
  code.
 
  Chris
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Minh
  Sent: Tuesday, February 26, 2008 12:15 AM
  To: hlcoders@list.valvesoftware.com
 
  Subject: Re: [hlcoders] Porting CS:S weapons into my mod
 
  --
  [ Picked text/plain from multipart/alternative ]
  oh really? odd, I dont recall seeing such a thing. I never did look
 
  deeply
 
  into the weapon_XXX.txt  script files..
  Maybe someone could verify this for us/him.
 
 
  - Original Message -
  From: Jorge Rodriguez [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Monday, February 25, 2008 8:53 PM
  Subject: Re: [hlcoders] Porting CS:S weapons into my mod
 
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Actually, isn't there a LeftHanded or something or other value in
 
  the
 
  weapon_whatever.txt file that he can change to 1 and thus have the
 
  code
 
  flip
  the weapon for him? That code's in the SDK, he just needs to have it
 
  run
 
  or
  something.
 
  Shot in the dark here.
 
  --
  Jorge Vino Rodriguez
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list
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Re: [hlcoders] CBaseAnimating overriding IF conditions?

2008-02-26 Thread Grash
What did you change in the model entity tutorial?


--- Tom Edwards [EMAIL PROTECTED] wrote:

 I'm still working on VDC documentation. I've completed a new version
 of
 the model entity tutorial, but there's a curiosity I'd like to have
 explained to me. If the player stands in front of the my_model_entity
 as
 it moves, it will execute a chunk of IF code in MoveThink()
 regardless
 of whether the conditions for it are true!

 I added a console message when the if statement is executed (which
 appears every time the entity hits me) and disabled the random
 AbsVector
 changes. The code is _definitely_ being executed ahead of time.

 What's going on here? The code is at
 http://developer.valvesoftware.com/wiki/Model_Entity .


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