Re: [hlcoders] Cryptic crash in engine.dll
nope. All props are using standard Vertexlitgeneric. This is the full callstack engine.dll!CModelRender::FindOrCreateStaticPropColorData(unsigned short handle=24) Line 3267 + 0x9 bytesC++ engine.dll!CModelRender::UpdateStaticPropColorData(IHandleEntity * pProp=0x0ca55000, unsigned short handle=24) Line 3811C++ engine.dll!CModelRender::RestoreAllStaticPropColorData() Line 4070 + 0x1b bytesC++ materialsystem.dll!CMaterialSystem::RestoreShaderObjects(void * (const char *, int *)* shaderFactory=0x0ee1bc30, int nChangeFlags=0) Line 1244 + 0xc bytesC++ shaderapidx9.dll!CShaderDeviceDx8::ReacquireResourcesInternal(bool bResetState=true, bool bForceReacquire=true, const char * pszForceReason=0x0eeed3f0) Line 2309C++ shaderapidx9.dll!CShaderDeviceDx8::ResizeWindow(const ShaderDeviceInfo_t & info={...}) Line 2340 + 0x10 bytesC++ shaderapidx9.dll!CShaderDeviceDx8::CheckDeviceLost(bool bOtherAppInitializing=false) Line 2471 + 0xb bytesC++ shaderapidx9.dll!CShaderDeviceDx8::Present() Line 2997C++ materialsystem.dll!CMaterialSystem::SwapBuffers() Line 3498C++ engine.dll!CL_TakeSnapshotAndSwap() Line 1277C++ engine.dll!SCR_UpdateScreen() Line 270C++ engine.dll!_Host_RunFrame_Render() Line 2237C++ engine.dll!_Host_RunFrame(float time__USE_VCR_MODE=0.0092504807) Line 2806C++ engine.dll!Host_RunFrame(float time__USE_VCR_MODE=0.0092504807) Line 2915 + 0xd bytesC++ engine.dll!CHostState::State_Run(float frameTime=0.0092504807) Line 481C++ engine.dll!CHostState::FrameUpdate(float time__USE_VCR_MODE=0.0092504807) Line 616C++ engine.dll!HostState_Frame(float time__USE_VCR_MODE=0.0092504807) Line 116C++ engine.dll!CEngine::Frame() Line 308 + 0xc bytesC++ engine.dll!CEngineAPI::MainLoop() Line 827C++ engine.dll!CTacIntAppSystemsGroup::Main() Line 1315 + 0xa bytesC++ engine.dll!CAppSystemGroup::Run() Line 382C++ engine.dll!CEngineAPI::RunListenServer() Line 1069C++ engine.dll!CEngineAPI::Run() Line 1138C++ launcher.dll!CAppSystemGroup::Run() Line 382C++ launcher.dll!CAppSystemGroup::Run() Line 382C++ launcher.dll!LauncherMain(HINSTANCE__ * hInstance=0x0040, HINSTANCE__ * hPrevInstance=0x, char * lpCmdLine=0x002cef2c, int nCmdShow=1) Line 1173C++ Joel R. wrote: > Any custom shaders on props? > > > On Thu, Aug 6, 2009 at 10:05 AM, Minh wrote: > > >> Has anyone encountered the following crash in the engine.dll ? >> >> CColorMeshData *CModelRender::FindOrCreateStaticPropColorData( >> ModelInstanceHandle_t handle ) >> { >> .. >> .. >>Assert( modelloader->IsLoaded( instance.m_pModel ) && ( >> instance.m_pModel->type == mod_studio ) ); >>studiohwdata_t *pStudioHWData = g_pMDLCache->GetHardwareData( >> instance.m_pModel->studio ); >> >> >> >> It is happening to me constantly whenever i change resolutions on a >> certain level. It only happens on some of my levels and I can't seem to >> find the cause of it. I thought it had something to do with the number >> of static props but I ended up removing all static props from my level >> and it still gives me the same crash. Anyone have any experience with >> this crash? >> >> ___ >> 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] whats happening with this engine
Yeah, I guess it makes much more sense if I treat it as sarcasm. Meh. 2009/8/6 Tony Paloma : > I think you missed the sarcasm. > > -Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery > Sent: Thursday, August 06, 2009 2:53 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] whats happening with this engine > > They use their tools to make their games to make lots of money and > game of the year... again. > > 2009/8/6 botman : >> How else is VAVLe going to be successful unless they listen to our >> helpful comments? It's obvious they don't know what they are doing and >> need our help. >> >> On 8/5/2009 5:47 PM, Garry Newman wrote: >>> They're probably too busy doing actual work to respond to a list of >>> scatterbrain pipe dream demands from a bunch of lazy modders. >>> >>> garry >>> >>> On Wed, Aug 5, 2009 at 11:34 PM, Nick wrote: I like how valve has absolutely no response to make regarding this > subject. On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison > wrote: > Seconded! > > Thanks, > - Saul. > > > 2009/7/26 Matt Hoffman > >> I for one would also like a fix for the ATI Hammer text... jaggies. >> >> Or should I make a separate hlcoders email about that instead of > including >> all my hard-earned research in this one? >> >> >> On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris >> wrote: >> >>> My only wish for updates to the tools is to update Faceposer to work >> fully >>> with Vista. Currently it is not possible to do auto-generation of the >>> lip-synch data in Vista, and furthermore another dev and I both had >> trouble >>> on his XP machine locating a working link to the Speech SDK that >> Faceposer >>> requires, all the MS links were 404, etc. >>> >>> I will just say that doing the lip synch data yourself is extremely >> lemons, >>> not to mention that I am a coder not an artiste :D >>> >>> Chris >>> >>> -Original Message- >>> From: hlcoders-boun...@list.valvesoftware.com >>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry >>> Pidcock >>> Sent: Saturday, July 25, 2009 9:32 PM >>> To: Discussion of Half-Life Programming >>> Subject: Re: [hlcoders] whats happening with this engine >>> >>> Whitespace should be easy to embed in the engine if you create a > wrapper >>> that works with the feature I presented before. Whitespace is a very >> visual >>> language that is great for particle effects and shaders(it is then >>> translated into complex hlsl). >>> >>> -- >>> From: "Harry Jeffery" >>> Sent: Sunday, July 26, 2009 4:40 AM >>> To: "Discussion of Half-Life Programming"< >> hlcoders@list.valvesoftware.com >>> Subject: Re: [hlcoders] whats happening with this engine >>> I thought it looked so clean and easy, then I selected the > whitespace. >> =[ 2009/7/25 Spencer 'voogru' MacDonald: > I like this one better. > > http://compsoc.dur.ac.uk/whitespace/ > > > > -Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly > Sent: Saturday, July 25, 2009 10:54 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] whats happening with this engine > > Its a good job you used tinyurl, otherwise it wouldn't have fit on > my > screen!... > > 2009/7/25 Harry Pidcock > >> Valve contacted me yesterday to tell me they have successfully >> implemented >> a >> new feature. >> >> http://tinyurl.com/4f6mt >> >> I hope to see more of these innovations in the future. >> >> -- >> From: "Andrew Ritchie" >> Sent: Saturday, July 25, 2009 10:21 AM >> To: "Discussion of Half-Life Programming" >> > Subject: Re: [hlcoders] whats happening with this engine >> >>> Surely this topic could be split into several different points. >> Personally >>> I >>> see 4 different ones here. >>> >>> 1) Engine features >>> 2) Tools Capabilities >>> 3) Tools Availability >>> 4) Tools Presentation >>> >>> The first is ignorable, Valve is clearly only going to add new >>> features >> or >>> change things, like BSP and displacement maps, when they think > it's >>> important. It's their engine and it needs to do what their games >>> need >>> doing. If you choose to u
Re: [hlcoders] whats happening with this engine
I have no idea what you are talking about, so here's a picture of a bunny with a pancake on his head... (G. I would attach a picture of a bunny in Hammer with a pancake on his head but every time I try to attach the pancake model to the bunny model the editor crashes.) God dammit VALVe, fix your code!!!1! :) On 8/6/2009 12:24 PM, Tony Paloma wrote: > I think you missed the sarcasm. > > -Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery > Sent: Thursday, August 06, 2009 2:53 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] whats happening with this engine > > They use their tools to make their games to make lots of money and > game of the year... again. > > 2009/8/6 botman: >> How else is VAVLe going to be successful unless they listen to our >> helpful comments? It's obvious they don't know what they are doing and >> need our help. >> >> On 8/5/2009 5:47 PM, Garry Newman wrote: >>> They're probably too busy doing actual work to respond to a list of >>> scatterbrain pipe dream demands from a bunch of lazy modders. >>> >>> garry >>> >>> On Wed, Aug 5, 2009 at 11:34 PM, Nickwrote: I like how valve has absolutely no response to make regarding this > subject. On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison > wrote: > Seconded! > > Thanks, > - Saul. > > > 2009/7/26 Matt Hoffman > >> I for one would also like a fix for the ATI Hammer text... jaggies. >> >> Or should I make a separate hlcoders email about that instead of > including >> all my hard-earned research in this one? >> >> >> On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris >> wrote: >> >>> My only wish for updates to the tools is to update Faceposer to work >> fully >>> with Vista. Currently it is not possible to do auto-generation of the >>> lip-synch data in Vista, and furthermore another dev and I both had >> trouble >>> on his XP machine locating a working link to the Speech SDK that >> Faceposer >>> requires, all the MS links were 404, etc. >>> >>> I will just say that doing the lip synch data yourself is extremely >> lemons, >>> not to mention that I am a coder not an artiste :D >>> >>> Chris >>> >>> -Original Message- >>> From: hlcoders-boun...@list.valvesoftware.com >>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry >>> Pidcock >>> Sent: Saturday, July 25, 2009 9:32 PM >>> To: Discussion of Half-Life Programming >>> Subject: Re: [hlcoders] whats happening with this engine >>> >>> Whitespace should be easy to embed in the engine if you create a > wrapper >>> that works with the feature I presented before. Whitespace is a very >> visual >>> language that is great for particle effects and shaders(it is then >>> translated into complex hlsl). >>> >>> -- >>> From: "Harry Jeffery" >>> Sent: Sunday, July 26, 2009 4:40 AM >>> To: "Discussion of Half-Life Programming"< >> hlcoders@list.valvesoftware.com >>> Subject: Re: [hlcoders] whats happening with this engine >>> I thought it looked so clean and easy, then I selected the > whitespace. >> =[ 2009/7/25 Spencer 'voogru' MacDonald: > I like this one better. > > http://compsoc.dur.ac.uk/whitespace/ > > > > -Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly > Sent: Saturday, July 25, 2009 10:54 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] whats happening with this engine > > Its a good job you used tinyurl, otherwise it wouldn't have fit on > my > screen!... > > 2009/7/25 Harry Pidcock > >> Valve contacted me yesterday to tell me they have successfully >> implemented >> a >> new feature. >> >> http://tinyurl.com/4f6mt >> >> I hope to see more of these innovations in the future. >> >> -- >> From: "Andrew Ritchie" >> Sent: Saturday, July 25, 2009 10:21 AM >> To: "Discussion of Half-Life Programming" >> > Subject: Re: [hlcoders] whats happening with this engine >> >>> Surely this topic could be split into several different points. >> Personally >>> I >>> see 4 different ones here. >>> >>> 1) Engine features >>> 2) Tools Capabilities >>> 3) Tools Availability >>> 4) Tools Presentation >>> >>> The first is ignorable, Valve is clearly on
Re: [hlcoders] whats happening with this engine
I think you missed the sarcasm. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery Sent: Thursday, August 06, 2009 2:53 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] whats happening with this engine They use their tools to make their games to make lots of money and game of the year... again. 2009/8/6 botman : > How else is VAVLe going to be successful unless they listen to our > helpful comments? It's obvious they don't know what they are doing and > need our help. > > On 8/5/2009 5:47 PM, Garry Newman wrote: >> They're probably too busy doing actual work to respond to a list of >> scatterbrain pipe dream demands from a bunch of lazy modders. >> >> garry >> >> On Wed, Aug 5, 2009 at 11:34 PM, Nick wrote: >>> I like how valve has absolutely no response to make regarding this subject. >>> >>> On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison wrote: Seconded! Thanks, - Saul. 2009/7/26 Matt Hoffman > I for one would also like a fix for the ATI Hammer text... jaggies. > > Or should I make a separate hlcoders email about that instead of including > all my hard-earned research in this one? > > > On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris > wrote: > >> My only wish for updates to the tools is to update Faceposer to work > fully >> with Vista. Currently it is not possible to do auto-generation of the >> lip-synch data in Vista, and furthermore another dev and I both had > trouble >> on his XP machine locating a working link to the Speech SDK that > Faceposer >> requires, all the MS links were 404, etc. >> >> I will just say that doing the lip synch data yourself is extremely > lemons, >> not to mention that I am a coder not an artiste :D >> >> Chris >> >> -Original Message- >> From: hlcoders-boun...@list.valvesoftware.com >> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry >> Pidcock >> Sent: Saturday, July 25, 2009 9:32 PM >> To: Discussion of Half-Life Programming >> Subject: Re: [hlcoders] whats happening with this engine >> >> Whitespace should be easy to embed in the engine if you create a wrapper >> that works with the feature I presented before. Whitespace is a very > visual >> language that is great for particle effects and shaders(it is then >> translated into complex hlsl). >> >> -- >> From: "Harry Jeffery" >> Sent: Sunday, July 26, 2009 4:40 AM >> To: "Discussion of Half-Life Programming"< > hlcoders@list.valvesoftware.com >> Subject: Re: [hlcoders] whats happening with this engine >> >>> I thought it looked so clean and easy, then I selected the whitespace. > =[ >>> 2009/7/25 Spencer 'voogru' MacDonald: I like this one better. http://compsoc.dur.ac.uk/whitespace/ -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly Sent: Saturday, July 25, 2009 10:54 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] whats happening with this engine Its a good job you used tinyurl, otherwise it wouldn't have fit on my screen!... 2009/7/25 Harry Pidcock > Valve contacted me yesterday to tell me they have successfully > implemented > a > new feature. > > http://tinyurl.com/4f6mt > > I hope to see more of these innovations in the future. > > -- > From: "Andrew Ritchie" > Sent: Saturday, July 25, 2009 10:21 AM > To: "Discussion of Half-Life Programming" > Subject: Re: [hlcoders] whats happening with this engine > >> Surely this topic could be split into several different points. > Personally >> I >> see 4 different ones here. >> >> 1) Engine features >> 2) Tools Capabilities >> 3) Tools Availability >> 4) Tools Presentation >> >> The first is ignorable, Valve is clearly only going to add new >> features > or >> change things, like BSP and displacement maps, when they think it's >> important. It's their engine and it needs to do what their games >> need >> doing. If you choose to use Source then you have to accept you are >> modding >> their engine. Sure TF, CS, DoD etc.. all were mods that made Valve > a lot >> of >> money and brought huge success but they were also developed around
Re: [hlcoders] Cryptic crash in engine.dll
Any custom shaders on props? On Thu, Aug 6, 2009 at 10:05 AM, Minh wrote: > Has anyone encountered the following crash in the engine.dll ? > > CColorMeshData *CModelRender::FindOrCreateStaticPropColorData( > ModelInstanceHandle_t handle ) > { > .. > .. >Assert( modelloader->IsLoaded( instance.m_pModel ) && ( > instance.m_pModel->type == mod_studio ) ); >studiohwdata_t *pStudioHWData = g_pMDLCache->GetHardwareData( > instance.m_pModel->studio ); > > > > It is happening to me constantly whenever i change resolutions on a > certain level. It only happens on some of my levels and I can't seem to > find the cause of it. I thought it had something to do with the number > of static props but I ended up removing all static props from my level > and it still gives me the same crash. Anyone have any experience with > this crash? > > ___ > 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] Cryptic crash in engine.dll
Has anyone encountered the following crash in the engine.dll ? CColorMeshData *CModelRender::FindOrCreateStaticPropColorData( ModelInstanceHandle_t handle ) { .. .. Assert( modelloader->IsLoaded( instance.m_pModel ) && ( instance.m_pModel->type == mod_studio ) ); studiohwdata_t *pStudioHWData = g_pMDLCache->GetHardwareData( instance.m_pModel->studio ); It is happening to me constantly whenever i change resolutions on a certain level. It only happens on some of my levels and I can't seem to find the cause of it. I thought it had something to do with the number of static props but I ended up removing all static props from my level and it still gives me the same crash. Anyone have any experience with this crash? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] whats happening with this engine
They use their tools to make their games to make lots of money and game of the year... again. 2009/8/6 botman : > How else is VAVLe going to be successful unless they listen to our > helpful comments? It's obvious they don't know what they are doing and > need our help. > > On 8/5/2009 5:47 PM, Garry Newman wrote: >> They're probably too busy doing actual work to respond to a list of >> scatterbrain pipe dream demands from a bunch of lazy modders. >> >> garry >> >> On Wed, Aug 5, 2009 at 11:34 PM, Nick wrote: >>> I like how valve has absolutely no response to make regarding this subject. >>> >>> On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennison >>> wrote: Seconded! Thanks, - Saul. 2009/7/26 Matt Hoffman > I for one would also like a fix for the ATI Hammer text... jaggies. > > Or should I make a separate hlcoders email about that instead of including > all my hard-earned research in this one? > > > On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris > wrote: > >> My only wish for updates to the tools is to update Faceposer to work > fully >> with Vista. Currently it is not possible to do auto-generation of the >> lip-synch data in Vista, and furthermore another dev and I both had > trouble >> on his XP machine locating a working link to the Speech SDK that > Faceposer >> requires, all the MS links were 404, etc. >> >> I will just say that doing the lip synch data yourself is extremely > lemons, >> not to mention that I am a coder not an artiste :D >> >> Chris >> >> -Original Message- >> From: hlcoders-boun...@list.valvesoftware.com >> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry >> Pidcock >> Sent: Saturday, July 25, 2009 9:32 PM >> To: Discussion of Half-Life Programming >> Subject: Re: [hlcoders] whats happening with this engine >> >> Whitespace should be easy to embed in the engine if you create a wrapper >> that works with the feature I presented before. Whitespace is a very > visual >> language that is great for particle effects and shaders(it is then >> translated into complex hlsl). >> >> -- >> From: "Harry Jeffery" >> Sent: Sunday, July 26, 2009 4:40 AM >> To: "Discussion of Half-Life Programming"< > hlcoders@list.valvesoftware.com >> Subject: Re: [hlcoders] whats happening with this engine >> >>> I thought it looked so clean and easy, then I selected the whitespace. > =[ >>> 2009/7/25 Spencer 'voogru' MacDonald: I like this one better. http://compsoc.dur.ac.uk/whitespace/ -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly Sent: Saturday, July 25, 2009 10:54 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] whats happening with this engine Its a good job you used tinyurl, otherwise it wouldn't have fit on my screen!... 2009/7/25 Harry Pidcock > Valve contacted me yesterday to tell me they have successfully > implemented > a > new feature. > > http://tinyurl.com/4f6mt > > I hope to see more of these innovations in the future. > > -- > From: "Andrew Ritchie" > Sent: Saturday, July 25, 2009 10:21 AM > To: "Discussion of Half-Life Programming" > Subject: Re: [hlcoders] whats happening with this engine > >> Surely this topic could be split into several different points. > Personally >> I >> see 4 different ones here. >> >> 1) Engine features >> 2) Tools Capabilities >> 3) Tools Availability >> 4) Tools Presentation >> >> The first is ignorable, Valve is clearly only going to add new >> features > or >> change things, like BSP and displacement maps, when they think it's >> important. It's their engine and it needs to do what their games >> need >> doing. If you choose to use Source then you have to accept you are >> modding >> their engine. Sure TF, CS, DoD etc.. all were mods that made Valve > a lot >> of >> money and brought huge success but they were also developed around >> the >> constraints of the engine rather than the engine being built FOR >> these >> mods >> to be made. If a technical limitation is big enough to warrent an engine >> change then do so rather than hanging about wanting Valve to add > the >> feature