Re: [hlcoders] Two quick questions.
Still need to look into this, but I was doing some tests the other day, and if you do this; then the server browser for clients will indeed list them, but it tries to launch source sdk base (instead of source sdk base 2007) if you click on it; and then if you launch the mod and look in the server browser, you don't see any servers that have the steam.inf. Okay, the steam.inf file did effect, thanks a lot. Btw, I had it in the ep1 version but seems got missed in the port.I did some tests and it only works correctly when client and server have the file. A client without steam.inf won't see servers with the file in the in-game browser. We need a proper linux dedicated server install for mods. And I need someone able to debug under Linux, as the last build I was able to compile crashed under some circumstances. Would be great if someone wanted to collaborate, only to compile and debug our linux builds, but I guess that won't happen. And regarding SetBodygroup, is anybody using it on viewmodels with OB SDK - HL2MP? It's refusing to work and no idea why. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Two quick questions.
Hi, very quick :) - Dedicated servers for my OB HL2MP based mod aren't listed in steam server list, only when you check in-game browser. I'm using steam app 218. Ep1 version never had such issue. Anything I can do to fix that? - I tried to use SetBodygroup in a viewmodel, but it didn't worked. I used it extensively in player models and always did fine, but this time I tried to set a body group when weapon is deployed (in server and/or client) and had no effect. The body groups appear correctly set in HLMV, I'm pretty sure of that. - Just a thought, not a question. Do I need to bribe someone to be shown in steam store? There are many mods there, some even dead. I sent a mail to Valve with the info asked, no reply but I guess that's normal unless you tell me other thing. Thank you. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Question about CUtlVector.
Good news, I finally found and fixed the issue. The debug build helped partially. Once some extensive testing was done, an assert indicated me there was a think function not declared in class tables. I was pretty sure it was a silly mistake, after some copy/paste that define got missed, so yeah, pretty silly. Thank you all again. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Question about CUtlVector.
This, thinkTime=-1.#QNAN00 looks bad to me. Are you passing in a bad floating point value (possibly dividing by zero)? Hmm no, isn't that thinkTime just garbage after memory corruption? I'm not passing any value to that function. If you run your server from the debugger, then you can get a full memory dump with heap when the crash occurs. That's a lot more help than a vague mini dump. I'm going to try that :) CUtlVector's destructor calls the destructors of all its elements. There should be no memory leaks when using a CUtlVector or CUtlMap. Okay, well, then I'm really lost. Hope the full dumps helps to find the real cause. I'll post again once I have more info. Thank you all. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Question about CUtlVector.
Hi, my mod is suffering random crashes each certain amount of time and the mini dumps don't point to any useful piece of code. Well, the call stack traces parts of the code I never modified and I had a similar experience previously which confirmed such call stacks are trash basically. Here is: server.dll!CNetworkVarBaseint,CBaseEntity::NetworkVar_m_nNextThinkTick::Set(const int val=-1) Line 204 C++ server.dll!CBaseEntity::SetNextThink(int nContextIndex=-1, float thinkTime=-1.#QNAN00) Line 1037 + 0x34 bytes C++ server.dll!CBaseEntity::PhysicsRunSpecificThink(int nContextIndex=1147464990, void (void)* thinkFunc=0x0dc282f0) Line 2092 C++ server.dll!CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t thinkMethod=THINK_FIRE_ALL_FUNCTIONS) Line 1890 C++ server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x0adcf000) Line 2009 + 0x9 bytes C++ server.dll!Physics_RunThinkFunctions(bool simulating=true) Line 2060 + 0x9 bytes C++ server.dll!CServerGameDLL::GameFrame(bool simulating=) Line 1076 + 0xa bytes C++ So it seems there is a leak somewhere, and I'd say it has to do with a few CUtlVector I use in CBasePlayer to store info. None of these stores pointers, but I'm confused about what to do when that player is removed. Such arrays require any special treatment as it happens when they store pointers? I'm looking for similar cases in the code and I couldn't conclude anything. So should I do something to deallocate the memory they in CBasePlayer destructor, or something else? BTW, such server crashes happens always immediately after a player has been killed. It has been running in Ep1 engine (HL2MP based) until I ported it to OB, only took 3 days but I ported this bug as well... I have a question regarding some default entities not working properly in OB, but that'd go better in another post I guess. These crashes are becoming a nightmare, they are dragging down the whole development.If you need more info please let me know, and sorry if I'm asking something basic. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Crash during map load after screen resolution change.
I've being suffering this bug since long time ago, I was thinking it was a very specific issue, so posting it probably won't solve anything. I wasn't finding any similar issues neither. Recently I detected the same problem in Get a life mod, so maybe this isn't as rare as I thought. Basically you change screen resolution, or other video settings, then during map load, when game is initializing map entities, it crashes. The mini-dump didn't made the solution clear for me, but hope to find some help here as it seems I'm not alone with this problem. engine.dll!200adc84() [Frames below may be incorrect and/or missing, no symbols loaded for engine.dll] engine.dll!200ae46e() client.dll!ClientModeShared::LevelInit(const char * newmap=) Line 593 C++ engine.dll!200400f4() client.dll!CHLClient::LevelInitPreEntity(const char * pMapName=0x00116bf8) Line 1063 C++ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Ways to force a player to be updated to all clients?
Hi, I was wondering if there is anything extra that I need to know to force the server to sent a player data to all other clients. Right now I'm setting CBasePlayer::UpdateTransmitState() to FL_EDICT_ALWAYS when there is needed (use to be one or two clients at max, sometimes, not all clients at any time). That solution seems to work most of the time, but there is something I'm missing that prevents server to update the required player under certain conditions. Hope someone can bring some light here, thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Extremely weird soundscape issue.
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Thanks Dave, that's the first thing I checked, I ensured the scripts were the same on both machines, but it didn't made any difference. I checked with my second machine, joined the online server and soundscapes were working okay. Same with other people who told me they had no problems. So the issue is, basically, with my main computer. Reinstalled the mod, but the soundscapes keep playing completely messed. And this isn't something that can be explained easily (i.e. soundscape x is defined differently in both machines), all maps are playing soundscapes from other maps (no env_soundscape is playing the soundscape assigned by the map), it's completely crazy. However if I join other server different than ours, soundscapes plays fine again. [ Picked text/plain from multipart/alternative ] I've had this problem before. The issue is that your server's soundscapes_manifest.txt file (or other soundscape script files) differs from what is on the client. Make sure the files on the server match those on the client and it should work fine. Hope that helps. On 3/3/08, A.Oliver [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, I think I'm going crazy with this silly bug. The game server I use is playing the wrong soundscapes in all maps, there is no one which matches the specified by the map. However if I create a listen server or dedicated in my machine, with the same files supposedly, all is fine. Other online servers using our modification also plays the soundscapes right. Just our dedicated one seems to have its own preferences in that aspect. I didn't tried to reinstall the mod files, no idea if that will work, or maybe there is something wrong in the srcds files there? It started to fail recently. Thanks. -- ___ 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] Extremely weird soundscape issue.
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, I think I'm going crazy with this silly bug. The game server I use is playing the wrong soundscapes in all maps, there is no one which matches the specified by the map. However if I create a listen server or dedicated in my machine, with the same files supposedly, all is fine. Other online servers using our modification also plays the soundscapes right. Just our dedicated one seems to have its own preferences in that aspect. I didn't tried to reinstall the mod files, no idea if that will work, or maybe there is something wrong in the srcds files there? It started to fail recently. Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Entity index, server-client PVS issues.
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, I sending some entity indexes to clients so I can get the position of those entities in client side. I could send the position directly, however doing it in that way the position updates automatically if entity moves. The issue is this: those entities aren't available for client until they are find in the PVS, until them they simply don't exist. I wish there existed a way to avoid this issue, however I couldn't find any significant example in the code because the normal case seems to be the opposite, every entindex sent is meant to be in the player's PVS. I guess some other coders had to deal with this, would like to know how thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HUD initialized after another player connects, very weird bug.
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] This is very silly bug and I can't find any solution. Basically every HUD panel initializes after another player connects and joins the game. The exact moment is just after joining a team: MOTD-Team selection (a viewport panel)-Player spawns and an equipment selection menu shows (another viewport panel). It's in the last step when the rest of players in server can see all inactive HUD elements flashing for a millisecond because Init() function is called. I don't even know how this is possible, the HUD elements are initialized in client side, when dll is executed, right? Thanks, and happy new year in advance :) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Physics crash related (urgent).
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Our recently released modification (Fistful of Frags) is suffering some stability issues. Hope someone can bring some light to these serious servers crashes. I posted another similar issue in this list, and as I said before, I never modified any part of the physics code. Now I'm starting to understand what's going on, seems like a physic entity was removed, but server is still trying to use it so finds a null pointer and crashes. Is that rigth? These issues were noticed only during maximum stress, once the mod was released. They may happen rarely or not, depends the way physics are stressed I guess. I'm using UTIL_Remove in several parts of the game, example: a cowboy hat is created (falls to ground), and after some seconds is deleted. There are other items deleted in a similar way. Should I use other method different from UTIL_Remove? And a last question. Can server performance ( low FPS) make these issues worse? Because they tend to happen more in our own server, which sometimes is even below 10 FPS. Hope this helps, these are 3 different call stacks we are seeing repitedly. If you need any other info plz let me know. server.dll!AllocTouchLink() Line 361 + 0x41 bytes C++ server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity * other=0x0d21e300) Line 850 + 0x5 bytes C++ server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouchingEventDriven(CBaseEntity * other=0x, CGameTrace trace={...}) Line 908 C++ server.dll!CCollisionEvent::DispatchStartTouch(CBaseEntity * pEntity0=0x0d21e300, CBaseEntity * pEntity1=0x0fdf0dd8, const Vector point={...}, const Vector normal={...}) Line 1567 + 0x8c bytes C++ server.dll!CCollisionEvent::UpdateTouchEvents() Line 1590 C++ server.dll!PhysFrame(float deltaTime=0.01500) Line 1262 + 0xa bytes C++ server.dll!CPhysicsHook::FrameUpdatePostEntityThink() Line 271 C++ server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char * timed=0x2217be3f) Line 431 C++ server.dll!CServerGameDLL::GameFrame(bool simulating=true) Line 1001 + 0x14 bytes C++ - server.dll!CCollisionEvent::UpdateDamageEvents() Line 1624 + 0x8 bytes C++ server.dll!CCollisionEvent::PostSimulationFrame() Line 1499 C++ server.dll!PhysFrame(float deltaTime=0.01500) Line 1206 C++ server.dll!CPhysicsHook::FrameUpdatePostEntityThink() Line 271 C++ server.dll!InvokePerFrameMethod(void (void)* f=0x22198170, const char * timed=0x2217be3f) Line 431 C++ server.dll!CServerGameDLL::GameFrame(bool simulating=true) Line 1001 + 0x14 bytes C++ - server.dll!CBaseEntity::TakeDamage(const CTakeDamageInfo inputInfo={...}) Line 1204 + 0xd bytes C++ server.dll!CCollisionEvent::UpdateDamageEvents() Line 1642 C++ server.dll!CCollisionEvent::PostSimulationFrame() Line 1499 C++ server.dll!PhysFrame(float deltaTime=0.01500) Line 1206 C++ server.dll!CPhysicsHook::FrameUpdatePostEntityThink() Line 271 C++ server.dll!InvokePerFrameMethod(void (void)* f=0x22198420, const char * timed=0x2217bddf) Line 431 C++ server.dll!CServerGameDLL::GameFrame(bool simulating=true) Line 1001 + 0x14 bytes C++ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] How do I set bodygroups in player model after is dead?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, well, that's the question. I want to make some changes to player model when it's ragdoll. Don't know exactly where is created so I can set Bodygroups there. --- Ángel RYell Oliver -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders