Re: [hlcoders] Scrollbar Missing Texture

2006-05-08 Thread Harry Bock
--
[ Picked text/plain from multipart/alternative ]
Don't hold your breath..

On 5/8/06, Nick <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Maybe we can get a massive sdk fix + vs2005 fix sometime this year?
>
> >
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
And now, all-zombie radio...
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Why VectorNormalize?

2006-03-05 Thread Harry Bock
--
[ Picked text/plain from multipart/alternative ]
What do you want them to do, change that single method in a core engine
function just so you can save a few operations? Apologize for not making it
exactly as you had expected? I really don't see why you're so adamant about
this.
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Best way to kick a player?

2006-02-25 Thread Harry Bock
--
[ Picked text/plain from multipart/alternative ]
If you really want to make it easy for yourself, you could always make
another method in CBasePlayer or whatever like so:

inline void CBasePlayer::kick( const char *reason )
{
char buffer[64];
sprintf(buffer, "kick %d %s\n",
engine->GetPlayerUserId(GetNetworkable()->GetEdict()), reason);
engine->ServerCommand(buffer);
}

On 2/25/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> If only there was a nice -> kick function, I'm too tired to work this
> problem out.
>
> I'll come back to it tommorow.
>
> On 2/26/06, Scott Loyd <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > kickid  
> > No edict in the command...  To get the ID from an edict_t:
> > engine->GetPlayerUserId(edict_t *);
> >
> >
> >
> > On 2/25/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Thanks, but having a problem. This is for an actual mod not a plugin,
> > but
> > > it's probably the same principal.
> > >
> > > engine->ServerCommand(UTIL_VarArgs("kickid %i %s\n",
> > > pPlayer->GetNetworkable()->GetEdict()); Does not get the edict.
> > >
> > > On 2/26/06, Scott Loyd <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > http://osa.3dwire.net/  Download the source, crack open
> > > CAdminCommandKick
> > > > I
> > > > believe.
> > > >
> > > > On 2/25/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Can't find any examples from commands like "kick" and "kickid"
> > > > >
> > > > > --
> > > > > - Benjamin Davison
> > > > > --
> > > > >
> > > > > ___
> > > > > 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
> > > >
> > > >
> > >
> > >
> > > --
> > > - Benjamin Davison
> > > --
> > >
> > > ___
> > > 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
> >
> >
>
>
> --
> - Benjamin Davison
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
And now, all-zombie radio...
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Re: Issue with SRCDS (using HLDSUpdateTool) and mini-dumps

2006-02-18 Thread Harry Bock
mdmps from SRCDS have always worked fine for me. The sheer number
present in my srcds directory should be enough to prove it =) I'm
really not too sure how to fix your problem, but when you compile your
mod do you include mdgbon? Just a shot in the dark.

On 2/18/06, Pongles <[EMAIL PROTECTED]> wrote:
> I'm quite sure someone has probably noticed this before - but I'm almost
> positive it hasn't been raised here. Anyways, I'm having issues with
> SRCDS in that whenever the server crashes - it never produces a valid
> mdmp (its always 0kb!). I've tried this with both my mod and cstrike
> (typing in "killserver" and then "bot_add" seems to crash it).
>
> Is there a console command I don't know about (there isn't *any*
> documentation anywhere) or is it something else?
>
> Thanks in Advance,
> -- Pongles.
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
And now, all-zombie radio...

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Newbie...

2006-02-12 Thread Harry Bock
--
[ Picked text/plain from multipart/alternative ]
Si preferrías ayuda en español, te puedo ayudar fuera de este listo, aunque
tienes que saber un poco de inglés para que entiendas los interfaces de
Valve, y programación en general.
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] reading/restricting binds HL1

2006-02-11 Thread Harry Bock
--
[ Picked text/plain from multipart/alternative ]
Well, technically we are- Mani's server plugin is for Source, while the Mr.
Stieg is asking the question regarding HL1/GoldSrc.
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] reading/restricting binds HL1

2006-02-10 Thread Harry Bock
--
[ Picked text/plain from multipart/alternative ]
As far as I know, the answer to your question is unfortunately no (without
modifying the client code) and Mani doesn't distribute the source of his
plugin anyway (at least when last checked).
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Source SDK Update Released

2006-01-20 Thread Harry Bock
--
[ Picked text/plain from multipart/alternative ]
As much as we likely won't get access to a lot of those features, a few new
useful exported interfaces would definitely be appreciated... I'm tired of
memory offsets and sigscanning.
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Infrequent client crashes when changing map

2006-01-13 Thread Harry Bock
--
[ Picked text/plain from multipart/alternative ]
Oh, I know dereferencing null pointers is a bad thing, I'm not trying to
simply cover them up; I'm just trying to eliminate as many of them as I can
find by outputting useful messages to identify them instead of having to
disassemble the mdmp every time it crashes. You are right though, the
functions that I have written do get their symbols loaded in disassembly.
Thank you very much!

p.s., an example that was quite difficult for me to catch was in
IServerPluginCallbacks::ClientDisconnect() - this function is called on map
change (at least in CS:S server.dll) but for whatever reason its argument
(edict_t *pEntity) is null, and it really wasn't obvious that
ClientDisconnect would be the cause.
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Infrequent client crashes when changing map

2006-01-13 Thread Harry Bock
--
[ Picked text/plain from multipart/alternative ]
Unrelated to the first problem, but when debugging using the mdmp files
after a server plugin crashes, am I out of luck because I don't have the pdb
of the server binaries of valve's games? I do have the pdb's that were built
in my plugin (and I'm sure it was my binary that caused the problem) but it
still gives me mostly useless information- all I can gather is that it was
an uncaught null-pointer exception. (speaking of which, what does one catch
with a null pointer access violation like that?)

--
Harry Bock

On 1/13/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
>
> Jason Houston wrote:
>
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Lately BG2 has become very unstable during level changes. The bug is
> >completely client-side and doesn't affect all clients during that change.
> We
> >haven't changed anything to make it do this that I know of, and the bug
> >happens invariably. it could happen on the firs change, on the 5th, you
> can
> >even last 10 maps before falling victim to it. The crash happens very
> early
> >in the load process, maybe around loading resources. People are hounding
> us
> >to fix this, but I think it's an engine error. Can you guys think of any
> >reason why this would happen?
> >
> >
> >--
> >Draco
> >--
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> Whatever it is, simply ask people to send you the memory dump and debug
> it. To do that you need the pdb's of the compile that produced the exact
> binaries that are crashing. Do you have that? If not you'll have to
> rebuild and save the pdb's, and have people replicate the crash with
> those binaries.
>
> http://developer.valvesoftware.com/wiki/Using_mdmp_files
>
> When someone crashes you can load up the mdmp in your debugger and it
> will give you the exact line of the crash. Have fun.
>
> --
> Jorge "Vino" Rodriguez
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
And now, all-zombie radio...
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders