Re: [hlcoders] New Makefile problems.
Mike I think because most of the people are downloading the SDK on windows then uploading it on their linux box via SVN of FTP so the makefile get corrupted. I think adding a remark try to dos2unix the makefiles before using it would be worth it. On 6/16/08, Ronny Schedel [EMAIL PROTECTED] wrote: The current makefiles have double DOS endline characters in it (0x10, 0x13, 0x10, 0x13). On Debian it leads to non working makefiles. I don't remember the correct error message, but it was completly different from the real problem. If you have only one DOS endline (0x10, 0x13) then there is no problem. Are you guys finding this necessary on the makefiles that were included in last week's beta? I did all of the editing/saving of those on my Linux box so I'm surprised that this is a problem. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Sent: Monday, June 16, 2008 7:46 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] New Makefile problems. Ok fixed it, you have to run dos2unix on all the makefiles before you use them thanks go to Ronny Schedel for finding this out. On Sat, Jun 14, 2008 at 3:09 PM, John [EMAIL PROTECTED] wrote: I've been trying to use the makefiles with the new orange box stuff, it appears all the line spacing is broken I've tried to correct most of it but only got so far. Other people from the IRC channel #hlcoders have had the same problem as me. Could someone from Valve upload the makefiles (not taken from steam)? ___ 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] Tools and SDK Updates Live Now
Thanks a lot for that quick patch. Awesome work guys. On 6/13/08, Mike Durand [EMAIL PROTECTED] wrote: No, it was fixed and mentioned in the release notes yesterday. =Fixes= -Updated Linux binaries and makefiles for dedicated servers and server plugins Here's the release notes in the VDC wiki: http://developer.valvesoftware.com/wiki/SDK_Beta You do need to opt into the beta in order to get those fixes, however. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Thursday, June 12, 2008 6:18 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Tools and SDK Updates Live Now What about linux? Is it still broken? On Thu, Jun 12, 2008 at 8:08 PM, Mike Durand [EMAIL PROTECTED] wrote: Hi All- We've updated the engine tools and the SDK this afternoon. Here's the changelist: =SDK Source Code= -Removed GameStats.cpp and GameStats.h from the server folder since the client and server should be using the one in shared -Removed deprecated statgather.cpp from the client folder -Added requested headers for 'matsys_controls' =SDK Tools= Fixed crash in 'splitskybox.exe' =Source Engine Tools= Fixed crashes in the Particle Editor, Material Editor, and Commentary Editor when saving files -Mike ___ 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] Loading screen art
-- [ Picked text/plain from multipart/alternative ] No its not instanciating those dynamicaly. I had this idea and thought it'd be brilliant, then I just saw it was hardcoded. panel class names are just here to make it easier to read. In Insurgency we used Ben 'amogan' K. solution. We wrote a new CGameUi class and forced a new object for PANEL_GAMEUIDLL using our new class. Louka Louti Outrebon. On 8/17/07, Garry Newman [EMAIL PROTECTED] wrote: I haven't tried this, but wondering if anyone else has.. If you edit the res file for the loading dialogue and add a VGUI control that is defined in your code - does it add it and work properly? garry 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] Music during map loading
-- [ Picked text/plain from multipart/alternative ] We used FMOD but we changed it to Audiere because FMOD was not thread safe, we found some crashes related to it. Oh and we used CAutoGameSystem / IGameListener2 to fetch events. On 8/13/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] you use FMOD.. to start playing a track.. then stop it or fade it out.. ...and just in case you can't find FMOD in the Half-Life SDK... http://www.fmod.org/ :) -- Jeffrey botman Broome ___ 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] Running programs on a mod startup?
-- [ Picked text/plain from multipart/alternative ] Use windows API. On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Did some searching and found IFileSystem::RelativePathToFullPath Works a treat, thanks guys. On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: Cant seem to find it, not in filesystem.h I also had a look for anything similar sounding and turned up nothing. On 6/28/07, Garry Newman [EMAIL PROTECTED] wrote: There's a function on the filesystem called RelativeToLocal.. that should work. garry On 6/28/07, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That works thanks, how would I keep it relative to the mod bin folder? On 6/28/07, Stephen Swires [EMAIL PROTECTED] wrote: I don't know why you would need this but I would assume the ShellExecute is relative to the hl2.exe, so try bin/modchecker.exe Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] How would I go about loading a program on mod startup? I currently have looked at CHLClient::Init() and used this piece of code at the bottom of the function. vgui::system()-ShellExecute(open, modchecker.exe); modchecker.exe is in the mod bin folder. Any ideas would be appreciated. -- - 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 -- - 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
Re: [hlcoders] hl2mp fresh source compilation for linux crashing on startup
-- [ Picked text/plain from multipart/alternative ] Hey John it's propably some link errors, I had to fix about 20. Just use gdb ./srcds_run -debug -dev -game and you'll have to make debug binaries. On 5/3/07, Ben Everett [EMAIL PROTECTED] wrote: Is the crash on the machine you compiled the binary on? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Tsakok Sent: Thursday, May 03, 2007 2:31 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] hl2mp fresh source compilation for linux crashing on startup -- [ Picked text/plain from multipart/alternative ] Hey guys, I'm trying to compile the HL2mp source code without any changes which I dled on Jan 07. Im getting a ./srcds_run: line 344: 2329 Segmentation fault $HL_CMD running the latest srcds. I basically compiled the source code with minor changes to the .vcproj to gut out the episodic stuff. I tried this using Ubuntu warty, breezy and feisty with the compilers gcc 3.4.2, 3.4.5 and 3.4.6 respectively which all crashed. I am also running ubuntu on vmware which I dont think is a problem. thanks for the help. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 2108 (20070312) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ 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] Linux oddness
-- [ Picked text/plain from multipart/alternative ] I think you need to update your system. http://developer.valvesoftware.com/wiki/User:Wunderboy/sandbox checkout this guide, it's very handy. On 4/19/07, Chris Janes [EMAIL PROTECTED] wrote: I've got a head scratcher with my linux compile process - I've not made any changes to the linux box I build on, nor to the Makefile since I last compiled with it, but it's spitting out the following after vcpm has run: gcc: /usr/lib/gcc/i486-linux-gnu/3.4.6/libstdc++.a: No such file or directory gcc: /usr/lib/gcc/i486-linux-gnu/3.4.6/libgcc_eh.a: No such file or directory I've done an slocate and both files are in the location listed in the Makefile, so I'm not entirely sure why it's throwing the error in the first place. Any ideas? ___ 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] Map gametype filter
-- [ Picked text/plain from multipart/alternative ] Mark, just for you to know it's not pointers I was comparing. std::string mapName = STRING( gpGlobals-mapname ); mapName = mapName.substr( 0, 3 ); it's objects. On 4/11/07, Mark Chandler [EMAIL PROTECTED] wrote: Doesn't make a difference. Strcmp is from c and returns 0 if they are they same and I think if they are different it returns A value greater than zero indicates that the first character that does not match has a greater value in str1 than in str2; And a value less than zero indicates the opposite. So just not the strcmp (i.e. use !) and then you don't have problems with const conversions. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Emiel Regis Sent: Wednesday, April 11, 2007 3:53 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Map gametype filter Btw, I think it would all be better if we used const char* and Q_strstr like this: { const char *mapName = STRING( gpGlobals-mapname ); if (Q_stristr(sf_, mapName)) // Classic SourceForts CTF { CreateGameRulesObject( CSFCTFGamerules ); } else if (Q_stristr(cr_, mapName))) // Core Run map { CreateGameRulesObject( CSFCRGamerules ); } and so on. ___ 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] Map gametype filter
-- [ Picked text/plain from multipart/alternative ] Sorry I forgot about this function : void CreateGameRulesObject( const char *pClassName ) { // Delete the old game rules object. delete g_pGameRules; g_pGameRules = NULL; // Create a new game rules object. CGameRulesRegister *pReg = CGameRulesRegister::FindByName( pClassName ); if ( !pReg ) Error( InitGameRules: missing gamerules class '%s' on the server, pClassName ); pReg-CreateGameRules( ); if ( !g_pGameRules ) { Error( InitGameRules: game rules entity (%s) not created, pClassName ); } } and to avoid malloc warnings #include string // memdbgon must be the last include file in a .cpp file!!! #include tier0/memdbgon.h put string before memdgbon as stated ;) On 4/11/07, Emiel Regis [EMAIL PROTECTED] wrote: Thanks for your help. However I'm having some problems, namely: void C_World::InstallGameRules() { char mapN[64]; V_FileBase( engine-GetLevelName( ), mapN, 64 ); string mapName = mapN; mapName = mapName.substr( 0, 3 ); if (mapName == dm_) // Classic SourceForts CTF { CreateGameRulesObject( C_HL2MPRules ); } else if (mapName == ctf_) // Core Run map { CreateGameRulesObject( C_CTFRules ); } else if (mapName == mbs_) // Conquest map { CreateGameRulesObject( C_MBSRules ); } else CreateGameRulesObject( C_HL2MPRules ); } I use following code, yet it gives me errors: error C3861: 'CreateGameRulesObject': identifier not found And some warning about malloc redefinition. I use #include string and using std::string; . -- [ Picked text/plain from multipart/alternative ] Hi emiel, For SourceForts, I use this : (i use hl2mp sdk) In hl2mp_client.cpp : //= // instantiate the proper game rules object //= void InstallGameRules() { std::string mapName = STRING( gpGlobals-mapname ); mapName = mapName.substr( 0, 3 ); if (mapName == sf_) // Classic SourceForts CTF { CreateGameRulesObject( CSFCTFGamerules ); } else if (mapName == cr_) // Core Run map { CreateGameRulesObject( CSFCRGamerules ); } else if (mapName == cq_) // Conquest map { CreateGameRulesObject( CHL2MPRules ); } else CreateGameRulesObject( CSFCTFGamerules ); } InstallGamerules is already called automatically. Thought (note to valve) it seems client side the networktable is not updated for gamerules object.So when it's creating a new one server side, client side it remains the old one. So you'll have to make the samefunction client side in C_World::Precache( ) and use char mapN[64]; V_FileBase( engine-GetLevelName( ), mapN, 64 ); std::string mapName = mapN; mapName = mapName.substr( 0, 3 ); instead of std::string mapName = STRING( gpGlobals-mapname ); I hope I helped you. ___ 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] Activating/Deactivating a solid collision
-- [ Picked text/plain from multipart/alternative ] Hello there! (Sorry for my poor english i'm french ;) I tried to create a func_solidfilter entity to be able to block some player to go through it and let some players go through it. In fact it would block some players and the other could go in as there were nothing. I tried manythings, like adding new collision group and overload ShouldCollide in Player and my entity, It's just not calling those methods.I tried to overload ForceVPhysicsCollide but it seems not to meet my needs. I just want to disable collision for some players and have it activated for some others. If I got no answers i'll just think i've not been understood :P Thanks in advance Louti SF programmer. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map gametype filter
-- [ Picked text/plain from multipart/alternative ] Hi emiel, For SourceForts, I use this : (i use hl2mp sdk) In hl2mp_client.cpp : //= // instantiate the proper game rules object //= void InstallGameRules() { std::string mapName = STRING( gpGlobals-mapname ); mapName = mapName.substr( 0, 3 ); if (mapName == sf_) // Classic SourceForts CTF { CreateGameRulesObject( CSFCTFGamerules ); } else if (mapName == cr_) // Core Run map { CreateGameRulesObject( CSFCRGamerules ); } else if (mapName == cq_) // Conquest map { CreateGameRulesObject( CHL2MPRules ); } else CreateGameRulesObject( CSFCTFGamerules ); } InstallGamerules is already called automatically. Thought (note to valve) it seems client side the networktable is not updated for gamerules object.So when it's creating a new one server side, client side it remains the old one. So you'll have to make the samefunction client side in C_World::Precache( ) and use char mapN[64]; V_FileBase( engine-GetLevelName( ), mapN, 64 ); std::string mapName = mapN; mapName = mapName.substr( 0, 3 ); instead of std::string mapName = STRING( gpGlobals-mapname ); I hope I helped you. On 4/8/07, Emiel Regis [EMAIL PROTECTED] wrote: Hi, I am doing this system, where with use of external MapInfo files you can set some fixed values, like gametype the map is created for. I want to make it so that if the gametype doesn't match, the map won't show in the browser and will not load, giving Wrong gametype and exit to main menu effect. Yet, atm I tried finding appropriate place and only one I found was LevelInit(), but putting this stuff there only leads to crashes when loading unsupported maps. Could someone give me a helping hand and point to where map browser is implemented? ___ 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] FileSystem_Steam.dll Crash
-- [ Picked text/plain from multipart/alternative ] We are having the same issue on three computers. It was working fine before. Now we cant launch the mod from steam menu, not from VS 2003 (using right command lines of course..) THe only way to get it working is through run_mod.bat . I've launched SDK Source Base and it's still not working. That's real strange. On 8/28/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: Yeah, run the sourcesdk base once in a while, just incase valve posted an update but did not tell any one. --- Daniel Menard [EMAIL PROTECTED] wrote: Well I tried to run the mod from the steam menu and it says Source SDK Base is unavailable, so I'm guessing thats what it was. I'll leave the dmp up just incase. It has happened a couple of times before (when I'm pretty sure the game WAS available). I'm feeling kinda dumb for posting a bogus crash, but anyways. On 8/27/06, Daniel Menard [EMAIL PROTECTED] wrote: I have been getting this for a while now, it used to be just once and a while and a restart of my mod would fix it, now it seems to be happening all the time. I'm not quite sure if this is because of my code or not. Let me get you guys the dmp http://www.eternal-silence.net/filesystem_steam_crash.dmp Let me know if there is anything I can do to fix this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ 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] SDK Patch Released 8/11/2006
-- [ Picked text/plain from multipart/alternative ] Anyone made a diff between the SDK Release of two weeks ago and the new one ? Because i've already ported my mod to the big sdk update and I don't wanna do another one.. I'm using hl2:dm source. I just need the linux fix in fact. What really changed ? Thanks in advance. On 8/12/06, Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I guess I will choose this routeI'll give it my best shot...hehehe... Gus Adam amckern Mckern wrote: 1) Make a new 'source code' mod 2) Grab a source control programm - http://developer.valvesoftware.com/wiki/Diff_And_Patch 3) Merge your mod into the 'source code' mod 4) Copy, and replace all the files in your orignal mod, with that from the source code mod 5) Now you have the lattest code, with your changes within it. --- Gus [EMAIL PROTECTED] wrote: This is a cryptographically signed message in MIME format. -- Am still uncertain, would I use the Source SDK wizard to create a new mod folder setup and once that is done start merging our old mod files into it? What about WinMerge, will that work well? Gus Scott Loyd wrote: http://www.linuxhq.com/patch-howto.html http://unxutils.sourceforge.net/ should have patch.exe Although it doesn't take long to merge the changes... Copy new code into a new directory. Copy your mod-specific folders into cl_dll/dlls/game_shared, and any additional stuff you created. Copy your .sln, .vcproj, and makefiles over; then diff an untouched old one, and a untouched new one to see the changes. Apply the changes to your own projects. Whenever you modify base classes (anything not in your mods folder), use #ifdef MYMOD_DLL #endif around it so that you can search your old code for all the instances of this (which shouldn't be that much of it) and manually merge it over. Gus wrote: This is a cryptographically signed message in MIME format. -- Hi Michael, I just downloaded the patch but, how do I apply this patch? Gus Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] You are going to need to merge your modifications into the new code, The easiest way to do this is with the patch file that is floating around http://tinyurl.com/mjht6 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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 -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ 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] New SDK Linux Issues
-- [ Picked text/plain from multipart/alternative ] Ok I know that Linux is not fully supported bythe new SDK Release. However I do really need a linux build so I tried. I tried with the valvewiki workaround ( http://developer.valvesoftware.com/wiki/Source_SDK_Known_Issues#SDK_Does_Not_Compile_Under_Linux_.28Since_8.2F4.2F2006.29) and I got to correct the hl_sdk project file to get compilation begin. However I'm having some issues with the compiler. It seems that it needs to have SSE activated though I cant get it activated on GCC. I tried to mess with the compiler options without any results. Hope some one could help me! Thanks Outrebon Louka -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Removing all decals.
-- [ Picked text/plain from multipart/alternative ] Hello there ! I'd like to remove all decals on the map (blood, explosion, weapons traceattack). I think it's client side however I can't find how to remove them all. Thanks. Sincerly, Louka outrebon. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Sprint bug on HL2DM Sdk
-- [ Picked text/plain from multipart/alternative ] Lol it seems that it's for the flashlight I was talking about the sprinting bug. But thanks to try to answer me. Nobody else knows about this annoying bug? 2006/7/26, Robbie Groenewoudt [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] Try adding the following to hl2mp_player.cpp: extern CSuitPowerDevice SuitDeviceFlashlight; void CHL2MP_Player::FlashlightTurnOn( void ) { if( !SuitPower_AddDevice( SuitDeviceFlashlight ) ) return; AddEffects( EF_DIMLIGHT ); EmitSound( HL2Player.FlashLightOn ); } void CHL2MP_Player::FlashlightTurnOff( void ) { if( !SuitPower_RemoveDevice( SuitDeviceFlashlight ) ) return; RemoveEffects( EF_DIMLIGHT ); EmitSound( HL2Player.FlashLightOff ); } On 7/26/06, Louka Outrebon [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hey folks ! First I want to apologize my poor English but I'm french :). I'm having a bug with the sprint function. It also happens on HL 2 DM (the game not the sdk ) some times ago but valve released one month ago a patch that corrected this bug. Let me explain you what happen : When you get killed while sprinting, whenre spawned your stamina doesn't get drained, it goes down and you cannot sprint again until you re spawn. That's really annoying I can't reproduce it while debugging . I would know if someone has fixed it or even heard about this bug. Sincerely, Louka Outrebon. Programmer of SourceForts mod. -- ___ 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] modelinfo == NULL crashes
-- [ Picked text/plain from multipart/alternative ] I'd like to be able to read mdmp files. But I dont know how to it woulb be really usefull for debugging. Can you help me on this ? 2006/7/26, Benjamin Davison [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] From a random forum thread. Fixed. Adding (to c_baseanimating.h): inline int C_BaseAnimating::GetSequence() { if (m_nSequence == -1 || m_nSequence == 1023) m_nSequence = 0; //Assert( false ); return m_nSequence; } On 7/26/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I had these crashes also when players didn't had any valid models. I can't really read memory dumps at the moment but I suggest you look in the tracestack and look from which entity this comes and find out if it always has a good model. Maybe the model-files are corrupt.. Maybe add a little extra check so when it fails, it uses error.mdl. On 7/26/06, Hyperjag 3 [EMAIL PROTECTED] wrote: Hello, I program for a mod that was just released as a public beta, and I've been getting a few memory dumps with crashes in: model_t *CBaseEntity::GetModel( void ) { return (model_t *)modelinfo-GetModel( GetModelIndex() ); } and I've gotten one with a crash in: const studiohdr_t *virtualgroup_t::GetStudioHdr( ) const { return modelinfo-FindModel( this-cache ); } In both cases modelinfo is a NULL pointer. The memory dumps don't really tell me anything that I can use, so I was wondering if anyone here or possibly someone at Valve could help me out with this. Here's a link to the memory dumps I've gotten, I don't know if anyone can use them or not: http://www.obsidianconflict.com/hyperjag3/memory_dumps.rar Thanks for any help. ___ 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
[hlcoders] Getting VALVe Symbols files.
-- [ Picked text/plain from multipart/alternative ] Is there any way to get .pbd's of VALVe's bin files (engine.pdb tier0.pdb...) ? It would be really helpfull for debugging with mdmp files. however I dont know maybe they can't release them... Sincerly, Louka Outrebon. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Sprint bug on HL2DM Sdk
-- [ Picked text/plain from multipart/alternative ] Hey folks ! First I want to apologize my poor English but I'm french :). I'm having a bug with the sprint function. It also happens on HL 2 DM (the game not the sdk ) some times ago but valve released one month ago a patch that corrected this bug. Let me explain you what happen : When you get killed while sprinting, whenre spawned your stamina doesn't get drained, it goes down and you cannot sprint again until you re spawn. That's really annoying I can't reproduce it while debugging . I would know if someone has fixed it or even heard about this bug. Sincerely, Louka Outrebon. Programmer of SourceForts mod. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders