Re: [hlcoders] New Makefile problems.

2008-06-16 Thread Louka Outrebon
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)?
 
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Re: [hlcoders] Tools and SDK Updates Live Now

2008-06-12 Thread Louka Outrebon
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
 
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Re: [hlcoders] Loading screen art

2007-08-17 Thread Louka Outrebon
--
[ 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
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Re: [hlcoders] Music during map loading

2007-08-17 Thread Louka Outrebon
--
[ 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

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Re: [hlcoders] Running programs on a mod startup?

2007-06-28 Thread Louka Outrebon
--
[ 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
  --
 
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Re: [hlcoders] hl2mp fresh source compilation for linux crashing on startup

2007-05-03 Thread Louka Outrebon
--
[ 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.
 --

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Re: [hlcoders] Linux oddness

2007-04-20 Thread Louka Outrebon
--
[ 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?


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Re: [hlcoders] Map gametype filter

2007-04-11 Thread Louka Outrebon
--
[ 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.

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Re: [hlcoders] Map gametype filter

2007-04-10 Thread Louka Outrebon
--
[ 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.

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[hlcoders] Activating/Deactivating a solid collision

2007-04-10 Thread Louka Outrebon
--
[ 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.
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Re: [hlcoders] Map gametype filter

2007-04-09 Thread Louka Outrebon
--
[ 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?

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Re: [hlcoders] FileSystem_Steam.dll Crash

2006-08-29 Thread Louka Outrebon
--
[ 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.
  
 
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Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-14 Thread Louka Outrebon
--
[ 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
  --
 
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[hlcoders] New SDK Linux Issues

2006-08-09 Thread Louka Outrebon
--
[ 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
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[hlcoders] Removing all decals.

2006-07-27 Thread Louka Outrebon
--
[ 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.
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Re: [hlcoders] Sprint bug on HL2DM Sdk

2006-07-26 Thread Louka Outrebon
--
[ 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.
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Re: [hlcoders] modelinfo == NULL crashes

2006-07-26 Thread Louka Outrebon
--
[ 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.
  
  
  
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[hlcoders] Getting VALVe Symbols files.

2006-07-26 Thread Louka Outrebon
--
[ 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.
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[hlcoders] Sprint bug on HL2DM Sdk

2006-07-25 Thread Louka Outrebon
--
[ 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.
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