Re: [hlcoders] Running Source on VMWare Fusion
With all due respect, I don't think VMware fusion can pull the load required by the engine (since the drivers are going to be even slower than those for on-board graphics chips). I don't know how much can be done in debugging this problem and getting it fixed, but I'd urge your friend to use Boot Camp to install Windows, or alternatively try to use Wine on a Linux installation. (I haven't had any success with Darwine, the OS X port of Wine, so far, either.) ~~ Ondra On 15.08.08 13:11 Uhr, Adam amckern McKern wrote: I have a friend that is trying to help me out with models, however he only has an Intel Mac, and is running VMWare Fusion for Mac. When ever he try's to launch a steam game, it sits there with the green 'loading Source SDK Base', and then dumps him back to the desktop, even before hl2.exe loads. What can we do? Drivers, directx, windows are all up to date. Thanks! Adam ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Preprocessor Trouble
He can try using a mail client instead of the webmail. That might make it go away (unless it has already been proven wrong). ~~ Ondra On 07.08.08 16:19 Uhr, Keeper wrote: As it has been said, it's a hotmail issue. There's nothing he can do (aside from sign up for a gmail account). My client groups them fine. Maybe you can change something on your end? Keeper ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CWeapon__ not overriding CBaseCombatWeapon
Provided that is the actual code... You will have to mark the CBaseCombatWeapon::AccuracyValues function as virtual (in both the header and the implementation). The AccuracyValues functions further down the line (i.e. the weapon-specific ones) do not have to be marked as virtual (but I doubt this will have any adverse effects). ~~ Ondra On 06.08.08 11:16 Uhr, Tom Leighton wrote: http://forums.steampowered.com/forums/showthread.php?t=708384 I believe this is his also, scroll down for the first indication he wants help :P lol Code is posted on Page 2 IIRC ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Distributed Map Compiling [hammer]
No problem. Now let me sit here with my toy Mac mini and its 1.5GHz single-core processor while you get all the girls. ;-P ~~ Ondra On 14.07.08 8:15 Uhr, Mark Chandler wrote: Fantastic :P Thank you -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek Sent: Monday, July 14, 2008 1:38 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Distributed Map Compiling [hammer] Does this not work? http://developer.valvesoftware.com/wiki/VMPI ~~ Ondra On 14.07.08 6:47 Uhr, Mark Chandler wrote: Mike and yahn is there any chance to get a release of the program valve uses internally to distribute compiling of maps over many computers? My father and i are going to buy a mac pro (have 8 cores @ 3ghz and 12 gb of ram) each which i would love to be able to send work to them for map compiles. Yes i know they are macs but they can run vista 64-bit with all cores and all memory. Mark ___ 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] Distributed Map Compiling [hammer]
Does this not work? http://developer.valvesoftware.com/wiki/VMPI ~~ Ondra On 14.07.08 6:47 Uhr, Mark Chandler wrote: Mike and yahn is there any chance to get a release of the program valve uses internally to distribute compiling of maps over many computers? My father and i are going to buy a mac pro (have 8 cores @ 3ghz and 12 gb of ram) each which i would love to be able to send work to them for map compiles. Yes i know they are macs but they can run vista 64-bit with all cores and all memory. Mark ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debug linux server crash ?
On 05.07.2008, at 22:03, Bombela [EMAIL PROTECTED] wrote: gdm ./srcds_i686 core ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] patch to update to SDK as of 2008-06-08
The question is about the definition of old engine: are they going to keep the whole back catalog of SDK Bases since EP1, or only the current version and the previous one? In the latter case, the EP1 SDK Base would kick the bucket sometime around the release of EP3. ~~ Ondra On 23.06.08 10:44 Uhr, Tom Leighton wrote: They have stated they will always keep the sdk bases for the old engine. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] patch to update to SDK as of 2008-06-08
We might have gotten into some chaotic territory here. An attempt at clarification: The SDK Base is a full-fledged Source engine at a given version. It can be used to run mods [in theory, note my comments on the borkedness of the current OB SDK Base]. At the moment, two independent incarnations exist, the Source SDK Base (with the EP1 engine) and the Source SDK Base - Orange Box (with the OB engine). The Source SDK is a set of tools (Hammer, HLMV) plus sources for the server DLL, client DLL, a few tools and some other goodies. There is a more-or-less independent set of tools for each engine incarnation (EP1 and OB), and you can choose the relevant engine version by starting the SDK launcher and picking the version at the bottom. Depending on which version you pick, going through the create a mod wizard will give you a completely different package of code. I'm very sure both an SDK and an SDK Base will be released for EP3, as one is useless without the other, and Valve was able to do both until now. I was only reproducing what I've heard from Valve people as to when the old EP1 SDK Base (the one currently known as the Source SDK Base) will be phased out (and all mods will have to be ported to the Orange Box codebase and ran off the Orange Box SDK Base). You are therefore advised to move AoA to the OB SDK soon (you can use TF2's AppId as a springboard while the OB SDK Base is broken) so that once the EP1 SDK Base disappears (which, according to Valve, should only happen after the release of EP3), AoA can still be played. Hope this clears things up, ~~ Ondra On 23.06.08 1:33 Uhr, [EMAIL PROTECTED] wrote: Is the EP3 SDK going to have a regular version, or will it only have the Base version? That would be an unfortunate regression to remove the regular non-Base version. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New Makefile problems.
Let me and my trusty hex editor (shameless plug: XVI32 -- I like it even though it's written in Pascal) shed some light on this issue. I extracted the Makefiles from sourcesdk.gcf using GCFScape, which I'm pretty sure doesn't transform line endings in the slightest. The hex dump of the files displayed a rather weird combination of newline characters: \r\r\n (0x0D 0x0D 0x0A, CRCRLF). Perhaps somebody assembling the depot FTP'd the Makefiles, which were in CRLF format on Mike's Linux box, using ASCII mode to his Windows machine, which converted the LFs to CRLFs, yielding CRCRLF. Running dos2unix on the Makefiles should convert every occurence of CRLF to LF, thereby turning every CRCRLF to a simple CRLF. I don't know if this necessitates a fresh code drop, but could it be at least queued for the next SDK update? Kthxbai, ~~ Ondra On 16.06.08 19:09 Uhr, Mike Durand wrote: 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New Makefile problems.
Both wrong. DOS endings are CRLF, i.e. 13, 10 or 0x0A 0x0D. 0x13 is Device Control 3 and 0x10 is Data Link Escape. But we're splitting hairs here... ~~ Ondra On 16.06.08 20:29 Uhr, Tom Leighton wrote: DOS Endings are 0x13 0x10 not 0x10 0x13 If the latter is what is in those files then thats probably what is screwing notepad++ up ;) Tom Edwards wrote: I don't know whether this is relevant or not, but Notepad++ reports that the files are in /Mac/ format! Ronny Schedel 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Post your code!
Forsaken? Nomen est omen. But seriously, this place needs a few more open-source, open-content mods. :) It's a sign of maturity; you have lots of such mods in the Quake 3 community, which is with us since 1999, back when I didn't even have a graphics card. Additionally, it might be a boon for total n00bs (*cough* myself *cough*) trying to get into HL2 modding. ~~ Ondra On 15.06.08 18:01 Uhr, Ben Everett wrote: Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone anymore) I've thought about releasing the source code, art assets, and map assets for free as well as the last playable build of the game. What would you guys think of that? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Few questions about SDK
Shameless self-promotion (to complement the Perforce article advertised by Jay): http://developer.valvesoftware.com/wiki/User:RavuAlHemio/Tackling_SDK_updates_with_Subversion By the way, Subversion and (AFAIK) CVS also use branch terminology. ~~ Ondra On 10.06.08 23:57 Uhr, Chris Green wrote: The best way depends on what version control software you are using. Using perforce terminology, basically what you want to do is have a branch in your version control system which represents the unmodified sdk code. You start your project by checking in the unmodified code and then branching your project off of that. When you get a new drop from valve, check that code into the valve branch and integrate it into your project. That will perform the merge in a smart fashion. Cvs, subversion, etc will use similar methods. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] patch to update to SDK as of 2008-06-08
On 09.06.08 6:43 Uhr, [EMAIL PROTECTED] wrote: That's the regular SDK update, not the OB SDK. That whole wiki page only concerns the regular SDK. Regular SDK is misleading here. The concerned SDK is currently known as the Episode 1 SDK. (I'm not really clear on why there are two SDKs, but as I understand it you can't use the OB SDK unless your users have OB, whereas the regular SDK can be used by anyone, so I haven't looked at the OB SDK at all.) This assumption is not completely correct -- IIRC, the Orange Box Source SDK Base is available to anyone to whom the EP1 Source SDK Base (the regular one) is available (i.e. everybody who has the Source SDK). Unfortunately, I've heard of people having problems with the current OB SDK Base revision and being asked to use TF2 as a platform instead until the next OB SDK update (which, by the way, IS TAKING TOO LONG, DAMMIT), so at the moment, OB mods are unintentionally limited to TF2 buyers. Eventually (hopefully not sooner than the next engine incarnation, which will probably drop on projected_ep3_release_date + 14 months), the EP1 SDK Base will be nuked (and an EP3 SDK Base shall take its place sometime later). According to a Valve employee (sorry for the lacking research; I'm lazy at 7 AM), they plan to always keep the current engine incarnation as well as the preceding one. The two SDKs are there to allow mod teams a relatively painless transition from the EP1 engine to the OB engine, as well as enable content development for decidedly outdated games like CS: S until they are ported to the OB engine. (There might have been some large modifications to the BSP format between EP1 and OB...) I put the patch on fileplanet since the Valve wiki doesn't allow text file uploads. If you know of a better place to mirror it, feel free of course to do so. Yay for mirrors that don't require registration! ~~ Ondra ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Limiting access by Steam ID
Is that possible with EP1? ~~ Ondra On 03.06.08 23:16 Uhr, Adam Maras (memzero) wrote: Could you invite the testers to a private Steam Communities group and hard-code the group ID into the mod instead? Then, simply use the Steam API to check for membership in that group. // Adam Maras (memzero) Jed wrote: P.S. We're a EP1 mod. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Plugins on orange box mods don't work.
I don't have problems with Metamod: Source (it worked a few days ago). Make sure that: 1. You have a Metamod: Source 1.6 release. 2. You have extracted it into the right place (for TF2, you should have a path named orangebox/tf/addons/metamod from wherever you chose to install the Source dedicated server. Note the orangebox subdirectory. Replace slashes with backslashes for Windows.) 3. You have generated a metamod.vdf (see http://metamodsource.net/?go=vdf) and placed it in the addons folder (e.g. orangebox/tf/addons/metamod.vdf). ~~ Ondra On 31.05.08 16:44 Uhr, John wrote: I've tried Metamod source and a few others ( Yes I used the orange box versions ) but they refuse to load. I even tried on Omega's Project Valkyrie mod - didn't load either. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hosting Dedicated Server
My guess is it's choking on the space in the Program Files directory's name. Why the hell Microsoft decided to put a space in a system folder's name is beyond me. (Of note is the localization of the folder's name... the German Programme does not exhibit the problem, though it does change the meaning slightly to Programs.) Do you actually have to move the mod's files to the dedicated server directory? Can't you just go 'srcds.exe -console -game C:\Program Files\Steam\SteamApps\SourceMods\PerfectKirbySource +map spanish_godzilla'? I have NFI; I always use hldsupdatetool'ed servers (because that's the only method on Linux, and I grew used to it). Maybe, if you don't let the GUI take care of everything, this path problem will disappear, but that's just a wild guess. ~~ Ondra On 26.05.08 6:18 Uhr, Matthew Dryden wrote: Ah thanks. But this is the error now: c:\program\gameinfo.txt Erm...why is it searching in c:\program for my gameinfo.txt... 1nsane . wrote: You are trying to run an EP2 mod on the EP1 dedicated server? Try using the Team Fortress 2 dedicated server and see how that goes :). On Sun, May 25, 2008 at 11:28 PM, Matthew Dryden[EMAIL PROTECTED] wrote: Hi all, I recently try to take our mod and host a dedicated server for it on my own box by using the Source Dedicated Server in the Tools tab. I moved my whole mod folder for to this folder: C:\Program [EMAIL PROTECTED] dedicated server And then I booted up the program. The server launched fine and it was all good until I tried to connect...then I got this message: This server is using an older protocol ( 7 ) than your client ( 14 ). The mod is based on the Orange Box engine, uses AppID 218, and is not VAC-secured...if I make it VAC secured, it gives me this error: MountFilesystem( 241 ) failed: SteamMountFilesystem(2104,241,0x150dfd64=,0x150dfc54) failed with error 5: No Steam Content Servers are available. Which is fine, I don't need it VAC secured, but I don't understand why I, nor any of my testers, can connect to the server which is using dlls that are absolutely an exact copy of my mod directory. Does anyone have a fix, workaround, or thought on this? Thanks. - Matthew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK not compiling correctly
If possible, I'd rather give the relevant user full privs on the whole OBSDK directory tree instead of bestowing admin on VS. I guess UAC, with its don't trust anyone philosophy, has made me paranoid (and rightfully so). ~~ Ondra On 25.05.08 11:34 Uhr, Jed wrote: I'd also check you're running VS2008 as Administrator. I've had problems in the past with it not writing output files because of Vista's UAC. - Jed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK not compiling correctly
I keep it on to be able to insult programmers writing to places they aren't supposed to. Oh, and to keep myself from doing the same mistake. ;-) After all, you aren't supposed to write to system directories like /usr/bin on Unix either. You might have to add yourself to the user list before you can give yourself full control. Apart from that, Tom has the right method for you. ~~ Ondra On 25.05.08 14:01 Uhr, Tom Edwards wrote: Folder Properties - Security - Allow 'Full Control', I believe. I turned of UAC on day one. ;-) Ondřej Hošek wrote: If possible, I'd rather give the relevant user full privs on the whole OBSDK directory tree instead of bestowing admin on VS. I guess UAC, with its don't trust anyone philosophy, has made me paranoid (and rightfully so). ~~ Ondra On 25.05.08 11:34 Uhr, Jed wrote: I'd also check you're running VS2008 as Administrator. I've had problems in the past with it not writing output files because of Vista's UAC. - Jed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crash while staring mod in debugger ( Vista 64bit SP1 +VS 2k5 SP1)
Erling: from the backtraces you posted initially, I can see that you probably don't have the system debugging symbols installed. They might not turn out to be helpful to your current problem, but they can prove useful later on. The following link informs you about setting up VS2k5 for automagically fetching required symbol files from the Microsoft symbol server: http://geekswithblogs.net/mskoolaid/archive/2005/12/17/63418.aspx There is a typo in the text you are supposed to add as a symbol path. The correct line is: symsrv*symsrv.dll*c:\symbols*http://msdl.microsoft.com/downloads/symbols Nothing forces you to store the symbols under C:\symbols -- if you can find a better path, just replace c:\symbols in the line above with your preferred location of storing the symbols. Reading the third comment in that link can also help you cut debugger startup times if all the needed symbols have been downloaded. As for the problem at hand... have you tried launching a pristine SDK build in the debugger? Good luck; have fun, ~~ Ondra On 25.05.08 16:31 Uhr, Jed wrote: This line jumped out at me: Unhandled exception at 0x17965856 in hl2.exe: 0xC005: Access violation reading location 0x Looks to me like something is trying to access a memory pointer without assigning memory or trying to use a pointer that's NULL. One of our less experienced coders was constantly getting pointers to things without checking they were valid and this was a cause of a lot of our problems. - Jed 2008/5/25 Erling K. Sæterdal[EMAIL PROTECTED]: I have tried this and it does not seem to work, im at a loss what I have don't work. If it can be helpful I pasted the log from the console window in VS. http://private.ampaste.net/219563 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: 22. mai 2008 23:12 To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Crash while staring mod in debugger ( Vista 64bit SP1 +VS 2k5 SP1) Hi Erling- Please try setting your working directory to: D:\Games\Valve [EMAIL PROTECTED] sdk base 2007 Instead of: D:\Games\Valve Steam\steamapps\SourceMods\Distanthope -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Erling K. Sæterdal Sent: Thursday, May 22, 2008 1:47 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Crash while staring mod in debugger ( Vista 64bit SP1 +VS 2k5 SP1) I start the mod via pressing f5. Command: D:\Games\Valve [EMAIL PROTECTED] sdk base 2007\hl2.exe Command args: -game D:\Games\Valve Steam\steamapps\SourceMods\Distanthope -allowdebug Working Dir: D:\Games\Valve Steam\steamapps\SourceMods\Distanthope The bug Visual studio catches, you will notice the callstack is inside valve code. And none of our code anywhere in sight. http://i27.tinypic.com/2eq5t37.png http://i27.tinypic.com/2eq5t37.png http://eks.steamfriends.com/SourceMM/Temp/hl2.dmp http://eks.steamfriends.com/SourceMM/Temp/hl2.dmp Sometimes when i start the mod, i getting this error: http://i25.tinypic.com/v7zgnp.png , this seems very random but could be related. And if I press continue I go to the above error. Without the ability to attach the debugger its much harder to debug code, so help where would be greatly helpful. The other coders on the mod team does not have any similar problem, so I can only guess its either a mistake I have made or a OS related one. I can start the mod just fine via the steam games menu, but then my debugger is not attached is it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] panel's clientarea
Dear Sir, Madam or Otherwise, please do not use the MS Live Mail web interface to answer to this mailing list. As you can see in the text barely tacked to this message, it fucks up the replies. Thank you for your cooperation in advance, ~~ Ondra Hošek, in the name of basically everybody on this list. On 25.05.08 19:04 Uhr, Ryan Trentelman wrote: GetSize is returning exactly what you're requesting, to the best of my knowledge there is no way to tell it to return the size of the panel's area minus title bar, etc. I believe you may be running into issues since you should be looking at the proportional size of the panel (all panels native resolution assumes 640x480 and is resized by Source from there) and if you're not doing anything overly complex like custom painting, why not use a .res file to define your menu? From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Fri, 23 May 2008 21:10:45 +0200 Subject: [hlcoders] panel's clientareaHow to get the size of panel's clientarea (the place where added child controls reside, except eg. the title bar in frame or tabs in property sheet)? GetSize() seems to return the size of whole panel with title bar, borders and stuff that my childcontrols, that I add, can't draw over, so I end up making them too big. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Code Update???
Which would obviously reduce the longevity of their games. ~~ Ondra On 18.05.08 10:16 Uhr, Daniel Glenn wrote: We don't deserve a damned thing. Valve could have simply not released the source code at all. On Sat, May 17, 2008 at 11:25 AM, John[EMAIL PROTECTED] wrote: Come on Valve :D All us modders deserve that fixed code in good time :\ Its been a few months On Sat, May 17, 2008 at 2:25 PM, Tom Leighton[EMAIL PROTECTED] wrote: That was a fix from Tony Sergi (VALVE) Tom Edwards wrote: That /was/ a fix from Valve. Janek wrote: @Benjamin and Tom I saw this post as it was an answer to a question from me. But this fix is for sratch sdk (different in hl2mp) and also I prefer a fix frm Valva as there could have other less noticeable prediction issue. 2008/5/17 Mikie[EMAIL PROTECTED]: For the last four years, Valve has needed to hire more people. They have the budget considering the success they've had, I never understood why Valve management is so reluctant to do so. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Daniel Glenn Sent: Saturday, May 17, 2008 12:14 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Orange Box SDK Code Update??? Obviously, they're not working on at least two retail games right now or anything. Be patient is my advice. On Fri, May 16, 2008 at 10:35 PM, Joel R.[EMAIL PROTECTED] wrote: We've been patiently waiting for about 5 months now waiting on an update to the Source SDK Code. Major Things Needed: - Updated Source SDK (Scratch Mod/HL2MP) (This should be finished). - Source Shaders - Particle Editor Making effects is crucial to any game. Currently if you switch to Orange Box, you cannot use Shaders or optimized particles (Particle Editor system). The current SDK is riddled with bugs that have been fixed but are casually awaiting to be updated in. TF2 has received 26 updates since the release of Orange Box SDK. We have received 1 update to Hammer and Engine. We have received 0 updates to the code-base. In it's current state, Orange Box SDK is broken. I and many others would greatly appreciate an immediate update as soon as possible. Thanks for your time. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Can't build HLMV, missing new appframework.lib
Or maybe it's just like with the Linux SDK: it's coming eventually. Probably not sooner than the next Source engine iteration, but hey, who needs that anyway? ~~ Ondra P.S. Yes, that was sarcasm. Both clauses of the last sentence. On 03.05.08 21:04 Uhr, Adam Buckland wrote: I'm guessing there's some third-party proprietory code in there that Valve don't have permission to distribute 2008/5/3 Tobias Kammersgaard[EMAIL PROTECTED]: Appframework.lib shipped with every previous version of the SDK, why stop doing that all of a sudden? /Tobias ScarT Kammersgaard On 03/05/2008, Tony omega Sergi[EMAIL PROTECTED] wrote: You can't and won't be able to. The source shouldn't be there. Same with studiomdl for orange box, etc. There are libs that cannot be distributed publically that are needed. On Sat, May 3, 2008 at 1:36 PM, Kyle K[EMAIL PROTECTED] wrote: I'm trying to add Jigglebone control stuff to HLMV (similar to the physics tab) but I can't build it. I managed to get around most of the errors with stuff from the ep1 sdk code, but using the appframework lib from gives 3 unresolved externals. Is there a workaround or will I just have to wait for an update? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (unwanted) Candy Cane stripes (textures)
Blind guess: maybe the engine is using the body's UVW map for the face as well. ~~ Ondra On 03.05.08 0:00 Uhr, Chad Lehman wrote: Hey guys What's going on with this? http://img360.imageshack.us/img360/2664/problemfk7.jpg This was what happened when 1) Decompiling the Group03/Male 09 model (with Cannonfodder's MDLDecompiler) 2) Re-compiling using GUIStudioMDL I didn't change the .qc or anything. I've looked for several hours online for solutions to the problem, and even for other tools that would decompile .mdl files. No dice. I've actually successfully decompiled certain models, and recompiled without any problems... but several others display this sort of problem. Any ideas? Thanks Chad ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] compiling problem
The ABI is still the same. Therefore, 2008 libs can screw around with 2005 libs and vice versa. Go figure. You might be having trouble due to Valve's redefinition of memory functions like malloc. The C library and vstdlib then start battling each other For Great Justice(tm), the compiler plays safe and aborts. This article should help: http://developer.valvesoftware.com/wiki/Compiling_Under_Visual_Studio_2008 ~~ Ondra On 25.04.08 20:06 Uhr, Jeremy wrote: The SDK libraries are 2005 libraries. To use 2008 Valve would have to provide new libraries. Use 2005 On Thu, Feb 21, 2008 at 10:41 AM, Ian T. Jacobsen[EMAIL PROTECTED] wrote: When I try to compile my mod, there come over 100 errors!! When I was using VS 2005 express it compiled fine, but now that I've got VS 2008 express there are lots of errors. I also discarded the old mod and made a new one, don't know if there is something new with Create a mod button. I'm not good at modding and want to learn, but these errors are freaking me out!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [HL2E1 Mod] Crash with Linux Librairies
Can you run ldd server_i486.so and post the output? I've got a hunch it might have to do with linker paths again. ~~ Ondra On 15.04.08 23:14 Uhr, vivoli wrote: Hi, I have a problem to run Linux Librairies of my Source Engine Mod. I use the Half Life 2 Episode One Engine and Fedora Core 3 with gcc 3.4.4 and xerces-C 2.6.0. I compiled the source code without problems, and i have the librairy 'server_i486.so'. I installed Source Dedicated Server with Counter-Strike Source. But when I run my mod with srcds, I have a crash immediately :( with the message Program terminated with signal 11, Segmentation fault. Someone already have the same problem ? Thank you for the help. megasnip ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Starting mod from steam server browser doesn't work
omg pr0n! Kidding. No JPEG here. Guess it's really text/plain only. ~~ Ondra On 07.04.08 19:09 Uhr, Tom Leighton wrote: Did anyone get that jpeg? Otherwise i think it might be text only :P Richard Hough wrote: Perhaps we were all just afraid to try.. -Brackhar On Mon, Apr 7, 2008 at 12:17 PM, Tony Paloma[EMAIL PROTECTED] wrote: Whoa -- attachments work now? Is it limited to .txt files? Am I crazy and it has always been like that? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer Sent: Monday, April 07, 2008 7:35 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Starting mod from steam server browser doesn't work attached, thanks for your effort! List the contents of your gameinfo.txt. Maarten De Meyer wrote: Hi list/valve! I'm gonna repost a problem I posted earlier since I really need a fix for this before we release. Basically, double-clicking on a server in the steam client's server browser doesn't work when not ingame. More details: If you doubleclick on a server of our mod when you're in windows, it says 'launching HL2' instead of 'launching Off Limits'. Next, it starts up the mod, which then crashes with a 'OnGameRulesCreationStringChanged: missing gamerules class 'COffLGameRules' on the client'. If you first start up the game through the 'my games' list, and then use the serverbrowser or the console when you're already ingame, there's no problem connecting. Yes, my gamerules class is included in the client project, and no, I can't find a crash in a client global ( I've started the game in debug and joined it without any more info ). Does anyone have an idea why this might happen only in this case, and a way I could even try to debug this problem? Thanks a lot, -- Maarten ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Low Quality Texture Fix
Sharing a surname with the second installment's antagonist might have given you quite a few bonus points with some members of the Half-Life community already, but this is golden. To quote TF2's Soldier: You deserve a medal! ~~ Ondra On 31.03.08 5:00 Uhr, Jake Breen wrote: Forgot to mention dxsupport.cfg can be found in either Source Engine.cfg's bin folder or source 2007 engine.gcf's bin folder. Jake Breen wrote: Okay after messing with dxsupport.cfg I found a fix for the horrible low quality texture bug some people are getting in hammer with orangebox engine. Extract dxsupport.cfg to SourceSDK\bin\orangebox\bin\ Then open it and on entry 10 - 14 replace the picmip lines with.. ConVar.mat_picmip-1 Then save it and test it out. Works for me anyways. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New IRC Channel!
Him and ChanServ. ~~ Ondra On 25.02.08 0:55 Uhr, Adam Maras (memzero) wrote: Me. // Adam Maras (memzero) Tom Leighton wrote: Who gets Op? Nick wrote: If I ever want to whine about the latest sdk still being in beta, I will join you. Yy! On Sun, Feb 24, 2008 at 5:32 PM, Adam Maras (memzero) [EMAIL PROTECTED] wrote: Hello coders! I've taken the time to register a brand new IRC channel on the GameSurge IRC network: #hlcoders . From casual coding chat to deep developer discussion, #hlcoders is the right place for you. Visit us: irc://irc.gamesurge.net/hlcoders // Adam Maras (memzero) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Get a Player's SteamID?
As long as it's just timed bans, I see no problem. You should collect multiple pieces of evidence, though. Server admins can be assholes and ban for fun. ~~ Ondra On 25.02.08 5:25 Uhr, Christopher Harris wrote: I was thinking of using it to do a built in ban system to ban griefers from playing online with the mod I work on, but no one liked the idea :( Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fixing AI for Mulitplayer (EP1)
He did port it to HL2MP along the way, though. (Can't find the relevant blogpost, sorry.) He must have flayed things into shape then. ~~ Ondra On 22.02.08 15:48 Uhr, Tom Leighton wrote: I think garry said he started gmod from HL2 code, not HL2MP, however im not sure any more :P Saul Rennison wrote:Thanks mate, I'll give it a try today. Stephen Swires wrote: The wiki is still relevant, follow what it says and change all the targetting so it goes for a certain player rather than the local one and look for any if statements that check to see if the maxplayers is equal to 1. I have got AI to (somewhat) work before following that tutorial, it's not really that complicated to get the basics down. Saul Rennison wrote: Hey all, I'm wondering how I could implement working AI into my HL2DM-based mod. It seems the tutorial on the Valve Developer Wiki is very brief and old. Thanks in advance, - Saul. P.S.: Garry, could you please reply to this as I know you have got NPCs working perfect. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] winerror.h missing from EP2 code?
I've installed the Windows SDK (marked as the one for Vista) on my XP machine and the output is fully XP-compatible. I think the level of backwards-compatibility depends on how you #define _WIN32_WINNT; the binary format hasn't changed for years. Magic backwards-compatibility macro docs: http://msdn2.microsoft.com/en-us/library/aa383745.aspx ~~ Ondra On 25.01.08 3:09 Uhr, Jed wrote: Hmm well as most of the apps I write are for XP Vista, I need it anyway. Can't say I've had any *issues* reported running our mod under XP when it's been built with the VS2005 SP1 + Windows SDK combo. - Jed On 25/01/2008, Adam Maras (memzero) [EMAIL PROTECTED] wrote: Windows SDK is for building Vista-applications (though you can still build for 2003/XP and prior, if I remember correctly.) The Source SDK works flawlessly on the Platform SDK, so I would recommend that. // Adam Maras (memzero) Jed wrote: Aren't we supposed to be using the Windows SDK now? I thought thats what that platform SDK was now called. It's what I have installed along with VS2005 SP1: http://www.microsoft.com/downloads/details.aspx?familyid=C2B1E300-F358-4523-B479-F53D234CDCCFdisplaylang=en - Jed On 25/01/2008, Jeremy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Install the platform sdk. Those files are part of that, not the HL2 SDK On Jan 24, 2008 3:32 PM, Tero Knuutinen [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Okay, I started working on merging my mod to the new EP2 code, but after trying to compile I got error message of the header file winerror.hmissing. This was in achievmentmgr.h. I searched for the while but it was not anywhere in the files. I tried commenting the line away, but after that I got even more error messages of windows.h missing. I am using Visual C++ Express edition. Tero ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux TF2 Plugin Issues
Might be the legendary Absolute Linking Path Crash. ldd plugin_i486.so, please. ~~ Ondra On 20.01.08 9:04 Uhr, Tony Paloma wrote: This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm having trouble getting a Linux TF2 plugin to work. Everything compiles fine, but when the server starts, I get something like this: http://www.sourceop.com/randomimages/linuxcrash.jpg It does it even if I strip everything from the plugin. The server will start fine if I disable the plugin. Has anyone seen anything like this before? Could it be something in the Makefile? I thought it might be because memoverride.cpp but I still get the error if I exclude it from compilation. Could it be because I have g++ 4.1.2 and not 3.x? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlVector*... Memory management?
The murderous Memory Man is officially called STATUS_NO_MEMORY (cf. ntstatus.h), but other than that, I guess Counter-Strike taught you a lot about the internals of Windows. ;-) When a process is terminated, the Windows kernel, at least since NT 3.51, frees any and all memory belonging to the process. (Unix does that too.) However, this is often too late -- depending on how long the game runs. Suppose I load a map. My ultra-awesome constructor for some sort of in-game class creates a pointer to an overly large class for optimized resource management. During the course of this map, these special resources get loaded by this resource manager, taking up memory. Now, suppose I change maps. My stupid destructor for that in-game class forgets to free the resource manager, which, in turn, doesn't free all the resources (because it was never told to do so). If my special resources are something akin to id's MegaTextures, the application will eventually -- third map the latest -- run out of memory and the Memory Man will ring my doorbell and try to rape me with a crowbar. There is a big philosophical difference between the heap and the stack: when a stack variable goes out of scope, it is destroyed (and the memory it occupied is freed), whilst a heap variable never goes out of scope. This is pretty sweet for global objects, externally serialized objects and the victims of pointer arithmetic fetishists, but it is always considered good practice to, when the item is not needed anymore, bolt the variable -- new'd variables with delete, malloc'd variables with free. If I do this right, I never waste memory. In practice, with all the pointer passing in a game engine, it is much more troublesome, but anytime memory can be freed, it should be freed. ... unless you want the server admins to do what the Memory Man is said to do. That's a group of people aiming for lots of uptime. (D'oh! In the mean time, Jed has given a shorter description of memory handling and Yahn chimed in to inform everybody of the engine's behavior. I guess I'll send this anyway as a dire warning.) ~~ Ondra P.S. In case you're wondering, yes, this post is 99% hyperbole. Oh, there it is again. On 11.01.08 20:08 Uhr, Minh wrote: -- [ Picked text/plain from multipart/alternative ] What happens if you don't properly release the memory? Will the Memory Man come to your house and beat you to death? If the app is running under Windows and windows knows how much memory is being allocated, then couldn't we just rely on windows to take care of the memory deallocation process? Or perhaps, we don't trust Windows - Original Message - From: Jed [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 11, 2008 10:58 AM Subject: Re: [hlcoders] CUtlVector*... Memory management? Well its C++ so I always thought it was a case that you *have* to properly release any memory you allocate. I usually stick a debug header at the top of all my code files so if theres any memory leaks it'll tell me where they are when the program exits. - Jed On 11/01/2008, Jamie Femia [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] That's what I'd like to know.. I'm not totally convinced that it's safe to just leave stuff in the memory.. perhaps a member of Valve staff can confirm? On Jan 11, 2008 6:28 PM, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] hmm.. I've gotten way with just calling RemoveAll() on my CUTLVectors. Then when I add new elements, I believe it just overtakes the existing memory addresses of these previous elements that were in the vector. Mind you, my utlvectors typically never grow to be more than 20 elements. When Half-Life2 shuts down, does all of the memory allocations that were created during the game get deallocated automatically, so other programs can use them? - Original Message - From: Jamie Femia [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 11, 2008 9:55 AM Subject: Re: [hlcoders] CUtlVector*... Memory management? -- [ Picked text/plain from multipart/alternative ] Then why is it that when I try and delete the elements it crashes the game? lol... On Jan 11, 2008 5:37 PM, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] you have to delete what you add. purging just removes the elements. On Jan 11, 2008 11:35 AM, Jamie Femia [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Am I right in assuming that if you have a vector of pointers, that point to things you create with new, you have to either call delete on each element or use PurgeAndDeleteElements()? Because that's what I've been using up until recently, where it seems that trying to delete elements from a pointer vector on destruction of whatever they are members of just causes the game to crash with a memory error. Removing the calls to delete stop the
Re: [hlcoders] Compiling on Visual Studio 2008
... because Valve is trying to override malloc et al? ~~ Ondra On 05.01.08 23:23 Uhr, Adam Maras (memzero) wrote: Tons of Symbol already defined errors. Ondřej Hošek wrote: What sort of linker errors? ~~ Ondra On 05.01.08 23:08 Uhr, Adam Buckland wrote: -- [ Picked text/plain from multipart/alternative ] That wiki tut doesn't work for VS2008 pro Throws out a billion linker errors :( -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling on Visual Studio 2008
What sort of linker errors? ~~ Ondra On 05.01.08 23:08 Uhr, Adam Buckland wrote: -- [ Picked text/plain from multipart/alternative ] That wiki tut doesn't work for VS2008 pro Throws out a billion linker errors :( -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documenting the Orange Box SDK Source Code when it comes out
It's easy. 1. Open file at random. 2. Change number at random. 3. Recompile. 4. Launch game. 5. If game doesn't crash, goto 1. ~~ Ondra On 29.12.07 4:38 Uhr, andy no wrote: -- [ Picked text/plain from multipart/alternative ] Ah yes, it would be awesome to have something to help. I've actually been wanting to get in to coding. But I have no idea where to start. On Dec 28, 2007 8:33 PM, Mark Wisecarver [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yeah I noticed that. Normally Outlook 2007 to my SmarterMail POP3 server... (SmarterMail Enterprise Edition Version 4.3.2831) But I sent that from Windows Live Hotmail, same as I'm doing right now. Messy for sure. Let's see what this one does... Salute, Mark From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Documenting the Orange Box SDK Source Code when it comes out Date: Fri, 28 Dec 2007 18:00:19 -0700 (Off-topic- I don't know what mail client you use, but it totally just ate the quoted previous messages!) _ Share life as it happens with the new Windows Live. http://www.windowslive.com/share.html?ocid=TXT_TAGHM_Wave2_sharelife_122007 -- ___ 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] Get users steam lang setting
Merry Boxing/St. Stephen's Day, Alfred! I didn't know until now that the 26th isn't a holiday in the US. I do hope you have had a relaxing vacation. :) (And, of course, same wishes to the list.) Two questions: 1. Is app id the ID of the engine product behind the mod (such as the current Source SDK Base's 215) or will Valve start distributing IDs to mod makers? 2. Will this function be back-ported to the Ep1 engine? Thanks, ~~ Ondra On 26.12.07 18:54 Uhr, Alfred Reynolds wrote: That call won't be reliable with orange box era games, when the SDK code comes out you should use the SteamApps()-GetAppData( app id, language, ...) call to get the language the user wants to run the game in. App id would be the value you put in your mods gameinfo.txt. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: Wednesday, December 26, 2007 9:47 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Get users steam lang setting Found this function: vgui::system()- GetRegistryString(HKEY_LOCAL_MACHINE\\Software\\Valve\\Stea m\\Language, language, 128) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer Sent: Thursday, December 27, 2007 2:37 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Get users steam lang setting Not sure, but I always laugh when I see code like if ( g_Language.GetInt() == LANGUAGE_GERMAN ) { m_iGibModelIndex = PrecacheModel (models/germanygibs.mdl); } else { m_iGibModelIndex = PrecacheModel (models/gibs/hgibs.mdl); } that what you're looking for? I was looking in the engine header files but couldn't see a function which would return this value. Does any one know how to get it? Mark Perfect Dark Source ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Get users steam lang setting
What a violation of canon... Sadly, such a censored version is also sold in Austria, where the rules are less strict. Luckily, I bought the Orange Box a week before boxed release on Steam (and Steam can probably differentiate between Germany and Austria), but my friend wasn't as lucky. Maybe I should bug a Steam support person about this... ~~ Ondra On 26.12.07 18:58 Uhr, Mulchman wrote: They're green! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ook Sent: Wednesday, December 26, 2007 09:52 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Get users steam lang setting Strange...do German guts look different from everyone elses? Not sure, but I always laugh when I see code like if ( g_Language.GetInt() == LANGUAGE_GERMAN ) { m_iGibModelIndex = PrecacheModel (models/germanygibs.mdl); } else { m_iGibModelIndex = PrecacheModel (models/gibs/hgibs.mdl); } that what you're looking for? I was looking in the engine header files but couldn't see a function which would return this value. Does any one know how to get it? Mark Perfect Dark Source ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New Wiki Article Using the Source SDK with Episode 1-Engine Games
Dear Dystopia Programmer Who Is Neither Teddy Nor Epicar And Whom I Therefore Do Not Know Yet, Your article = the win. Might need some layout changes to accommodate the pictures better, but it's helpful already. ~~ Ondra On 27.12.07 0:41 Uhr, Adam Maras (memzero) wrote: I finally sat down and took the time to write out a tutorial for setting up the Source SDK for use with Episode 1-engine games. I'm putting this on hlcoders for two reasons: 1. Point SDK newbies toward it if they ask why their games aren't showing up. 2. If any wiki admins read this, could you (possibly) put this somewhere blindingly obvious on the wiki for the same reason as above? http://developer.valvesoftware.com/wiki/Using_the_Source_SDK_with_Episode_1-Engine_Games Also, keep an eye out for my overhaul of the Compiling on VS2008 article! I'll try to get that out by the end of my winter break. // Adam Maras (memzero) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Physics crash related (urgent).
Posting under the Influence (PUI) will lead to a revocation of your license to post. Please do not try typing when your blood contains more than 0.2% of alcohol. Actually, I'm impressed you were able to press two keys simultaneously when typing the exclamation mark, and don't get me started on the nonce word sadues. Meery Christams and a hapy NEw yAer! ~~ Ondra On 25.12.07 0:35 Uhr, Josh Marshall wrote: -- [ Picked text/plain from multipart/alternative ] its christams sadues stop emialing and tget with ti, man! On Dec 24, 2007 7:10 PM, Mulchman [EMAIL PROTECTED] wrote: All of our buildable objects - detpack, dispenser, sg - run the code below when they explode. The detpack is a real physics object (as in it uses VPhysicsInitNormal()) and I'm assuming your hat you describe is vphysics as well. void CFFBuildableObject::Explode( void ) { VPROF_BUDGET( CFFBuildableObject::Explode, VPROF_BUDGETGROUP_FF_BUILDABLE ); // MUST DO THIS or CreateExplosion crashes HL2 m_takedamage = DAMAGE_NO; // Remove bounding box (other models follow this pattern...) SetSolid( SOLID_NONE ); // Do the explosion DoExplosion(); // Notify player to tell them they can build // again and remove current owner m_hOwner = NULL; // Remove entity from game UTIL_Remove( this ); } And that's it. There's also a method for 'quietly' removing a buildable object (like when dismantling) but it's the same code minus the DoExplosion() call. Anyway, we've never experienced/received minidumps from people w/ weird physics related errors so perhaps you need some other steps in addition to using UTIL_Remove(). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of A.Oliver Sent: Monday, December 24, 2007 08:09 To: hlcoders@list.valvesoftware.com Subject: [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)*
Re: [hlcoders] Half-life 1 Engine source
sv_gravity 0... hehe. At least there was collision detection. Wait. noclip. It's nice how you can gradually deactivate pretty much all engine features with a bit of console magic. As for physics... there was that insanely unrealistic push-pull feature... a really bad precursor to today's physics as Havok, PhysX etc. have formed it. ~~ Ondra On 18.12.07 23:15 Uhr, Ronny Schedel wrote: There was physics, remember the gravity... Ronny -- [ Picked text/plain from multipart/alternative ] There's no physics in GoldSrc, or Half-Life 1 as far as I know ;-) /ProZak On 18/12/2007, Tom Leighton [EMAIL PROTECTED] wrote: Does GoldSrc not use it? :O Learn a new thing every day I am Pillock Tobias Kamersgaard wrote: -- [ Picked text/plain from multipart/alternative ] Exactly why would they have to distribute the Havok source code, for an engine that doesn't use the Havok physics system :-/? /ProZak On 18/12/2007, Tom Leighton [EMAIL PROTECTED] wrote: I'm wonderin too, considering Source was based off of this (And they cannot distribute the Havok source code), how could they do that? Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] Where did you hear this :o? /ProZak On 18/12/2007, Neuwirth Christoph [EMAIL PROTECTED] wrote: Hello folks the last time i heard from coder friends that valve is going to release the hl1 engine code in 2k8. i dont take such rumors serious but i want to be sure. So is valve going to release the hl1 engine source 2k8 or anywhere in the near future? greets ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling with Visual C++ 2008 Express Edition
They aren't errors. They don't stop the resulting code from compiling and running. It's just the compiler having become more pedantic and, consequently, whining about evil hacks. Unfortunately, there is no way how to say the memoverride.obj definitions should override those in libcmtd.lib. The project file hack defeats the purpose of a debug build, as it stops the code from using libcmtd.lib. Doesn't building the code as Release remove those messages? ~~ Ondra On 25.11.07 15:31 Uhr, Andrew Timson wrote: VC++ 2005 Express appears to no longer be available from Microsoft, so I'm not sure how much of a choice they have. On 11/24/07, Ondřej Hošek [EMAIL PROTECTED] wrote: And subsequently delay it for five years? God no. ~~ Ondra On 25.11.07 1:03 Uhr, Adam Maras (memzero) wrote: *sigh* Well, hopefully Mike Durand reads this and makes sure it isn't an issue in the new version of the source code (hint hint!) // Adam Maras (memzero) Ondřej Hošek wrote: http://scottbilas.blogspot.com/2007/10/figuring-out-how-to-override-malloc-and.html I guess this pretty much describes the problem which has been solved by memoverride.cpp at Valve. Unfortunately, there is no way to shut the linker up about those warnings (the previously undocumented-yet-existent /IGNORE switch was, AFAIK, removed with VS2k5) without dumping memoverride.cpp, which then might go on to break other things. We'll have to wait for Valve to do something about this problem (if they will). Until then, you're going to just have to clench your teeth and ignore the warnings. ~~ Ondra On 24.11.07 23:25 Uhr, Adam Maras (memzero) wrote: I've got more errors than just those functions... it looks it's a bunch of the _Crt and *_dbg functions in memoverride.cpp. I can't simply undefine them, or the game won't start. // Adam Maras (memzero) Jorge Rodriguez wrote: -- [ Picked text/plain from multipart/alternative ] I remember getting similar errors after applying a patch that I found on some wiki. I removed the patch and it worked. This may or may not help you but this is the patch that fixed that problem for me. Index: memoverride.cpp === --- memoverride.cpp(revision 40) +++ memoverride.cpp(revision 41) @@ -403,28 +399,28 @@ #ifdef _WIN32 #if defined(_DEBUG) _MSC_VER = 1300 -void__cdecl _aligned_free( +void__cdecl _aligned_free_base( void * ); -void * __cdecl _aligned_malloc( +void * __cdecl _aligned_malloc_base( size_t, size_t ); -void * __cdecl _aligned_malloc_base( +void * __cdecl _aligned_malloc( size_t size, size_t align ) { -return _aligned_malloc(size, align); +return _aligned_malloc_base(size, align); } -void __cdecl _aligned_free_base( +void __cdecl _aligned_free( void *memblock ) { -_aligned_free(memblock); +_aligned_free_base(memblock); } #endif #endif -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling with Visual C++ 2008 Express Edition
Not sure what repercussions it will have on debugging, but try specifying the /MT flag. This will force it to link with LIBCMT instead of LIBCMTD; the former does not contain the symbols that memoverride.obj redefines. ~~ Ondra On 24.11.07 21:19 Uhr, Adam Maras (memzero) wrote: Tried that, got 4084 errors. All unresolved symbol errors. // Adam Maras (memzero) Tom Leighton wrote: In the Linker properties Input Ignore Specific Library put LIBC,LIBCD,LIBCMTD That works for me :) Adam Maras (memzero) wrote: I'm getting a crapload of LNK2005 errors under Visual C++ 2008 Express Edition: LIBCMTD.lib(dbgheap.obj) : error LNK2005: __malloc_dbg already defined in memoverride.obj LIBCMTD.lib(dbgheap.obj) : error LNK2005: __nh_malloc already defined in memoverride.obj LIBCMTD.lib(dbgheap.obj) : error LNK2005: __nh_malloc_dbg already defined in memoverride.obj ...and so on. I went to the Wiki, saw that the solution was to add /NODEFAULTLIB:LIBCMTD to my linker options. That only made things worse; I had unresolved symbols scrolling across my tools output until I hit Ctrl+Break. I've set /FORCE:MULTIPLE in my linker options, but I still get a lot of LNK4006 warnings (in place of all the LNK2005 errors), and of course the ominous LNK4088 (image may not run) at the end of my linker output. My mod seems to work right now, and plays correctly, but I absolutely hate these linker issues. Also, they didn't show up in Visual Studio 2005, so I'm a little confused at the moment. Can someone who's got this working on Visual C++ 2008 Express Edition or Visual Studio 2008 help me out? // Adam Maras (memzero) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling with Visual C++ 2008 Express Edition
The output of cl /? on my machine says the opposite. ~~ Ondra On 24.11.07 21:28 Uhr, Tom Leighton wrote: Are you compiling debug or release? LIBC,LIBCD,LIBCMTD is for release LIBC,LIBCD,LIBCMT is for debug Adam Maras (memzero) wrote: Tried that, got 4084 errors. All unresolved symbol errors. // Adam Maras (memzero) Tom Leighton wrote: In the Linker properties Input Ignore Specific Library put LIBC,LIBCD,LIBCMTD That works for me :) Adam Maras (memzero) wrote: I'm getting a crapload of LNK2005 errors under Visual C++ 2008 Express Edition: LIBCMTD.lib(dbgheap.obj) : error LNK2005: __malloc_dbg already defined in memoverride.obj LIBCMTD.lib(dbgheap.obj) : error LNK2005: __nh_malloc already defined in memoverride.obj LIBCMTD.lib(dbgheap.obj) : error LNK2005: __nh_malloc_dbg already defined in memoverride.obj ...and so on. I went to the Wiki, saw that the solution was to add /NODEFAULTLIB:LIBCMTD to my linker options. That only made things worse; I had unresolved symbols scrolling across my tools output until I hit Ctrl+Break. I've set /FORCE:MULTIPLE in my linker options, but I still get a lot of LNK4006 warnings (in place of all the LNK2005 errors), and of course the ominous LNK4088 (image may not run) at the end of my linker output. My mod seems to work right now, and plays correctly, but I absolutely hate these linker issues. Also, they didn't show up in Visual Studio 2005, so I'm a little confused at the moment. Can someone who's got this working on Visual C++ 2008 Express Edition or Visual Studio 2008 help me out? // Adam Maras (memzero) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling with Visual C++ 2008 Express Edition
http://scottbilas.blogspot.com/2007/10/figuring-out-how-to-override-malloc-and.html I guess this pretty much describes the problem which has been solved by memoverride.cpp at Valve. Unfortunately, there is no way to shut the linker up about those warnings (the previously undocumented-yet-existent /IGNORE switch was, AFAIK, removed with VS2k5) without dumping memoverride.cpp, which then might go on to break other things. We'll have to wait for Valve to do something about this problem (if they will). Until then, you're going to just have to clench your teeth and ignore the warnings. ~~ Ondra On 24.11.07 23:25 Uhr, Adam Maras (memzero) wrote: I've got more errors than just those functions... it looks it's a bunch of the _Crt and *_dbg functions in memoverride.cpp. I can't simply undefine them, or the game won't start. // Adam Maras (memzero) Jorge Rodriguez wrote: -- [ Picked text/plain from multipart/alternative ] I remember getting similar errors after applying a patch that I found on some wiki. I removed the patch and it worked. This may or may not help you but this is the patch that fixed that problem for me. Index: memoverride.cpp === --- memoverride.cpp(revision 40) +++ memoverride.cpp(revision 41) @@ -403,28 +399,28 @@ #ifdef _WIN32 #if defined(_DEBUG) _MSC_VER = 1300 -void__cdecl _aligned_free( +void__cdecl _aligned_free_base( void * ); -void * __cdecl _aligned_malloc( +void * __cdecl _aligned_malloc_base( size_t, size_t ); -void * __cdecl _aligned_malloc_base( +void * __cdecl _aligned_malloc( size_t size, size_t align ) { -return _aligned_malloc(size, align); +return _aligned_malloc_base(size, align); } -void __cdecl _aligned_free_base( +void __cdecl _aligned_free( void *memblock ) { -_aligned_free(memblock); +_aligned_free_base(memblock); } #endif #endif -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling with Visual C++ 2008 Express Edition
And subsequently delay it for five years? God no. ~~ Ondra On 25.11.07 1:03 Uhr, Adam Maras (memzero) wrote: *sigh* Well, hopefully Mike Durand reads this and makes sure it isn't an issue in the new version of the source code (hint hint!) // Adam Maras (memzero) Ondřej Hošek wrote: http://scottbilas.blogspot.com/2007/10/figuring-out-how-to-override-malloc-and.html I guess this pretty much describes the problem which has been solved by memoverride.cpp at Valve. Unfortunately, there is no way to shut the linker up about those warnings (the previously undocumented-yet-existent /IGNORE switch was, AFAIK, removed with VS2k5) without dumping memoverride.cpp, which then might go on to break other things. We'll have to wait for Valve to do something about this problem (if they will). Until then, you're going to just have to clench your teeth and ignore the warnings. ~~ Ondra On 24.11.07 23:25 Uhr, Adam Maras (memzero) wrote: I've got more errors than just those functions... it looks it's a bunch of the _Crt and *_dbg functions in memoverride.cpp. I can't simply undefine them, or the game won't start. // Adam Maras (memzero) Jorge Rodriguez wrote: -- [ Picked text/plain from multipart/alternative ] I remember getting similar errors after applying a patch that I found on some wiki. I removed the patch and it worked. This may or may not help you but this is the patch that fixed that problem for me. Index: memoverride.cpp === --- memoverride.cpp(revision 40) +++ memoverride.cpp(revision 41) @@ -403,28 +399,28 @@ #ifdef _WIN32 #if defined(_DEBUG) _MSC_VER = 1300 -void__cdecl _aligned_free( +void__cdecl _aligned_free_base( void * ); -void * __cdecl _aligned_malloc( +void * __cdecl _aligned_malloc_base( size_t, size_t ); -void * __cdecl _aligned_malloc_base( +void * __cdecl _aligned_malloc( size_t size, size_t align ) { -return _aligned_malloc(size, align); +return _aligned_malloc_base(size, align); } -void __cdecl _aligned_free_base( +void __cdecl _aligned_free( void *memblock ) { -_aligned_free(memblock); +_aligned_free_base(memblock); } #endif #endif -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Cant create source mod
Source is an engine. Engines come in builds. The three builds currently (and historically) in use by modders are, IIRC, the one used in HL2, the one used in EP1, and the one used in the Orange Box. At the moment, you can only make mods for EP1, which then run off the Source SDK Base. (This removes the requirement of people having to have EP1 to run your mod; I hear there will be a Source SDK Base for the Orange Box engine too.) Soon(ish), the sources for the OB engine will be released too. I advise you not to delve too far in mod making with the EP1 engine. You can experiment, but you should probably create your first concise mod with the EP2 engine, simply because a) it's being released soon, b) it's going to be supported longer and c) it has more features. The reason you had to add that switch was so that the SDK tool doesn't try to extract the (currently non-existent) EP2 engine sources. Hope this clears things up. ~~ Ondra On 16.11.07 7:37 Uhr, Neuwirth Christoph wrote: I just wanna create a source mod. Not ep1 or ep2 just a regular source mod. Adding the engine parameter made it working. Thx for the help Christopher Harris schrieb: Oh I thought he just wanted to make a mod, not an ep2 one. - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, November 15, 2007 4:54 PM Subject: Re: [hlcoders] Cant create source mod Christopher Harris wrote: It doesn't matter, you don't need ep1 to use the source sdk. You just need a game that comes with it according to the steam store. But you DO need EP2 SDK source code if you are going to create a mod for an EP2 based game. No source code for EP2 has been released yet. You can use the SDK (level editor, tools), but you can't create a mod. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Cant create source mod
I agree that you should be able to compile, run and create content for existing mods for old engines, but NEVER to create new ones (which is what Christoph seemed to be trying to do, but it was probably a misconception). Creating a mod for HL2 at this timepoint would be like writing a Windows 3.1 16-bit program to run on the newest builds of Vista. (Tip: no 16b emulation on 64b systems!) We can try to ask Valve to keep the EP1 Source SDK Base for an indefinite amount of time (not sure how long they are planning to keep it now). I hope Black Mesa will still be released in this century. Good luck. ~~ Ondra On 16.11.07 12:58 Uhr, Paul Peloski wrote: -- [ Picked text/plain from multipart/alternative ] He brings up a good point though, can you mod for HL2 anymore? Shouldn't the tools come in 3 versions? There are tools and source code for HL2, EP1, EP2 (almost). Why not have the option to access them all. Forcing mod makers to upgrade their code and assets to work on the new engine doesn't make sense for some large mods that are nearly finished. For example with Black Mesa. I want to go with EP2 but by the time the source code comes out, merging with the code we have will take a very long time and definitely delay and release - because not only do we have to merge but we also have to test everything again. So we're stuck on the EP1 engine unless we commit to a lot of work. What if they shut off the EP1 SDK like they have the HL2 SDK? Does that mean we either spend a lot of time merging or we can't work on the mod? Not a good solution IMO. Regards, Paul On Nov 16, 2007 4:58 AM, Ondřej Hošek [EMAIL PROTECTED] wrote: Source is an engine. Engines come in builds. The three builds currently (and historically) in use by modders are, IIRC, the one used in HL2, the one used in EP1, and the one used in the Orange Box. At the moment, you can only make mods for EP1, which then run off the Source SDK Base. (This removes the requirement of people having to have EP1 to run your mod; I hear there will be a Source SDK Base for the Orange Box engine too.) Soon(ish), the sources for the OB engine will be released too. I advise you not to delve too far in mod making with the EP1 engine. You can experiment, but you should probably create your first concise mod with the EP2 engine, simply because a) it's being released soon, b) it's going to be supported longer and c) it has more features. The reason you had to add that switch was so that the SDK tool doesn't try to extract the (currently non-existent) EP2 engine sources. Hope this clears things up. ~~ Ondra On 16.11.07 7:37 Uhr, Neuwirth Christoph wrote: I just wanna create a source mod. Not ep1 or ep2 just a regular source mod. Adding the engine parameter made it working. Thx for the help Christopher Harris schrieb: Oh I thought he just wanted to make a mod, not an ep2 one. - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, November 15, 2007 4:54 PM Subject: Re: [hlcoders] Cant create source mod Christopher Harris wrote: It doesn't matter, you don't need ep1 to use the source sdk. You just need a game that comes with it according to the steam store. But you DO need EP2 SDK source code if you are going to create a mod for an EP2 based game. No source code for EP2 has been released yet. You can use the SDK (level editor, tools), but you can't create a mod. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector
As far as I know, you should be basing your current mods off the Source SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId. ~~ Ondra On 11.11.07 21:11 Uhr, [EMAIL PROTECTED] wrote: Well, I won't discount the possibility that I've done something wrong there, but it seems fairly simple. Here's my gameinfo.txt - I only removed the // comments so it would be easier to read via email clients. Any ideas of what I might try changing/adding/deleting? GameInfo { gameArt of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http://aoa.gamemod.net/; hidden_maps { test_speakers 1 test_hardware 1 } FileSystem { SteamAppId 320 ToolsAppId 211 SearchPaths { Game|gameinfo_path|. Gamehl2mp Gamehl2 } } } At 2007/11/11 12:47 PM, Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] All of my mods show up just fine here, weird! Perhaps something in your GameInfo.txt is breaking this? /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Error on compile on linux
Sadly, things did go wrong with the copy-pasting. I'd use an online pastebin (like pastebin.ca) next time... From what I see, make is going crazy for no good reason... as long as you only touched the upper section of the Makefile and nothing else (e.g. the Makefile.vcpm) and you are in the linux_sdk directory when you run make. What version is your make? Try running make -v. ~~ Ondra On 10.11.07 5:24 Uhr, David van der Staak wrote: -- [ Picked text/plain from multipart/alternative ] Hello, First off, i hope this post goes well and not gets screwed up somehow (yes first time for everything) Okay, so the situation is as follows:I've got a mod. It works fine on windows, can compile it perfectly without errors. Windows servers can run fine with the .dll's created. The linux server is a different story. It errors out on the very start. I have included a copy of the errors created by the make command on linux and a copy of the top part of the make file (as that's the only part that has been edited). Thanks for reading anyways. HisChild Makefile: # the name of the mod binary (_i486.so is appended to the end)NAME=server # the location of the vcproj that builds the modMOD_PROJ=../dlls/server_hl2mp-2003.vcproj# the name of the mod configuration (typically proj name_build typebuild target)MOD_CONFIG=server_sdk_ReleaseSDKWin32 # the directory the base binaries (tier0_i486.so, etc) are located#GAME_DIR=../../#GAME_DIR=~/valve/hl2bin/GAME_DIR=/home/hischild/gamedir # compiler options (gcc 3.4.1 or above is required)CC=/usr/bin/gccCPLUS=/usr/bin/g++CLINK=/usr/bin/gcc#CPP_LIB=/usr/lib/libstdc++.a /usr/lib/libgcc_eh.aCPP_LIB=/usr/lib/gcc/i386-redhat-linux/3.4.3/libstdc++.a /usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_eh.a # put any compiler flags you want passed hereUSER_CFLAGS= # link flags for your mod, make sure to include any special libraries hereLDFLAGS=-lm -ldl $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a # XERCES 2.6.0 or above ( http://xml.apache.org/xerces-c/ ) is used by the vcproj to makefile converter# it must be installed before being able to run this makefileXERCES_INC_DIR=/opt/xerces-c.2.8.0/includeXERCES_LIB_DIR=/opt/xerces-c.2.8.0/lib# if you have xerces installed already you should be able to use the two lines below#XERCES_INC_DIR=/usr/include#XERCES_LIB_DIR=/usr/lib errors: makeif [ -z /usr/bin/gcc ]; then echo Compiler not defined.; exit; fiif [ ! -d . ];then mkdir .;ficd .make -f Makefile.vcpm CC=/usr/bin/gcc CPLUS=/usr/bin/g++ CPP_LIB=/usr/lib/gcc/i 386-redhat-linux/3.4.3/libstdc++.a /usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_e h.a BUILD_DIR=. BUILD_OBJ_DIR=./obj SOURCE_DIR=.. SHLIBLDFLAGS=-shared -Wl,-Map ,vcpm_map.txt -Wl SHLIBEXT=so CLINK=/usr/bin/gcc CFLAGS= -mtune=i686 -march=pe ntium3 -mmmx -O3 -fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcasecmp -D_stricmp= strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf - D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp -Usprintf=use_Q_snpr intf_instead_of_sprintf -Ustrncpy=use_Q_strncpy_instead -UPROTECTED_THINGS_ENABL E LDFLAGS=-lm -ldl /home/hischild/gamedir/bin/tier0_i486.so /home/hischild/gam edir/bin/vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a ARCH= i486 GAME_DIR=/home/hischild/gamedir MOD_CONFIG=server_sdk_ReleaseSDKWin32 NAME= server XERCES_INC_DIR=/opt/xerces-c.2.8.0/include XERCES_LIB_DIR=/opt/xerces-c.2 .8.0/libmake[1]: Entering directory `/home/hischild/193/linux_sdk'mkdir ./objmkdir: cannot create directory `./obj': File existsmake[1]: [dirs] Error 1 (ignored)mkdir ./obj/vcpmmkdir: cannot create directory `./obj/vcpm': File existsmake[1]: [dirs] Error 1 (ignored)mkdir ./obj/vcpm/publicmkdir: cannot create directory `./obj/vcpm/public': File existsmake[1]: [dirs] Error 1 (ignored)make[1]: *** No rule to make target `obj/vcpm/makefilecreator.o', needed by `vcp m'. Stop.make[1]: Leaving directory `/home/hischild/193/linux_sdk'make: *** [vcpm] Error 2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source 2007 Engine
The GCFs call it that, so I guess it's gonna be the semi-official and commonly acceptable name. ;-) ~~ Ondra On 12.10.07 21:29 Uhr, Kori wrote: By Source 2007, I mean the new engine. - Original Message - From: [Mk-Ultra] xXx [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, October 12, 2007 3:31 AM Subject: RE: [hlcoders] Source 2007 Engine -- [ Picked text/plain from multipart/alternative ] WHAT? Counter Strike Source 2007??? From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Source 2007 Engine Date: Thu, 11 Oct 2007 17:30:03 -0400 I have a question, in the new engine, what does the command r_flashlight_version2 Suppose to do? For me it crashes the game witha memory error. ___ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] questions
On 11.10.07 19:05 Uhr, steven belmans wrote: Hi i was wondering :can you compile the source code on a pc thad dus not have hl2 on it ? like i will coppy all the src files to a nother pc and do the compile thare ?? Sure. Just export the source code on the PC with the Source SDK tool (or GCFscape, if you're inclined thus), send it over to the machine where you want to build it and start the build. Note that this machine must be outfitted with assembler, compiler and linker for x86 machines (chances are if it's an x86, your development toolchain is too). However, to test the built libraries, you will have to send them back to a computer with HL2 (or, more precisely, Source SDK Base, since that's the engine the current SDK is using). Bear that in mind. also: is thare a stand alone version of hammer editor (so you dont need steam)!! I don't think so -- not official, at least, and in pretty much any case never completely legal. I don't understand Valve's rationalization behind such a restricting move (why do you need to pay for a package with the Source SDK to be able to edit levels??), but I am not Valve. if thare is where can i download it ~~ Ondra ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] questions
(Next time, you should probably start a new thread, since your question has hardly anything to do with Steven's.) I'm not exactly sure on the specifics here, but you can run an Orange Box game inside a debugger and see how many threads it launches. By default, the operating system places each thread on a different core/processor to speed everything up (unless you change the process's affinity using the Task Manager or whatnot, which limits it to the cores/processors you set it to), so if more than two threads (preferably more than four) are run, it is ready for a few more cores than just two, and I seriously expect it to do this. (From a programmer's standpoint, it's easier to just start a thread instead of asking the OS how many cores the machine has first, unless the OS really sucks at scheduling, in which case such checks may be useful to optimize the software.) Alternatively, you can also attach a debugger to a running process. You might want to download the Windows Debugging Toolkit from Microsoft (use GDB on Linux) to help you with this. I haven't studied the debuggers extensively, though, so you might want to refer to their manuals and/or help files. ~~ Ondra On 11.10.07 20:23 Uhr, Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] Anyone know if the multi-core support in the EP2 engine is limited to duel cores or will it take advantage of quad core as well? On 10/11/07, Ondřej Hošek [EMAIL PROTECTED] wrote: On 11.10.07 19:05 Uhr, steven belmans wrote: Hi i was wondering :can you compile the source code on a pc thad dus not have hl2 on it ? like i will coppy all the src files to a nother pc and do the compile thare ?? Sure. Just export the source code on the PC with the Source SDK tool (or GCFscape, if you're inclined thus), send it over to the machine where you want to build it and start the build. Note that this machine must be outfitted with assembler, compiler and linker for x86 machines (chances are if it's an x86, your development toolchain is too). However, to test the built libraries, you will have to send them back to a computer with HL2 (or, more precisely, Source SDK Base, since that's the engine the current SDK is using). Bear that in mind. also: is thare a stand alone version of hammer editor (so you dont need steam)!! I don't think so -- not official, at least, and in pretty much any case never completely legal. I don't understand Valve's rationalization behind such a restricting move (why do you need to pay for a package with the Source SDK to be able to edit levels??), but I am not Valve. if thare is where can i download it ~~ Ondra ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] questions
Dell makes servers with two Xeons, four cores each. Brings you nicely to eight cores total. ~~ Ondra On 11.10.07 22:33 Uhr, Ryan Sheffer wrote: -- [ Picked text/plain from multipart/alternative ] Scary, 8 threads... On 10/11/07, Mike Durand [EMAIL PROTECTED] wrote: We default to taking advantage of no more than three threads due to some problems that we believe to be due to cache issues with current quad-core processors. You can override this limitation by specifying '-threads 4' on the command line if you like. '-threads 8' should work with this build as well when eight core processors become available. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] On Behalf Of Jeremy Sent: Thursday, October 11, 2007 11:24 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] questions -- [ Picked text/plain from multipart/alternative ] Anyone know if the multi-core support in the EP2 engine is limited to duel cores or will it take advantage of quad core as well? On 10/11/07, Ondřej Hošek [EMAIL PROTECTED] wrote: On 11.10.07 19:05 Uhr, steven belmans wrote: Hi i was wondering :can you compile the source code on a pc thad dus not have hl2 on it ? like i will coppy all the src files to a nother pc and do the compile thare ?? Sure. Just export the source code on the PC with the Source SDK tool (or GCFscape, if you're inclined thus), send it over to the machine where you want to build it and start the build. Note that this machine must be outfitted with assembler, compiler and linker for x86 machines (chances are if it's an x86, your development toolchain is too). However, to test the built libraries, you will have to send them back to a computer with HL2 (or, more precisely, Source SDK Base, since that's the engine the current SDK is using). Bear that in mind. also: is thare a stand alone version of hammer editor (so you dont need steam)!! I don't think so -- not official, at least, and in pretty much any case never completely legal. I don't understand Valve's rationalization behind such a restricting move (why do you need to pay for a package with the Source SDK to be able to edit levels??), but I am not Valve. if thare is where can i download it ~~ Ondra ___ 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
Threads. Unless the Source engine has some system-agnostic thread interface (the developers' wiki returns zero results... must suck doing server threading for both POSIX (Unix) and Windows separately), just read this: http://msdn2.microsoft.com/en-us/library/ms682516.aspx The thread function should, while making sure the music is playing, periodically check some sort of global variable and return when it becomes non-zero. CreateThread right before you load; when loading is done, set the global variable to 1 and do a WaitForSingleObject followed by a CloseHandle. I don't think you need to CriticalSection the global variable setting since only one thread will ever modify it (the one responsible for the loading). Oh, and should you ever wonder: what POSIX threads call mutex is a critical section on Windows. A mutex is used for interprocess (and not interthread like on POSIX) communications on Windows. ~~ Ondra On 12.08.07 21:44 Uhr, Nick wrote: FMOD you too. I am lost as to what exactly you are saying. How do I start music playing when the map change occurs and a new map begins loading? On 8/11/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Nick wrote: I would also like to know how this is done. FMOD? Start up a thread, let it run while loading a map. Fade to silence when the map starts running. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Strange Linux Compile Problem
-m3dnow sounds like the culprit. If you want Intel processor support whilst running, don't do 3DNow! or you'll get a SIGILL (illegal instruction). However, I'm positive both processor brands can do SSE, SSE2 and SSE3, so you're well off using that. (Don't overdo it; only Pentium 3 and above as well as Athlon XP and above can do SSE and SSE2 is exclusive to Pentium 4 and Athlon 64. However, Valve already does force us to have SSE (and my Pentium 2 cries), so doing an -msse is not gonna cause more problems.) So yeah, get rid of -m3dnow and put -msse instead. Hope this fixes, ~~ Ondra On 13.06.07 20:24 Uhr, Ratman2000 wrote: Hello, i have Compiled my CS:S Plugin on a Linux Pentium 3 Box and runs the plugin on many maschines... All runs fine... But now we have a beta tester, there runs the plugin on a pentium 4 box and we have strange problems... All funktions like slap, kill, bank and other funktions crashing the server... Is there any idea, what i doing wrong? I compile the plugin with the following make file header: # Path to the HL2SDK src directory SOURCE_DIR=../HL2SDK # the directory the base binaries (tier0_i486.so, etc) are located #GAME_DIR=../../ GAME_DIR=../hlds_l/bin MYSQL_DIR=/usr/include/mysql # compiler options (gcc 3.4.1 or above is required) CC=/usr/bin/gcc CPLUS=/usr/bin/g++ CLINK=/usr/bin/gcc CPP_LIB=/usr/lib/gcc/i386-redhat-linux/3.4.2/libstdc++.a /usr/lib/gcc/i386-redhat-linux/3.4.2/libgcc_eh.a # the CPU target for the build, must be i486 for now ARCH=i486 ARCH_CFLAGS=-mtune=i686 -march=pentium4 -mmmx -m3dnow -O3 # ARCH_CFLAGS=-mtune=i486 -march=pentium3 -mmmx -m3dnow -O3 # -fpermissive is so gcc 3.4.x doesn't complain about some template stuff BASE_CFLAGS=-fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcasecmp -D_stricmp=s trcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprint f -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp SHLIBEXT=so SHLIBCFLAGS=-fPIC SHLIBLDFLAGS=-shared -Wl,-Map,[EMAIL PROTECTED] -Wl # the dir we want to put binaries we build into BUILD_DIR=. # the place to put object files BUILD_OBJ_DIR=$(BUILD_DIR)/obj PUBLIC_SRC_DIR=$(SOURCE_DIR)/public TIER1_SRC_DIR=$(SOURCE_DIR)/tier1 TIER0_PUBLIC_SRC_DIR=$(SOURCE_DIR)/public/tier0 PLUGIN_OBJ_DIR=$(BUILD_OBJ_DIR)/plugin PUBLIC_OBJ_DIR=$(BUILD_OBJ_DIR)/plugin/public TIER1_OBJ_DIR=$(BUILD_OBJ_DIR)/plugin/tier1 TIER0_OBJ_DIR=$(BUILD_OBJ_DIR)/plugin/tier0 CFLAGS=$(BASE_CFLAGS) $(ARCH_CFLAGS) -Usprintf=use_Q_snprintf_instead_of_sprintf -Ustrncpy=use_Q_s trncpy_instead -UPROTECTED_THINGS_ENABLE #DEBUG = -g -ggdb #CFLAGS+= $(DEBUG) # link flags for your mod, make sure to include any special libraries here # LDFLAGS=-L/usr/lib/mysql -lmysqlclient_r -static -lm -ldl tier0_i486.so vstdlib_i486.so LDFLAGS=-lm -ldl tier0_i486.so vstdlib_i486.so -static /usr/lib/mysql/libmysqlclient.a # INCLUDEDIRS=-I$(SOURCE_DIR)/public/tier0 -I$(SOURCE_DIR)/public/tier1 -I$(SO URCE_DIR)/public/dlls -I$(SOURCE_DIR)/public/game_shared -I$(SOURCE_DIR)/pub lic -Iinclude INCLUDEDIRS=-I$(SOURCE_DIR)/public -I$(SOURCE_DIR)/public/tier0 -I$(SOURCE_D IR)/public/tier1 -I$(SOURCE_DIR)/dlls -I$(SOURCE_DIR)/game_shared -I$(SOURCE _DIR)/cl_dll -I$(SOURCE_DIR)/game_controls -Iinclude -I/usr/include/mysql -I $(MYSQL_DIR) DO_CC=$(CPLUS) $(INCLUDEDIRS) -w $(CFLAGS) -DARCH=$(ARCH) -o $@ -c $ So all runs fine on the amd boxes but on this one pentium 4, it dont runs... I hope anybody can help me with this problem! Sorry for my bad english :) With friendly reguards from germany Michael ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Diff and Patch?
You have two programs, diff and patch. To create a patchfile, issue the following: diff -u src/game_shared/gamestats/ep1_gamestats.h.old src/game_shared/gamestats/ep1_gamestats.h gamestats.patch (The first filename is the old, the second the new file.) To apply a patchfile, do the following: patch -p0 gamestats.patch Note that you must be in the directory that contains the directory src for the patch command to work like this. If you have a situation where the paths in the patchfile show up like this: --- srcengine/src/game_shared/gamestats/ep1_gamestats.h +++ srcengine_new/src/game_shared/gamestats/ep1_gamestats.h ... and your folders are not named like that, you can descend into whatever directory you have src in and run patch with -p1. If you don't even have an src folder, you can go into the folder that contains the game_shared subdirectory and, you got it, -p2. (-pN basically strips the first N parts of the path in the patchfile before it is applied.) To reverse a patch, I think you gotta call patch with an -r, but don't take that as an absolute truth. Hope this helped, ~~ Ondra On 01.06.07 4:50 Uhr, Drak wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I never really figured this out, what is Diff and Patch? I see it on the Valve dev wiki. And seeing somwhat of patch files. Example: --- src/game_shared/gamestats/ep1_gamestats.h2006-08-05 10:59:06.091375000 -0500 +++ src/game_shared/gamestats/ep1_gamestats.h2006-08-13 16:10:52.0 -0500 @@ -11,7 +11,7 @@ #endif And i try'ed looking it up, and only found that it seemed to be a linux tool. I did find Windows builds, but was confused on how to work it. (Seemed to be that it takes two different files, and matches them. But nothing todo with patch files) -Thanks -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: hlcoders digest, Vol 1 #3090 - 8 msgs
Does http://list.valvesoftware.com/mailman/listinfo/hlcoders not work for you? ~~ Ondra On 29.05.07 16:45 Uhr, Kevin Hill wrote: -- [ Picked text/plain from multipart/alternative ] Help... please unsubscribe me. Thank 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
Re: [hlcoders] hl1mp source modding?
Every single freaking e-mail from the list tells you just that. http://list.valvesoftware.com/mailman/listinfo/hlcoders ~~ Ondra On 21.05.07 18:57 Uhr, Jared Wellman wrote: Hey guys, I am pretty much going to be taking down my server, so how would I go about unsubscribing from these emails? -Original Message- From: [EMAIL PROTECTED] Sent: May 21, 2007 10:43 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] hl1mp source modding? Ouch. That bites. Anyone know if there are any plans to release one? Sorry Ooks, there isn't an sdk kit available for hl1:Source or hl1mp. Does anyone have any info on mod making for Half-Life Deathmatch:Source? I created a mod from scratch, and noticed DLLs for CS, hl2, hl2mp, and even tf2, but nothing for hl1 source, or hl1mp source. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hl1mp source modding?
Metamod has an updated version of the HL1 SDK. No login needed. http://metamod.sourceforge.net/files/sdk/ glhf (good luck, have fun), ~~ Ondra On 21.05.07 22:07 Uhr, [EMAIL PROTECTED] wrote: Yeah, I got the login prompt also, I wasn't sure if he was trying to tell me something, or what. I didn't pursue it because I want the SDK for HL1MP:Source, not HL1. Original Message Follows HAHAHA! I got a laugh out of Onda's message. To Adam: I tried clicking on the http://dev.valve-erc.com/?go=hl_sdk link, yet it presents a screen begging for a login. :O? Original Message Follows From: Ondřej Hošek [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] hl1mp source modding? Date: Mon, 21 May 2007 19:12:36 +0200 Every single freaking e-mail from the list tells you just that. http://list.valvesoftware.com/mailman/listinfo/hlcoders ~~ Ondra On 21.05.07 18:57 Uhr, Jared Wellman wrote: Hey guys, I am pretty much going to be taking down my server, so how would I go about unsubscribing from these emails? -Original Message- From: [EMAIL PROTECTED] Sent: May 21, 2007 10:43 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] hl1mp source modding? Ouch. That bites. Anyone know if there are any plans to release one? Sorry Ooks, there isn't an sdk kit available for hl1:Source or hl1mp. Does anyone have any info on mod making for Half-Life Deathmatch:Source? I created a mod from scratch, and noticed DLLs for CS, hl2, hl2mp, and even tf2, but nothing for hl1 source, or hl1mp source. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Beta not ok?
Another clarification: from a software standpoint, hyperthreading is completely equal to multicore or multiprocessor. (Except slower, since things are not really parallel.) Therefore, if a program keels over and dies on multicore, it will keel over and die on multiprocessor and hyperthreaded machines too. (You *can* differentiate between multicore/-processor and hyperthreaded processors by, AFAIK, invoking CPUID, so the operating system *can* tell the difference. However, it tends to treat both configurations equally, hoping that Intel knows what they're doing.) Regards, ~~ Ondra P.S. You may try to deactivate HT in the BIOS and see if it solves the problem. If not, we'll be interested to hear from you. P.P.S. Mind crossing over to [hlds_linux] with this? It has nil to do with coding for the Source engine. On 20.05.07 16:46 Uhr, Ratman2000 wrote: Hello, i have updated my Linux Box Single Processor with -verify_all and the server crashes again... There are no chance to start it up... Every time i load a map the server crashes.. I think its a hiperthreading problem With friendly reguards Ratman2000 - Original Message - From: Benjamin Lange [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, May 20, 2007 12:43 PM Subject: Re: [hlcoders] Beta not ok? -- [ Picked text/plain from multipart/alternative ] some people ma get it wrong how to use -verify_all. You need to add this to the update command, not to the startupline for your server! Would be nice to know if this is just MultiCore issue, or even a Hyperthreading issue. 2007/5/20, Anthony R. Paloma [EMAIL PROTECTED]: Perhaps it is hyperthreaded? From: Regime [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Beta not ok? Date: Sun, 20 May 2007 02:47:01 +0200 MIME-Version: 1.0 Received: from list.valvesoftware.com ([207.173.176.202]) by bay0-mc5-f18.bay0.hotmail.com with Microsoft SMTPSVC(6.0.3790.2668); Sat, 19 May 2007 17:53:34 -0700 Received: from localhost ([127.0.0.1] helo=list.valvesoftware.com)by list.valvesoftware.com with esmtp (Exim 3.35 #1 (Debian))id 1HpZaf-0003hb-00; Sat, 19 May 2007 17:48:05 -0700 Received: from [193.138.205.22] (helo=www.livebythegun.com)by list.valvesoftware.com with esmtp (Exim 3.35 #1 (Debian))id 1HpZYp-0003d0-00for hlcoders@list.valvesoftware.com; Sat, 19 May 2007 17:46:11 -0700 Received: from [127.0.0.1] (mypc.chellomedia.com [62.179.96.232])by www.livebythegun.com (Postfix) with ESMTP id 44EC9790D6Bfor hlcoders@list.valvesoftware.com; Sun, 20 May 2007 02:48:12 +0200 (CEST) X-Message-Info: oG9qAjD2BNG0yVlB517PPF7zXhUu+QMaSNqy8nIcOh5zfSu5EFbbe58RXAV+Zsbo User-Agent: Thunderbird 1.5.0.10 (Windows/20070221) References: !!AAAYAJOXbHHM0eJMtFLS0/fUXkvCgAAAELOep8BITgNLooGxBRx 5mwkBAA==@ c0ld.net [EMAIL PROTECTED] [EMAIL PROTECTED] [EMAIL PROTECTED] X-Enigmail-Version: 0.94.0.0 Errors-To: [EMAIL PROTECTED] X-BeenThere: hlcoders@list.valvesoftware.com X-Mailman-Version: 2.0.11 Precedence: bulk List-Help: mailto:[EMAIL PROTECTED] List-Post: mailto:hlcoders@list.valvesoftware.com List-Subscribe: http://list.valvesoftware.com/mailman/listinfo/hlcoders,mailto: [EMAIL PROTECTED] List-Id: Discussion of Half-Life Programming hlcoders.list.valvesoftware.com List-Unsubscribe: http://list.valvesoftware.com/mailman/listinfo/hlcoders,mailto: [EMAIL PROTECTED] List-Archive: http://list.valvesoftware.com/mailman/private/hlcoders/ X-Original-Date: Sun, 20 May 2007 02:47:01 +0200 Return-Path: [EMAIL PROTECTED] X-OriginalArrivalTime: 20 May 2007 00:53:34.0841 (UTC) FILETIME=[4B4D0E90:01C79A79] Yea - I second this.. Our box is not MP either and i crashes just the same. 32 bit P4.. Only one proc... Regards, --- Regime http://www.livebythegun.com/ Ratman2000 wrote: Hello, but my linux box isnt a multi processor maschine... and he crashes too... With friendly reguards Ratman2000 - Original Message - From: Ondřej Hošek [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, May 19, 2007 11:00 PM Subject: Re: [hlcoders] Beta not ok? Gah! Argh! Somebody's not participating in both hlds_linux and hlcoders, so this crossover attempt hurts. Clarification: - There is no known crashing with the Windows version of the beta. Do a -verify_all to see if things work. - There IS known crashing with the Linux version of the beta on multi-processor systems (SMP). Wait for Alfred co. to fix. ~~ Ondra ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Beta not ok?
Gah! Argh! Somebody's not participating in both hlds_linux and hlcoders, so this crossover attempt hurts. Clarification: - There is no known crashing with the Windows version of the beta. Do a -verify_all to see if things work. - There IS known crashing with the Linux version of the beta on multi-processor systems (SMP). Wait for Alfred co. to fix. ~~ Ondra On 19.05.07 22:42 Uhr, Ratman2000 wrote: Hello, i have tested it on my Linux Box again and verify_all added to the params... But by running the map, the server crashes... Is there a bug? There no plugins! I start without map and all runs fine... than i fire the command: map de_dust2 and the server goes down... Whats wrong? ./srcds_run -console -game cstrike +maxplayers 64 -tickrate 100 Auto detecting CPU Using SSE2 Optimised binary. Auto-restarting the server on crash Console initialized. Game.dll loaded for Counter-Strike: Source maxplayers set to 32 maxplayers set to 64 Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL version Protocol version 7 Exe version 1.0.0.34 (cstrike) Exe build: 16:30:29 May 10 2007 (3106) map de_dust2 Executing dedicated server config file Error: Material sprites/bubble : proxy AnimatedTexture not found! Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB) ./srcds_run: line 344: 31405 Speicherzugriffsfehler $HL_CMD With friendly Reguards Ratman2000 - Original Message - From: Jay C. [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, May 19, 2007 9:43 PM Subject: RE: [hlcoders] Beta not ok? -verify_all did the trick sorry for the mistake! -Original Message- From: Jay C. [mailto:[EMAIL PROTECTED] Sent: 19 May 2007 20:14 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Beta not ok? Alfred, Running -verify_all with the beta line now, it doesn't get far enough to load any plugins it's an instant crash. I'll let you know if it happens after the verify_all and I'll send you the mdmp file. Thanks, Jay -Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: 19 May 2007 19:15 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Beta not ok? The only problem I know of is with multi-proc linux based servers, I am still working on that. This is the first report of a new crash with the win32 build, make sure you remove all plugins and run a -verify_all so you are up to date. If it still happens email me off list with the .mdmp files it makes when it crashes. - Alfred Keeper wrote: To my knowledge on Friday he was still working on the problem. I don't know if they do much work on the weekends. Hopefully they'll have it figured out early in the week. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jay C. Sent: Saturday, May 19, 2007 9:15 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Beta not ok? Has this been addressed yet? I've only seen one official answer from Alfred on hlcoders_linux and he says he didn't know what the problem was :( Alfred my Win32 srcds is crashing instantly, anything I can do to help track down the bug?? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Beta not ok?
[hlds_linux] has the scoop. Valve's done a mistake with the beta somewhere, so it tends to segfault. Alfred is doing some community collaboration on this one, so it looks pretty big. You may wish to monitor [hlds_linux] until the bug is squashed. In the mean time, remove the beta addendum to the command line to automagically downgrade to the latest gold release. (I hope it does that.) Obviously, the engine hardly does anything when you launch it without making it load a map, so it probably won't crash either. ~~ Ondra On 18.05.07 1:14 Uhr, Ratman2000 wrote: Hello, i have currently update my Server to beta0407 and have tested it to show what my plugin does.. But the Server crashes on start up... ok... so i have deleted my plugin from the server and have startet it again.. But the server still crashes... Ok last chance... i have deleted the full server and have downloaded all again over the hldsupdatetool... All fine i started the server and all runs fine... updated it to the beta and i cant get running the server again... So i have played arround with the params... i started a server without params... and he dont crashes... than i typed in: map de_dust2 and the following comes up: maxplayers set to 32 Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL map de_dust2 Executing dedicated server config file Error: Material sprites/bubble : proxy AnimatedTexture not found! Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB) ./srcds_run: line 344: 26615 Speicherzugriffsfehler $HL_CMD So what is wrong with it??? There are no plugins... I hope anybody can help me to fix that problem! With friendly Reguards from Germany Ratman2000 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] PlayGameSound; 32000hz ERROR
Audacity can do it. You can download it free-of-charge from http://audacity.sourceforge.net/. Open Audacity, import your file, choose 44100 under Project Rate in the bottom-left, do a File - Export to WAV and you're done. Good luck. ;-) ~~ Ondra On 14.05.07 20:17 Uhr, Mukkan Yhtio wrote: Well I recorded some perfect voice overs; and they wont play due to 32000hz rate. I don't know how the hell I can fix that without messing up the speed at which the wav files are played at... ultimatly rendering the files usless. Anyone have any idea what I can possibly do here? All I know is that 44100hz is the closest rate the source engine supports to 32000hz. ___ 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 crashingon startup
Something along these lines might work... #!/bin/sh while true do # Update from SVN. svn update # Run the dedicated server with a painfully draconian setup. ./srcds_run -game cstrike +map de_dust +alias map echo +alias changelevel echo +alias changelevel2 echo done The only way to abort this script, however, is to use kill or the server will keep restarting. You might want to add a conditional like [ -f srcds_exitserver ] exit 0 after the server call to quit the script when the file srcds_exitserver exists in the current directory, then e.g. upload a file via FTP and quit the server to make the script stop. I'm sure other coders will come up with more elegant solutions; I might be looking at an outdated srcds_run here which doesn't give helpful quit codes (since it always SIGINTs itself). ~~ Ondra Mark Chandler wrote: While on the topic of linux any one know how to write a script so that a linux server will update its files from a svn and then boot it self every time its quited. Mark GoldenEye Source -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Sunday, May 06, 2007 12:16 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] hl2mp fresh source compilation for linux crashingon startup I went back in my cvs logs and see that I fixed that bug at the same time that I fixed the buggy lack of a version script. I forgot to post the former. For the latter, see: http://developer.valvesoftware.com/wiki/Compiling_under_Linux At 2007/05/03 03:43 PM, OndÅ™ej Hošek wrote: Yay. :-) It's in Bugzilla as #147; fix is, as I have shown, trivial. Pretty please get it out with the next SDK drop, Valve people. ;-) ~~ Ondra [EMAIL PROTECTED] wrote: Yes that worked! Thanks a lot Sent from my BlackBerry device on the Rogers Wireless Network -Original Message- From: OndÅ™ej Hošek [EMAIL PROTECTED] Date: Thu, 03 May 2007 19:19:56 To:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] hl2mp fresh source compilation for linux crashing on startup (If any Valve people are reading this: sorry, but it seems you screwed up slightly on the Makefile generation... I'll Bugzillize this straight away.) You can probably see the absolute link paths in the list (/home/johnt/...). They are evil; srcds crashed on me too before I got them relativised. Change the following line in the Makefile: LDFLAGS=-lm -ldl $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a into: LDFLAGS=-lm -ldl tier0_i486.so vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a Do a rm server_i486.so and run make. Once it's done, check ldd server_i486.so again. It should show lines like this: tier0_i486.so = not found vstdlib_i486.so = not found If it does, all is good. (There must be no absolute path in front of their names.) The dynlinker might not be able to find the two libs now, but the Source engine will make sure they are available and loadable in due time. (It did in my case.) Good luck with your progress, ~~ Ondra John Tsakok wrote: -- [ Picked text/plain from multipart/alternative ] here's my link stuff: [EMAIL PROTECTED]:~/decloak/linux_sdk$ ldd server_i486.so linux-gate.so.1 = (0xe000) libm.so.6 = /lib/tls/i686/cmov/libm.so.6 (0xb6f25000) libdl.so.2 = /lib/tls/i686/cmov/libdl.so.2 (0xb6f21000) /home/johnt/srcds/bin/tier0_i486.so (0xb6eeb000) /home/johnt/srcds/bin/vstdlib_i486.so (0xb6ed7000) libc.so.6 = /lib/tls/i686/cmov/libc.so.6 (0xb6da9000) /lib/ld-linux.so.2 (0x8000) libpthread.so.0 = /lib/tls/i686/cmov/libpthread.so.0 (0xb6d95000 -- ___ 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
(If any Valve people are reading this: sorry, but it seems you screwed up slightly on the Makefile generation... I'll Bugzillize this straight away.) You can probably see the absolute link paths in the list (/home/johnt/...). They are evil; srcds crashed on me too before I got them relativised. Change the following line in the Makefile: LDFLAGS=-lm -ldl $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a into: LDFLAGS=-lm -ldl tier0_i486.so vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a Do a rm server_i486.so and run make. Once it's done, check ldd server_i486.so again. It should show lines like this: tier0_i486.so = not found vstdlib_i486.so = not found If it does, all is good. (There must be no absolute path in front of their names.) The dynlinker might not be able to find the two libs now, but the Source engine will make sure they are available and loadable in due time. (It did in my case.) Good luck with your progress, ~~ Ondra John Tsakok wrote: -- [ Picked text/plain from multipart/alternative ] here's my link stuff: [EMAIL PROTECTED]:~/decloak/linux_sdk$ ldd server_i486.so linux-gate.so.1 = (0xe000) libm.so.6 = /lib/tls/i686/cmov/libm.so.6 (0xb6f25000) libdl.so.2 = /lib/tls/i686/cmov/libdl.so.2 (0xb6f21000) /home/johnt/srcds/bin/tier0_i486.so (0xb6eeb000) /home/johnt/srcds/bin/vstdlib_i486.so (0xb6ed7000) libc.so.6 = /lib/tls/i686/cmov/libc.so.6 (0xb6da9000) /lib/ld-linux.so.2 (0x8000) libpthread.so.0 = /lib/tls/i686/cmov/libpthread.so.0 (0xb6d95000 -- ___ 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
It adds a rather useless RPATH entry into the dynlib's dynamic table, as obvious when running readelf -d server_i486.so. I'd say avoid the useless cruft; as far as I know, SRCDS sets the paths correctly before the ld.so magic, and if you have set some bad paths while compiling, you might even end up with some old versions of the dylibs (from the hidden buttcracks of your file system) being loaded... later maybe even crashing SRCDS because of some sort of mismatch. ... so I wouldn't do it. My fix should do well enough without the crash-type dangers. (I hope I remember correctly that SRCDS sets the path right...) ~~ Ondra Keeper wrote: I got a question about this... I have seen people use LD_RUN_PATH before linking, something like EXPORT LD_RUN_PATH=.:../../bin:$LD_RUN_PATH So when you do the ldd on it either in the addons directory or the compile directory it will return: tier0_i486.so = ./tier0_i486.so vstdlib_i486.so = ./vstdlib_i486.so or tier0_i486.so = ../../bin/tier0_i486.so vstdlib_i486.so = ../../bin/vstdlib_i486.so Is there a problem with doing this? Could it cause problems with other plugins? Thanks, Keeper -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek Sent: Thursday, May 03, 2007 1:20 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] hl2mp fresh source compilation for linux crashing on startup (If any Valve people are reading this: sorry, but it seems you screwed up slightly on the Makefile generation... I'll Bugzillize this straight away.) You can probably see the absolute link paths in the list (/home/johnt/...). They are evil; srcds crashed on me too before I got them relativised. Change the following line in the Makefile: LDFLAGS=-lm -ldl $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a into: LDFLAGS=-lm -ldl tier0_i486.so vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a Do a rm server_i486.so and run make. Once it's done, check ldd server_i486.so again. It should show lines like this: tier0_i486.so = not found vstdlib_i486.so = not found If it does, all is good. (There must be no absolute path in front of their names.) The dynlinker might not be able to find the two libs now, but the Source engine will make sure they are available and loadable in due time. (It did in my case.) Good luck with your progress, ~~ Ondra ___ 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 crashingon startup
Yay. :-) It's in Bugzilla as #147; fix is, as I have shown, trivial. Pretty please get it out with the next SDK drop, Valve people. ;-) ~~ Ondra [EMAIL PROTECTED] wrote: Yes that worked! Thanks a lot Sent from my BlackBerry device on the Rogers Wireless Network -Original Message- From: Ondřej Hošek [EMAIL PROTECTED] Date: Thu, 03 May 2007 19:19:56 To:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] hl2mp fresh source compilation for linux crashing on startup (If any Valve people are reading this: sorry, but it seems you screwed up slightly on the Makefile generation... I'll Bugzillize this straight away.) You can probably see the absolute link paths in the list (/home/johnt/...). They are evil; srcds crashed on me too before I got them relativised. Change the following line in the Makefile: LDFLAGS=-lm -ldl $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a into: LDFLAGS=-lm -ldl tier0_i486.so vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a Do a rm server_i486.so and run make. Once it's done, check ldd server_i486.so again. It should show lines like this: tier0_i486.so = not found vstdlib_i486.so = not found If it does, all is good. (There must be no absolute path in front of their names.) The dynlinker might not be able to find the two libs now, but the Source engine will make sure they are available and loadable in due time. (It did in my case.) Good luck with your progress, ~~ Ondra John Tsakok wrote: -- [ Picked text/plain from multipart/alternative ] here's my link stuff: [EMAIL PROTECTED]:~/decloak/linux_sdk$ ldd server_i486.so linux-gate.so.1 = (0xe000) libm.so.6 = /lib/tls/i686/cmov/libm.so.6 (0xb6f25000) libdl.so.2 = /lib/tls/i686/cmov/libdl.so.2 (0xb6f21000) /home/johnt/srcds/bin/tier0_i486.so (0xb6eeb000) /home/johnt/srcds/bin/vstdlib_i486.so (0xb6ed7000) libc.so.6 = /lib/tls/i686/cmov/libc.so.6 (0xb6da9000) /lib/ld-linux.so.2 (0x8000) libpthread.so.0 = /lib/tls/i686/cmov/libpthread.so.0 (0xb6d95000 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux oddness
Could you give us the commandline that leads to the error? (The call to GCC should be shown by 'make' before you the errors.) It might help with diagnosing the problem. Additionally, please make sure that /usr/lib/gcc/i486-linux-gnu/3.4.6/lib{stdc++,gcc_eh}.a aren't symbolic links pointing to files that don't exist. ('ls -l' can tell.) ~~ Ondra Chris Janes wrote: I'm always quite careful setting the LD_LIBRARY_PATH since my first attempts at compiling in linux. As I said, the Makefile hasn't changed (and I've double checked the locations to be sure), so CPP_LIB is pointing to the right place. I'll have to dig further through any logs I can find to see if it might be something else causing the issue, suppose it might be something odd about the vcproj file. As it stands though, I think I'll have a reasonable bit to write about getting it going via Fedora Core 6 on VMWare for the Wiki. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jed Sent: 21 April 2007 02:25 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux oddness Only two things that came to mind which caused me problems was a) is LD_LIBRARY_PATH set correctly and b) have you got the paths set as CPP_LIB in the Makefile. I had one other problem where i thought I had a No such file error but on closer inspection of the message it was caused by an erronous semicolon in the Visual Studio .vcproj file that was causing the Linux makefile to have a bogus line. It looked like another error until I looked into it more. On 21/04/07, Chris Janes [EMAIL PROTECTED] wrote: I'm not convinced I need to upgrade the system - I'm running a suitable version of gcc, my only issue is that it claims to not find files that I know for a fact are present on the system in the locations specified in the makefile. But I need to sort this out fairly rapidly, so I'm going to do it via a VM for now until I can get that machines config sorted. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Louka Outrebon Sent: 20 April 2007 20:20 To: hlcoders@list.valvesoftware.com Subject: 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
Re: [hlcoders] Get system time
Avoid the Win32 API if you can. You have two alternative options. Option 1: squarely laugh at the Valve programmer who tried to prevent you from doing this (quote: ALL of these should be protected, but one man can only accomplish so much in one day AND work on features too) and use the following: #undef time Option 2: do the following. struct tm wtf; VCRHook_LocalTime(wtf); // do evil things with wtf here Look into your C library's time.h (probably in the Platform SDK or Visual Studio headers) how struct tm is defined. Good luck. ~~ Ondra Jeffrey botman Broome wrote: Giancarlo Rivas wrote: -- [ Picked text/plain from multipart/alternative ] Hi, I wanted to get the local time of the system to save a file with that data but noticed time() shouldn't be used (USE_VCR_MODE), so what's the alternate way to get the value?, couldn't find any alternate call. GetLocalTime()? SYSTEMTIME st; GetLocalTime( st ); int Year = st.wYear; int Month = st.wMonth; int DayOfWeek = st.wDayOfWeek; int Day = st.wDay; int Hour = st.wHour; int Min = st.wMinute; int Sec = st.wSecond; int MSec = st.wMilliseconds; ...then sprintf() it to a string to be printed out or used as a filename. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Bandwidth
Is Gooseman not good enough, Minh? ;-P Nathan: I'm pretty sure the best way of getting to the Steam taskforce is either posting a support request or figuring out the date and time in Bellevue, WA and making a phone call. The phone is such a nice device because you can't claim you've ignored the message when you have picked up. You can sadly ignore E-mails much easier. So try the support website first and then call. (Make sure you close your internet connection before you lift the receiver. My sincere pity for your unfortunate fate of long waits. Still remember myself how it was before DSL.) ~~ Ondra Minh wrote: -- [ Picked text/plain from multipart/alternative ] Have you tried running steam in offline mode? It won't update itself but you can still run the apps/games. BTW, love your nickname. Mind if I steal it? - Original Message - From: Nathan Voge [EMAIL PROTECTED] To: hlcoders hlcoders@list.valvesoftware.com Sent: Saturday, March 24, 2007 7:01 PM Subject: [hlcoders] Steam Bandwidth This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi all, I have a couple beefs this time. Firstly let me explain that I am on dialup because as a student I don't have the cash flow for a higher speed that the area cable company has a monopoly on. Biased? maybe. I usually update at a friends or let it update at night. But now with Steam auto-updating in the background it hogs all my bandwidth when I need it. Ok now to the issues. Can you please put an option for the Steam platform to: auto-update in the background, not auto-update, or update prior to loading. Might as well put a force update button too. Secondly the Steam Bandwidth Monitor does not show all of the bandwidth being used by Steam. It only shows content download bandwidth, so none of the Steam platform updates or Store shows up in the Bandwidth Monitor. Thanks Nate Liquid Gravity -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling linux server code (Battlegrounds 2)
(Transplanted from [hlds_linux]...) Actually, GCC 3.4 and 4.x have the same ABI. The big change happened 3.3 - 3.4. I don't know what Valve compiled their current engine versions with (please tell), but is there a plan to move to one of these versions (3.4, 4.0, 4.1)? What would the timeframe be? You may wish to read about the ABIs at http://gcc.gnu.org/onlinedocs/libstdc++/abi.html. It's the major version (first number) of libstdc++.so that matters. Since GCC 3.4 (versions of 4.2 and 4.3 are not known yet), they're at major 6. Oh... and here's a tip: DON'T add -Wall -Werror -pedantic to and remove -fpermissive from the CCFLAGS. g++ will hate you. ;-) ~~ Ondra Alfred Reynolds wrote: This question is better asked on the hlcoders list (subscribe via http://list.valvesoftware.com). The reason you need to do it is because the Source engine is compiled with GCC 3.x and GCC 4.x binaries aren't binary compatible for the C++ ABI. - Alfred Dave Dodd wrote: Hi, Can someone either point me towards discussion of why the linux_sdk need to be compiled under GCC 3.?.? I am trying to resolve a problem with my Battlegrounds 2 server and I don't want to downgrade my compiler from 4.1.1 . I was able to compile a server under 4.1.1 by simply tweaking two source files lightglow.cpp mathlib.cpp Anyone ? -- Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling linux server code (Battlegrounds 2)
Are you sure? $ strings ./srcds_i686 | grep GNU GCC: (GNU) 3.2.3 GCC: (GNU) 3.4.1 GNU AS 2.14.90.0.2 GNU C 3.2.3 GNU C++ 3.4.1 GNU C 3.4.1 (Duplicate lines removed. Basically same output for srcds_i486 and bin/tier0_s_i486.so.) Maybe you should check with the people responsible for the build... unless you're the one and something slipped your attention. In any case, thanks for unknowingly going with the newer ABI. ;-) Now let's hope GNU doesn't revolutionize it with 4.2 and 4.3... Any serious mod/plugin makers with Linux binaries here: which GCC/G++ version do you use? ~~ Ondra Alfred Reynolds wrote: We are using GCC 3.3 and have no upgrade plans at the moment (upgrading would break all existing mods so it would be a rare event if it ever happens). - Alfred Ondrej Hošek wrote: (Transplanted from [hlds_linux]...) Actually, GCC 3.4 and 4.x have the same ABI. The big change happened 3.3 - 3.4. I don't know what Valve compiled their current engine versions with (please tell), but is there a plan to move to one of these versions (3.4, 4.0, 4.1)? What would the timeframe be? You may wish to read about the ABIs at http://gcc.gnu.org/onlinedocs/libstdc++/abi.html. It's the major version (first number) of libstdc++.so that matters. Since GCC 3.4 (versions of 4.2 and 4.3 are not known yet), they're at major 6. Oh... and here's a tip: DON'T add -Wall -Werror -pedantic to and remove -fpermissive from the CCFLAGS. g++ will hate you. ;-) ~~ Ondra Alfred Reynolds wrote: This question is better asked on the hlcoders list (subscribe via http://list.valvesoftware.com). The reason you need to do it is because the Source engine is compiled with GCC 3.x and GCC 4.x binaries aren't binary compatible for the C++ ABI. - Alfred Dave Dodd wrote: Hi, Can someone either point me towards discussion of why the linux_sdk need to be compiled under GCC 3.?.? I am trying to resolve a problem with my Battlegrounds 2 server and I don't want to downgrade my compiler from 4.1.1 . I was able to compile a server under 4.1.1 by simply tweaking two source files lightglow.cpp mathlib.cpp Anyone ? -- Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling linux server code (Battlegrounds 2)
(OMG doublepost sorry!) Oh, and... $ strings srcds_i686 | grep libstdc++ [...] /home/alfred/src/gcc-3.4.1/libstdc++-v3/../gcc [...] [more paths with gcc-3.4.1 in them] ~~ Ondra Alfred Reynolds wrote: We are using GCC 3.3 and have no upgrade plans at the moment (upgrading would break all existing mods so it would be a rare event if it ever happens). - Alfred Ondrej Hošek wrote: (Transplanted from [hlds_linux]...) Actually, GCC 3.4 and 4.x have the same ABI. The big change happened 3.3 - 3.4. I don't know what Valve compiled their current engine versions with (please tell), but is there a plan to move to one of these versions (3.4, 4.0, 4.1)? What would the timeframe be? You may wish to read about the ABIs at http://gcc.gnu.org/onlinedocs/libstdc++/abi.html. It's the major version (first number) of libstdc++.so that matters. Since GCC 3.4 (versions of 4.2 and 4.3 are not known yet), they're at major 6. Oh... and here's a tip: DON'T add -Wall -Werror -pedantic to and remove -fpermissive from the CCFLAGS. g++ will hate you. ;-) ~~ Ondra Alfred Reynolds wrote: This question is better asked on the hlcoders list (subscribe via http://list.valvesoftware.com). The reason you need to do it is because the Source engine is compiled with GCC 3.x and GCC 4.x binaries aren't binary compatible for the C++ ABI. - Alfred Dave Dodd wrote: Hi, Can someone either point me towards discussion of why the linux_sdk need to be compiled under GCC 3.?.? I am trying to resolve a problem with my Battlegrounds 2 server and I don't want to downgrade my compiler from 4.1.1 . I was able to compile a server under 4.1.1 by simply tweaking two source files lightglow.cpp mathlib.cpp Anyone ? -- Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling linux server code (Battlegrounds 2)
Okay, people, get your 4.1s out! Compile party tonight!!! :-D And no worries, Alfred, I also sometime lose track WTF is on all my machines' hard disks. ;) So, to basically close this discussion... You should be safe with any GCC from 3.4 to 4.2 inclusive. The current 4.3 docs don't say anything about large ABI changes either, so we might survive that upgrade too. :-) Now go make good mods! ~~ Ondra Alfred Reynolds wrote: So guess who does the builds? :) And you are right, it is GCC 3.4.1. - Alfred Ondrej Hošek wrote: (OMG doublepost sorry!) Oh, and... $ strings srcds_i686 | grep libstdc++ [...] /home/alfred/src/gcc-3.4.1/libstdc++-v3/../gcc [...] [more paths with gcc-3.4.1 in them] ~~ Ondra Alfred Reynolds wrote: We are using GCC 3.3 and have no upgrade plans at the moment (upgrading would break all existing mods so it would be a rare event if it ever happens). - Alfred Ondrej Hošek wrote: (Transplanted from [hlds_linux]...) Actually, GCC 3.4 and 4.x have the same ABI. The big change happened 3.3 - 3.4. I don't know what Valve compiled their current engine versions with (please tell), but is there a plan to move to one of these versions (3.4, 4.0, 4.1)? What would the timeframe be? You may wish to read about the ABIs at http://gcc.gnu.org/onlinedocs/libstdc++/abi.html. It's the major version (first number) of libstdc++.so that matters. Since GCC 3.4 (versions of 4.2 and 4.3 are not known yet), they're at major 6. Oh... and here's a tip: DON'T add -Wall -Werror -pedantic to and remove -fpermissive from the CCFLAGS. g++ will hate you. ;-) ~~ Ondra Alfred Reynolds wrote: This question is better asked on the hlcoders list (subscribe via http://list.valvesoftware.com). The reason you need to do it is because the Source engine is compiled with GCC 3.x and GCC 4.x binaries aren't binary compatible for the C++ ABI. - Alfred Dave Dodd wrote: Hi, Can someone either point me towards discussion of why the linux_sdk need to be compiled under GCC 3.?.? I am trying to resolve a problem with my Battlegrounds 2 server and I don't want to downgrade my compiler from 4.1.1 . I was able to compile a server under 4.1.1 by simply tweaking two source files lightglow.cpp mathlib.cpp Anyone ? -- Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making a Score Keeping system.
Until I alerted Valve, steampowered.co.uk was offering Source aimbots. Your impersonation plan backfired and your credibility is gone. Imbecile. Next time, don't forget to clean up after your sorry ass. Assuming there is going to be a next time, since Valve's dogs are probably tearing you apart by now. I can hardly say anything but READ THE FUCKING SOURCE. Make sure you know about the people you're impersonating. ~~ Ondra Minh wrote: -- [ Picked text/plain from multipart/alternative ] when I was impersonating some guy and havent really been bothered to change it since. uhmm.. I think that pretty much killed any credibility you might have had... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] FW: SDK Needs to be fixed
You might be looking for Valve's SDK Bugzilla. Submit it as a bug and wait -- good luck. http://developer.valvesoftware.com/cgi-bin/bugzilla/index.cgi ~~ Ondra Mark Chandler wrote: This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] SDK Needs to be fixed _ Hi, My name is mark and im one of the main programmers for a source mod called Golden Eye source (http://goldeneyesource.com). Now we have had a major bug that has been plaguing the mod for about 8 months to a year now. The problem is that when firing a bullet in game some times it multi fires causing two bullet decals to appear (or worse up to 50). This problem is hardly noticeable for pings from around 0-100 but gets worse after that. The mod team and i have have spent countless of hours on this problem rewriting code and searching to what is causing this but with no luck. To prove that it is not the fault of golden eye modified source code i started a new mod based on the advanced sdk. And guess what? Same results. http://lodle.net/multifire2.avi Lag was introduced using net_fakelag (200 and 500) and from the video you can see the shoot gun going mad and the mp5 producing multi fire. I would post this on verc but hardly any valve employees go there any more. So im posting it here in the attempt to get a solution to this problem. Mark [aka lodle]. http://forums.steampowered.com/forums/showthread.php?p=6121132posted=1#post 6121132 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Where'd Mike Durand go?
Happy Eid! ... or summin' like that. Anyway, good to know that the ensemble is in its original setup again. :-) I hope Yahn will chime in a few times again, though. Makes for a bit of variety. ~~ Ondra Ryan Sheffer wrote: -- [ Picked text/plain from multipart/alternative ] Merry Christmas Everyone! On 3/13/07, Justin Krenz [EMAIL PROTECTED] wrote: Awww, but we love you Yahn. Yahn Bernier wrote: And I was in the office the week Mike and several others were on vacation and decided to fix up a few issues you guys were seeing, but I'm mostly moving back to other projects now that Mike is around for you guys. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Tuesday, March 13, 2007 12:16 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Where'd Mike Durand go? Hi All- I've been on vacation and then was at GDC last week so I haven't been very active on hlcoders these days. Life is back to normal now. :) -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tobias Kammersgaard Sent: Wednesday, March 07, 2007 4:59 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Where'd Mike Durand go? -- [ Picked text/plain from multipart/alternative ] Hello there HLCoders! I know this probably belongs in a private email to someone inside Valve, but I'm putting on the list, since I guess somebody else must have been wondering. I've noticed that Yahn have started to answer most of the questions that occur on the list, and it made me wonder the other day, that it's been awhile since we've heard anything from Mike Durand?! Did anything happen to him? I hope someone at Valve will answer this. Thanks in advance. /ProZak --- ~skidz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Accessing Friends information
Mixing Source calls with Win32 API calls? Eugh. Shouldn't we get a Source interface for this so that we got our asses covered in case Valve shifts the Friends elsewhere? (Hey -- you never know.) What if they get mod support working on some game console? ~~ Ondra Teddy wrote: bitchin! thanks Wraiyth ScottL On 3/11/07, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] http://developer.valvesoftware.com/wiki/FriendsManager ? On 3/11/07, Teddy [EMAIL PROTECTED] wrote: Hey gang, I've been trying to figure out a way to access Steam Friends information, so I can highlight friends in-game on the radar, scoreboard, etc. but I can't get it working. So far, it seems like IFriendsUser (defined in public/Friends/IFriendsUser.h) looks like it's setup to be the interface to this information, but I can't seem to access it. I've tried initializing it useing appSystemFactory() in CHLClient::Init(), but that fails. I also looked at the various EXPOSE_INTERFACE() macros, none of these seem applicable. I can see something similar has been attempted in ClientScoreBoardDialog.cpp, which references a extern IFriendsUser *g_pFriendsUser; Has anyone got this working, is this functionality still in the SDK? Cheers, Teddy -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
The perfect tool for such a job is a packet sniffer. My favorite is probably Wireshark -- http://wireshark.org. Just run a dedicated server, set an rcon password, fire up Half-Life, specify rcon_address and rcon_password, run a few commands, set rcon_password to a wrong password, run a few commands. Shut down dedicated server and Half-Life, stop Wireshark, read the output. If you want actual documentation... sorry, I'm not exactly knowledgeable in the field of HL1 hosting. Wait for somebody else's reply. ;) ~~ Ondra gajdys wrote: Hello everybody, i was looking for some command line rcon tool, but i haven't found any. So now i am looking for documentation of half-life rcon protocol. I have found only source rcon protocol docs. Could anyone help me? gajdys mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compile Issues
Greetings. Gerry Brunelle wrote: -- [ Picked text/plain from multipart/alternative ] Hello, -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HldsUpdate Tool weird Error
Correct me if I'm wrong, but shouldn't you send this mail to the [hlds] mailing list? [hlcoders] is for mod programmers. The error is WSAEPROVIDERFAILEDINIT. I'm guessing that your WinSock settings are corrupted -- yeah, they're stored in that hell of a place called the Registry. Try typing this into your command prompt (you have to be an administrator): netsh winsock reset catalog Reboot your machine and it should work. Hope this helps, ~~ Ondra Matthew poo wrote: -- [ Picked text/plain from multipart/alternative ] i get this error after following your instructions... [IMG]http://i89.photobucket.com/albums/k239/MattMccomb/HLdsUpdateToolError.jpg[/IMG] This URL = http://i89.photobucket.com/albums/k239/MattMccomb/HLdsUpdateToolError.jpg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: hlcoders digest, Vol 1 #2745 - 6 msgs
He's on vacation until the 2nd of October. Not like we needed to know that. ~~ Ondra Robbie Groenewoudt wrote: -- [ Picked text/plain from multipart/alternative ] uhm? On 9/17/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Ich bin erst am Montag, den 2/10 wieder im Büro. I'm out of office and back on monday october 2 Tom Halbleib Tom Halbleib Rechnerbetriebsgruppe Phone: 0049 / 931 / 7845312 Fax: 0049 / 931 / 7845313 e-Mail: [EMAIL PROTECTED] WWW : www.rechnerbetriebsgruppe.de ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Utlmemory.h Assert and crash with custom code that uses CUtlVector
Without a sarcasm detector, I can't tell if that was just sarcasm or not. However, we should get back on topic and hope that Visual Studio is not so sarcasmhelpful/sarcasm to not to allow dumping the callstack into a plaintext file. (@John: I hope your Bayesian filter caught that XML.) ~~ Ondra [EMAIL PROTECTED] wrote: Oh a sarcasm detector, that's a REAL useful invention. (BOOM!) At 2006/08/30 03:49 PM, Nick wrote: Everyone knows the internet is the best place for sarcasm! On 8/30/06, John Sheu [EMAIL PROTECTED] wrote: On Wednesday 30 August 2006 11:58 am, David Kiger wrote: I believe he was being ironic. On 8/30/06, John Sheu [EMAIL PROTECTED] wrote: On Tuesday 29 August 2006 10:53 pm, [EMAIL PROTECTED] wrote: Please paste the callstack .png into a Word document, then gzip the .doc, so it's smaller to download and easier to read. Not to be a pain, but pasting into a Word document and gzipping is probably the _furthest_ thing from making it easier to download and read that you could do. My Bayesian sarcasm filter isn't working out very well. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mathlib.cpp
John Sheu wrote: The recent angles questions just made me think of another question. A superficial examination of mathlib.cpp shows that many of the optimized math routines only compile under Windows. Is there any reason for this? Or is it another one of those do-it-yourself things? -John Sheu It's either we care much more about Windows than your alien platform or hey, GCC's better at optimizing than our rewrite to GNU-compatible assembler! Since Valve is the only middleware vendor whose current engine client hasn't been proven to run on Linux by any of its licensors (id's Quake 4 does, see Doom 3; Epic's Unreal II does, see UT2004), I'll be gambling on the probability of the first claim being true. ~~ Ondra ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] email adress
Huh? ~~ Ondra waldo vandermeiren wrote: [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Molotov Code
Valve's SMTP servers (or, possibly, Mailman) strip a message of all attachments and just about everything that isn't text/plain. That's why we never see fancy HTML formatting in here. Hmm... Molotov cocktails. Sounds non-potable. ~~ Ondra Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] http://www.siosphere.com/revolution/Molotov/ For those of you that cannot see the attachement, there is the molotov code. If you use it, please credit us (siosphere) Thanx :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Test
John Sheu wrote: No really, it's a test. Really. ... If you must know, I seem to be getting these HL-related list mailings on my old e-mail account, even though I have unsubscribed at that address and re-subscribed on this new one. (The web interface at http://list.valvesoftware.com/mailman/listinfo/hlcoders shows that I am indeed unsubscribed at my old address and subscribed at my new one.) I'm just trying to straighten it out. Thank you for your patience I don't think you'll see your own messages when you send them to the list, only messages from others. ~~ Ondra ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam Service Closing Unexpectedly
Last time I looked, it was [EMAIL PROTECTED] ~~ Ondra Scott Loyd wrote: Yah, steam has been closing down unexpectedly on me too. I have a couple .mdmp files in my steam folder, from yesterday; who do we send these to again? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spektre Sent: Sunday, November 20, 2005 8:03 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Steam Service Closing Unexpectedly Any of you find folks notice Steam closing without warning? I've noticed it two or three times since last update, and several of my fellows have too. It closed and I didn't notice it until Hammer started returning white textures (cause it didn't have file system hooks anymore). The system tray icon was still there until I forced a GUI redraw by hovering my mouse over it. Very strange. It started up again fine, but it seems to do this unexpectedly and without warning. Talia ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux server error
Which game/mod is fw? ~~ Ondra Ignacio Martín wrote: I have managed to compile the mod under linux but when I try to run it with this command line: ./srcds_run -game fw +map sdk_vehicles -debug I get this error: Auto detecting CPU Using SSE2 Optimised binary. Enabling debug mode Auto-restarting the server on crash Console initialized. Attempted to create unknown entity type event_queue_saveload_proxy! Game.dll loaded for CounterStrike maxplayers set to 32 RCON Server bind failed (Cannot assign requested address) Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL else couldn't exec skill1.cfg Executing dedicated server config file ./srcds_run: line 344: 11054 Violación de segmento (core dumped) $HL_CMD /home/newen/srcds_l/core is not a core dump: No se reconoce el formato del fichero debug.cmds:1: Error in sourced command file: No stack. email debug.log to [EMAIL PROTECTED] sáb nov 19 15:33:53 CET 2005: Server restart in 10 seconds the debug.log file only shows this: -- CRASH: sáb nov 19 15:34:27 CET 2005 Start Line: ./srcds_i686 -game fw +map sdk_vehicles -debug Using host libthread_db library /lib/tls/i686/cmov/libthread_db.so.1. End of Source crash report -- has any one got any similar error? thank you for your help ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux server error
Hmm... there might be a bug in your game library; some command is trying to access a memory address it shouldn't. On Linux, you can let GDB (the GNU Debugger) help you a bit. First, open the Makefile of your project. Search to the line USER_CFLAGS= and add the parameter -g to the end (without the quotes). Type make to rebuild the library. This adds debugging symbols to simplify the whole debugging process. Don't forget to remove this flag when you're ready to distribute your mod, since it adds to the library's file size. (You can keep it on for public betas, though, since the objective of them is to test your mod before you tag it with gold status.) Next, you might have to do a few modifications to the srcds_run script, since Valve didn't include a simple method of invoking the game with GDB instead of forcing us to read core dumps only after the program dies. The easiest way would be a small hack to implement at the line 'HL_CMD=$HL $PARAMS'; change this line to read: HL_CMD=$GDB --args $HL $PARAMS (This time with the quotes.) If you are good at shell scripting, you can modify the script to accept a parameter to make it run with GDB only if you want it. GDB is good, but it slows down the whole server significantly and so should be only used for testing purposes when speed doesn't matter. Anyways, now that you have done this, call srcds_run again. You will get something along these lines: GNU gdb 6.3 [...] There is absolutely no warranty for GDB. Type show warranty for details. (gdb) To start the server, simply type run and press Enter. You can interact normally with the server (except for the occasional GDB messages as [New Thread 1075250880 (LWP 11478)]) until the segmentation fault happens again. Once your program crashes, GDB will output something like this (note that this is not the Half-Life 2 code I'm debugging here): Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 1088181824 (LWP 10273)] Sector::get_total_badguys (this=0x0) at sector.cpp:820 820 if (badguy-countMe) Now that you can see where the bug happened, you can go along fixing it. For example, in my case, I never test if the object badguy is valid after a static_cast. The line should rather be if (badguy badguy-countMe). You may also want to see the call stack (which function called which function) after your program is halted by the kernel. To do this, type where without the quotes at the (gdb) prompt after the segmentation fault happened. To stop debugging and quit GDB, type quit (yet again without the quotes) at the (gdb) prompt and confirm that you want to stop the application by pressing Y. (You might need to press a different button depending on your locale and language setting.) I hope this helped. If not, don't hesitate to post again. ~~ Ondra Ignacio Martín wrote: well, its our mod, called firewar ;) 2005/11/19, Ondřej Hošek [EMAIL PROTECTED]: Which game/mod is fw? ~~ Ondra Ignacio Martín wrote: I have managed to compile the mod under linux but when I try to run it with this command line: ./srcds_run -game fw +map sdk_vehicles -debug I get this error: Auto detecting CPU Using SSE2 Optimised binary. Enabling debug mode Auto-restarting the server on crash Console initialized. Attempted to create unknown entity type event_queue_saveload_proxy! Game.dll loaded for CounterStrike maxplayers set to 32 RCON Server bind failed (Cannot assign requested address) Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL else couldn't exec skill1.cfg Executing dedicated server config file ./srcds_run: line 344: 11054 Violación de segmento (core dumped) $HL_CMD /home/newen/srcds_l/core is not a core dump: No se reconoce el formato del fichero debug.cmds:1: Error in sourced command file: No stack. email debug.log to [EMAIL PROTECTED] sáb nov 19 15:33:53 CET 2005: Server restart in 10 seconds the debug.log file only shows this: -- CRASH: sáb nov 19 15:34:27 CET 2005 Start Line: ./srcds_i686 -game fw +map sdk_vehicles -debug Using host libthread_db library /lib/tls/i686/cmov/libthread_db.so.1. End of Source crash report -- has any one got any similar error? thank you for your help ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?
I quote from my previous e-mail: Firstly, are there any hopes of the SDK source code being accessible via the Linux Steam client too sometime, maybe as a game restricted to HL2 buyers? I deduced from the readme file that this should be now possible if a username and password is supplied. Secondly, I have been trying to port VBSP to Linux. Unfortunately, there is one stone of the puzzle of actually being able to compile and link it, and that's utils/common/threads.cpp. Currently, it seems that only the Win32 threading system is included in the file, and since I expect e.g. the Linux dedicated server supporting multiple threads and, consequentially, Valve having a file with the pthread bindings somewhere, I would like to politely ask the Valve employees who monitor this list if they could include it in the upcoming SDK beta. ~~ Ondra Hosek Alfred Reynolds wrote: What pleas? We are working on an update to get the code base to compile under VS.NET 2005, this should help with GCC 4.x also. - Alfred Ondrej Hošek wrote: It went along the lines of make it compile, copy server_i486.so over to the server and ./srcds_run. Purely trial-and-error. Seems like the ABI differences are minimal, if any. (I hope it'll stay that way for the next few versions.) If Valve decides to move to GCC 4, I'm ready to trade a .diff file for a thank you (and maybe the right to brag about having been helpful ;-)). As I said, I just need to try compiling with Microsoft's C++ compiler first, since it's not my objective to destroy things for one group just to make them work for the other. (At least not in this case.) Any chances of my two pleas having been heard by the higher powers? Have a nice day, ~~ Ondra Hosek Alfred Reynolds wrote: The C++ ABI differs in GCC 4.x from GCC 3.x, last time I tried it was not possible to run a mod compiled with 4.x (as C++ interfaces are passed from it to our GCC 3.x compiled binaries). How did you solve that? - Alfred Ondrej Hošek wrote: Greetings to fellow list members, Recently, I have managed to coerce the code released with the Half-Life 2 SDK to compile on Linux with GCC 4.0.2 without -fpermissive and with -Wall -Werror (both mod and plugin targets). I will release this modified code later on after incorporating the changes of the upcoming SDK beta and ensuring that the code still compiles with Microsoft's C++ compiler. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?
Greetings to fellow list members, Recently, I have managed to coerce the code released with the Half-Life 2 SDK to compile on Linux with GCC 4.0.2 without -fpermissive and with -Wall -Werror (both mod and plugin targets). I will release this modified code later on after incorporating the changes of the upcoming SDK beta and ensuring that the code still compiles with Microsoft's C++ compiler. Apart from this news, I have two questions best classified as wishes. Firstly, are there any hopes of the SDK source code being accessible via the Linux Steam client too sometime, maybe as a game restricted to HL2 buyers? I deduced from the readme file that this should be now possible if a username and password is supplied. Secondly, I have been trying to port VBSP to Linux. Unfortunately, there is one stone of the puzzle of actually being able to compile and link it, and that's utils/common/threads.cpp. Currently, it seems that only the Win32 threading system is included in the file, and since I expect e.g. the Linux dedicated server supporting multiple threads and, consequentially, Valve having a file with the pthread bindings somewhere, I would like to politely ask the Valve employees who monitor this list if they could include it in the upcoming SDK beta. Thank you, ~~ Ondra Hosek (VDC's RavuAlHemio) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling on GCC4, threads.cpp with pthread implementation?
It went along the lines of make it compile, copy server_i486.so over to the server and ./srcds_run. Purely trial-and-error. Seems like the ABI differences are minimal, if any. (I hope it'll stay that way for the next few versions.) If Valve decides to move to GCC 4, I'm ready to trade a .diff file for a thank you (and maybe the right to brag about having been helpful ;-)). As I said, I just need to try compiling with Microsoft's C++ compiler first, since it's not my objective to destroy things for one group just to make them work for the other. (At least not in this case.) Any chances of my two pleas having been heard by the higher powers? Have a nice day, ~~ Ondra Hosek Alfred Reynolds wrote: The C++ ABI differs in GCC 4.x from GCC 3.x, last time I tried it was not possible to run a mod compiled with 4.x (as C++ interfaces are passed from it to our GCC 3.x compiled binaries). How did you solve that? - Alfred Ondrej Hošek wrote: Greetings to fellow list members, Recently, I have managed to coerce the code released with the Half-Life 2 SDK to compile on Linux with GCC 4.0.2 without -fpermissive and with -Wall -Werror (both mod and plugin targets). I will release this modified code later on after incorporating the changes of the upcoming SDK beta and ensuring that the code still compiles with Microsoft's C++ compiler. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 SDK Help
http://www.valve-erc.com/srcsdk/Code/AlternativeMultiplayerPhysics.html Hope this might be some help. ~~ Ondra Martin E.T. Misuth wrote: Thank you Ondra but it seemed to be caused by wrong compiler switches. I now used project file from this thread at http://www.sourcewiki.org/viewtopic.php?t=60 but I am getting an error describet here http://www.sourcewiki.org/viewtopic.php?t=113. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 SDK Help
Try searching for this fuction via MSDN (they are mostly called programmatically like their compiled counterparts without the prefix, so __imp__GetProcessName will be called GetProcessName). The MSDN has data about the header and library every function is in. http://msdn.microsoft.com/library/default.asp ~~ Ondra Martin E.T. Misuth wrote: I would like to use Code::Blocks instead of VC2005 Beta. I got further now, I set the paths PlatformSDK\inc for includes and PlatformSDK\libs, same for DX too. Now everything compiles fine but in the linking stage I get plenty of errors of type LNK2001 with funcs and object methods prefixed by ___imp___ prefix. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders