Re: [hlcoders] [Base 2013 SDK / Stock Prerelease 2013 SDK] VPhysics Bug - Assured vphysics.dll hang/crash when physics objects enter specific area in a map
Hi Ryan, I can confirm that the issue doesn't appear if that sphere is recompiled on the latest build tools. I can only hope that the issue is due to the older engine the map was compiled for, your findings do make me confident enough that it's hopefully a one-off with the map. In my attempts to discover the cause, I managed to prevent the issue if I either disabled the physics shadow (thus there was no interaction at the physics engine level), or removed any velocity for the physics object. Like you said as well, phys_timescale also prevents it. These factors do imply a solver issue. I'll just have to disable the physics shadow in this one map to prevent the issue (as it's a custom map made by a player and the original author may be unable or unwilling to recompile it) and attempt to prevent server ops from spawning physics objects into the map. If maps are simply played in a SDK2013 mod that were compiled for the older engine and this crash occurs, it may still indicate a bug in the physics engine for those with the power to fix it. It would be best for collision detection to fail rather than crash like this. For me though, I seem to have a way forward now. Thanks a lot for your help! Best regards :) Peter From: hlcoders-boun...@list.valvesoftware.com <hlcoders-boun...@list.valvesoftware.com> on behalf of Ryan Kistner <azuisl...@gmail.com> Sent: 02 March 2016 01:58 To: Discussion of Half-Life Programming Subject: Re: [hlcoders] [Base 2013 SDK / Stock Prerelease 2013 SDK] VPhysics Bug - Assured vphysics.dll hang/crash when physics objects enter specific area in a map Hello Peter, Tracing your crash puts me in IVP_Mindist_Minimize_Solver::p_minimize_PP(IVP_Compact_Edge const*, IVP_Compact_Edge const*, IVP_Cache_Ledge_Point*, IVP_Cache_Ledge_Point*), which is far enough into IVP to suggest a corrupt physics state or unsolvable interaction. In this case, I believe the physics mesh from the displacement sphere is the source of the problem: https://dl.dropboxusercontent.com/u/759758/kz_displacement_sphere2.jpg I can't seem to rebuild a map with the same broken physics though. You can confirm that Things Are Bad by setting phys_timescale 0 and trying to walk around in the sphere area, you will collide with the mesh sphere, confirming that it is indeed a physics mesh in play. On 2/29/2016 3:52 PM, Peter McKeown wrote: > Hi everyone (and hopefully Valve), > > > I've been trying to track a strange crash and heap corruption issue in my > mod, the problem only manifested itself after re-enabling the player's > physics shadow. The problem is only reliably able to be produced in one area > in a certain map, I put this down to heap corruption, but on a hunch I tested > the same area in a fresh SDK mod using the prerelease beta and the same issue > occurs - the stack trace always ends in vphysics.dll . > > > https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg > > [https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg] > > > The hang / crash happens under the following circumstances: > >* The player activates noclip and then flies into the crash sphere, and > then deactivates noclip while inside it. The crash is caused by the player's > physics shadow. >* A large physics object such as the airboat enters the large physics > crash zone near the sphere. >* A small physics object moves near the sphere. I tested this by placing > a physics object with prop_physics_create on a block next to the sphere, it > rested there fine. I pushed it towards the sphere and the literal instant it > moved, the game froze. >* Simply moving in that area with an active physics shadow has a chance > to crash the game, sometimes the crash occurs due to heap corruption. > > I'm almost certainly sure it's not an issue with map entities. I deleted all > map entities such as triggers and func_ entities to be sure. One thing that > may be responsible is that this map was compiled for use in SDK Base 2006. > The issue appears to happen on other maps too, but I haven't been able to > reproduce it. The other affected maps may also be SDK 2006 maps. Apart from > this, the maps function completely fine. > > > This is the map that causes the crash. I can upload crash dumps if Valve need > them, but it should be possible to reproduce the crash as the issue happens > with the stock SDK. > > https://dl.dropboxusercontent.com/u/9880670/kz_bhop_minimalism.bsp > > > Hopefully the problem can be resolved without changes to the SDK code. If so, > please update the standard SDK vphysics as well as the prerelease one - many > modders, myself included, are avoiding updating to the latest SDK because of > not wanting to inconvenience players by having to switch t
[hlcoders] [Base 2013 SDK / Stock Prerelease 2013 SDK] VPhysics Bug - Assured vphysics.dll hang/crash when physics objects enter specific area in a map
Hi everyone (and hopefully Valve), I've been trying to track a strange crash and heap corruption issue in my mod, the problem only manifested itself after re-enabling the player's physics shadow. The problem is only reliably able to be produced in one area in a certain map, I put this down to heap corruption, but on a hunch I tested the same area in a fresh SDK mod using the prerelease beta and the same issue occurs - the stack trace always ends in vphysics.dll . https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg [https://dl.dropboxusercontent.com/u/9880670/minimalism_crashzone.jpg] The hang / crash happens under the following circumstances: * The player activates noclip and then flies into the crash sphere, and then deactivates noclip while inside it. The crash is caused by the player's physics shadow. * A large physics object such as the airboat enters the large physics crash zone near the sphere. * A small physics object moves near the sphere. I tested this by placing a physics object with prop_physics_create on a block next to the sphere, it rested there fine. I pushed it towards the sphere and the literal instant it moved, the game froze. * Simply moving in that area with an active physics shadow has a chance to crash the game, sometimes the crash occurs due to heap corruption. I'm almost certainly sure it's not an issue with map entities. I deleted all map entities such as triggers and func_ entities to be sure. One thing that may be responsible is that this map was compiled for use in SDK Base 2006. The issue appears to happen on other maps too, but I haven't been able to reproduce it. The other affected maps may also be SDK 2006 maps. Apart from this, the maps function completely fine. This is the map that causes the crash. I can upload crash dumps if Valve need them, but it should be possible to reproduce the crash as the issue happens with the stock SDK. https://dl.dropboxusercontent.com/u/9880670/kz_bhop_minimalism.bsp Hopefully the problem can be resolved without changes to the SDK code. If so, please update the standard SDK vphysics as well as the prerelease one - many modders, myself included, are avoiding updating to the latest SDK because of not wanting to inconvenience players by having to switch to the SDK beta, and that problem is compounded if they have many mods where some use the beta and some don't. The best solution would be to have a Source SDK Base 2016, this would make it a matter of simply changing the appid in gameinfo.txt to get players on the right engine version. Hopefully you see this and can fix the issue! Regards, Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Here's a challenge!
Well, I'd like to try and help you. No promises on a solution, but I'll take a look at it. From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Wed, 29 Jul 2015 09:24:01 +0200 Subject: Re: [hlcoders] Here's a challenge! Yes, sorry. I already received some ideas I am hoping will solve the problem, but I have some more important stuff to sort out before I can get back to the MOD.Since this will take some time, before release, I did not want to leave it online. But if anybody is particularly interested to try it out than throw me a message and I'll gladly share it. Br,PeterFrom: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Tue, 28 Jul 2015 18:34:39 +0100 Subject: Re: [hlcoders] Here's a challenge! Link is 404'ing, did you delete the upload? From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Tue, 28 Jul 2015 06:32:35 +0200 Subject: Re: [hlcoders] Here's a challenge! Thank you Boncey.Probably not the problem, but I'll check those anyway. Br,Peter From: bon...@thewarpdimension.com Date: Tue, 28 Jul 2015 01:31:40 + To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Here's a challenge! Have you made sure that radius culling is off before compiling, as that only compiles your camera radius and can easily catch you off guard. Also make sure to realign your skyboxes to grid. (Click on them in 2D, Right Click - Snap To Grid). Hope this helps! On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics purban...@hotmail.com wrote: Hi All, Some of you might remember me previously asking for help in building my already finished MOD:http://www.moddb.com/mods/hangover 2 people volunteered at some point, to help but as the ancient Chinese saying goes: they both disappeared like gray mule in the fog. I packed up the whole thing: the version that now runs with the new SDK in Hammer but won't compile for some unknown reason, throwing up bullshit errors.Nothing has changed and these maps compiled with the old SDK about 2-3 yeas ago.Please, anybody who think they have what it takes to compile a few levels, check it out and help figuring out what is missing:https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0unpack password is: release_this_!!!I would simply like to smack 4-5 graffiti onto some walls, build and release it, hoping some of the original watchers are still alive and would like to check it out. Thanks in advance,Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Here's a challenge!
Link is 404'ing, did you delete the upload? From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Tue, 28 Jul 2015 06:32:35 +0200 Subject: Re: [hlcoders] Here's a challenge! Thank you Boncey.Probably not the problem, but I'll check those anyway. Br,Peter From: bon...@thewarpdimension.com Date: Tue, 28 Jul 2015 01:31:40 + To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Here's a challenge! Have you made sure that radius culling is off before compiling, as that only compiles your camera radius and can easily catch you off guard. Also make sure to realign your skyboxes to grid. (Click on them in 2D, Right Click - Snap To Grid). Hope this helps! On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics purban...@hotmail.com wrote: Hi All, Some of you might remember me previously asking for help in building my already finished MOD:http://www.moddb.com/mods/hangover 2 people volunteered at some point, to help but as the ancient Chinese saying goes: they both disappeared like gray mule in the fog. I packed up the whole thing: the version that now runs with the new SDK in Hammer but won't compile for some unknown reason, throwing up bullshit errors.Nothing has changed and these maps compiled with the old SDK about 2-3 yeas ago.Please, anybody who think they have what it takes to compile a few levels, check it out and help figuring out what is missing:https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0unpack password is: release_this_!!!I would simply like to smack 4-5 graffiti onto some walls, build and release it, hoping some of the original watchers are still alive and would like to check it out. Thanks in advance,Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Solution to laggy first-person spectating
You do not seem to understand what I'm talking about. m_iv_angEyeAngles will not be interpolated if ShouldInterpolate() returns false. Please study carefully how the game's interpolation system works. m_angEyeAngles will not appear smoothly updated to a spectator if m_iv_angEyeAngles is not being interpolated due to ShouldInterpolate() returning false. Date: Sun, 31 May 2015 02:37:01 +0100 From: st...@swires.me To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Solution to laggy first-person spectating Your fix is a hack, not a fix, let's get that right for a start. If you look at the code around it, you'll see that m_iv_angEyeAngles sets up interpolation on m_angEyeAngles, which is a networked copy of a player's eye angles which is sent to everyone but the local player. In C_HL2MPPlayer, the interpolated version is used in ::PreThink and ::EyeAngles also has an override. This makes eye angles in spectator interpolated (ie. smooth) and is Valve's way of implementing this. You probably derived from CBasePlayer or CBaseMultiplayerPlayer and didn't set this up, which again isn't an engine thing. On Sun, May 31, 2015 at 2:31 AM, Peter McKeown pmckeown2...@hotmail.com wrote: I'm not seeing how what you posted is relevant, the declaration of m_angEyeAngles is fine, but no interpolated variables are processed for a spectated player if ShouldInterpolate() returns false, which it does in some cases when spectating a player in first person. I haven't tracked down exactly why since this is a simple fix, most likely their viewmodels (which are visible, the spectator target is not rendered in first person) is chain requiring interpolation and that keeps m_angEyeAngles going. Date: Sun, 31 May 2015 02:25:52 +0100 From: st...@swires.me To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Solution to laggy first-person spectating It's not a bug with the code base and that isn't the proper way to fix it. This is how Valve's games handle it: https://github.com/ValveSoftware/source-sdk-2013/search?utf8=%E2%9C%93q=m_iv_angEyeAngles On Sun, May 31, 2015 at 2:21 AM, Peter McKeown pmckeown2...@hotmail.com wrote: Greetings everyone, There is a bug with the codebase where in some situations the first person spectating of other players can become very laggy, as interpolation for m_angEyeAngles stops. This bug is present in TF2's code as well as I've seen it there too. The issue is that the player's ShouldInterpolate() doesn't take into account if the local player is spectating this player or not, causing it to no longer have it's interpolated variables (like m_iv_angEyeAngles) processed. I've been hunting this bug for a while in my mod and finally solved it, and I figured I'd share the solution here: In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this at the bottom above BaseClass::ShouldInterpolate(): if ( GetLocalPlayer() GetLocalPlayer()-GetObserverTarget() == this ) return true; This will fix it. Hope this helps! Note: I didn't look too much into this, but the spectating of players is done via CalcView which doesn't appear to change what render-GetViewEntity() would return - the entity returned by this always interpolated, which would seem to be the intended way for this to work, but doesn't. Regards, Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Solution to laggy first-person spectating
Greetings everyone, There is a bug with the codebase where in some situations the first person spectating of other players can become very laggy, as interpolation for m_angEyeAngles stops. This bug is present in TF2's code as well as I've seen it there too. The issue is that the player's ShouldInterpolate() doesn't take into account if the local player is spectating this player or not, causing it to no longer have it's interpolated variables (like m_iv_angEyeAngles) processed. I've been hunting this bug for a while in my mod and finally solved it, and I figured I'd share the solution here: In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this at the bottom above BaseClass::ShouldInterpolate(): if ( GetLocalPlayer() GetLocalPlayer()-GetObserverTarget() == this ) return true; This will fix it. Hope this helps! Note: I didn't look too much into this, but the spectating of players is done via CalcView which doesn't appear to change what render-GetViewEntity() would return - the entity returned by this always interpolated, which would seem to be the intended way for this to work, but doesn't. Regards, Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Solution to laggy first-person spectating
Greetings everyone, There is an intermittent bug with the codebase where in some situations the first person spectating of other players can become very laggy, as interpolation for m_angEyeAngles stops. This problem is most easily found when the spectator target's viewmodel is hidden and thus isn't requiring interpolation (meaning there is no reason to interpolate the parent player either). This bug is present in TF2's code as well as I've seen it there too. The issue is that the player's ShouldInterpolate() doesn't take into account if the local player is spectating this player or not, causing it to no longer have it's interpolated variables (like m_iv_angEyeAngles) processed. I've been hunting this bug for a while in my mod and finally solved it, and I figured I'd share the solution here: In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this at the bottom above BaseClass::ShouldInterpolate(): if ( GetLocalPlayer() GetLocalPlayer()-GetObserverTarget() == this ) return true; This will fix it. Hope this helps! Note: I didn't look too much into this, but the spectating of players is done via CalcView which doesn't appear to change what render-GetViewEntity() returns - the entity returned by this always interpolated, which would seem to be the intended way for this to work, but doesn't in practice. Regards, Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Solution to laggy first-person spectating
I'm not seeing how what you posted is relevant, the declaration of m_angEyeAngles is fine, but no interpolated variables are processed for a spectated player if ShouldInterpolate() returns false, which it does in some cases when spectating a player in first person. I haven't tracked down exactly why since this is a simple fix, most likely their viewmodels (which are visible, the spectator target is not rendered in first person) is chain requiring interpolation and that keeps m_angEyeAngles going. Date: Sun, 31 May 2015 02:25:52 +0100 From: st...@swires.me To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Solution to laggy first-person spectating It's not a bug with the code base and that isn't the proper way to fix it. This is how Valve's games handle it: https://github.com/ValveSoftware/source-sdk-2013/search?utf8=%E2%9C%93q=m_iv_angEyeAngles On Sun, May 31, 2015 at 2:21 AM, Peter McKeown pmckeown2...@hotmail.com wrote: Greetings everyone, There is a bug with the codebase where in some situations the first person spectating of other players can become very laggy, as interpolation for m_angEyeAngles stops. This bug is present in TF2's code as well as I've seen it there too. The issue is that the player's ShouldInterpolate() doesn't take into account if the local player is spectating this player or not, causing it to no longer have it's interpolated variables (like m_iv_angEyeAngles) processed. I've been hunting this bug for a while in my mod and finally solved it, and I figured I'd share the solution here: In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this at the bottom above BaseClass::ShouldInterpolate(): if ( GetLocalPlayer() GetLocalPlayer()-GetObserverTarget() == this ) return true; This will fix it. Hope this helps! Note: I didn't look too much into this, but the spectating of players is done via CalcView which doesn't appear to change what render-GetViewEntity() would return - the entity returned by this always interpolated, which would seem to be the intended way for this to work, but doesn't. Regards, Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Solution to laggy first-person spectating
Apologies for the double post, encountered an error in Outlook. From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sun, 31 May 2015 02:27:42 +0100 Subject: [hlcoders] Solution to laggy first-person spectating Greetings everyone, There is an intermittent bug with the codebase where in some situations the first person spectating of other players can become very laggy, as interpolation for m_angEyeAngles stops. This problem is most easily found when the spectator target's viewmodel is hidden and thus isn't requiring interpolation (meaning there is no reason to interpolate the parent player either). This bug is present in TF2's code as well as I've seen it there too. The issue is that the player's ShouldInterpolate() doesn't take into account if the local player is spectating this player or not, causing it to no longer have it's interpolated variables (like m_iv_angEyeAngles) processed. I've been hunting this bug for a while in my mod and finally solved it, and I figured I'd share the solution here: In c_baseplayer.cpp, go to the ShouldInterpolate() function, and add this at the bottom above BaseClass::ShouldInterpolate(): if ( GetLocalPlayer() GetLocalPlayer()-GetObserverTarget() == this ) return true; This will fix it. Hope this helps! Note: I didn't look too much into this, but the spectating of players is done via CalcView which doesn't appear to change what render-GetViewEntity() returns - the entity returned by this always interpolated, which would seem to be the intended way for this to work, but doesn't in practice. Regards, Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Getting back to my MOD after 2 years
Hi again, The FGD determines what entities are available (i.e. what shows up in the entity list, what keyvalues they have) and so on. Actually loading content, like models and textures, is done via mounting the other game's .vpks as search paths in the gameinfo. Have you mounted the EP2 vpks and so on? You will need something like this in the gameinfo (I think you already had them, but commented them out): game |all_source_engine_paths|ep2/ep2_english.vpkgame |all_source_engine_paths|ep2/ep2_pak.vpkgame |all_source_engine_paths|episodic/ep1_english.vpkgame |all_source_engine_paths|episodic/ep1_pak.vpk You may also want to mount the other game's folders, as well as the vpks. The folders contain misc files that may be useful to your mod, such a font files and localisation files. game|all_source_engine_paths|ep2game |all_source_engine_paths|episodic Be aware that the order you mount files matters, with I believe the higher up mounts having priority over the lower ones. This means that files such as the ep2 models with the same name as ep1 ones will load the ep2 variant. As some of Valve's model animations were changed in EP2, compared to say, HL2, you might find missing animations if EP2 removed animations that existed in HL2 depending on what you are trying to accomplish. Files in the gameinfo folder (i.e. hangover's mod folder) will have priority over all external content as long as the |gameinfo_path| remains above all other mounts. Hope this helps! Peter From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sun, 28 Dec 2014 09:01:51 +0100 Subject: Re: [hlcoders] Getting back to my MOD after 2 years Hi, Great info, thanks!Some progress was made. So I added this to the GameConfig.txt Hangover { GameDir C:\Program Files (x86)\Steam\steamapps\sourcemods\HangoverHammer { GameData0 C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\halflife2.fgd TextureFormat 5 MapFormat 4 DefaultTextureScale 0.25 DefaultLightmapScale 16GameExe C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2.exe DefaultSolidEntity func_detail DefaultPointEntity info_player_start BSP C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe Vis C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe Light C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe GameExeDir C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer MapDir C:\Hangover\mapsrcBSPDir C:\Program Files (x86)\Steam\steamapps\sourcemods\Hangover\maps CordonTexture tools\toolsskybox MaterialExcludeCount 0 } } which is in:C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin Then if I run the hammer.exe there, now it does not ask anymore which config to start with but in the options it is set to Hangover so I guess it uses that.Now I can finally see my custom Hangover models in the model browser.It looks like the ones that have custom textures are textured but the ones that use textures from other Half Life products are just displayed with the black-pink checker texture.Unfortunately now every other model (which are not Hangover custom stuff but probably from EP1, 2, Orange Box, like trees, logs, rocks...) are still missing and displayed as ERROR texts. I tried adding some more Game Data Files directory paths in the options to the Hangover config but it did not change anything.It adds them to the GameConfig.txt like so: GameData0 C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\base.fgd GameData1 C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\bin\halflife2.fgdGameData2 C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2
Re: [hlcoders] Getting back to my MOD after 2 years
Hi, Unless I've misread the problem, you said earlier you are starting Hammer with the Half-Life 2: Episode 2 configuration, that seems to be what the problem is. If you are making your own mod (with content in it's own folder in the SourceMods folder), you will need to create a custom Hammer configuration for it. You can do this within hammer, but the easiest way is to go to the SDK Base 2013/bin folder of your choice, and open GameConfig.txt . Make a copy of one of the existing configs, and paste it within the file, and edit the paths and names to reference your mod. Launch hammer with your game select and that should fix your missing content problem. Hope this helps, apologies if I've gotten your problem wrong. Best regards. Date: Fri, 19 Dec 2014 12:55:24 -0600 From: xnicho...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years This problem could be solved by allowing developers access to the closed source filesystem dlls. Or valve could actually program their closed source filesystem dlls with MASSIVE verbosity. I mean line by line verbosity so that mod developers know exactly what is happening when steam goes through each line of gameinfo txt. gameinfo.txt produces zero output. It is controlled by a blackbox software with no output only failure messages and obviscation.. please make it extremely verbose line by line so us developers wont have to spend hours trying to figure it out... On Wed, Dec 17, 2014 at 8:28 AM, Peter Urbanics purban...@hotmail.com wrote: Hi, It's been a long time. :-)I wasn't lazy, just working on other stuff and have pretty low motivation for Hammer with this crap I am facing. :-( --I start hammer.exe fromC:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\binwith the Half-Life 2: Episode Two game configurationthan it seems like I am only missing my mod specific stuff:http://www.mediafire.com/view/56l5i88dw5ck44j/hangover_just_own_stuff_missing.png How do I add those back? Why does it not find those? My gaminfo txt looks like this: GameInfo{ nameHangovergame Hangover title Hangover typesingleplayer_only developer Peter Urbanicsdeveloper_url http://sites.google.com/site/purbanics/;icon icon/hangover_icon // gamelogo 1 // nodifficulty 1 // Hides the difficulty tab nodegraph 0 // When false, prevents the engine from creating nodegraphs. FileSystem { SteamAppId 243730 // Source SDK Base 2013 Singleplayer SearchPaths { // No /custom/ folders because they can interfere with mod content and shouldn't be in mod gameinfo. game+mod+mod_write+default_write_path |gameinfo_path|. // Mod gamebin |gameinfo_path|bin // Mod's Binaries // Base Half-Life 2 Content: ep2, episodic, hl2 game_lv |all_source_engine_paths|hl2/hl2_lv.vpk// game |all_source_engine_paths|ep2/ep2_english.vpk// game |all_source_engine_paths|ep2/ep2_pak.vpk// game |all_source_engine_paths|episodic/ep1_english.vpk// game |all_source_engine_paths|episodic/ep1_pak.vpk game |all_source_engine_paths|hl2/hl2_english.vpkgame |all_source_engine_paths|hl2/hl2_pak.vpk game |all_source_engine_paths|hl2/hl2_textures.vpk game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk game |all_source_engine_paths|hl2/hl2_sound_misc.vpk game |all_source_engine_paths|hl2/hl2_misc.vpk platform |all_source_engine_paths|platform/platform_misc.vpk // TODO; find out what is it and why it's here// game |all_source_engine_paths|ep2// game|all_source_engine_paths|episodic game |all_source_engine_paths|hl2platform
Re: [hlcoders] Sound issues
Hi Jan Sorry if this is late, but looking at the design of UTIL_EmitSoundSuit, it uses a CPASAttenuationFilter which will attempt to send the sound to all players within audible range, which is probably why you can hear the sound if you are close enough to the player. To fix it, replace the CPASAttentuationFilter with a CSingleUserRecipientFilter. A CSingleUserRecipientFilter expects a CBasePlayer in the constructor, so cast to a player at GetContainingEntity( entity ). Peter Date: Mon, 13 Oct 2014 20:30:07 +0200 From: amo...@online.de To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Sound issues Hi Jan, regarding your first issue I can say that Source SDK Base 2007 has the same issue. We had this issue in our Mod a couple of times a few weeks before you posted your message. I have not yet investigated it though. Ben On 18.08.2014 16:07, Jan Hartung wrote: Hi list, Some weird things are going on with the sound in our SDK 2013 MP based mod. First, there is a map with a looped sound in it, the entity is placed in the center of the map and can be heard everywhere (it’s a small map and the volume is high enough). Now, it sometimes happens that when I kill a bot, this sound’s origin jumps to the place where I currently am. It may jump to its original position when the next round starts or stays there for a few rounds. At times, not related to any kill, the sound also duplicates, so you can hear it twice while the two “copies” are out of sync. The second thing is that we got an announcer in the game, so there are sounds which are played to every player. We loop through the players and use UTIL_EmitSoundSuit in order to do so. The announcer received an overhaul just recently, which also added multiple sounds for the same event, which are set up as rndwave in the sound script. Since then I notice, that whenever I stand close enough to another player, I can hear the announcer’s line, which is played to the other player. However, UTIL_EmitSoundSuit is supposed to play a sound audible to the player itself, judging by the function’s comment. Has anyone seen these issues? Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Possible 2013 Engine bug: Looping sounds stay in sound list outside of audible range
Hello everyone, I've found what seems to be a bug with the engine relating to looping sounds from ambient_generics (yellow sounds on snd_show 2). When testing my mod, which is based on Source SDK Base 2013 Multiplayer, I noticed that some map sounds weren't playing, and the console was being filled with total_channels == MAX_CHANNELS messages. I investigated using snd_show 2 and it seems that every flavor sound ambient_generic that played a fire sound (as there was lots of torches in the map with a small fire sound next to it) was in the sound list (thus showing up on snd_show 2), regardless of whether or not the sound was actually audible - every ambient_generic playing a looping sound anywhere on the map is in the list. These sounds can't actually be heard audibly. This isn't the same behavior that was in Source SDK Base 2006, as running the map there, sounds from ambient_generics only appear in the sound list if you get close enough to actually hear them. The trail in the mod code ends at engine-EmitAmbientSound(), so on a hunch I investigated Half-Life 2 and found this: If the map d2_prison_06 is loaded, there are two constantly looping ambient_generics, combine_shield_loop3.wav, coming from combine shield walls. If the map is loaded in Source SDK Base 2006, if you noclip far away enough from the map, they disappear from the sound list, as expected as they cannot possibly be heard. If you load the map in Half-Life 2 though, which has the new engine code, no matter how far away you noclip, the sound is always showing in snd_show 2. Finally, I investigated Team-Fortress 2's map koth_sawmill, which has looping ambient_generic saw sounds, and those play in the sound list regardless of where you are anywhere in the map, or noclipping out of the map. The problem is definitely with ambient sounds from ambient_generics, as using stopsound, ent_fire to stop the sound of ambient_generics, then playing the sounds again, results in the sounds returning to the sound list well out of audible range. The issue going from there appears to be with engine-EmitAmbientSound(). This normally wouldn't be a problem if a map has a small amount of looping ambient sounds, but if the map does have a lot (like flavor sounds from fire), the sound list rapidly gets filled up and new sounds won't play, resulting in total_channels == MAX_CHANNELS, or audio glitches can be heard. Has anyone else encountered this problem? I'm sure this isn't something I've caused myself, because it happens in Half-Life 2 and Team-Fortress 2 as well. One other note is that the l and r columns of each sound seem to increase when they should be audible, and this coincides with them appearing in sound list in SDK 2006. In 2013 though, both l and r are 0, yet still playing. Please note that noclipping outside the map does not cause this bug, in fact it causes sounds to stop being played in the 2006 engine. A screenshot of a map suffering from this bug with snd_show 2 and snd_visualize output is available at http://i.imgur.com/MCraGiA.jpg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers )
Excellent! Thank you for listening group members and Valve. Best regards to you all. Date: Fri, 25 Jul 2014 13:11:10 +0300 From: geotav...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers ) This is fixed now in the latest steam client beta, see: http://steamcommunity.com/groups/SteamClientBeta/discussions/0/558749191428566603/ On 7/18/2014 4:30 AM, Peter McKeown wrote: This is still a problem, mods aren't showing up in the steam server browser (not the server, the game itself isn't being recognised as existant unless you launch the game). If you View game info on someone playing SDK Base 2013, it says what server they are playing and it shows the game as the mod in the server info, but steam itself isn't showing it. It seems there is some sort of bug in steam going on here, has anyone else noticed this? This is only for 3rd party mods that aren't in the steam store ( i.e. mods in the SourceMods folder ) as far as I can tell. From: eric.br...@dnbrown.net To: hlcoders@list.valvesoftware.com Date: Mon, 14 Jul 2014 22:48:22 + Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers ) So, my mod's server shows up in the server browser for me. (just checked today 7/14) I do have the same behavior where when I'm playing the game, the player status in Steam says SDK Base 2013 MultiplayerNobody actually plays the SDK, so it makes more sense for the mod's name to be there.. From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Mon, 14 Jul 2014 02:06:33 +0100 Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers ) Speaking of that, when playing a source mod, Steam Friends shows they are in game in the SDK Base the mod is based on, i.e In-Game: Source SDK Base 2013 Multiplayer, instead of saying In-Mod like it used to. Date: Sun, 13 Jul 2014 19:41:41 -0500 From: ben.lu...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers ) Additionally, mods of Alien Swarm are showing friends as playing mod: swarm no matter what mod they are playing. In Steam, playing a mod of Alien Swarm shows up as in mod: Alien Swarm. I'm pretty sure the root cause is the same in all cases. This apparently started happening in March. http://steamcommunity.com/groups/SteamClientBeta/discussions/0/558749191428566603/ On Sun, Jul 13, 2014 at 3:25 PM, Peter McKeown pmckeown2...@hotmail.com wrote: Greetings everyone, I apologise if this issue is already known on hlcoders, I haven't found any reference to it yet though - Mods no longer show up in the Steam server browser. This includes SDK base 2006, 2007 and 2013 MP mods. The issue started after a Steam update and persists (atleast for my mods) today. There has been some forum posts about it on the Steam forums but no one has found a solution yet. The mod files (i.e. gameinfo.txt) match the latest ones in the SDK github repository. Also, servers do show up in the ingame server browser, but not outside of it. This seems to be a bug with Steam, if there isn't
Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers )
This is still a problem, mods aren't showing up in the steam server browser (not the server, the game itself isn't being recognised as existant unless you launch the game). If you View game info on someone playing SDK Base 2013, it says what server they are playing and it shows the game as the mod in the server info, but steam itself isn't showing it. It seems there is some sort of bug in steam going on here, has anyone else noticed this? This is only for 3rd party mods that aren't in the steam store ( i.e. mods in the SourceMods folder ) as far as I can tell. From: eric.br...@dnbrown.net To: hlcoders@list.valvesoftware.com Date: Mon, 14 Jul 2014 22:48:22 + Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers ) So, my mod's server shows up in the server browser for me. (just checked today 7/14) I do have the same behavior where when I'm playing the game, the player status in Steam says SDK Base 2013 MultiplayerNobody actually plays the SDK, so it makes more sense for the mod's name to be there.. From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Mon, 14 Jul 2014 02:06:33 +0100 Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers ) Speaking of that, when playing a source mod, Steam Friends shows they are in game in the SDK Base the mod is based on, i.e In-Game: Source SDK Base 2013 Multiplayer, instead of saying In-Mod like it used to. Date: Sun, 13 Jul 2014 19:41:41 -0500 From: ben.lu...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers ) Additionally, mods of Alien Swarm are showing friends as playing mod: swarm no matter what mod they are playing. In Steam, playing a mod of Alien Swarm shows up as in mod: Alien Swarm. I'm pretty sure the root cause is the same in all cases. This apparently started happening in March. http://steamcommunity.com/groups/SteamClientBeta/discussions/0/558749191428566603/ On Sun, Jul 13, 2014 at 3:25 PM, Peter McKeown pmckeown2...@hotmail.com wrote: Greetings everyone, I apologise if this issue is already known on hlcoders, I haven't found any reference to it yet though - Mods no longer show up in the Steam server browser. This includes SDK base 2006, 2007 and 2013 MP mods. The issue started after a Steam update and persists (atleast for my mods) today. There has been some forum posts about it on the Steam forums but no one has found a solution yet. The mod files (i.e. gameinfo.txt) match the latest ones in the SDK github repository. Also, servers do show up in the ingame server browser, but not outside of it. This seems to be a bug with Steam, if there isn't a solution, I'll report it here. I'm using Windows 8.1 x64, and the last selected game in the game tab of the browser was a mod. Once it was opened, the game field is blank and it's showing all games now, as if mods are no longer valid in the list. Regards, Peter McKeown ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- Ben Lubar ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Mods no longer show up in Steam server browser ( Right click on steam, choose Servers )
Greetings everyone, I apologise if this issue is already known on hlcoders, I haven't found any reference to it yet though - Mods no longer show up in the Steam server browser. This includes SDK base 2006, 2007 and 2013 MP mods. The issue started after a Steam update and persists (atleast for my mods) today. There has been some forum posts about it on the Steam forums but no one has found a solution yet. The mod files (i.e. gameinfo.txt) match the latest ones in the SDK github repository. Also, servers do show up in the ingame server browser, but not outside of it. This seems to be a bug with Steam, if there isn't a solution, I'll report it here. I'm using Windows 8.1 x64, and the last selected game in the game tab of the browser was a mod. Once it was opened, the game field is blank and it's showing all games now, as if mods are no longer valid in the list. Regards, Peter McKeown ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Your version does not match the servers. Please restart the game.
Hi, thanks your your answer. The problem does not seem to occur for mods running on SDK Base 2007, so the issue seems to only happen for mods running on SDK Base 2006 (the engines under the tool tab of Steam). As for the appid, 320 is for Half-Life 2 Deathmatch, the appid we are using, 215, is for Source SDK Base 2006 and must be used for a mod. Half-Life 2 Deathmatch now runs on an unknown version of the engine and using that as the base for the mod would prevent players without HL2DM from playing and would most likely be incompatible with the mod code. Regards, Peter Date: Thu, 15 Nov 2012 15:18:02 -0600 From: xnicho...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. I don't think valve is going to update or fix the sdk. The last hl2mp sdk update was in 2007. Unless u can post your files somewhere I doubt anyone can really help u fix the bug. Aso if you are 2006 sdk, you need to use appid 320. On Mon, Nov 5, 2012 at 12:09 AM, Peter McKeown pmckeown2...@hotmail.com wrote: Hey guys, sorry to bump my own topic here, but this issue is still happening. Does anyone have any solution? The ideal solution would be for the code that does steam game version checking to ignore Source SDK Base 2006, but if I can just modify a file to fix the issue that would be great, so I really hope someone can help. Peter From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Thu, 18 Oct 2012 20:10:13 +0100 Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. Hey guys, thank you for the responses. I've tried testing with the exact same build time dlls and the issue is still persisting. It is possible to join using the steam server browser, it's just the ingame server browser and only with listen servers, not dedicated ones. I've seen this issue on hlcoders before and the solution was using a steam.inf file with various settings, or by copying it from another game, but this doesn't work anymore, clients still receive the version does not match the servers error. This issue only started when sv_master_legacy_mode was changed to 0, but this is required in order to get game servers listed, so I'm unsure what to do to fix this. Date: Thu, 18 Oct 2012 03:16:08 -0500 From: edman...@gmail.com To: amck...@yahoo.com; hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. very good advice. In English it is spelled cause On 10/18/12, Adam amckern McKern amck...@yahoo.com wrote: There could be a few issues - if your running nightly builds and use a version management system such as subversion, and your listen server is behind you in time (ie west coast v's east coast) then the server time is less then the build time - this will cayuse trouble (same as ztemp files). You need to make sure that your client server is running the same build of the dll as you, and its clock is the same, or latter then the time stamp on the file. Owner Nigredo Studios http://www.nigredostudios.com From: Peter McKeown pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Sent: Thursday, 18 October 2012 8:27 AM Subject: [hlcoders] Your version does not match the servers. Please restart the game. Hi guys, I'm really hoping someone can help me with this because I've tried many things and none of them have solved the problem: I'm the programmer for KZMod (which runs on Source SDK Base 2006) and I'm encountering this message when trying to join listen servers via the server browser. The message does not occur when joining dedicated servers running the same files nor does it occur when direct connecting to listen servers. Here is some more details: Recently a change was made involving sv_master_legacy_mode, I believe that the steam master servers no longer respond to legacy requests. This in itself isn't a problem, since setting sv_master_legacy_mode to 0 causes servers to be listed on the master server (although sv_master_legacy_mode defaults to 1 on Source SDK Base 2006, so servers are by default unlisted?), I programmed KZMod to do this automatically so it's not an issue. However, with this change to sv_master_legacy_mode 0 has come the version does not match error, and having read archives of this mailing list, I've tried using a steam.inf with just the appID in the file by itself at 215, which doesn't solve the problem, I've tried manually modifying the PatchVersion parameter which succeeds in making dedicated servers inacessible depending on the number compared to the client's, but doesn't allow access
Re: [hlcoders] Your version does not match the servers. Please restart the game.
Simply download Hidden:Source, a mod that also uses SDK Base 2006 also has this bug. Just get a friend to create a listen server on it, make sure the friend makes it sv_master_legacy_mode 0 so it's listed, and try and join using the ingame server browser. You'll get a version mismatch error message. Date: Wed, 21 Nov 2012 12:13:52 -0600 From: xnicho...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. 320 was the default for the 2006 sdk. Only when 2007 was released did the appid change. I wonder, is there enough files for someone to download to test for you? I would like to see this bug in action, I have enough experience debugging to be able to tell you if it is YOUR setup bug or every setup bug.. email me offlist if you could share me enough of a mod to actually test.. On Wed, Nov 21, 2012 at 9:59 AM, Peter McKeown pmckeown2...@hotmail.com wrote: Hi, thanks your your answer. The problem does not seem to occur for mods running on SDK Base 2007, so the issue seems to only happen for mods running on SDK Base 2006 (the engines under the tool tab of Steam). As for the appid, 320 is for Half-Life 2 Deathmatch, the appid we are using, 215, is for Source SDK Base 2006 and must be used for a mod. Half-Life 2 Deathmatch now runs on an unknown version of the engine and using that as the base for the mod would prevent players without HL2DM from playing and would most likely be incompatible with the mod code. Regards, Peter Date: Thu, 15 Nov 2012 15:18:02 -0600 From: xnicho...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. I don't think valve is going to update or fix the sdk. The last hl2mp sdk update was in 2007. Unless u can post your files somewhere I doubt anyone can really help u fix the bug. Aso if you are 2006 sdk, you need to use appid 320. On Mon, Nov 5, 2012 at 12:09 AM, Peter McKeown pmckeown2...@hotmail.com wrote: Hey guys, sorry to bump my own topic here, but this issue is still happening. Does anyone have any solution? The ideal solution would be for the code that does steam game version checking to ignore Source SDK Base 2006, but if I can just modify a file to fix the issue that would be great, so I really hope someone can help. Peter From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Thu, 18 Oct 2012 20:10:13 +0100 Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. Hey guys, thank you for the responses. I've tried testing with the exact same build time dlls and the issue is still persisting. It is possible to join using the steam server browser, it's just the ingame server browser and only with listen servers, not dedicated ones. I've seen this issue on hlcoders before and the solution was using a steam.inf file with various settings, or by copying it from another game, but this doesn't work anymore, clients still receive the version does not match the servers error. This issue only started when sv_master_legacy_mode was changed to 0, but this is required in order to get game servers listed, so I'm unsure what to do to fix this. Date: Thu, 18 Oct 2012 03:16:08 -0500 From: edman...@gmail.com To: amck...@yahoo.com; hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. very good advice. In English it is spelled cause On 10/18/12, Adam amckern McKern amck...@yahoo.com wrote: There could be a few issues - if your running nightly builds and use a version management system such as subversion, and your listen server is behind you in time (ie west coast v's east coast) then the server time is less then the build time - this will cayuse trouble (same as ztemp files). You need to make sure that your client server is running the same build of the dll as you, and its clock is the same, or latter then the time stamp on the file. Owner Nigredo Studios http://www.nigredostudios.com From: Peter McKeown pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Sent: Thursday, 18 October 2012 8:27 AM Subject: [hlcoders] Your version does not match the servers. Please restart the game. Hi guys, I'm really hoping someone can help me with this because I've tried many things and none of them have solved the problem: I'm the programmer for KZMod (which runs on Source SDK Base 2006) and I'm encountering this message when trying to join listen servers via
Re: [hlcoders] Your version does not match the servers. Please restart the game.
Hey guys, sorry to bump my own topic here, but this issue is still happening. Does anyone have any solution? The ideal solution would be for the code that does steam game version checking to ignore Source SDK Base 2006, but if I can just modify a file to fix the issue that would be great, so I really hope someone can help. Peter From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Thu, 18 Oct 2012 20:10:13 +0100 Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. Hey guys, thank you for the responses. I've tried testing with the exact same build time dlls and the issue is still persisting. It is possible to join using the steam server browser, it's just the ingame server browser and only with listen servers, not dedicated ones. I've seen this issue on hlcoders before and the solution was using a steam.inf file with various settings, or by copying it from another game, but this doesn't work anymore, clients still receive the version does not match the servers error. This issue only started when sv_master_legacy_mode was changed to 0, but this is required in order to get game servers listed, so I'm unsure what to do to fix this. Date: Thu, 18 Oct 2012 03:16:08 -0500 From: edman...@gmail.com To: amck...@yahoo.com; hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. very good advice. In English it is spelled cause On 10/18/12, Adam amckern McKern amck...@yahoo.com wrote: There could be a few issues - if your running nightly builds and use a version management system such as subversion, and your listen server is behind you in time (ie west coast v's east coast) then the server time is less then the build time - this will cayuse trouble (same as ztemp files). You need to make sure that your client server is running the same build of the dll as you, and its clock is the same, or latter then the time stamp on the file. Owner Nigredo Studios http://www.nigredostudios.com From: Peter McKeown pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Sent: Thursday, 18 October 2012 8:27 AM Subject: [hlcoders] Your version does not match the servers. Please restart the game. Hi guys, I'm really hoping someone can help me with this because I've tried many things and none of them have solved the problem: I'm the programmer for KZMod (which runs on Source SDK Base 2006) and I'm encountering this message when trying to join listen servers via the server browser. The message does not occur when joining dedicated servers running the same files nor does it occur when direct connecting to listen servers. Here is some more details: Recently a change was made involving sv_master_legacy_mode, I believe that the steam master servers no longer respond to legacy requests. This in itself isn't a problem, since setting sv_master_legacy_mode to 0 causes servers to be listed on the master server (although sv_master_legacy_mode defaults to 1 on Source SDK Base 2006, so servers are by default unlisted?), I programmed KZMod to do this automatically so it's not an issue. However, with this change to sv_master_legacy_mode 0 has come the version does not match error, and having read archives of this mailing list, I've tried using a steam.inf with just the appID in the file by itself at 215, which doesn't solve the problem, I've tried manually modifying the PatchVersion parameter which succeeds in making dedicated servers inacessible depending on the number compared to the client's, but doesn't allow access to listen servers. I've also tried copying SDK Base's steam.inf in or using HL2MP's, but this causes servers to become unlisted and recieve regular MasterRequestRestart messages in the console. KZMOD's GameInfo.txt searchpaths to the gameinfo path and hl2. Adding sourcetest to this causes MasterRequestRestart messages and unlisting, most likely because it's using the steam.inf from SDK Base 2006. It seems that Source SDK Base 2007 doesn't have this issue, but we are close to our release date and porting is really a last resort, additionally another popular mod, Hidden:Source also uses SDK Base 2006, so if anyone could advise me on any solution to this problem, I'd be very grateful. Regards, Peter McKeown Programmer, KZMod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Your version does not match the servers. Please restart the game.
Hey guys, thank you for the responses. I've tried testing with the exact same build time dlls and the issue is still persisting. It is possible to join using the steam server browser, it's just the ingame server browser and only with listen servers, not dedicated ones. I've seen this issue on hlcoders before and the solution was using a steam.inf file with various settings, or by copying it from another game, but this doesn't work anymore, clients still receive the version does not match the servers error. This issue only started when sv_master_legacy_mode was changed to 0, but this is required in order to get game servers listed, so I'm unsure what to do to fix this. Date: Thu, 18 Oct 2012 03:16:08 -0500 From: edman...@gmail.com To: amck...@yahoo.com; hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. very good advice. In English it is spelled cause On 10/18/12, Adam amckern McKern amck...@yahoo.com wrote: There could be a few issues - if your running nightly builds and use a version management system such as subversion, and your listen server is behind you in time (ie west coast v's east coast) then the server time is less then the build time - this will cayuse trouble (same as ztemp files). You need to make sure that your client server is running the same build of the dll as you, and its clock is the same, or latter then the time stamp on the file. Owner Nigredo Studios http://www.nigredostudios.com From: Peter McKeown pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Sent: Thursday, 18 October 2012 8:27 AM Subject: [hlcoders] Your version does not match the servers. Please restart the game. Hi guys, I'm really hoping someone can help me with this because I've tried many things and none of them have solved the problem: I'm the programmer for KZMod (which runs on Source SDK Base 2006) and I'm encountering this message when trying to join listen servers via the server browser. The message does not occur when joining dedicated servers running the same files nor does it occur when direct connecting to listen servers. Here is some more details: Recently a change was made involving sv_master_legacy_mode, I believe that the steam master servers no longer respond to legacy requests. This in itself isn't a problem, since setting sv_master_legacy_mode to 0 causes servers to be listed on the master server (although sv_master_legacy_mode defaults to 1 on Source SDK Base 2006, so servers are by default unlisted?), I programmed KZMod to do this automatically so it's not an issue. However, with this change to sv_master_legacy_mode 0 has come the version does not match error, and having read archives of this mailing list, I've tried using a steam.inf with just the appID in the file by itself at 215, which doesn't solve the problem, I've tried manually modifying the PatchVersion parameter which succeeds in making dedicated servers inacessible depending on the number compared to the client's, but doesn't allow access to listen servers. I've also tried copying SDK Base's steam.inf in or using HL2MP's, but this causes servers to become unlisted and recieve regular MasterRequestRestart messages in the console. KZMOD's GameInfo.txt searchpaths to the gameinfo path and hl2. Adding sourcetest to this causes MasterRequestRestart messages and unlisting, most likely because it's using the steam.inf from SDK Base 2006. It seems that Source SDK Base 2007 doesn't have this issue, but we are close to our release date and porting is really a last resort, additionally another popular mod, Hidden:Source also uses SDK Base 2006, so if anyone could advise me on any solution to this problem, I'd be very grateful. Regards, Peter McKeown Programmer, KZMod ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders