Re: [hlcoders] Counter Strike SDK
the source code for CS1.6 was never released and i doubt it ever will be. We may someday see the source code for Half-life1 released, Maybe. but not cs 1.6. If you want to create a CS 1.6 clone you are going to have to do it from scratch. On Wed, Aug 17, 2011 at 8:11 AM, Daku dawid wrote: > Wellcome > I wanted to ask whether it is possible to > obtain sources of mod Counter-Strike 1.6 > I know it's silly to ask, and that at such a moment when comes a new mod > I wanted to write his own version of CS 1.6, of course, for > your approval, that it was not commercial use > only the public unlessprohibited by your company > please quick response even in the event of refusal > > Thanks and best regards Daku ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shell eject issue
being a view model it can be created at any size, the way it looks from the players viewpoint is what matters, but it seems that lighting and other items may be applied to the viewmodel relative to the worldspace coordinates. i applied a small hack by adding $scale to the viewmodels qc and that brought them within range of the hl2 sp/mp viewmodels in size/scale. this is one of the viewmodels as it was originally. http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_before.jpg after it was scaled down to hl2 viewmodel size: http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_normal.jpg On Mon, Feb 21, 2011 at 1:42 PM, Maarten De Meyer wrote: > hmm, any idea what the standard scale is ? > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shell eject issue
with the old mod i worked on i noticed issues with the location of effects attached to the view models as well as awkward lighting on the viewmodels themselves. as it turned out the viewmodels were created at a much larger scale then the standard scale most viewmodels were made at and that was causing problems. On Sun, Feb 20, 2011 at 3:40 AM, Maarten De Meyer wrote: > Hi list! > > I have a problem that I think is a common one. Some effects, like muzzle > flash and shell eject, take an attachment's position in view model space, > transform it to world space and act upon it. I have some issues with that: > if you are looking down ( even a little bit under the straight forward pose > ), these effects don't play - I guess because the attachment position is > actually *below* the world surface when transformed. For the muzzle flashes > I can work around this by rendering the flash anyway, after the world has > been rendered. But for shell eject I'm not sure what the best solution is - > right now my shell ejection only works when looking up. > > Is this a common problem? Or is it maybe related to the way our view models > are created ( eg, we place them at 0 0 0, is that correct or do they have to > be at eye-height in max, corrected with $origin in the .qc or something? ) > > -- Maarten > > ___ > 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] Where to place / Editing Entity's Client-Side (Let's try this again)
Entities in all source MP games are handled by the server, the client is untrusted as such on connection to a server or loading a new map from the server the client downloads the entities to use from the server ( the entities in the clients BSP are never used ) there are different methods used to override what entities the client use. example bits of code are available in the sdk from the new round code to the system used in EP2 that overrides the entity lump thats sent to the client. On Wed, Nov 10, 2010 at 2:02 PM, Trevor 'Drak' wrote: > Like some HL2 Mods (Synergy / Obsidian Conflict) I have a feature, using > keyvalues, that allow you to edit/add/remove entity’s durning map loading. > Can this just be handled server side? If I remove an “info_player_spawn” or > any entity for that matter, because it’s left within the client’s .bsp will > this cause issues? Same with removing brush based entity’s. Do I have to take > care of them on the client? > > Also, I’m not sure where I should call my class that handles these keyvalue > files. I want them read/done soon as the map is finished loading server-side. > Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VS2010 "vprojtomake" Utility Update
No more xerces? thats damn nice. Nice work. On Sat, Apr 24, 2010 at 6:46 PM, Jonathan White wrote: > Whats more? Well I dumped the use of MSXML and XERCES, which means you > NO LONGER NEED XERCES to compile Linux if you use my program! > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Need a guide for code a local split screen multiplayer.
It is supported within source engine but i do not think that its support is fully enabled in the orangebox mod codebase. you can do it fine in l4d and l4d2 for example: http://forums.steampowered.com/forums/showthread.php?t=745113 http://forums.steampowered.com/forums/showthread.php?t=1029890 On Mon, Dec 21, 2009 at 4:17 AM, Jarno Veuger wrote: > I'm not sure if the Orange Box engine supports splitscreen. > > - Ywa > > Op 21-Dec-09 12:57, Charkrid Pornpitackchaikul schreef: >> Hi guys, >> I need to code a local split screen multiplayer. But I don't know how >> to start. I need some advice like, Where of the code should make a >> adjustment to support 2 xbox control input? And Where of the code should >> I make a adjustment for split screen rendering? >> Appreciate any advice. >> ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shader Compiling Issues
my memory might be flawed or i might have missed something so anyone is welcome to correct me but i dont think valve ever got around to releasing a SDK code update that fixed compiling custom shaders for Orangebox based mods. On Fri, Nov 13, 2009 at 7:18 PM, Skillet wrote: > Sorry if this has been addressed before but I couldn't find any resolution > in the archives. I can't seem to compile .fxc files with the OB SDK. > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] getting animation velocity and applying it to player
only source engine game i have seen that in so far is Zeno Clash: http://store.steampowered.com/app/5205/ On Wed, Sep 23, 2009 at 10:18 PM, Michael Chang wrote:> > 3. Has anyone done this before, or have an example of how best this is done? > I'm programming a third person fighting game, and I'd rather not rely on > fake velocity pushes to move the player around. I want the motion to be > exactly as how the animator originally intended. > > Thx! > > ~M > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source control solution?
What other gui's are available for git on windows, i have not been able to find any that were even up to par with Tortoisegit. On Mon, Aug 24, 2009 at 2:31 PM, David Kraeutmann wrote: > TortoiseGIT was the worst git GUI I ever encountered. > Also, if anyone needs SVN/git/whatever hosting, write me (it'll be > most probably free ;) ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source control solution?
http://code.google.com/p/tortoisegit/ its working very well so far. On Mon, Aug 24, 2009 at 1:34 PM, joshua simmons wrote: > Linus doesn't have much to do with git anymore, he just bootstrapped it > really. > > Git's windows support certainly is a talking point, and I do believe > it needs to be a core concern rather than a third party port, that > said a lot of people still use it on windows, whether they're > masochistic or it's getting better I can't really say. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
yeah its painfull to loose alot of data, thankfully i have always been a rigid backup nazi and never lost any very important data. having a backup server for your home or a offsite backup tool such as: http://www.jungledisk.com/ can be very useful. On Tue, Aug 18, 2009 at 11:44 PM, Minh wrote: > ouch, u should consider setting up an SVN repo. > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Cannonfodder's MDL compiler sources?
Lol wut? last i checked Subversion is supported and HAS been supported since about '06-07 http://apps.sourceforge.net/trac/sourceforge/wiki/Subversion On Fri, May 1, 2009 at 6:58 PM, Brent Lewis wrote: > > I just joined back into the mailing list once I heard DuctTape was being > discussed. I'm the lead developer by the way. Sourceforge only offers CVS for > code versionning. It's still in active development and has quite a bit to be > done still. If you'd like to help out with it let me know. We are trying to > stick to C# (and C++/CLI where needed), hopefully a Mono port is in the > future. > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?
Staying on topic a bit wasn't the grain in the shadows introduced by valve because of nvidia (forcing a cheaper version to be used) cards that could not handle the newer flashlight effect in EP2 without lag? On Mon, Apr 27, 2009 at 4:00 PM, James Keith wrote: > Once again, thanks for the totally-explaining-how-to-do-it post... ___ 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 Beta (Not L4D)
as soon as git has a front end like tortisesvn i would also recommend that but subversion+tortisesvn is so much more smooth. winmerge also helps a good deal with merging. > Even better than having to throw out your code every-time valve updates, you > could use git (http://git-scm.com/). Which makes merging disjoint source > code branches easier (and as a bonus it's also a solid, free, version > control system). > > Paul that option is also disabled for me. > The option to create a new single player mod when using the OB version is > not an option, duno if this is just me. Also, love the template thing, > would totally use it if i was making a MP game. > PS: First post, and thanks for the great SDK valve > Dan > Project Flemoid ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux Build Problem
you asked for help on this before sill post my response again since i did not see a reply: the problem i think may stem from files missing in the project file and thus causing problems later. http://www.nopaste.com/p/amuitIo1z check and see if those files are within your server vcproj file then if not add them and see if it works afterwards. On Sat, Feb 14, 2009 at 8:15 PM, Mark Chandler wrote: > Hi, > > With GoldenEye Source we are having major issues with our linux build. > It builds and runs fine but it seems that non of the client commands get > to the server as chat doesnt work and chacterseletion doesnt work ether. > > We have tried building with gcc 3.4.6 and the new gcc (4.1.X) and still > have the same problems. It was noted that hl2mp had this issue once. Any > ideas on how to solve it? > > > Mark ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux server disconnects
heres a snip of a diff file, check and see if those files are missing from the vcproj. http://www.nopaste.com/p/amuitIo1z On Sun, Feb 1, 2009 at 8:11 AM, Andrew Watkins wrote: > Thanks for the suggestions guys, sorry for the delay. > > I've checked, and neither my mod project nor the default hl2mp project > have excluded-from-build files in them. > > As for NC's suggestion of enumerating all the class tables... > I made a function to do exactly that, and write the names of every table > & sendprop to the console. I run it on linux and on a windows listen > server, copy & paste the output to a text file, and run some file > comparison... they're identical. Absolutely identical. And yet, I still > get the "Server uses different class tables" error when trying to > connect to the linux server only. > > I think maybe I need to bash my face off the keyboard some more or > something. Maybe try a few virgin sacrifices to srcds_l... > > Thanks for the help so far guys, and if anyone else can think of > anything at all that might cause this error (apart from the class tables > actually being different...) then I'm eagerly awaiting suggestions :) > > Andrew > >> Date: Tue, 27 Jan 2009 16:44:45 -0800 >> From: Tony Sergi >> Subject: Re: [hlcoders] Linux server disconnects >> To: Discussion of Half-Life Programming >> >> Message-ID: >> >> <7315746f7efcaf4a93699ce8fa579786148ec29...@exchange07.valvesoftware.com> >> >> Content-Type: text/plain; charset="us-ascii" >> >> Vcprojtomake does not take in account for files that are 'excluded from >> build' so if in windows there is a cpp file in the solution that under >> properties is 'excluded from build' it will compile in linux, but not VS. >> >> >> -Tony >> -Original Message- >> From: hlcoders-boun...@list.valvesoftware.com >> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Watkins >> Sent: January-27-09 7:09 PM >> To: hlcoders@list.valvesoftware.com >> Subject: Re: [hlcoders] Linux server disconnects >> >> When an up-to-date client.dll is not present on the server, a warning >> message similar to "Your client dll is different from the server's" is >> shown before immediately before the disconnect, but regardless, the >> disconnect is always the same old: >> "Server uses different class tables" >> >> This is with a blank HL2MP mod, and it works fine with a windows server, >> built using an identical file list in the VS server project as the linux >> uses in its makefile (though the makefile only uses the .cpp files). >> >> Can anyone confirm / deny whether (and how) the VS project could compile >> additional cpp files that aren't listed in the project file, and so are >> missed when generating the linux makefile? >> >> Thanks, >> Andrew >> >> >> >> > Date: Sat, 24 Jan 2009 20:52:49 -0800 >> > From: Tony Sergi >> > Subject: Re: [hlcoders] Linux server disconnects >> > To: Discussion of Half-Life Programming >> > >> > Message-ID: >> > >> > <7315746f7efcaf4a93699ce8fa579786148ec29...@exchange07.valvesoftware.com> >> > >> > Content-Type: text/plain; charset="us-ascii" >> > >> > Only the client needs the server.dll to exist, for the network table check. >> > The client engine loads them from the serverdll, and then compares. >> > >> > >> > -Tony >> > >> > -Original Message- >> > From: hlcoders-boun...@list.valvesoftware.com >> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma >> > Sent: January-24-09 8:14 PM >> > To: 'Discussion of Half-Life Programming' >> > Subject: Re: [hlcoders] Linux server disconnects >> > >> > But the server could still perform a checksum or something on it. Have you >> > tried changing the DLL on the Linux server and seeing if clients can still >> > connect? >> > >> > -Original Message- >> > From: hlcoders-boun...@list.valvesoftware.com >> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly >> > Sent: Saturday, January 24, 2009 12:53 PM >> > To: Discussion of Half-Life Programming >> > Subject: Re: [hlcoders] Linux server disconnects >> > >> > I'm telling you, linux cant read dll's, and there is never a client_i486.so >> > >< >> > >> > 2009/1/24 Nick >> > >> > > I am not sure about that at all. Servers always check client binaries. >> > > Can someone else check this for us? >> > > >> > > On Fri, Jan 23, 2009 at 6:38 AM, Olly wrote: >> > > > Linux cant/doesn't read DLLs, they are for windows only. In any case, >> > > there >> > > > is no need for a client 'binary' for a server >> > > > >> > > > 2009/1/23 Nick >> > > > >> > > >> I've had this problem before. I think the problem was solved by >> > > >> running >> > > >> >> > > >> ./steam -command update -game >> > > >> >> > > >> is the correct way i think. I don't remember if the linux server >> > > >> needed the exact same dll's as the clients but i would make sure both >> > > >> the client and the server have the exact same DLLS. >> > > >> >> > > >> Yes, running a blank hl2
Re: [hlcoders] Linux Compile Not working
the problem i think may stem from files missing in the project file and thus causing problems later. http://www.nopaste.com/p/amuitIo1z check and see if those files are within your server vcproj file then if not add them and see if it works afterwards. On Fri, Feb 6, 2009 at 5:06 PM, Mark Chandler wrote: > Hey, > > We are just about to release GoldenEye Source beta 3 and we came accross > a strange bug. Our linux build can run a server fine but none of the > client commands (say, use etc) work at all. > > From memory there was a simillar problem with linux hl2dm. What was the > fix for this? > > > Mark ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hlcoders Digest, Vol 11, Issue 48
The mod i worked on was hl2mp based and with a good bit of time i merged it into the OB sdk, then later got it running perfectly in linux with a good deal of work. there are a good number of fixes required in code as well as changes and additions needed to the visual studio project files. there are a number of files that are automatically pulled into and compiled by the vs compiler(that are not inside the server dll project) and it runs fine but those files have to be added to the projects to make sure that vprojectmake adds them to the make files on build so you dont have missing class tables or segfaults. i should have the changes someplace if i find them i can post a diff file for you if your are interested. On Thu, Jan 22, 2009 at 11:58 PM, Andrew Watkins wrote: > Further update: > This error also happens with fresh hl2mp code, modified only enough to make > it compile & run on linux without segfaulting. > As far as I can see, all preprocessor defines are set up identically in linux > & windows, so I'm quite convinced that this isn't down to a network table > being excluded by the preprocessor. > Furthermore, if I deliberately remove a network table entry, it does show the > name of the missing value, so this would appear to be down to something > different. > > Is anyone able to confirm that they have ever been able to get HL2MP orange > box working on linux? If scratch works & hl2mp doesn't, then I could start > with scratch & gradually convert it to HL2MP til I find the issue - but I > suspect this issue is outwith the SDK code altogether. > Also, am I correct in assuming that this can't be due to an incorrect gcc / > g++ library version, as that would presumably result in a crash, and not a > rejection of players by the server? However if its not the code & not the > environment... I'm all out of possible things to blame. > > Thanks, > > Andre ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] animated ammo model pickup
afaik unless the entity specifically supports it that animation selection does nothing but change whats viewed in hammer. you would need to edit the ammo pickup entity so it uses a different model that has that animation as its idle or edit the entity to use the standard model but use a different animation. On Tue, Jan 6, 2009 at 10:48 AM, Yorg Kuijs wrote: > Hey List, > > so development of my mod has been going pretty well recently, just now > today added a special ammo pickup for a grenade(my mod's all about > grenades hehe) took care of a problem with not getting ammo if you > didn't get the "weapon" yet so that works good and all, but the model it > uses is animated. > > When placing the entity in hammer I can choose the animation so that's > all good, but in the mod the animation doesn't work, the model was > tested sucesfully as a prop dynamic though. > So what's the most effective thing to do from this point on? try to turn > it into a mix of prop dynamic/ammo pickup or is there a simpler(and > better) solution? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OB Linux compiling pb with achievements_hlx and npc_talker
With a good bit of work i have it compiled and working with my gentoo linux box with gcc 4.1.2/glibc2.6.1 and a ubuntu linux(gcc3.4.6) install under virtualbox. im also using tony's/Omega's Makefiles/Patch Some of the problems that had to be fixed: - #include directives with incorrect case of some letters - Multiple cpp files missing from the vproject causing linking errors. - vcpm would not run correctly untill LD_LIBRARY_PATH is set to the /bin dir of the ob_hlds install - vcpm segfaults on parsing project files where the AdditionalIncludeDirectories directive uses ; and not , to separate includes - about 4 other files that had misc problems that were fixed with a small bit of bugfixing. and i just commented out the DECLARE_ACHIEVEMENT calls in achievements_hlx.cpp The mod seems to compile and run perfectly now and seems stable so far. On Tue, Aug 12, 2008 at 7:17 AM, Nick <[EMAIL PROTECTED]> wrote: > I don't know anyone who has compiled ep2 sdk with linux, or even > tried. You might be the first. > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] beta crash related to FinishClientPutInServer
yes i had about the same problem. it seems to crash without reason in initalspawn but the crashdump did not point to anything of value. i later tracked it to the gamestats system calls. all odd crashes and problems were fixed by deleting the files: game/client/statgather.(h/cpp) game/server/gamestats.(h/cpp) the project points to the gamestats files within game/shared so it seems it was including the items from the server folder causing the odd crashing. so if anyone else is having a odd problem like this make sure those files are deleted then rebuild the solution. On Sat, Jul 5, 2008 at 5:13 AM, Garry Newman <[EMAIL PROTECTED]> wrote: > I had this problem for about 2 days. It was crashing in InitialSpawn. > At first I thought it was something to do with the call to gamestats > in InitialSpawn. > > What I think fixed it for me was this. I compared all of Valve's files > with all of mine, and deleted the files that Valve had deleted but > were still hanging around in my local svn. After that it worked. So > I'm guessing maybe Valve moved a .h and something in my code was > including the old header instead of the new, updated moved one, > resulting in some crazy undebuggable corruption. > > garry > ___ 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!
That sounds very good, openly releasing all of the content and code like that is a great way to give that content life again and help other community members and mods. On Sun, Jun 15, 2008 at 9:01 AM, Ben Everett <[EMAIL PROTECTED]> 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] OB Shader SDK?
hell who cares if its annoying as long as we have access to it. that and the particle tools. On Tue, Jun 3, 2008 at 12:24 AM, Matt Stafford <[EMAIL PROTECTED]> wrote: > You'll have an annoying time trying to get shaders working in OB. It > involves screwing around with the paths in the Perl scripts and Batch Files, > and half the time the stuff you're doing probably won't even work. HOPEFULLY > it will be coming in the next SDK update, coz alot of us have been waiting > for it ___ 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???
being patient is one thing but shader's and particles can be a important thing in a mod and we have been waiting for the code and tools for that a damn long time. On Fri, May 16, 2008 at 9:13 PM, Daniel Glenn <[EMAIL PROTECTED]> wrote: > Obviously, they're not working on at least two retail games right now or > anything. Be patient is my advice. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI command KeyValues management
keyvalues data objects are deleted when the button objects are destructed: Button::~Button() { if (_actionMessage) { _actionMessage->deleteThis(); } } On Wed, Apr 23, 2008 at 4:59 AM, Piotr Siódmak <[EMAIL PROTECTED]> wrote: > Take a look at the following code: > > KeyValues* kv = new KeyValues( "myMessage", "p1", 1, "p2", 2 ); > m_pInventoryButtons[i]->SetCommand( kv ); > > Are the KeyValues managed by the panel (deleted when changed or when panel > is deleted) or do I have to take care of deleting them? > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Beta SourceSDK does not start
-- [ Picked text/plain from multipart/alternative ] for now as it is it will not work correctly unless you have a Orange box based game and have your mod use that game as its base.. with some time soon valve is going to update the rest of the valve catalog (hl2 and hl2dm etc) to use the orange box engine and a source SDK Base that uses the orange box engine as well, then everything will be more simple. On Feb 9, 2008 1:00 PM, Janek <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > I thought that as I was able to dl OB source SDK which is downloading hl2 > for OB and source base SDK 2 (appID=218 even if it is not working atm), I > would have at least ability to start SourceSDK normally including the > select > box for OB or Ep1. > > Sounds really weird to me. I thought it was not required to have OB to > start > new SourceSDK. I'm really surprised. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper mod versioning?
-- [ Picked text/plain from multipart/alternative ] yes but the end effect is just about the same. (minus the wasted time the user spends loading/connecting to the game before the warning is shown) the idea i posted is just a simple method that should work, other fixes can be more complex then needed. a proper version system would be a hell of a lot better. On Dec 9, 2007 9:51 PM, Mark Chandler < [EMAIL PROTECTED]> wrote: > Think they are talking about before that function ever gets called ( i.e. > in > the processes of connecting) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper mod versioning?
-- [ Picked text/plain from multipart/alternative ] the mod i'm working on currently is still in the alpha stages and we have yet to deal with this issue yet so excuse me if this idea is stupid or incorrect in a way. it is a bit hackish but what if you were to create a locked cvar on the client ( cl_clientversion for example ) witch is checked by the on connect if it is not equal to the current server version then send a vgui popup warning message to the client then disconnect them from the server. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Playing the mod offline
"But isn't it the same issue with a dedicated LAN server?" yes having sv_lan 1 set on the dedicated server should fix that same as a listenserver, but i have not tested it myself in a while. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Playing the mod offline
offline mode has always worked fine for me and a large number of other people, you just have to remember to launch each game and the games its based off of atleast once after each steam client/game update to make sure it will run in offline mode. its annoying but if you do that it will work perfectly. and if its a multiplayer game make sure to set sv_lan 1 before starting the game (also make sure sv_lan is not set to 0 automatically in any server cfg file) On 10/26/07, Joel R. <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Yea, having an offline mode that requires a connection to the internet, is > rather redundant. I hope Valve sees this as doing more harm than good. We > shouldn't need to be connected to steam just to play a single player game or > LAN game. If they want to see more single player games being added to Steam > they'll have to do away with this feature. If not for the players, they'll > do it for the $$. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Playing the mod offline
if your mod is a multiplayer game then you must make sure that when you create a listenserver to show/test on you MUST make sure the game is started with sv_lan 1 set. or else when you start the server it trys to check the users steam id and drops the user since it cant connect. On 10/26/07, Emiel Regis <[EMAIL PROTECTED]> wrote: > Hi, > > Our mod is preparing for some offline presentation and we've encountered a > problem. When trying to run the mod in steam offline mode, without > internet connection we get: > "Error verifiying steam user ticket ID" > > This doesn't show when trying to play any other game. What is wrong? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modifying a Client ConVar not declared in client.dll
when i was making a way to check the setting of the clients music volume setting by creating a ConVar pointer: ConVar *m_fMusicVolume; witch is initialized like this: cvar->FindVar( "snd_musicvolume" ); be aware that cvar's grabbed such as this will not be set to their correct user defined settings until a period after the clients config.cfg is loaded. but the method i used should work for you. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Loading woes
a quick question is this freezing happening when the server is set to insecure for these users? could be some bug involving the download of the vac security module. On 9/28/07, Jeremy <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > We're getting users that have game freezing during the load phase of the > game. A number of them have reported having the same problem in TF2. I > myself have had this problem in the past as well. Both times I had this > problem the only way I could fix it was to reinstall steam and re-download > everything. Simply re-downloading the cache files didn't fix it, and at the > time I wasn't aware of the blob file delete trick to try. Also clearing > source sdk base and re-running to get fresh files didn't fix it. Supposedly > one of the recent TF2 updates recently improved the situation for a couple > of people, so I'm wondering if there was a load time bug found and fixed in > TF2 that still effects other mods? The first time it happened to me it was > at the end of the load bar, and steam would eat 100% cpu until I killed the > process. The second time it happened to me was at about the 50% mark. > > What could steam possibly be doing when loading a 3rd party mod? > > Now that we've released of course we're getting similar reports by some > users. Some are only getting it in FF, some are also seeing it in TF2. One > thing seems sure to me though, and that is that the problem is unlikely to > be in our mod, and seems more likely to be an engine or steam level thing. > This is quite a problem as there is really nothing we can do to debug what > is going on when this happens during the load phase. In most cases these > problems coincided with steam updates. The team made it a habit to run sdk > base after steam updates to 'refresh' the engine dlls and such, presumably > from the gcf files. This didn't always work though, and I was under the > impression that running games from the steam menu should in effect refresh > these files as part of the process. > > Valve, is there any means by which we can debug these sorts of issues? Is > there any known load time problems and/or any that have been fixed since the > last sdk base update? Any information about this is appreciated. > > Jeremy > -- > > ___ > 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] No Steam Content Servers are available
its not a myth, it always works fine for me. you just have to make sure you launch each game you might want to use and the sdk at least once after a update while online. anyways i'm also getting the same error when attempting to launch the SDK. On 9/8/07, Minh <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > "Offline mode" is just a myth like the pot of gold at the end of the > rainbow.. and the easter bunny. > > It makes me cry everytime you guys bring it up :'( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map entities on the client
it is. do a find in files for the string cl_entitylist and you will see how its used. this question has come up twice before: http://www.mail-archive.com/search?q=cl_entitylist&l=hlcoders%40list.valvesoftware.com On 7/30/07, Nick <[EMAIL PROTECTED]> wrote: > I don't think it is possible from the client ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] settings.scr and sv_lan
theres probably a listenserver.cfg file thats overriding the setting. if the file is not in the cfg directory its in the base games gcf file. On 7/8/07, Ben Everett <[EMAIL PROTECTED]> wrote: This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that if you include an option in settings.scr for sv_lan, that no matter what you change the setting to inside of the Create Game dialog that the change does not take place. Is this by design? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] gpGlobals NULL pointer crash on load
looks like im not the only person getting this: http://www.chatbear.com/unity2/4991/875,1166952565,869/1021531?v=flatold On 1/9/07, Mike Durand <[EMAIL PROTECTED]> wrote: I am able to duplicate this so I'll find the problem and let you know what's going on. Sorry about that. -Mike Durand Valve ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] gpGlobals NULL pointer crash on load
Any News? On 1/9/07, Mike Durand <[EMAIL PROTECTED]> wrote: I am able to duplicate this so I'll find the problem and let you know what's going on. Sorry about that. -Mike Durand Valve ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] gpGlobals NULL pointer crash on load
Thanks! On 1/9/07, Mike Durand <[EMAIL PROTECTED]> wrote: I am able to duplicate this so I'll find the problem and let you know what's going on. Sorry about that. -Mike Durand Valve ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] gpGlobals NULL pointer crash on load
i have been looking into it more and when the game is loaded and CServerGameDLL::DLLInit is called the function exits out at around line 500: if ( (scenefilecache = (ISceneFileCache *)engineFactory( SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL ) return false; so gpGlobals never gets initialized. i dont know what needs to be done to fix this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] gpGlobals NULL pointer crash on load
yes i do: sdk_vehicles.bsp On 1/9/07, Benjamin Davison <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Do you have a map in the maps folder? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] gpGlobals NULL pointer crash on load
i have started working on a small test project with the "start from scratch" codebase. i built the project and it compiles perfectly with vs2005 but when loading the game it will crash at line 845 in gameinterface.cpp: gpGlobals->eLoadType = MapLoad_NewGame; within the debugger comes out as a NULL pointer and causes the game to crash. is anyone getting this or have a solution? thanks. ___ 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
callstack.png is only 2kb, utlmemoryassert.png is only 5kb, and the third image is 13kb, all are perfectly fine to read from. anyways i managed to fix the problem with a bit of sleep and looking at some of the bits of code i wrote, i forgot to reset the keyvalues pointer at the end of a for loop so it would just endlessly add the first keyvalue's item into the cutlvector in a inf loop until the program explodes. now the only problem i have is the awkward behaviour of some of the drop down menus i have when thay are selected a few times in a row. On 8/29/06, [EMAIL PROTECTED] <[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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Utlmemory.h Assert and crash with custom code that uses CUtlVector
i have been having some problems with some of the custom code i have written for a map config file system that sets what weapons a team can select and use along with a few other items. whenever the code gets to the point where in needs to add a item to the CUtlVector that was created it throws out a Assert in Utlmemory.h seen here: http://damagedbrain.net/hlcoders/utlmemoryassert.png http://damagedbrain.net/hlcoders/utlmemorycallstack.png then crashes in another area of code: http://damagedbrain.net/hlcoders/callstack.png you can take a look at my code here: http://damagedbrain.net/hlcoders/mapinfo.cpp http://damagedbrain.net/hlcoders/mapinfo.h i have attempted for a few hours to rewrite the code and debug it to no success. any and all help would be greatly appreciated. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Last Steam Update: Errors
I've had a few problems since the update also such as its impossible for me to launch my mod via visual studio (crashes on load but works fine via normal steam link.), its making debugging a pain in the ass. Call Stack: http://www.rafb.net/paste/results/defiIg73.html On 7/27/06, Gus <[EMAIL PROTECTED]> wrote: This is a cryptographically signed message in MIME format. -- I already did that and still no go...everything on the game list does not launch, popup box saying "Failed to load the launcher DLL: The specified procedure could not be found." Gus ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Say "broken" suddenly
Or Get a free copy of Winmerge and compare your code to the original copy... http://winmerge.sourceforge.net/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] The Advanced Shaders.
I'm getting this exact same problem also actually. the sdk_vertexlistgeneric shader for me is totally broke also. (pops out a error then just has wireframe.) On 2/13/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Hey. > > Well im having some issues with the advanced_shaders. Ive built all the > shaders and they have been placed in the shaders directory of my mod, then I > compiled the shader DLL which has been placed in the bin folder. > > Then I made the texture with the SDK_LightmappedGeneric as the shader name, > added a basetexture. > > Now ingame the face isn't effected by the lighting at all, its just a face > with the texture on it. Is there any known fix to this? Surface not being > lit by the engines light. > Whenever I add a bumpmap the surface turns completely white as well. > > I'm going to keep working on this but maybe someone knows how to get those > shaders in the advanced folder working correctly? > > Thanks all :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] "Extra App ID set to 211, but no SteamAppId"
Nothing works now, this is so fucking stupid. On 12/24/05, Jurgen Knops <[EMAIL PROTECTED]> wrote: > Run_hammer.bat doesn't work either.. It gives the same errors as you run it > through the 'offical' way. ("Extra App Id") > > - Jurgen Knops > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux binary compiles fine but fails to load.
is that really needed is that not redundant since these: /usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libstdc++.a /usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libgcc_eh.a are already linked in? also just tryed adding it anyways it did not work. On 12/22/05, Jeff Fearn <[EMAIL PROTECTED]> wrote: > Realise that you had at least two problems and you have overcome one. :) > It looks like you need to add -lstdc++ to LDFLAGS when compiling ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux binary compiles fine but fails to load.
compile is done the thing compiles fine but still the thing refused to get loaded by the server. this is driving me insane. heres some items from the console: srcds # ldd hostiletest/bin/server_i486.so linux-gate.so.1 => (0xe000) libm.so.6 => /lib/libm.so.6 (0xb72d3000) libdl.so.2 => /lib/libdl.so.2 (0xb72ce000) tier0_i486.so => /opt/srcds/bin/tier0_i486.so (0xb72a) vstdlib_i486.so => /opt/srcds/bin/vstdlib_i486.so (0xb728b000) libc.so.6 => /lib/libc.so.6 (0xb7173000) /lib/ld-linux.so.2 (0x8000) libpthread.so.0 => /lib/libpthread.so.0 (0xb7121000) srcds # ./srcds_run -game hostiletest -insecure +maxplayers 12 +map hi_test Auto detecting CPU Using default binary. Auto-restarting the server on crash Console initialized. Failed to load server_i486.so Failed to load server binary maxplayers set to 0 Unknown command "mp_forcerespawn" Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL Failed to load server_i486.so Failed to load server binary Can't start game, no valid server.dll loaded Thu Dec 22 03:31:28 PST 2005: Server Quit srcds # nm -g -C hostiletest/bin/server_i486.so | grep " U " | grep -v GLIBC U CommandLine U DevMsg U DevWarning U Error U GetCPUInformation U KeyValuesSystem U MemAllocScratch U MemFreeScratch U Msg U Plat_FloatTime U Q_FileBase U Q_FixSlashes U Q_IsAbsolutePath U Q_SetExtension U Q_StripFilename U Q_atof U Q_atoi U Q_binarytohex U Q_pretifymem U Q_snprintf U Q_strcasecmp U Q_strcat U Q_strncasecmp U Q_strncat U Q_strncmp U Q_strncpy U Q_strnicmp U Q_vsnprintf U RandomFloat U RandomInt U RandomSeed U Warning U _Unwind_Resume U DevWarning(char const*, ...) U DevMsg(char const*, ...) U Q_stristr(char const*, char const*) U CVProfNode::EnterScope() U CVProfNode::GetSubNode(char const*, int, char const*, int) U CVProfNode::Pause() U CVProfNode::Reset() U CVProfNode::Resume() U CVProfNode::ExitScope() U CVProfNode::MarkFrame() U CUniformRandomStream::RandomFloat(float, float) U CUniformRandomStream::SetSeed(int) U CUniformRandomStream::RandomInt(int, int) U CUniformRandomStream::CUniformRandomStream() U CVProfile::OutputReport(int, char const*, int) U CVProfile::BudgetGroupNameToBudgetGroupID(char const*) U std::type_info::__do_catch(std::type_info const*, void**, unsigned int) const U std::type_info::__do_upcast(__cxxabiv1::__class_type_info const*, void**) const U std::type_info::__is_pointer_p() const U std::type_info::__is_function_p() const U std::bad_typeid::~bad_typeid() U std::bad_exception::~bad_exception() U std::bad_cast::~bad_cast() U std::bad_alloc::~bad_alloc() U std::exception::~exception() U std::type_info::~type_info() U typeinfo for CNPC_Citizen U typeinfo for std::bad_typeid U typeinfo for std::bad_exception U typeinfo for std::bad_cast U typeinfo for std::bad_alloc U typeinfo for std::exception U typeinfo for std::type_info U vtable for __cxxabiv1::__class_type_info U vtable for __cxxabiv1::__si_class_type_info U vtable for __cxxabiv1::__vmi_class_type_info U vtable for std::bad_typeid U vtable for std::bad_exception U vtable for std::bad_cast U vtable for std::bad_alloc U __cxa_allocate_exception U __cxa_call_unexpected U __cxa_free_exception U __cxa_pure_virtual U __cxa_throw U __dynamic_cast U __gxx_personality_v0 U g_ClockSpeedMillisecondsMultiplier U g_ClockSpeedSecondsMultiplier U g_VProfCurrentProfile U g_pMemAlloc U g_pVCR U vtune ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux binary compiles fine but fails to load.
so i have to set this before compiling the serverbinary or i have to set it before runing the server? this is all a bit confusing to me, please forgive my stupidity everyone. On 12/22/05, Jeff Fearn <[EMAIL PROTECTED]> wrote: > You have not exported your library path, it can't find the HL libraries. > > export LD_LIBRARY_PATH=/path/to/hlds:$LD_LIBRARY_PATH > > Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux binary compiles fine but fails to load.
> And when you do ldd, first cd to your srcds directory (where you find > all of these run scripts) and then try it this way: > ldd yourmod/bin/server_i486.so i have been doing that actually. > When I compiled the linux server for my mod, I tried a lot of things > (had the same problem like you), but finally I found out it's quite > easy. > > You have to set the GAME_DIR in your makefile to "./" i will try that if this problem continues after this compile im doing right now is finished. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux binary compiles fine but fails to load.
actually i just made those changes you suggested a few moments before i noticed your reply and then deleted the server_i486.so to have it relink the binary and the binary is still not working in the server but i did get this from ldd: srcds # ldd hostiletest/bin/server_i486.so linux-gate.so.1 => (0xe000) libm.so.6 => /lib/libm.so.6 (0xb72d2000) libdl.so.2 => /lib/libdl.so.2 (0xb72ce000) tier0_i486.so => not found vstdlib_i486.so => not found libc.so.6 => /lib/libc.so.6 (0xb71b6000) /lib/ld-linux.so.2 (0x8000) I'm doing a full clean compile right now to see if that may fix it, its going to take a while to compile :(. i hope it finally works. On 12/22/05, Scott Loyd <[EMAIL PROTECTED]> wrote: > Also, after reading your earlier post, it looks like you are symbolically > linking it okay, but this is your problem: > > LDFLAGS="-lm -ldl /opt/srcds/bin/tier0_i486.so > /opt/srcds/bin/vstdlib_i486.so" > > Change it to > LDFLAGS="-lm -ldl tier0_i486.so vstdlib_i486.so" ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux binary compiles fine but fails to load.
i get this: srcds # ldd hostiletest/bin/server_i486.so linux-gate.so.1 => (0xe000) libm.so.6 => /lib/libm.so.6 (0xb72d3000) libdl.so.2 => /lib/libdl.so.2 (0xb72ce000) /opt/srcds/bin/tier0_i486.so (0xb72a) /opt/srcds/bin/vstdlib_i486.so (0xb728b000) libc.so.6 => /lib/libc.so.6 (0xb7173000) /lib/ld-linux.so.2 (0x8000) libpthread.so.0 => /lib/libpthread.so.0 (0xb7121000) tier0_i486.so => not found On 12/22/05, Fabian Schreyer <[EMAIL PROTECTED]> wrote: > perhaps you should look what > ldd server_i486.so > tells you? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Linux binary compiles fine but fails to load.
i have been trying to find out what exactly is wrong the server binary seem to compile perfectly without errors or any warnings but it seems to build a invalid binary. im using gcc 3.4.1 with glibc 2.3.5 on gentoo. heres various snipets from the console === srcds # ./srcds_run -game hostiletest -insecure +maxplayers 12 +map hi_test Auto detecting CPU Using default binary. Auto-restarting the server on crash Console initialized. Failed to load server_i486.so Failed to load server binary maxplayers set to 0 Unknown command "mp_forcerespawn" Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL Failed to load server_i486.so Failed to load server binary Can't start game, no valid server.dll loaded === linuxblackbox linux_sdk # make if [ -z "gcc" ]; then echo "Compiler not defined."; exit; fi if [ ! -d . ];then mkdir .;fi cd . if [ ! -f "tier0_i486.so" ]; then ln -s /opt/srcds/bin/tier0_i486.so .; fi if [ ! -f "vstdlib_i486.so" ]; then ln -s /opt/srcds/bin/vstdlib_i486.so .; fi ./vcpm ../dlls/hl_sdk.vcproj Valve Software - vcprojtomake.exe (Dec 22 2005) Memory leak: mempool blocks left in memory: 473 make -f Makefile.mod CC=gcc CPLUS=g++ CPP_LIB="/usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libstdc++.a /usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libgcc_eh.a" BUILD_DIR=. BUILD_OBJ_DIR=./obj SOURCE_DIR=.. SHLIBLDFLAGS=-shared -Wl,-Map,mod_map.txt -Wl SHLIBEXT=so CLINK=gcc CFLAGS=" -mtune=i686 -march=pentium -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_snprintf_instead_of_sprintf -Ustrncpy=use_Q_strncpy_instead -UPROTECTED_THINGS_ENABLE" LDFLAGS="-lm -ldl /opt/srcds/bin/tier0_i486.so /opt/srcds/bin/vstdlib_i486.so" ARCH=i486 GAME_DIR=/opt/srcds MOD_CONFIG=hl_ReleaseHL2MPWin32 NAME=server XERCES_INC_DIR=/usr/include XERCES_LIB_DIR=/usr/lib make[1]: Entering directory `/home/steven_m64/temp/hiprsause/linux_sdk' make[1]: Warning: File `Makefile.mod' has modification time 2.7e+04 s in the future mkdir -p obj/server/dlls/game_shared mkdir -p obj/server/dlls mkdir -p obj/server/dlls/tier1 mkdir -p obj/server/dlls/public mkdir -p obj/server/dlls/hl2_dll mkdir -p obj/server/dlls/public/keyframe mkdir -p obj/server/dlls/public/tier0 mkdir -p obj/server/dlls/common mkdir -p obj/server/dlls/game_shared/hl2 mkdir -p obj/server/dlls/hl2mp_dll mkdir -p obj/server/dlls/game_shared/hl2mp mkdir -p obj/server/dlls/hostileintent mkdir -p obj/server/dlls/game_shared/hostileintent mkdir -p obj/server/dlls/game_shared/hostileintent/weapons mkdir -p obj/server/dlls/hostileintent/Entities gcc -shared -o ./server_i486.so (list of all .o files here) -lm -ldl /opt/srcds/bin/tier0_i486.so /opt/srcds/bin/vstdlib_i486.so /usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libstdc++.a /usr/lib/gcc-lib/i686-pc-linux-gnu/3.4.1/libgcc_eh.a /usr/lib/gcc/i686-pc-linux-gnu/3.4.1/../../../../i686-pc-linux-gnu/bin/ld: warning: creating a DT_TEXTREL in object. make[1]: warning: Clock skew detected. Your build may be incomplete. make[1]: Leaving directory `/home/steven_m64/temp/hiprsause/linux_sdk' === srcds # gcc -v Reading specs from /usr/lib/gcc/i686-pc-linux-gnu/3.4.1/specs Configured with: /var/tmp/portage/gcc-3.4.1-r3/work/gcc-3.4.1/configure --prefix=/usr --bindir=/usr/i686-pc-linux-gnu/gcc-bin/3.4 --includedir=/usr/lib/gcc/i686-pc-linux-gnu/3.4.1/include --datadir=/usr/share/gcc-data/i686-pc-linux-gnu/3.4 --mandir=/usr/share/gcc-data/i686-pc-linux-gnu/3.4/man --infodir=/usr/share/gcc-data/i686-pc-linux-gnu/3.4/info --enable-shared --host=i686-pc-linux-gnu --target=i686-pc-linux-gnu --with-system-zlib --enable-languages=c,c++,f77 --enable-threads=posix --enable-long-long --disable-checking --disable-libunwind-exceptions --enable-cstdio=stdio --enable-version-specific-runtime-libs --with-gxx-include-dir=/usr/lib/gcc/i686-pc-linux-gnu/3.4.1/include/g++-v3 --with-local-prefix=/usr/local --disable-werror --enable-shared --enable-nls --without-included-gettext --disable-multilib --enable-__cxa_atexit --enable-clocale=gnu Thread model: posix gcc version 3.4.1 20040803 (Gentoo Linux 3.4.1-r3, ssp-3.4-2, pie-8.7.6.5) === i then did this: srcds # nm -g -C hostiletest/bin/server_i486.so | grep " U " | grep -v GLIBC U CommandLine U DevMsg U DevWarning U Error U GetCPUInformation U KeyValuesSystem U MemAllocScratch U MemFreeScratch U Msg U Plat_FloatTime U Q_FileBase U Q_FixSlashes U Q_IsAbsolutePath U Q_SetExtension U Q_StripFilename U Q_atof U Q_atoi U Q_binarytohex U Q_pretifymem U Q_snprintf U Q_strcasecmp U Q_strcat U Q_strncasecmp U Q_strncat U Q_strncmp U Q_strncpy U Q_strnicmp U Q_vsnprintf U RandomFloat U RandomInt U RandomSeed U Warning U _Unwind_Resume U DevWarning(char const*, ...) U DevMsg(char const*, ...) U Q_stristr(char const*, char const*) U CVProfNode::EnterScope() U CVProfNode::GetSubNode(char const*, int, char const*, int) U CVProfNode::Pause() U CVProfN
Re: [hlcoders] A modification of shot distribution for Source
this is very interesting stuff tim thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] "This Steam account is being used in another location"
the exact same thing is effecting the mod im working on also. On 12/9/05, Ben Everett <[EMAIL PROTECTED]> wrote: > It's happening to us as well on the Forsaken mod. However, the 'sv_lan 1' > and 'sv_lan 0' trick doesn't seem to work when the server is hosted in the > US and people from Europe try to connect or vice versa. However if people > from the same continent try to connect it works fine. Very bizarre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crossbow bolts/projectiles and hitgroups
i would like to see a tutorial on that made. how about making the tutorial on the new valve wiki? http://developer.valvesoftware.com/wiki/Main_Page things have been Very slow over at twl. :( also if you need help with wiki formating i can send you some links. On 6/28/05, ibutsu <[EMAIL PROTECTED]> wrote: > but at least I got my recoil working nicely > in the mean time. (doesn't even use ViewPunch() or SnapEyeAngles() and > it doesn't auto-decay, I'm considering writing a tutorial on the > wavelength about it, especially if people on here express any > interest). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Loopable MP3
And dont forget the Great program, Goldwave. On 6/20/05, McCormack, Chris <[EMAIL PROTECTED]> wrote: > Cooledit pro. I think there is a demo version that you will be able to use in > restricted mode. > load your wav and go to Tools. Hit find loop points and then play the wav in > loop mode. > You could also try Acid, Recycle or "the Daddy" Soundforge. > All will do what you want in demo version. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Application error with update.
i fixed it by just backing up my current changes making a new hl2dm mod then merging my changes into it now works correctly. Took a long time. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Application error with update.
well its a good thing i have been using subversion whatever i find i will post. On 6/3/05, r00t 3:16 <[EMAIL PROTECTED]> wrote: > I have an unmodified version of the older sdk and ALOT has changed ... I > think roughly 130 files + some directories added I believe (have to check it > again for the correct numbers) > > So basically i need to check every file and see what has changed and see if > I use whatever function that was changed. Arg this will take awhile hehe... > > Ill post my findings if and when I find something. > > > r00t 3:16 > CQC Gaming > www.cqc-gaming.com > - Original Message - > From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]> > To: > Sent: Friday, June 03, 2005 2:31 PM > Subject: Re: [hlcoders] Application error with update. > > > > r00t 3:16 wrote: > >> Yea that could be (I had a feeling it was pointer but was not 100% sure) > >> But the problem is WHERE .. alot of changes to the HL2MP sdk so it could > >> be > >> anywhere > >> > >> I find it very rare that 2 people would hit the exact same address > >> violations with an error in our code. > >> Unless it is code that is the exact same on both machines, which would be > >> a > >> sdk file .. > >> > >> Does that sound about right? > > > > It sounds like some engine or interface function somewhere has changed > > the parameters being passed into it and this didn't show up during the > > compile. > > > > If a bunch of other people used previous SDK source code and a parameter > > in a function changed that didn't cause a compiler error, it's likely > > that several people would have the exact same problem. > > > > One of the benefits of keeping an unmodified version of the previous SDK > > is that you can quickly do a diff between the old version and the new > > version to find things that have changed. This won't help you in this > > case unless you already have an unmodified version of the older SDK. I > > suggest you start making "backup" versions of the SDK so that you can > > find differences between old versions and new versions more easily. > > > > -- > > Jeffrey "botman" Broome > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Application error with update.
i just finished merging the new code into my mod and it compiled perfectly and then on load i get a assert in the file mempool.cpp @line 177 Assertion Failed: pBlob if i ignore the assert right after it will crash out with the same The instruction at "0x01286080" referenced memory at "0x01286080" The memory could not be "read" as yours. On 6/3/05, r00t 3:16 <[EMAIL PROTECTED]> wrote: > The instruction at "0x01286080" referenced memory at "0x01286080" The memory > could not be "read" ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player specific flags
yes set #define PLAYER_FLAG_BITS 10 and add FL_PRONE where you want then increment ALL the flags under that one so if you placed it before FL_WATERJUMP you would change it to #define FL_WATERJUMP (1<<3) and increment each flag under it by one from FL_ONTRAIN all the way to FL_UNBLOCKABLE_BY_PLAYER. On 5/25/05, r00t 3:16 <[EMAIL PROTECTED]> wrote: > oops, no he didn't replace it did not see it below the FL_PRONE.. > So I guess just moving > #define PLAYER_FLAG_BITS 9 > to > #define PLAYER_FLAG_BITS 10 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player specific flags
This might be of some help: http://swallowbush.com/forum/viewtopic.php?t=339 On 5/25/05, r00t 3:16 <[EMAIL PROTECTED]> wrote: > How do you add more player specific flags ? Would something like this work? > > #define FL_PRONE (1<<9 ) > > #define PLAYER_FLAG_BITS 10 ? > > Or would that cause issues with > #define FL_INWATER (1<<9) // In water > ?? > > > As stated above we want to use only a few bits of network precision for the > player flags. > Adding the flag to the end breaks that rule > > > r00t 3:16 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?
I just wanted to chime in and say i would also very much like to see a comment on this. On 5/19/05, r00t 3:16 <[EMAIL PROTECTED]> wrote: > Is Valve gonna comment ? > Be nice to know this is going to be fixed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Lattest Steam Update and Console Hosts (12th may)
me and a some others i know have the error also. On 5/13/05, Patrick Flanagan <[EMAIL PROTECTED]> wrote: > I get this error too whenever I try to start a game. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK update has optimized bandwidth usage?
http://valve-erc.com/srcsdk/prerelease_notes.html On Apr 9, 2005 12:32 PM, Patrick Flanagan <[EMAIL PROTECTED]> wrote: > I'm currently trying to figure out if I should update my mod to the > latest SDK codebase. Does anyone know what has been changed in the SDK > update to optimize bandwidth usage? > > Thanks > > Patrick ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resetting entites on round restart.
Im also interested on how to do this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HLLib (.gcf reading)
http://www.wunderboy.org/ On Sat, 8 Jan 2005 10:27:01 +0200, Vyacheslav Djura <[EMAIL PROTECTED]> wrote: > Does anyone here has HLLib downloaded? Nem's site is down, can you > please send it to me or upload somewhere? Thanks a lot! > > ___ > 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] gmail invite
This is not the place to ask for gmail invites you may be better off using this link. http://isnoop.net/gmailomatic.php Too bad you did not send this message late last night since i would have gave you one, i recived 10 gmail invites to give out i asked around in irc gave a few out and Sent the rest out to the above link. On Tue, 21 Dec 2004 11:52:04 +1100 (EST), spo spo <[EMAIL PROTECTED]> wrote: > Could I get one please? [EMAIL PROTECTED] > > Thanks heaps. > > Find local movie times and trailers on Yahoo! Movies. > http://au.movies.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] True-Type Font Resources
the question was asked before but it as of yet still has not been answered On Sat, 11 Dec 2004 09:08:39 -0500, Skyler York <[EMAIL PROTECTED]> wrote: > Ahh didn't see it, sorry. > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sourcesdk.gcf question
Even if you were to get the sdk without getting the game How would you go about testing anything you made with it and for that you would need to own Half-Life2. I dont see any viable reason to have the sdk without owning a copy of hl2 other then to say write a server plugin. On Wed, 8 Dec 2004 21:20:31 -0500, Soham Roy <[EMAIL PROTECTED]> wrote: > i don't have money and i only need the sdk > > > > > On Wed, 8 Dec 2004 10:42:24 -0800, Jay Stelly <[EMAIL PROTECTED]> wrote: > > The reason we use the versioned interfaces in the Source SDK is to make > > it extremely unlikely that any mods will break as we upgrade the engine. > > We've done lots of engine updates over the years without breaking mods, > > and the interfaces are a new tool that make it even easier to do this > > successfully. > > > > Jay > > > > > -Original Message- > > > From: [EMAIL PROTECTED] > > > [mailto:[EMAIL PROTECTED] On Behalf Of tei > > > Sent: Wednesday, December 08, 2004 9:03 AM > > > To: [EMAIL PROTECTED] > > > Subject: Re: [hlcoders] sourcesdk.gcf question > > > > > > > > > Ruari O'Sullivan wrote: > > > > > > [...] > > > > > > > Hopefully Valve will be looking at an advance access program for > > > > modders in the future so we can respond to engine changes when they > > > > become necessary, or the first thing you know about a problem with > > > > your mod is when it starts segfaulting everywhere from SF to Sydney. > > > > > > > > -randomnine- > > > > > > > > > Say... a bug on Source able remote root access, Valve fix > > > that bug and update Source, all Source engines update but > > > some mods broke. > > > > > > Humm... > > > > > > Can be interesting If Valve able to test patches before > > > relase, so coders can test before the crash will ocurr > > > (anyway modders will be lazy and will not test) > > > > > > Maybe Steam will support 3th modes "update to stable", > > > "update to experimental" and "no updates", so modders will be > > > able to debug against actual versions and future versions. > > > This will also able some dedicated servers to inmediatelly > > > apply updates even if where "experimental",.. > > > > > > This its a similiar design decision as Debian has taken with > > > woody, sid, etc.. > > > > > > Humm.. Real World sux :/ Fortunally enough, I dont work on > > > valve, so I dont need to care about this problems. MuAHahahaha! :D > > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hl2 SDK?
its aready out On Thu, 2 Dec 2004 03:25:47 -0800, Kyle Keating <[EMAIL PROTECTED]> wrote: > What is the projected release date for this? > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 SDK Docs Available Online
no but i wish there was would be very usefull and make it so we dont have to save each page by hand. On Thu, 2 Dec 2004 08:48:31 -, McCormack, Chris <[EMAIL PROTECTED]> wrote: > are they available anywhere offline ! pdf etc ? > ___ 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 - LOD Bias. DirectX vs Opengl. Problem & Solution.
Can i ask what nvidia driver version did you use while doing this testing? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Rep:[hlcoders] anyone tried ATI offer here?
When you have a retail version you should not have to download any files to play the game other then maybe a small update or 2 of Counter-Strike:Source(witch should not take more then 10mins). Half-life2 Does require a internet connection to authenticate the game and make it available in offline mode. online auth is a sort of copy protection. On Fri, 19 Nov 2004 23:41:19 +0200, Vyacheslav Djura <[EMAIL PROTECTED]> wrote: > Hello Elektordi, > > Friday, November 19, 2004, 12:40:56 PM, you wrote: > > E> Send a email to [EMAIL PROTECTED] :-) > There is no such email - only [EMAIL PROTECTED] which is silent > > E> By the way, when the recieve the package, did they send confirm mail ? > I guess not :( > > People, is that true that even if you have RETAIL version of HL2 you > must connect to internet? Can someone please explain this? > > ALso my friend from UK told me that after he installed DVD version it > took him 30 mins with Broadband internet to download some additional > HL2 files - WHAT TO DO IF I LIVE IN UKRAINE AND HAVE DIAL-UP MODEM? > WILL I'LL BE ABLE TO RUN HALF-LIFE 2/ > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A Half-life wiki?
Here is a good wiki some here might like: http://www.hl2world.com/wiki/index.php ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] tei's dumb-bots
might be hard to make a bot that so perfectly encapsulates counter-strike players like that. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
good GCC support would be nice. On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > I just want to do a quick straw poll of how many people on this list > DON'T have access to MSVC.NET or above for their MOD development (we > hope to only release MSVC.NET project files with the SDK)? > > - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: Incoming Msg
On Wed, 1 Sep 2004 21:28:39 -0700, Ernest Lee <[EMAIL PROTECTED]> wrote: > Oh my is that a virus :O Everyone just ignore these virus mails there filtered out automatically so talking about them is pointless. but on similar topic does mailman verify to origin of the emails before sending it to everyone on the list or does it only check if the person sending it is a registered user then send's it to everyone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders