Re: [hlcoders] Adding models/materials to a server.
In general it's nice to see a message pop up in here. 13 years later, the Russians caught on to our mod, long after we’ve touched it for some time. I'm not sure anyone from my team is interested in going back to that work after failed talks with Valve business development. We’re discouraged from touching Valve intellectual property these days. SteamPipe killed a lot of people’s hard work. I don't think anyone actively touches Source engine server plugin support anymore. I get the sense that Valve is now only interested in working with UGC creators, which are a different breed than mod developers. Andrew > On Feb 16, 2024, at 12:25 PM, Jay C. wrote: > > If we can get the Twitter to see the mail and get someone who has access to > reply it's worth a $20 donation to a charity an and old man (me) put in his > place for assuming things without knowing. > > On 2024-02-16 19:22, Andrew McWatters wrote: > >> I'm sure at one point this mailing list probably was watched. With the staff >> turnover at Valve, I think the only people reading these threads are old mod >> developers and licensees... maybe. >> >> Andrew >> >>> On Feb 16, 2024, at 12:18 PM, Jay C. wrote: >>> >>> I will contribute $20 to the charity of your choice if someone on the dev >>> team simply replies to this mail. I have a bet with the CS2Fixes team that >>> this is monitored for $250 and I'd prefer if my money went to a good cause >>> :) >>> >>> >>> >>> On 2024-02-11 12:17, Jay C. wrote: >>> >>> Hi. >>> >>> >>> >>> I'm a little out of touch. I'm c0ldfyr3, original author of CS:S ZombieMod. >>> I've just gotten back into modding and noticed it seems to not be an avenue >>> we can take as a MetaMod plugin? Is that true? Do you simply not want us to >>> do that anymore? >>> >>> >>> >>> Thanks, >>> >>> >>> >>> Jay/c0ld >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com <https://list.valvesoftware.com/>/ >>> >>> >>> >>> ___ >>> >>> To unsubscribe, edit your list preferences, or view the list archives, >>> >>> please visit: >>> >>> https://list.valvesoftware.com <https://list.valvesoftware.com/>/ >>> >> >> ___ >> >> To unsubscribe, edit your list preferences, or view the list archives, >> >> please visit: >> >> https://list.valvesoftware.com <https://list.valvesoftware.com/>/ >> > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com <https://list.valvesoftware.com/>/ > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/
Re: [hlcoders] Adding models/materials to a server.
I’m sure at one point this mailing list probably was watched. With the staff turnover at Valve, I think the only people reading these threads are old mod developers and licensees... maybe. Andrew > On Feb 16, 2024, at 12:18 PM, Jay C. wrote: > > I will contribute $20 to the charity of your choice if someone on the dev > team simply replies to this mail. I have a bet with the CS2Fixes team that > this is monitored for $250 and I'd prefer if my money went to a good cause :) > > > > On 2024-02-11 12:17, Jay C. wrote: > >> Hi. >> >> >> >> I'm a little out of touch. I'm c0ldfyr3, original author of CS:S ZombieMod. >> I've just gotten back into modding and noticed it seems to not be an avenue >> we can take as a MetaMod plugin? Is that true? Do you simply not want us to >> do that anymore? >> >> >> >> Thanks, >> >> >> >> Jay/c0ld >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com <https://list.valvesoftware.com/>/ >> > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com <https://list.valvesoftware.com/>/ > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/
Re: [hlcoders] Source 2007 mod and mounting content
It’s incredible that people are still bringing this up. This issue has existed for years: you’re not going to fix it in any clean manner, and Valve isn’t going to fix it, either. Extract the contents manually or automate it through one of the available VPK libraries. Andrew___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Awesome, thanks for the update! Are there any plans to include custom shader support like SDK2007? I see that the shadercompile.exe is included with the SDK Base but there are no accompanying SDK shader sources for creating the required DLL. On Thu, Jun 27, 2013 at 10:16 AM, Stephen Swires st...@swires.me wrote: I would consider that to be the main version of Source as that's what most of Valve core multiplayer games sit on. On 27 June 2013 15:02, Netshroud netshr...@gmail.com wrote: to the main engine There's a main Source engine now? On 27/06/2013, at 11:56 PM, Stephen Swires st...@swires.me wrote: Nope, the engine is in line with TF2, CS:S and DOD:S, not CSGO. The new lighting system is only part of the CSGO engine has hasn't been backported to the main engine. The TF2 bot system is NextBot which is also used in L4D2 and CSGO, that appears to have been removed judging from the lack of NextBot folders in client and server. On 27 Jun 2013 07:43, minh...@telus.net wrote: Does this include upgrades to the engine? Like the new dynamic shadow system in CS:GO? New Botcode found in TF2? On 6/26/2013 3:48 PM, Joe Ludwig wrote: http://store.steampowered.com/news/10962/ Source SDK 2013 Release We have released an update to the Source SDK, bringing support for Mac OS X and Linux to mod developers and exposing the ability for virtual reality support in your mod. The biggest change with this update is that we are using github to host the source code. You will find the code here. This Source SDK 2013 release also includes a new license that can be foundhere. This new license allows mod authors to share their changes to the SDK more easily. The other change with the Source SDK is that now Hammer and the other mod tools ship with their respective games instead of as part of the SDK Launcher. The launcher itself is being phased out, so it will disappear from your Tools list. You can find information about how to run the tools from the games here. The source for this new SDK release includes the latest code for all the included games, and has many new features: . The games now build and run clients on Windows, OSX, and Linux. Dedicated servers are supported on Windows and Linux. . Steam Pipe (the new Steam content delivery system) is supported by the sample mods. Existing mods can change their gameinfo.txt to match the new format and gain Steam Pipe support. . Support for Virtual Reality via the Oculus Rift has been added to the SDK. Running a compatible mod with -vr on the command line will run the mod in stereo and enable head tracking on the Rift. You can find instructions on getting started with the new Source SDK 2013 on the Valve Developer Community wiki. ___ 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] Source SDK 2013 Release
I have waited for this day for so long. Thank you, based Valve.___ 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 Steampipe
Detouring such functions shouldn’t trigger VAC. Andrew___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Mods Steampipe
Guten Tag hlcoders, So for the folks who mounted content in the past through the GCF system, because their game used other game content as well, what are we to do now with the Steampipe system in place? End users don’t have to worry about the transition, but as far as I know, mod developers right now don’t have any solution to this issue. So that only leaves licensees with the ability to transition over. Danke, Andrew___ 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 Steampipe
Yeah, I thought about doing something like this before, except these Steampipe games we were previously mounting from GCFs now use VPKs. So basically that doesn’t work. Andrew___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] CBasePlayer::m_hUseEntity is never actually sent to the client despite being a networked variable
I don't know how to state it much simpler than that. This is an issue that has existed for years; now is as good a time as ever to complain about it, I guess. For mods in the 2007 engine branch, checking GetUseEntity() on the client returns NULL, which does not match the server's value at any point in time. On the client, SetUseEntity is never actually called, but on the server it is, which should then send the EHANDLE over the wire. Otherwise what would be the point in it being a networked variable? Right? Anyway, some really important prediction stuff goes wrong as a result of m_hUseEntity never being set, such as this key snippet in CBasePlayer::ItemPostFrame() here: baseplayer_shared.cpp: 208-216 // check if the player is using something if ( m_hUseEntity != NULL ) { #if !defined( CLIENT_DLL ) Assert( !IsInAVehicle() ); ImpulseCommands();// this will call playerUse #endif return; } As a result of this never returning, (since m_hUseEntity is actually NULL client-side,) when you hold your primary attack button, things like ::PrimaryAttack() being called on weapons on the client every frame but not on the server manifest, and the end result is the weapon sound for your active weapon being spammed violently. I've checked out Send/RecvProps and such and everything is fine other than this value never being networked. How can this be fixed? Thanks, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling in VS 2012
I've also not had any issues compiling in 2012 using the 2010 toolset, but I've not been able to get edit continue to work (which seems to work just fine in 2010). -Andrew On Tue, Nov 27, 2012 at 4:09 PM, Michael Kramer kra...@siosphere.comwrote: Thanks for the link, for the life of me I could not find the desktop version, I could only find the Express edition to compile Metro apps, which obviously wouldn't help me. I'm glad to hear that someone has been able to compile it in 2012 (even with switching the toolset), I just have the need for some of the features of the Professional version for other projects, and don't feel like having different IDEs. Thanks, On Tue, Nov 27, 2012 at 2:05 PM, Neico ad...@neic0.de wrote: You can use it if you change the Toolset to the VS2010 one, then basically everything is the same as in VS2010... I must say that I didn't bother trying to get the 2012 Toolset to work as I've heard about many incompatibilities with Source. - Neico On 26.11.2012 19:14:09 GMT+0100, Michael Kramer kra...@siosphere.comkra...@siosphere.com wrote: Has anyone been able to compile the SDK in Visual Studio 2012? I need to purchase Visual Studio Professional, and the newest (2012) is the cheapest at $500, but isn't worth it if I can't get the SDK to compile with it. Thanks, ___ 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 -- *Michael Kramer, Software Engineer SEO Expert* http://www.siosphere.com | kra...@siosphere.com *[c] 801-530-9454* * * * * This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ 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] Do procedural materials still work in 2007?
To clarify, the question really was “Do material proxies still function correctly in 2007?”. Andrew___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Do procedural materials still work in 2007?
You don't have issues with it? Some other developers and I tried it but on one report, it ran too slow. I was under the impression procedural textures were faster. Sent from my iPhone ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Do procedural materials still work in 2007?
I wanted to write my own chromiumembedded implementation (because Awesomium is for chumpiums) and so I checked out the procedural material article here: https://developer.valvesoftware.com/wiki/Procedural_Materials Unfortunately the example code doesn't seem to be working. Are procedural textures broken in 2007? I can't really result to using DrawSetTextureRGBA, so if this doesn't work, it's a bust. Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Grabbing a physics object on the client from a server-side ragdoll
Yo folks, Is it possible to grab an IPhysicsObject for a bone on the client from a server-side ragdoll? Or does the physics object simply not exist on the client? I have a nice function here that sorta takes care of it, but I'm under the impression you can't retrieve it simply because it's a server-side ragdoll, so the physics aren't initialized on the client as well. The code seems unnecessarily long, I could probably at least remove the else after physicsbone = 0, but here it is. physicsbone is obtained from a trace. IPhysicsObject *GetPhysObjFromPhysicsBone( CBaseEntity *pEntity, short physicsbone ) { CBaseAnimating *pModel = static_cast CBaseAnimating * ( pEntity ); if ( pModel == NULL ) { return pEntity-VPhysicsGetObject(); } else { IPhysicsObject *pPhysicsObject = NULL; //Find the real object we hit. if( physicsbone = 0 ) { #ifdef CLIENT_DLL if ( pModel-m_pRagdoll ) { CRagdoll *pCRagdoll = dynamic_cast CRagdoll * ( pModel-m_pRagdoll ); #else // Affect the object CRagdollProp *pCRagdoll = dynamic_castCRagdollProp*( pEntity ); #endif if ( pCRagdoll ) { ragdoll_t *pRagdollT = pCRagdoll-GetRagdoll(); if ( physicsbone pRagdollT-listCount ) { pPhysicsObject = pRagdollT-list[physicsbone].pObject; } return pPhysicsObject; } else { return pEntity-VPhysicsGetObject(); } #ifdef CLIENT_DLL } else { return pEntity-VPhysicsGetObject(); } #endif } else { return pEntity-VPhysicsGetObject(); } } } Holla, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Predicted CPlayerPickupController (player_pickup)
Hi all, Predicting CPlayerPickupController in multiplayer has been done by a few mods. Frankly it doesn’t seem too difficult to pull off, but I’m here to ask how it’s done anyway because I’m hitting on some strange issues. As it would seem, you carry over a bit of code from weapon_physcannon and hook up the ManagePredictedObject into something like a Think func on the client for CPlayerPickupController. This should work alright as long as player_pickup is created on the client as well, so the prediction code is actually ran. To do this, I figured I’d just need to DECLARE_NETWORKCLASS() and set up the appropriate vars, which if you’re carrying over code from weapon_physcannon, the latter is done for you already. Anyway, player_pickup isn’t even being created on the client. I’m here to ask why. It’s not inheriting from a server only class, so is there any reason that I’m missing that would cause this entity to not spawn for clients? Thanks, Andrew McWatters___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Hung hl2.exe process for 2007-based mods
I appreciate your and Garry’s fix, Sander. However, I feel that I’m clearly missing something important here, as I can’t find “steam-Cleanup(steamError);” or “SteamAPI_Shutdown” in my repository. The latter I don’t see a single trace of in 2007’s CHLClient::Shutdown. Andrew McWatters___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Hung hl2.exe process for 2007-based mods
Thanks for the clarification, the licensee SDK bit is what I figured immediately after I read the bit about filesystem_steam in Garry’s post. Besides Garry, do any of you have any positive experiences with contacting Valve over issues with the engine? I’ve never bothered trying, considering my other emails never get responses. Andrew McWatters___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Hung hl2.exe process for 2007-based mods
It seems the Chrome - GMail plugin client isn't obeying the In-Reply-To value provided when you click on the link to reply to a specific individual. So I apologize if this post creates, once again, another separate thread for that reason. I just wanted to acknowledge that it's probably the worst possible hack I've ever written, and it's a rather cheesy one. But I, as well as the rest of us, don't have access to fixing the core issue. I don't have my mod currently working for dedicated servers, so I placed the hack in the client.dll codebase. Hope that makes sense. For the record, there are other hacks in HL2:SB which were resolved using detouring and such, however those are all non-critical fixes. You shouldn't use those if you ever come by them. Basically anything that patches memory. You'll know it when you see it, of course. Additionally, the mod closes debatably gracefully due to the entire application and everything associated with it being terminated in the same manner as terminating the process from your task manager. It is closing immediately, but definitely not as intended. There are actually engine events which seize to take place as a result of simply terminating the process. For this reason, I absolutely can't stand this solution either. Anyway, due to Valve's lack of updates on these things, we have to hold ourselves up and fix what issues we can on our own. I am proud to say that I've fixed small issues on my own that didn't require terrible kludges and some of these are issues Valve hasn't gotten around to taking care of, at the same time it depresses me considering I feel like we're not given any attention anymore. Good luck with the rest of your development, and thanks for posting about this. It makes me feel good that people are still working with Source and enough to the point where they're encountering these issues as well (Clearly I don't feel good about the encountering issues part, though.) Andrew McWatters ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Hung hl2.exe process for 2007-based mods
Er, cease*... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Hung hl2.exe process for 2007-based mods
You're not alone, Cale. This happens on all 2007-based mods, and it's been months without a fix. I can't remember when this first started, but I don't see it being fixed anytime soon. Considering that I can't remember when the issue started, it could even have been years since the issue first arose. To be frank, considering support for the Source SDK codebases is sparce in terms of frequency, you'll just have to deal with the problem. A terrible way that I resolved the issue with my mod was to simply terminate the process right at the end of the game code shutdown routine. http://code.google.com/p/hl2sb-src/source/detail?r=50path=/trunk/src/game/client/cdll_client_int.cpp http://code.google.com/p/hl2sb-src/source/diff?spec=svn50r=50format=sidepath=/trunk/src/game/client/cdll_client_int.cpp#sc_svn50_973 This hack isn't documented anywhere publicly other than on my repo. Anyway, most issues with the Source SDK I attempt to resolve myself or through the assistance of other clever developers. Some wiki scraps and mailing list snippets here and there also help to a certain degree, but generally speaking, you get nearly nothing to work with, and I don't know when Valve will pump out an update for the Source SDK that isn't hat related. There also don't seem to be many regulars who work with Source and share their progress publicly anymore. Honestly, I thought it was somewhat commendable you brought this up. Best of luck. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy
Seriously? I find his concerns about the speed of C# on 64 bit machines running under a D3D based interpreter to be highly insightful. And p2p in clients in Source, he may well be pushing the Source engine into a whole new era. Who are you guys to hold back such progressive ideas? On Mon, Oct 31, 2011 at 12:28 AM, Jonathan Murphy nuclearfri...@gmail.comwrote: Bot theory seems plausible especially because he ignores all our attempts to talk to him. :( On Sun, Oct 30, 2011 at 11:42 PM, Jan Hartung jan.hart...@gmx.de wrote: I’m almost certain that it’s a bot concatenating a bunch of loosely connected strings to build lenghty mails. ** ** Jan ** ** *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Tony omega Sergi *Gesendet:* Sonntag, 30. Oktober 2011 03:53 *An:* Discussion of Half-Life Programming *Betreff:* Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy ** ** This is the one and only time that i'm going to reply to anything you've said, *Pro-Tip*: Don't Post here when you're High. You make no sense 100% of the time. -Tony On Sun, Oct 30, 2011 at 5:11 AM, Sam aersi...@gmail.com wrote: just thought of this...one 'new' game based on tf2 might be simply modding the #s for the user. One option is increasing hitpoints and decreasing dmg for longer battles* *** ** ** ___ 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] Linux build prediction? issues
Originally I had thought it would have been fixed with the IsFirstTimePredicted check as well, but even with that, I found our frames were being rolled back and for whatever reason the system wasn't marking the already predicted frames as handled, or at least resetting it. We wrapped a test case in the base MP5 provided with the SDK and could recreate the prediction issues consistently, so might have run that by the latest SDK and see if it still happens. On Mon, Jan 24, 2011 at 11:11 PM, Nick xnicho...@gmail.com wrote: If it is a problem with the valve sdk, then don't even try to fix it, track the problem down, send valve a detailed report, and hope for the best. On Mon, Jan 24, 2011 at 3:06 PM, Maarten De Meyer maar...@off-limits.be wrote: I did some checking, and you are right. My issue is unrelated to the linux build, it just didn't show on windows or listenserver cause the connection was way better. It is a generic prediction issue ( net_fakelag 50 causes it to show up on listenserver, cl_prediction 0 and it's gone ) I've also searched this list's archive, I think there is several threads on similar problems already. A suggestion by Yahn a short valve-time ago I think is relevant here. Basically, depending on network conditions, it is normal that a frame gets predicted several times, causing the same events to be re-fired clientside. If I grasped it correctly, putting this construction #if defined( CLIENT_DLL ) if ( prediction-InPrediction() !prediction-IsFirstTimePredicted() ) return; #endif before anything that shouldn't happen twice ( muzzle flashes, SendWeaponAnim, ... ) is a way to deal with this problem: the multiple predictions will still happen as should be the case, but the impact on what the client sees is minimised. I guess that leaves me with the question: is this really what I'm hitting, and more importantly, is the above m.o. the way to go? Do I need to meticulously filter out things I want to be re-predicted and things I don't everywhere and if() with the above statement? Anyone else went through this? I'm no prediction expert, would like to hear from those that are :) -- Maarten On 24/01/2011 1:25, Andrew Ritchie wrote: I had similar experiences with our port to orange box. I had originally thought that it might be my own fault for handling a lot of our free look and weapon aiming client side but we even tracked the same issues in the base SDK on listen servers under fake ping. I can't say it's identical since you mentioned only getting it under linux, we could recreate it on listen servers as well, but the symptoms are the same. I tracked that prediction was rerunning the frames without ever indicating that it was actually a rerun frame, the frame counter would just drop X into he past and run from there. This was the biggest give away that either I'd botched up or something was a lower level had an issue that needed a fix beyond a check to make sure you don't repeat beyond the first prediction frame. I was never able to figure out a real solution to the issue beyond client side absolute platform time checks, which didn't solve anything more than superficially. I'd be interested in hearing if you find anything or anyone else has this and found a solution, as it essentially brought everything to a grinding halt over a year ago, since online play become unmanageable for a lot of players. On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer maar...@off-limits.be wrote: Hi list, I've recently built our OB mod's linux server after a loong time working windows only. I got it to compile run fine, but there's a serious general issue with the way the game acts when playing on the linux server. It runs OK, but some things are clearly off, like sprint behavior/animations, shoot animations etc. E.g., one particular, reproducible issue is that if you click to shoot, the shot goes well, but if you hold your mouse down for a while and release it, a second shoot anim/muzzle flash happens, ammo gets decremented, but immediately after that reincremented and that second shot does not register on the server. I think that means that client side is predicting a lot more than it should. I also get some prediction errors wtih cl_showerrors 1. I don't get any of this behavior with the same client, but on the windows server [Which I find a bit odd, since prediction is client-side only, no?]. Anyone has any clue in what direction to look or has had similar experiences? Thanks in advance, 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
Re: [hlcoders] Linux build prediction? issues
I had similar experiences with our port to orange box. I had originally thought that it might be my own fault for handling a lot of our free look and weapon aiming client side but we even tracked the same issues in the base SDK on listen servers under fake ping. I can't say it's identical since you mentioned only getting it under linux, we could recreate it on listen servers as well, but the symptoms are the same. I tracked that prediction was rerunning the frames without ever indicating that it was actually a rerun frame, the frame counter would just drop X into he past and run from there. This was the biggest give away that either I'd botched up or something was a lower level had an issue that needed a fix beyond a check to make sure you don't repeat beyond the first prediction frame. I was never able to figure out a real solution to the issue beyond client side absolute platform time checks, which didn't solve anything more than superficially. I'd be interested in hearing if you find anything or anyone else has this and found a solution, as it essentially brought everything to a grinding halt over a year ago, since online play become unmanageable for a lot of players. On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer maar...@off-limits.bewrote: Hi list, I've recently built our OB mod's linux server after a loong time working windows only. I got it to compile run fine, but there's a serious general issue with the way the game acts when playing on the linux server. It runs OK, but some things are clearly off, like sprint behavior/animations, shoot animations etc. E.g., one particular, reproducible issue is that if you click to shoot, the shot goes well, but if you hold your mouse down for a while and release it, a second shoot anim/muzzle flash happens, ammo gets decremented, but immediately after that reincremented and that second shot does not register on the server. I think that means that client side is predicting a lot more than it should. I also get some prediction errors wtih cl_showerrors 1. I don't get any of this behavior with the same client, but on the windows server [Which I find a bit odd, since prediction is client-side only, no?]. Anyone has any clue in what direction to look or has had similar experiences? Thanks in advance, 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] Duplicate Keys with KeyValues
In the file you can just add more gamelist { AdditionalID120 AdditionalID121 AdditionalID122 AdditionalID123 } and then parse it out in code using a sub key iteration. If you want to add duplicates in code I think it's a case of just create new key values with the values add them as sub keys instead of doing the set methods. On Tue, Nov 16, 2010 at 1:56 AM, Trevor 'Drak' dhlco...@wowway.com wrote: File structure: mount_list.txt { gamelist { AdditionalID120 } } If I wanted to add another “AdditionalID” with a different value, how can I do this? This, just replaces the key. KeyValues *pNew = pMainFile-FindKey( GameList ); pNew-SetInt( AdditionalID, 200 ); ___ 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] Creating VGUI Menus with tabs?
pffft roll you're own, it's what all the cool kids do. On Sat, Nov 13, 2010 at 12:09 PM, Tony omega Sergi omegal...@gmail.comwrote: PropertyDialog. you create inherit PropertyPage for your panel, and add them to a PropertyDialog. -Tony On Sat, Nov 13, 2010 at 7:45 AM, Trevor 'Drak' dhlco...@wowway.com wrote: That's correct, it's used in the MP3 Player example. My bad, thank you! :D -Original Message- From: Saul Rennison Sent: Friday, November 12, 2010 5:32 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Creating VGUI Menus with tabs? It's a VGUI control called PropertySheet I think :D Thanks, - Saul. On 12 November 2010 22:20, Trevor 'Drak' dhlco...@wowway.com wrote: Simple question. I want to create a VGUI Panel with a list of tabs at the top. Example: http://img2.imageshack.us/img2/8057/sfasd.jpg Thanks ___ 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 __ Information from ESET NOD32 Antivirus, version of virus signature database 5615 (20101112) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Understanding a confusing crash dump
Hey list, I'm getting another dedicated server crash I don't know how to approach fixing. Its another access violation error where the call stack frame in question just contains a memory address, the exact error message is this: Unhandled exception at 0x040a000b in 040a000b.mdmp: 0xC005: Access violation reading location 0x040a000b. However, although I've seen this particular crash many times (always with the same memory address, like I asked about for another crash previously), the last two times it has occurred, there's actually been a call stack - and its been the same each time, it appears to be in stock AI code. The last frame however bears no relation to those before it. Screenshot of the crash / call stack: http://www.ftwinston.com/files/040a000b.png Actual dump file itself: http://www.ftwinston.com/files/040a000b.mdmp If I were able to reproduce this error, I'd be able to set about fixing it, so my earlier question about how best to set about reproducing access violation errors that only seem to occur [at random] on live servers still stands. I can't show you the topmost frame of this call stack, because there is nothing loaded for it - all that is shown is the memory address itself, with ?? as its value, and all adjacent memory addresses similarly. My second question is this: has this crash got anything to do with the AI code that is running in every frame prior to the crash frame or not? How can I tell? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Understanding a confusing crash dump
Source SDK Base 2007, and Modular Combat. Ta Date: Mon, 25 Oct 2010 18:24:53 +0100 From: Saul Rennison saul.renni...@gmail.com Subject: Re: [hlcoders] Understanding a confusing crash dump To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: aanlkti=av++v1mxtrdpbuhmckqvp36wihbjvb=a=d...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 What game and engine is the crash occurring in? On Monday, October 25, 2010, Andrew Watkins a...@watkins.to wrote: Hey list, I'm getting another dedicated server crash I don't know how to approach fixing. Its another access violation error where the call stack frame in question just contains a memory address, the exact error message is this: Unhandled exception at 0x040a000b in 040a000b.mdmp: 0xC005: Access violation reading location 0x040a000b. However, although I've seen this particular crash many times (always with the same memory address, like I asked about for another crash previously), the last two times it has occurred, there's actually been a call stack - and its been the same each time, it appears to be in stock AI code. The last frame however bears no relation to those before it. Screenshot of the crash / call stack: http://www.ftwinston.com/files/040a000b.png Actual dump file itself: http://www.ftwinston.com/files/040a000b.mdmp If I were able to reproduce this error, I'd be able to set about fixing it, so my earlier question about how best to set about reproducing access violation errors that only seem to occur [at random] on live servers still stands. I can't show you the topmost frame of this call stack, because there is nothing loaded for it - all that is shown is the memory address itself, with ?? as its value, and all adjacent memory addresses similarly. My second question is this: has this crash got anything to do with the AI code that is running in every frame prior to the crash frame or not? How can I tell? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Cryptic engine.dll crash
Sure, its here: www.ftwinston.com/files/Steam__273447__2010_10_2T11_28_2C4057343.mdmp As there is no call stack, I doubt there's anything Valve can do with the debugger, however. I still have no information on how the crash can be caused, which is what I was really asking for suggestions on in the first place. Unfortunately, we don't have linux binaries at this time, so that's not an option - I produced some a couple of years ago, but clients got a different class tables message and were unable to connect (even though I printed them through a console command, and windows/linux gave identical output). Nick: Its a dedicated server crash, so afaik the nvidia/ati question is irrelevant? It happens on all servers its been played on for long enough, anyway. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Cryptic engine.dll crash
Our mod regularly produces a server crash in engine.dll. A memory dump is produced, but this contains only a single frame, which is *always* 0bad04d0(). There is no assembler code listed. This crash has lurked in the background for some time, but is happening with greater regularity in the latest version of the mod. We cannot reliably reproduce the crash, indeed we don't know what causes it when it does happen. I have a vague inling that it may be triggered by players connecting / disconnecting, but that's little more than a hunch. We have only ever had this crash on our beta test server once, but it's cropping up on public servers quite regularly. I'm at a loss for how to proceed with this. Without being able to trigger the crash reliably, rolling back to previous versions and checking if it still occurs it isn't viable. What we really need is a way of determining the trigger, but for that, we need to be able to cause the error. Given that it's in engine.dll, and it just produces a single frame, I imagine there's some sort of memory corruption going on. I've looked through everything I can think of in our code, but have come up with nothing. Does anybody have any experience with debugging crashes like this, or any suggestions on a useful tool to use - bearing in mind that we don't have the source code for the dll that is supposedly causing the error? Thanks in advance! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Engine API?
There's a fair few doxygen's out there but in reality most people just ge their hands dirty by following the SDK classes. The only tricky parts of the SourceSDK would be the NPCs in the singleplayer, beyond that the SDK for multiplayer really implements skeletal stuff to start rooting around with almost immediately available examples of networking and entity IO. That's assuming gameplay is your biggest focus. The VGUI stuff is roughly fleshed out in the SDK panels too, even if it's not got many examples of how to make the most of the messaging beyond OnCommand, but you can pull out the majority of what you need to learn by starting with this those. Beyond that, if you're looking to do a lot of shader work you just have to figure out the limitations before trying anything too crazy, and if you want to replace BSP with dynamic data loading and procedural terrain generation you're going to be one sad panda that Valve aren't likely to impress with the SourceSDK. On Thu, Sep 2, 2010 at 12:22 PM, Tom Edwards t_edwa...@btinternet.comwrote: Yes, there's doxygen and there are several instances of it being used on the SDK (at various points) to be found online. The best solution is to open Visual Studio and use Class View, though. On 02/09/2010 12:12, Colm Sloan wrote: a mod-friendly company like valve questionable ;) I'd really like to see this too. Is there some program that can be run on a C/C++ project to extract this information and create such a reference document automatically? I almost sure I remember using something like this for a java program I made some time back. ___ 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] Engine API?
That's all available to the SDK, the tricky part I mentioned was more that it's written for Valve's games, rather than, like the SDK for MP the modders. So you just have to pick your starting point on your own, whether it be Alyx, Zombies etc.. There's nothing particularly engine specific for the AI for the most part it's all there for you to dabble with. On Thu, Sep 2, 2010 at 12:54 PM, Chris Courtney chriscourtne...@gmail.comwrote: What are the NPC limitations in terms of code? Is it that the interface for that part of the engine is very limited or is it just difficult to root through and understand the order of whats happening? I plan on doing a lot of custom AI stuff with models. Was just playing episode 2 and notice they've implemented a proper look at player thing for alex where she dynamically turns her head and then her body which is something I'll be using. Sorry I rambed... basically what sort of trouble is ahead in the NPC area for single player? Thanks for the help guys :) On Thu, Sep 2, 2010 at 12:40 PM, hlcoders-requ...@list.valvesoftware.com wrote: Send hlcoders mailing list submissions to hlcoders@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to hlcoders-requ...@list.valvesoftware.com You can reach the person managing the list at hlcoders-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than Re: Contents of hlcoders digest... Today's Topics: 1. Re: Does Valve (America) offers internships? (Andrew Ritchie) 2. Re: linux binary compiling issues, missing reference (Nick) 3. Engine API? (Chris Courtney) 4. Re: Engine API? (Jonas 'Sortie' Termansen) 5. Re: Engine API? (Colm Sloan) 6. Re: Engine API? (Tom Edwards) 7. Re: Engine API? (Andrew Ritchie) -- Message: 1 Date: Wed, 1 Sep 2010 23:01:38 +0100 From: Andrew Ritchie gotta...@gmail.com Subject: Re: [hlcoders] Does Valve (America) offers internships? To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: aanlktiktt78anqech0tgdc16s9zhcjddaoqqy26+c...@mail.gmail.comaanlktiktt78anqech0tgdc16s9zhcjddaoqqy26%2bc...@mail.gmail.com aanlktiktt78anqech0tgdc16s9zhcjddaoqqy26%2bc...@mail.gmail.comaanlktiktt78anqech0tgdc16s9zhcjddaoqqy26%252bc...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 goodness no, Somone is one of the most honest people I know. Minh on the other hand is a Grade A Canadian Liar... LIAR I says. And now I have to go change his wikipedia entry to say so, otherwise, who else but this list would know?! On Wed, Sep 1, 2010 at 2:08 PM, Jeffrey botman Broome botman.hlcod...@gmail.com wrote: WHAT? Are you calling somone on the internets a liar? How dare you sir. How dare you. :) On 8/31/2010 7:22 PM, Andrew Ritchie wrote: Liar On Tue, Aug 31, 2010 at 7:17 PM, Minh Leminh...@telus.net wrote: now in FixKorea? Unfortunately, yes. On 8/31/2010 6:23 AM, WRNM wrote: Oh, sorry I went serious =_=. BTW Just for curiosity, Are you the 'Minh Le' now in FixKorea? Richard Date: Tue, 31 Aug 2010 00:41:29 -0700 From: minh...@telus.net To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Does Valve (America) offers internships? I don't believe there is a branch in Siberia. I was just poking fun at you because I found it amusing that you put America in brackets next to Valve. Everyone knows there is only one Valve, and its location is Mt. Olympus. On 8/30/2010 8:08 PM, Trevor 'Drak' wrote: I think he was kidding, because you added (America) -- From: WRNMassaultar...@hotmail.com Sent: Monday, August 30, 2010 10:53 PM To:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Does Valve (America) offers internships? U. Is there a branch/studio in Siberia? Date: Mon, 30 Aug 2010 10:12:22 -0700 From: minh...@telus.net To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Does Valve (America) offers internships? You might wanna try Valve (Siberia)... On 8/30/2010 6:35 AM, WRNM wrote: Hey guys, I don't really know if this is the right place or not but I'm wondering if Valve provides any chances for internships? I am currently a sophomore student majoring in Math. I can do some programming but I'm better in 3D/2D Art stuff. Just looking for some game development work experience, and of course I'm happy to do it for free. Please let me know if there's anything I can do
Re: [hlcoders] Does Valve (America) offers internships?
goodness no, Somone is one of the most honest people I know. Minh on the other hand is a Grade A Canadian Liar... LIAR I says. And now I have to go change his wikipedia entry to say so, otherwise, who else but this list would know?! On Wed, Sep 1, 2010 at 2:08 PM, Jeffrey botman Broome botman.hlcod...@gmail.com wrote: WHAT? Are you calling somone on the internets a liar? How dare you sir. How dare you. :) On 8/31/2010 7:22 PM, Andrew Ritchie wrote: Liar On Tue, Aug 31, 2010 at 7:17 PM, Minh Leminh...@telus.net wrote: now in FixKorea? Unfortunately, yes. On 8/31/2010 6:23 AM, WRNM wrote: Oh, sorry I went serious =_=. BTW Just for curiosity, Are you the 'Minh Le' now in FixKorea? Richard Date: Tue, 31 Aug 2010 00:41:29 -0700 From: minh...@telus.net To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Does Valve (America) offers internships? I don't believe there is a branch in Siberia. I was just poking fun at you because I found it amusing that you put America in brackets next to Valve. Everyone knows there is only one Valve, and its location is Mt. Olympus. On 8/30/2010 8:08 PM, Trevor 'Drak' wrote: I think he was kidding, because you added (America) -- From: WRNMassaultar...@hotmail.com Sent: Monday, August 30, 2010 10:53 PM To:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Does Valve (America) offers internships? U. Is there a branch/studio in Siberia? Date: Mon, 30 Aug 2010 10:12:22 -0700 From: minh...@telus.net To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Does Valve (America) offers internships? You might wanna try Valve (Siberia)... On 8/30/2010 6:35 AM, WRNM wrote: Hey guys, I don't really know if this is the right place or not but I'm wondering if Valve provides any chances for internships? I am currently a sophomore student majoring in Math. I can do some programming but I'm better in 3D/2D Art stuff. Just looking for some game development work experience, and of course I'm happy to do it for free. Please let me know if there's anything I can do about it. Thanks, Richard ___ 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 ___ 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 ___ 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] Does Valve (America) offers internships?
Liar On Tue, Aug 31, 2010 at 7:17 PM, Minh Le minh...@telus.net wrote: now in FixKorea? Unfortunately, yes. On 8/31/2010 6:23 AM, WRNM wrote: Oh, sorry I went serious =_=. BTW Just for curiosity, Are you the 'Minh Le' now in FixKorea? Richard Date: Tue, 31 Aug 2010 00:41:29 -0700 From: minh...@telus.net To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Does Valve (America) offers internships? I don't believe there is a branch in Siberia. I was just poking fun at you because I found it amusing that you put America in brackets next to Valve. Everyone knows there is only one Valve, and its location is Mt. Olympus. On 8/30/2010 8:08 PM, Trevor 'Drak' wrote: I think he was kidding, because you added (America) -- From: WRNMassaultar...@hotmail.com Sent: Monday, August 30, 2010 10:53 PM To:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Does Valve (America) offers internships? U. Is there a branch/studio in Siberia? Date: Mon, 30 Aug 2010 10:12:22 -0700 From: minh...@telus.net To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Does Valve (America) offers internships? You might wanna try Valve (Siberia)... On 8/30/2010 6:35 AM, WRNM wrote: Hey guys, I don't really know if this is the right place or not but I'm wondering if Valve provides any chances for internships? I am currently a sophomore student majoring in Math. I can do some programming but I'm better in 3D/2D Art stuff. Just looking for some game development work experience, and of course I'm happy to do it for free. Please let me know if there's anything I can do about it. Thanks, Richard ___ 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 ___ 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
[hlcoders] Left4Dead 2 Game Results
Is there a way to get the match results from a particular game into the server log files? I can obviously see the stats (kills per person) but the accumulated points earned dont seem to show up. I am thinking this would need to be a custom mod to get the results out of the game ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Client Side Plugin DLL callbacks
You may want to consider just writing a website instead and access it via the Steam overlay. The connect:// links should work in-game (they do for both L4D1 and 2 at least) which is cool. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards Sent: Friday, 7 May 2010 11:45 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Client Side Plugin DLL callbacks You might not intend to cheat, but when VAC sees a code hooking into the client it doesn't know that. You'd better write some code into this that blocks connections to secure servers. On 07/05/2010 1:22, Synthos wrote: Hello, To address your knee-jerk reaction I have NO intention of cheating. What I'm investigating is whether I can make an in-game Pick-Up-Game(PUG)/scrim finder. The plugin would manage a tcp/ip connection to a completely different server to get a list of forming pugs. It would then interact with the client to allow them to see / join / ignore the pugs. My question is this: The serverplugin example uses IServerPluginCallbacks which is obviously not quite acceptable... Certain callbacks are not called etc... Is there another interface I can use that is the proper interface for a client side plug-in? ___ 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] client side grame frame
plugin_load only works on the server. The client has no knowledge of it. You certainly can load them on a listen server but they only interact with the game dll and not the client dll and it's subsiquent systems. On Mon, Jan 4, 2010 at 7:06 AM, Joe Cabezas joe.cabe...@gmail.com wrote: nope clients DO LOAD plugins... via console commmand plugin_load... ok, that's not the main question. how to run commands every frame/tick in client? 2010/1/4 Andrew Ritchie gotta...@gmail.com Quite simply the client does not load or run plug ins. If you were making your own mod then you could add a client side system that loads and runs them ever tick, but the client engine does not expose any systems to run plug in type features and no Valve game is likely to offer such a feature. On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas joe.cabe...@gmail.com wrote: i know i can't!, actually i know that i'm doing a server solution, my question is: how to make it work in a client plugin? maybe threads?, thinks?, how? 2010/1/4 Olly oli...@gmail.com You can't. Its a server plugin: CEmpty*Server*Plugin 2010/1/4 Joe Cabezas joe.cabe...@gmail.com hello! i want to execute some functions in a CLIENT SIDE PLUGIN, for tf2... with no results this is what i'm doing: void CEmptyServerPlugin::GameFrame( bool simulating ) { Msg(this is a frame!); } but, it only works when i create a server, and not when i join a server... how can i access to a client-side gameframe event? ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Left 4 Dead 2 Plugin SDK
Hey, I was wondering if anyone has been able to compile Valve server plugins (not using metamod, etc) for Left 4 Dead 2? As per the e-mail trail below, Didrole let me know where to grab a working L4D 1 SDK towards the start of this year which was great. I now need to compile a plugin for L4D 2, and the L4D 2 SDK is not released yet (and even so, I think those are just the authoring tools again). Does anyone have any information on where to grab a working Left 4 Dead 2 SDK to compile plugins? I've been out of the loop. Cheers, Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Friday, 13 February 2009 11:47 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Left4Dead Plugin? Thanks for that, Ive got the sample plugin compling and loading now in L4D. Thanks everyone for your help. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Didrole Sent: Friday, 13 February 2009 9:35 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left4Dead Plugin? http://hg.alliedmods.net/hl2sdk-l4d/ 2009/2/12 Andrew Armstrong and...@mammoth.com.au Hi Saul, Thanks, ive replaced my copy with that file. So now that I've replaced that, I get the (expected) errors like this: 1.\serverplugin_empty.cpp(302) : error C2039: 'IndexOfEdict' : is not a member of 'IVEngineServer' 1\public\eiface.h(80) : see declaration of 'IVEngineServer' 1.\serverplugin_empty.cpp(340) : error C2039: 'PEntityOfEntIndex' : is not a member of 'IVEngineServer' 1\public\eiface.h(80) : see declaration of 'IVEngineServer' Which is expected, because it says on the wiki page to remove those functions. However, the example code listed to replace these functions (http://wiki.alliedmods.net/Porting_to_Left_4_Dead) does not compile. gpGlobals does not have a property named maxEntities, or baseEdict. Why am I missing these properties for my version of the SDK? To clarify, I did choose the Orange Box SDK on the Source SDK UI during installation, I assumed I should have chosen that one. How do I proceed, because I cannot use those inlined functions that are shown on the wiki - they reference missing properties. Thanks, Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: Friday, 13 February 2009 5:49 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left4Dead Plugin? @2: If you are using direct user Network Bitstreams and trying to set replicated CVars with it, then you need to change the value of this from 5 to 6. Ignore this, you won't be using i...@3: You won't be using this either. I suspect you haven't INTERFACEVERSION_VENGINESERVER. Please replace the contents of your eiface.h with this: http://rafb.net/p/ymkhzu36.html Warning: removes in 24 hours. 2009/2/12 Andrew Armstrong and...@mammoth.com.au Hi, Lduke; thanks, but I'm on Windows so no gdb for me (although VS may be able to help instead!). Bl4nk, thanks - ive done that and have identified the reason for failure in that the engine interface does not get loaded: bool CEmptyServerPlugin::Load( CreateInterfaceFn interfaceFactory, CreateInterfaceFn gameServerFactory ) { ... engine = (IVEngineServer*)interfaceFactory(INTERFACEVERSION_VENGINESERVER, NULL); ... if (!engine) printf(Failed to load engine interface\n); ... if( ! ( engine gameeventmanager g_pFullFileSystem helpers enginetrace randomStr ) ) { return false; // we require all these interface to function } ... } Engine is NULL here (other interfaces load successfully). The wiki indicates I should make these changes (http://wiki.alliedmods.net/Porting_to_Left_4_Dead): 1) IVEngineServer::UserMessageBegin now takes an additional string parameter containing the message name. I've opened eiface.h and updated that line to now read: virtual bf_write*UserMessageBegin( IRecipientFilter *filter, int msg_type, const char* messageName) = 0; (added const char* messageName) 2) The low-level datagram type for setting replicated convars on clients has changed from 5 to 6. No idea what this is. 3) CreateEntityByName appears to have a third parameter (SourceMod sets it to true). I do not use this and cannot see where it has been defined Could you assist with points 2 3? I assume its failing to load because I have not finisehd the needed changes? Thanks everyone for the continued help. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of bl4nk Sent
Re: [hlcoders] Left 4 Dead 2 Plugin SDK
Just found this, Ill check it out :) http://hg.alliedmods.net/hl2sdks/hl2sdk-l4d2/ -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Sunday, 29 November 2009 10:12 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] Left 4 Dead 2 Plugin SDK Hey, I was wondering if anyone has been able to compile Valve server plugins (not using metamod, etc) for Left 4 Dead 2? As per the e-mail trail below, Didrole let me know where to grab a working L4D 1 SDK towards the start of this year which was great. I now need to compile a plugin for L4D 2, and the L4D 2 SDK is not released yet (and even so, I think those are just the authoring tools again). Does anyone have any information on where to grab a working Left 4 Dead 2 SDK to compile plugins? I've been out of the loop. Cheers, Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Friday, 13 February 2009 11:47 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Left4Dead Plugin? Thanks for that, Ive got the sample plugin compling and loading now in L4D. Thanks everyone for your help. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Didrole Sent: Friday, 13 February 2009 9:35 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left4Dead Plugin? http://hg.alliedmods.net/hl2sdk-l4d/ 2009/2/12 Andrew Armstrong and...@mammoth.com.au Hi Saul, Thanks, ive replaced my copy with that file. So now that I've replaced that, I get the (expected) errors like this: 1.\serverplugin_empty.cpp(302) : error C2039: 'IndexOfEdict' : is not a member of 'IVEngineServer' 1\public\eiface.h(80) : see declaration of 'IVEngineServer' 1.\serverplugin_empty.cpp(340) : error C2039: 'PEntityOfEntIndex' : is not a member of 'IVEngineServer' 1\public\eiface.h(80) : see declaration of 'IVEngineServer' Which is expected, because it says on the wiki page to remove those functions. However, the example code listed to replace these functions (http://wiki.alliedmods.net/Porting_to_Left_4_Dead) does not compile. gpGlobals does not have a property named maxEntities, or baseEdict. Why am I missing these properties for my version of the SDK? To clarify, I did choose the Orange Box SDK on the Source SDK UI during installation, I assumed I should have chosen that one. How do I proceed, because I cannot use those inlined functions that are shown on the wiki - they reference missing properties. Thanks, Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: Friday, 13 February 2009 5:49 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left4Dead Plugin? @2: If you are using direct user Network Bitstreams and trying to set replicated CVars with it, then you need to change the value of this from 5 to 6. Ignore this, you won't be using i...@3: You won't be using this either. I suspect you haven't INTERFACEVERSION_VENGINESERVER. Please replace the contents of your eiface.h with this: http://rafb.net/p/ymkhzu36.html Warning: removes in 24 hours. 2009/2/12 Andrew Armstrong and...@mammoth.com.au Hi, Lduke; thanks, but I'm on Windows so no gdb for me (although VS may be able to help instead!). Bl4nk, thanks - ive done that and have identified the reason for failure in that the engine interface does not get loaded: bool CEmptyServerPlugin::Load( CreateInterfaceFn interfaceFactory, CreateInterfaceFn gameServerFactory ) { ... engine = (IVEngineServer*)interfaceFactory(INTERFACEVERSION_VENGINESERVER, NULL); ... if (!engine) printf(Failed to load engine interface\n); ... if( ! ( engine gameeventmanager g_pFullFileSystem helpers enginetrace randomStr ) ) { return false; // we require all these interface to function } ... } Engine is NULL here (other interfaces load successfully). The wiki indicates I should make these changes (http://wiki.alliedmods.net/Porting_to_Left_4_Dead): 1) IVEngineServer::UserMessageBegin now takes an additional string parameter containing the message name. I've opened eiface.h and updated that line to now read: virtual bf_write*UserMessageBegin( IRecipientFilter *filter, int msg_type, const char* messageName) = 0; (added const char* messageName) 2) The low-level datagram type for setting replicated convars on clients has changed from 5 to 6. No idea what this is. 3) CreateEntityByName appears to have a third parameter (SourceMod sets it to true). I do not use this and cannot see
Re: [hlcoders] Inherited gamerules not transfering CNetworkVars
it's a bit messy looking but assert in release mode usually replaces with nothing or in Source's case ((void)0) instead of the expression. So aslong as you don't go messing with enabling asserts in release and don't use the pEnt the compiler can live with it without erroring. Might get a warning though. What might be a better usage would be ... g_pLastRebelSpawn = NULL; Verify( CBaseEntity::Create( new_gamerules, vec3_origin, vec3_angle ) ); } but it's also Valve's own code so no point going to nuts over it. On Wed, Nov 4, 2009 at 1:18 PM, Jonas 'Sortie' Termansen hlcod...@maxsi.dkwrote: How can that possibly work, or compile? The pEnt is defined in _DEBUG but you assert it in the non-_DEBUG build. Doesn't that throw a warning? void CNewGameRules::CreateStandardEntities( void ) { #ifndef CLIENT_DLL CGameRules::CreateStandardEntities(); g_pLastCombineSpawn = NULL; g_pLastRebelSpawn = NULL; #ifdef _DEBUG CBaseEntity *pEnt = #endif CBaseEntity::Create( new_gamerules, vec3_origin, vec3_angle ); Assert( pEnt ); #endif } ___ 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] CModelPanel Grief
The first thing I would do is put the result of m_hModel.Get() into its own variable (is it returning NULL?) Can you cast pModel to CModelPanelModel? Is 'pModel' becoming NULL? - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Bob Somers Sent: Saturday, 24 October 2009 4:17 PM To: HLCoders Mailing List Subject: [hlcoders] CModelPanel Grief Anyone familiar with the CModelPanel? I'm trying to set up one of my models in it on a vgui panel and it's giving me nothing but trouble. I basically copied the CModelPanel out of the SDK's /resource/ui/Classmenu_Blue.res file, changing the name of the control and some positioning and size parameters. In the code, I can swap models easily with the SwapModel() method, but trying to access the model directly is crashing the game. This is basically what I'm trying to do: (m_pPreviewModel is a CModelPanel*) CModelPanelModel *pModel = dynamic_castCModelPanelModel *(m_pPreviewModel-m_hModel.Get()); QAngle angles = pModel-GetAbsAngles(); // kaboom I'd like to get, and possibly set, the model's position and orientation if I could. There's no animation on this model, so I just wanted it to rotate 360 degrees slowly. Any ideas? --Bob ___ 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] Do high ping players cause extra lag?
Extra load on servers would imply a 100 ping player and a 500 ping player require different amounts of processing. The 2 obvious places this could potentially occur in Source are the think/movement calculations on each packet and rewinding players in prediction for the shot calculations. The former *might* be an issue if Source calculates and runs every individual command packet and accumulates them between tick frames. However that'd not be any more or less packets to calculate for someone with a higher ping, it would just mean their commands arrive later. If there's a lot of choke or backup in deliveries then it might be a case of they all arrive and are processed at one time. That all boils down to the individual engines' handling of packets, worst case would also be if an engine waited on and demanded synchronized packet order which could throw a spanner in the works on a dodgey connection, and that is really dependent on the networking model the developers chose. I'm sure you already know all that, so just confirming that there's a lot of different things that could potentially cause high pings to upset a game server. However if it's a consistent connection most people will just be complaining because prediction isn't perfect and extrapolation on high latency players will be more prone cause noticeable divergences from actual data from time to time. On Tue, Oct 13, 2009 at 1:23 PM, Marek Sieradzki marek.sierad...@gmail.comwrote: HL1 is ancient. ___ 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] terrains...finally its here:)
The purpose in this is what? Are you proposing you could have single handedly removed all of Source's BSP requirements, improved Source's geometry streaming, created that full terrain system and ensured it worked with the other game systems by yourself within a year? It looks very nice, the fact you did it in only a year is very cool, though if you look at the likes of Alan Wake, Crysis, Unreal they all have great terrain features, yet TF2 wouldn't be any better on it. In theory you could build your own terrain system within source already however it's still not an engine design for expansive out door exploration so even with your amazing demo Valve won't change anything until they need to. Again, very well done on writing your terrain engine and all but if this is an i told you so you'll probably want to get a few sales under your belt and then come back to it. On Fri, Oct 2, 2009 at 9:23 PM, Adam Donovan adamjjdono...@gmail.comwrote: so yeah I rant on about terrains systems..had to go and work for a game company to actually get things moving in the direction I wanted...glad I didnt just wait for valve to make one:) So after about a year working on this part time I can show off our new terrain engine...Highest res engine for terains I know of..less that half a meter pixel res.. i would have done this for Valve but they never sounded interested:P chuckle chuckle..Probably going to get shit for being so cocky now..oh I guess my spelling will come up again too haha http://tinyurl.com/ybhyyje Nav ___ 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] Modelling upheaval: Maya, DMX, XSI, Blender
Unreal Tournament 2003 shipped with a version of Maya, the PLE, so there may be something similar still available. On Mon, Sep 21, 2009 at 1:35 PM, Tom Edwards t_edwa...@btinternet.comwrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ 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] Optimising projectile bandwidth
I forget the command (check this lists archives or the wiki?) but you can turn on a cvar to make network packet info appear above the head of each entity, so you can immediately see who is responsible for sending how much data per packet, pretty neat. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Adam amckern McKern Sent: Thursday, 17 September 2009 12:07 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Optimising projectile bandwidth Coders, Just wondering, how do you find the bandwidth, and the packet size of your code? I have always messed around with sp code, and had NO Need to worry about this before, but SvenCoop is having heaps of new features tossed in at the moment, and i want to check that we are not going to flood, or starve the client with net data. Adam Owner Nigredo Studios http://www.nigredostudios.com --- On Wed, 16/9/09, Andrew Armstrong and...@mammoth.com.au wrote: From: Andrew Armstrong and...@mammoth.com.au Subject: Re: [hlcoders] Optimising projectile bandwidth To: 'Discussion of Half-Life Programming' hlcoders@list.valvesoftware.com Received: Wednesday, 16 September, 2009, 7:48 AM Yeah of course, I was just thinking though you may be able to alter how often updates are sent since the rocket won't be making a right angle turn :) after its been shot and given a constant velocity the client should be pretty accurate as to where the rocket is (so more updates, and bandwidth usage, should not be necessary). - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R. Sent: Tuesday, 15 September 2009 11:37 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Optimising projectile bandwidth Prediction doesn't stop the server from sending you updates, because if your clientside values go out of range you have set, it snaps to the server's values. On Tue, Sep 15, 2009 at 8:02 AM, Andrew Armstrong and...@mammoth.com.auwrote: I have not played with the game SDK before (just for server plugins), but surely client side prediction can step in here and you can relax how often you send updates? If the client received the origin, direction and velocity of the rocket, client side prediction would take care of movnig the projectile fine (like player movements). Can you maybe make it client side predicted (is there a flag? how do players and other entities auto predict?) and just relax how often you send updates, given that the rocket won't be changing direction/velocity? - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards Sent: Tuesday, 15 September 2009 8:28 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Optimising projectile bandwidth Thanks Joel, that sounds like it would work. I realised earlier today however that what I'm trying to do is a bad idea no matter how I handle it, because if either the client or the server ever started to choke on some frames the rockets risk going out of sync. It might be possible to overcome that issue, but only by writing a lot of fairly low-level code: I can only assume that Valve's existing code all assumes that the origin is being transmitted if the position of an entity is in any way important. Oh well. It was worth thinking about. :-) Joel R. wrote: It's kind of tricky to do something like this. I recommend using a server-side only rocket entity that has TransmitState disabled. Then use a *reliable* UserMessage with the Origin and Velocity attached and sent to all players. When a player receives this information, create a clientside only entity of this rocket and duplicate the way the server moves the rocket in a straight line. Use PhysicsSimulate to move your rocket through the world, think functions are time based and not very efficient for this. There is a way to do it using the network tables of a client/server entity but you still have to deal with entity creation which is a lot of useless data in itself. It gets really hacky though since you have to manage stopping the transmitting and letting the client take over, but it still uses the origin that the server has for PVS culling, so yea it gets ugly really fast. On Mon, Sep 14, 2009 at 6:15 AM, Tom Edwards t_edwa...@btinternet.comwrote: I have a simple rocket entity that travels in a straight line until it hits something and explodes. Since the rocket travels in straight lines at a constant speed all that the client needs to know is its starting position and angles, but I'm having trouble getting the engine to only network that particular data. Nothing I've tried works: * Standard CBaseAnimating entity o Sends m_flSimulationTime
Re: [hlcoders] Optimising projectile bandwidth
I have not played with the game SDK before (just for server plugins), but surely client side prediction can step in here and you can relax how often you send updates? If the client received the origin, direction and velocity of the rocket, client side prediction would take care of movnig the projectile fine (like player movements). Can you maybe make it client side predicted (is there a flag? how do players and other entities auto predict?) and just relax how often you send updates, given that the rocket won't be changing direction/velocity? - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards Sent: Tuesday, 15 September 2009 8:28 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Optimising projectile bandwidth Thanks Joel, that sounds like it would work. I realised earlier today however that what I'm trying to do is a bad idea no matter how I handle it, because if either the client or the server ever started to choke on some frames the rockets risk going out of sync. It might be possible to overcome that issue, but only by writing a lot of fairly low-level code: I can only assume that Valve's existing code all assumes that the origin is being transmitted if the position of an entity is in any way important. Oh well. It was worth thinking about. :-) Joel R. wrote: It's kind of tricky to do something like this. I recommend using a server-side only rocket entity that has TransmitState disabled. Then use a *reliable* UserMessage with the Origin and Velocity attached and sent to all players. When a player receives this information, create a clientside only entity of this rocket and duplicate the way the server moves the rocket in a straight line. Use PhysicsSimulate to move your rocket through the world, think functions are time based and not very efficient for this. There is a way to do it using the network tables of a client/server entity but you still have to deal with entity creation which is a lot of useless data in itself. It gets really hacky though since you have to manage stopping the transmitting and letting the client take over, but it still uses the origin that the server has for PVS culling, so yea it gets ugly really fast. On Mon, Sep 14, 2009 at 6:15 AM, Tom Edwards t_edwa...@btinternet.comwrote: I have a simple rocket entity that travels in a straight line until it hits something and explodes. Since the rocket travels in straight lines at a constant speed all that the client needs to know is its starting position and angles, but I'm having trouble getting the engine to only network that particular data. Nothing I've tried works: * Standard CBaseAnimating entity o Sends m_flSimulationTime and m_vecOrigin in every update, which together create 11 bytes of useless data per rocket. If 16 players at cl_updaterate 30 each have one rocket in the air, that's 844.8Kb/s leaving the server*, none of it useful in any way. Standard entities also run into the interp problem I was talking about the other week. * CBaseAnimating with SendPropExclude on m_flSimulationTime and m_vecOrigin o Rocket never appears on the client, even though I set the AbsOrigin there with a backdoor variable. * CBaseAnimating with UpdateTransmitState() logic o Rocket disappears from client when transmission stops. Grr! * Temporary entity o Unreliable, start to be dropped if more than 32 are in a single update. Clearly a bad idea. The only method I've not tried yet is a networked dummy entity that spawns non-networked rockets at both ends (which would pretty much be a reliable temp ent). Since the client isn't supposed to spawn its own entities I don't hold much hope for this approach either. What on earth can I do here? Give up would be one option I suppose... * Okay, PVS culling would help. But still... ___ 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] Optimising projectile bandwidth
Yeah of course, I was just thinking though you may be able to alter how often updates are sent since the rocket won't be making a right angle turn :) after its been shot and given a constant velocity the client should be pretty accurate as to where the rocket is (so more updates, and bandwidth usage, should not be necessary). - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R. Sent: Tuesday, 15 September 2009 11:37 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Optimising projectile bandwidth Prediction doesn't stop the server from sending you updates, because if your clientside values go out of range you have set, it snaps to the server's values. On Tue, Sep 15, 2009 at 8:02 AM, Andrew Armstrong and...@mammoth.com.auwrote: I have not played with the game SDK before (just for server plugins), but surely client side prediction can step in here and you can relax how often you send updates? If the client received the origin, direction and velocity of the rocket, client side prediction would take care of movnig the projectile fine (like player movements). Can you maybe make it client side predicted (is there a flag? how do players and other entities auto predict?) and just relax how often you send updates, given that the rocket won't be changing direction/velocity? - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards Sent: Tuesday, 15 September 2009 8:28 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Optimising projectile bandwidth Thanks Joel, that sounds like it would work. I realised earlier today however that what I'm trying to do is a bad idea no matter how I handle it, because if either the client or the server ever started to choke on some frames the rockets risk going out of sync. It might be possible to overcome that issue, but only by writing a lot of fairly low-level code: I can only assume that Valve's existing code all assumes that the origin is being transmitted if the position of an entity is in any way important. Oh well. It was worth thinking about. :-) Joel R. wrote: It's kind of tricky to do something like this. I recommend using a server-side only rocket entity that has TransmitState disabled. Then use a *reliable* UserMessage with the Origin and Velocity attached and sent to all players. When a player receives this information, create a clientside only entity of this rocket and duplicate the way the server moves the rocket in a straight line. Use PhysicsSimulate to move your rocket through the world, think functions are time based and not very efficient for this. There is a way to do it using the network tables of a client/server entity but you still have to deal with entity creation which is a lot of useless data in itself. It gets really hacky though since you have to manage stopping the transmitting and letting the client take over, but it still uses the origin that the server has for PVS culling, so yea it gets ugly really fast. On Mon, Sep 14, 2009 at 6:15 AM, Tom Edwards t_edwa...@btinternet.comwrote: I have a simple rocket entity that travels in a straight line until it hits something and explodes. Since the rocket travels in straight lines at a constant speed all that the client needs to know is its starting position and angles, but I'm having trouble getting the engine to only network that particular data. Nothing I've tried works: * Standard CBaseAnimating entity o Sends m_flSimulationTime and m_vecOrigin in every update, which together create 11 bytes of useless data per rocket. If 16 players at cl_updaterate 30 each have one rocket in the air, that's 844.8Kb/s leaving the server*, none of it useful in any way. Standard entities also run into the interp problem I was talking about the other week. * CBaseAnimating with SendPropExclude on m_flSimulationTime and m_vecOrigin o Rocket never appears on the client, even though I set the AbsOrigin there with a backdoor variable. * CBaseAnimating with UpdateTransmitState() logic o Rocket disappears from client when transmission stops. Grr! * Temporary entity o Unreliable, start to be dropped if more than 32 are in a single update. Clearly a bad idea. The only method I've not tried yet is a networked dummy entity that spawns non-networked rockets at both ends (which would pretty much be a reliable temp ent). Since the client isn't supposed to spawn its own entities I don't hold much hope for this approach either. What on earth can I do here? Give up would be one option I suppose... * Okay, PVS culling would help
Re: [hlcoders] In game map editing
What would the difference between this and normal hammer be? The only thing you could do was run game logic, you'd still have to run the compilers each time to see the resulting changes. There are rough features in place that make it appear like at some point Source was able to talk back to Hammer, especially with the Source BSP format having precompiled brush data in it. However the advantages of the feature you want and hammer is nothing, except ingame you'd have to reload the map all the time. On Sat, Sep 12, 2009 at 10:45 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Because this totally doesn't go against the BSP/Compile mindset? On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook jscarsbr...@gmail.com wrote: Hi I was wondering if it is possable to make a version of hammer that works ingame and renders the vmf as somesort of mesh and then allows you to edit it using ingame tools. Thanks, Vbitz ___ 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] In game map editing
VMF != BSP You CAN reference brushes and things back to the VMF from a BSP but I'd suggest you go and do a little more reading and file browsing to see why what you are suggesting would require the elimination of seperate file formats and if you want it in real time either an massive overhaul of the RAD calculation or full transition to dynamic lighting. On Sat, Sep 12, 2009 at 11:07 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote: Well the vmf file contains alot of data and it is easy to draw the brushs but you can still not do lighting without alot of extra work on valves part. from what i know we can have a map load draw brushs and put colsision physics on it, is that not something that can be doen with the sdk, anyway the uses of this are opening map editing to more less knolageable players wanting to make a map. Andrew Ritchie wrote: What would the difference between this and normal hammer be? The only thing you could do was run game logic, you'd still have to run the compilers each time to see the resulting changes. There are rough features in place that make it appear like at some point Source was able to talk back to Hammer, especially with the Source BSP format having precompiled brush data in it. However the advantages of the feature you want and hammer is nothing, except ingame you'd have to reload the map all the time. On Sat, Sep 12, 2009 at 10:45 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Because this totally doesn't go against the BSP/Compile mindset? On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook jscarsbr...@gmail.com wrote: Hi I was wondering if it is possable to make a version of hammer that works ingame and renders the vmf as somesort of mesh and then allows you to edit it using ingame tools. Thanks, Vbitz ___ 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 ___ 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?
File locking sucks, learn to use merge. Heck, SVN takes care of it for you the majority of the time! - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of DAV Sent: Tuesday, 25 August 2009 6:11 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source control solution? Thanks for all the replies. It really helped. I decided to give the svn/xp-dev.com/tortoiseSVN another try. And after some work i managed to get used to it. I managed to make the lock of all the files mandatory and also add some other things more at my taste. I know the lock doesn't have to be but i don't like the merge thing. I just have to keep remembering that that VSS 'Get latest version' is SVN 'Checkout' and VSS 'Check Out' is SVN 'Lock On'. ;) (and other similar things) Thanks again, Davide (DAV) Email: d...@davlevels.com Azure Sheep: http://mods.davlevels.com/azuresheep/ Point of View: http://mods.davlevels.com/pointofview/ DAV Levels: http://www.davlevels.com/ On Tue, Aug 25, 2009 at 12:12 AM, Arg! chillic...@gmail.com wrote: I had some trouble moving from locking based SourceSafe to SVN as well, but once someone sat down and explained it to me, it actually makes a lot more sense. If its just 1 person or a team, SVN works brilliantly. It does require a different way of thinking from the SourceSafe camp but if you constantly compare the two you wont be able to see the benefits. On Tue, Aug 25, 2009 at 8:16 AM, David Kraeutmann da...@davidkra.net wrote: Cygwin's/linux QT based gui. Forgot how it's called. On 8/24/09, Stephen Micheals stephen.miche...@gmail.com wrote: 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 Kraeutmannda...@davidkra.net 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 -- Sent from my mobile device ___ 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] Lines of code in Source SDK?
400k+ Depending on what you define as code it could be much more but there's atleast that. Only within the Client and Server projects, and it's always up for debate how much of it is functionally part of each project. On Wed, Aug 19, 2009 at 1:34 AM, Adam Buckland adamjbuckl...@gmail.comwrote: Just a quick question: How many lines of code would you estimate, make up the Source SDK? -- Bucky ___ 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] whats happening with this engine
Surely this topic could be split into several different points. Personally I see 4 different ones here. 1) Engine features 2) Tools Capabilities 3) Tools Availability 4) Tools Presentation The first is ignorable, Valve is clearly only going to add new features or change things, like BSP and displacement maps, when they think it's important. It's their engine and it needs to do what their games need doing. If you choose to use Source then you have to accept you are modding their engine. Sure TF, CS, DoD etc.. all were mods that made Valve a lot of money and brought huge success but they were also developed around the constraints of the engine rather than the engine being built FOR these mods to be made. If a technical limitation is big enough to warrent an engine change then do so rather than hanging about wanting Valve to add the feature, as big as the previous mentioned mods are you'd need to really prove you're up to their popularity before Valve would make a drastic change for you. So either accept the engine's features before you get underway or be prepared to encounter the fact you can't do certain things without a lot of work, if not at all. The Tools Capabilities I think is what Jed was really getting at, I don't mean like adding features to hammer and stuff but specifically allowing the chance for modders to by pass say model exporting to smd and just use a common format. The tool would need to have the importer and converter written but I personally think that approaching Valve with a specific and industry accepted intermediate format might be a good cause. Especially if it makes life easier for getting the raw assets into a format that the tool can then use. With the availability of tools, I mean those asking that they be open source. Specifically referring to a comment about hammer, look at Worldcraft and BSP ( Yahn's editor iirc ) they were originally personal projects. So you could take a leaf and have a bash at your own editor and open source it, you never know might turn out to be a better designed tool. However just having the source code to hammer, I doubt would be of any benefit, you'd have dozens of versions of the tool floating around and do you really think you could add something useful to it? It may have bugs but if you advocate open source then why not take the initiative and lead by example? The last one, has been brought up in regards to wrapping a tool with a UI or removing the need for QC files. With this I think the issue is balancing the technical knowledge and the capabilities of a tool. However I feel it again falls back to a situation where Valve are happy to use it the way it is, they understand it and can get any of their tools to do what they need. It's the new, non technical, or perhaps slightly lazy people who would need that more complex aspects automated for them. I'd refer this back to Hammer, the early days of mapping could often mean rooting around in a hex or text editor and as things progressed and art started needing the technical requirements to be simplified you found map editors hiding away the old formats. Worldcraft and Hammer essentially sit between the user and the BSP, VIS, RAD etc.. compilers. The format they accept might be, at this stage, more heavily tied into hammer but it's still a front end for those. Again perhaps Worldcraft was a special case with Valve gobbling it up, HLMV too, but I think if the community is adamant enough about simplifying and unifying the tool chain then perhaps a bit of proactive development could lead the way or at least prove to Valve that everyone is serious about rethinking the way we interact with the SDK. Ok, sorry bit of a ramble but mainly what I wanted to share was that specific things like adding FBX to the formats studiomdl can accept would be good ventures as they are specific and have an immediately obvious reason. The other stuff like creating a unified system might be something that is best approached with good old community spirit. If you're serious enough about wanting to use the engine but can genuinely improve the way users develop for it then get organized and see if it's a viable thing to tackle. Even if it's just to prove you were right. I know the later is a bit of a cop out but Jed, Nem and NS2 (prior to dropping Source ) are examples of those who have gone out of their way to do so with tools and Garrys mod is a prime example of taking what is available game code wise and adding the extensions (Specifically scriptint) you want. Plus it beats just falling back to the Valve Needs to Support Mods and Valve do whats best for Valve games and mods need to deal with it arguments that go no where. On Fri, Jul 24, 2009 at 11:17 PM, Ben Mears benmea...@gmail.com wrote: As a 3D modeller, animator, and mapper, (and not a coder) I agree with what Jed said 100%. Jed, can you please just go work for Valve? great, thanks! On Fri, Jul 24, 2009 at 12:23 PM, Jed j...@wunderboy.org
Re: [hlcoders] Source SDK Beta Concluded
Botman has won this round of spot the irony. You'd probably be better asking IF and then for the models that they did the Meet The Teams with. Should they be exactly the same as the in game ones then in fairness there's not fixing to improve them from Valve's perspective, as those are quality machinimas. ctf_2fort_extra_wagonwheels_pro_extreme_final2.bsp ftw On Mon, Jun 15, 2009 at 10:46 PM, botman botman.hlcod...@gmail.com wrote: On 6/15/2009 4:31 PM, Matt Hoffman wrote: Am I the only one that finds it ironic that you hate that the map sources are being released because people will fix them, but in the same email ask when the model sources will get releases so you can fix them? :) There is a difference between fixing the maps (arena_2fort_night_fixed_pro_b3) and my fixing of the characters. As it stands, the scout has been fixed. This fixing is not editing the model reference, It's re-compiling the characters with facial flexes so that I can do custom animations, *cough* machinima *cough* etc. Okay, but my point is that you assume that every no-talent so-called level designer will take the map sources and make crappy clones of them polluting servers with these maps. That may be true, but other skilled level designers will take the map sources, examine them and learn ways to things that they didn't know about beforehand (which benefits the community as a whole). Players who don't want the crappy maps will avoid playing on servers that run them. If no one plays on that server, it will shut down or will be at the bottom of the list in the browser. On the other hand, some awesome level designer may take the map, re-texture it using Mario textures or Lego textures and assets and make a custom map that's genuinely fun to play (possibly bringing back players who have left because all of the old maps have become tired and boring). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Why did VALVe remove almost everything we got in the new SDK beta update?
At the end of the day isn't it Valve who get to decide what tools should be publically available? They might have their reasons or they must just think you had too much stuff in your OB bin folder already. On Fri, Jun 12, 2009 at 10:02 PM, James K jimmy4...@gmail.com wrote: About 2 hours ago we got an update to the SDK beta that included new programs like normal2ssbump.exe and a few others, but then a patch released minutes after removed that and almost 90% of the stuff in my orangebox bin folder. What's the deal VALVe? Don't want us to have tools that should be publicly available? ___ 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] Weird STV crash on windows servers
You may need to double check that any plugins you have running are still being loaded with -allowdebug turned on (I think it forces the server to only load debug builds of plugins, not release builds). Your error may still be occurring but less obvious because of the debug build of your plugin/s. My first thought is you have a plugin calling GetNetworkIDString() (review the stack trace to find out which plugin) when it sees the SourceTV proxy (which wont have a Steam ID?). It sounds like a plugin is calling: sourceTvPlayer-GetNetworkIDString() when 'sourceTVPlayer' does not really have a Steam ID to retrieve. If you have a plugin doing this (a ban list manager for example, or something else which makes use of player Steam IDs), check to see if there is an update available for the plugin. If its your plugin that's responsible, check if the player your about to get the Network ID for is a bot/fake client (there should be a flag on the player to indicate this) and skip that part of your plugin. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yorg Kuijs Sent: Monday, 4 May 2009 3:17 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Weird STV crash on windows servers I'm no expert on this, but I just read somewhere that using allowdebug will turn off VAC protection, try running the servers without VAC protection and without the -allowdebug parameter. Hope that helps! Mandibull wrote: On Sun, May 3, 2009 at 4:56 AM, atomy at...@jackinpoint.net wrote: hey, our windows servers keep crashing with STV enabled (tv_enable 1) after changing map. The crash location seems to be within tier0.dll as MSVC says when debugging mdmps. Often I got crashes near string functions like strcmp and while calling CBasePlayer::GetNetworkIDString(), all that stuff seems pretty inaccurate since I got no pdb files for tier0.dll and engine.dll. The weird thing is that it stops crashing when running the server with -allowdebug, by just keeping the Release dlls, no change on dlls, just adding the parameter -allowdebug. Happens only on windows machines, linux works fine. Anyone has an idea about this? You forgot to mention that it's an ep1 mod (not orange box). Anyways, does someone knows what -allowdebug does? (except letting you start a client/server compiled with a DEBUG flag). Any help would be appreciated. Thanks. :) ___ 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] posting
Ironic? On Mon, Apr 27, 2009 at 7:37 PM, Piotr Burzykowski locwo...@gmail.comwrote: Hi, Can we avoid the silliness of another pointless thread? This is spam of the worst kind which the good Valve people will simply skip/delete along with valid threads. Best regards, Piotr Burzykowski LocWorks - Play. Adapt. Disseminate. ___ 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] subject: detecting entities in an area
add a filter entity that only passes on weapon_crowbars and then tie it to a logic counter or whatever they are. most of your problem could be solved through mapping afaik On Fri, Apr 3, 2009 at 8:29 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Are you using a trigger? If so, what are the flags. On Fri, Apr 3, 2009 at 11:32 AM, deadpeacht...@netscape.net wrote: I am trying to make a brush entity that detects a how many of a specific entity (ie weapon_crowbar) are? inside of it. part of my problem is that I cant seem to get it to detect anything inside of it at all. any ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] server uses different class tables linux
Hey list, I've got simple question, followed up by a lot of justification: Is there anything apart from the SendProp / RecvProp networking tables, and the list of all classes declared with valve's macros, that could cause the showing of a server uses different class tables error? On linux servers, but not windows? This has been bugging me for ages... I've been having problems for months now with the server uses different class tables errpr on connecting to a mod linux server. It works fine on windows. For a long time I thought this meant that the class tables on my linux server were different to the windows one (despite me using the same code, and copying it afresh many times), but I did two things to prove to myself that this isn't the case. Firstly, I wrote the following commands to list the class tables in the console: http://pastebin.com/f7dcb1746 Pasting from the console, and using excel to sort the client tables into the same order as the server, I can compare the network tables in BeyondCompare. This showed me a few things: * The windows server and linux server classtables are identical * Even in HL2DM, the server and client classtables aren't identical * For HL2DM, they seem to match up close enough to work under windows, and with a few changes, linux. * Even when I change the code so that the server client class tables are identical, I still get server uses different class tables on connecting to linux server in my mod. I then removed all SendProp and RecvProp commands from my code that aren't present in the working linux HL2DM code. Setting BeyondCompare to ignore all differences except in lines starting with SendProp or RecvProp, I compared my mod's source directory to the working hl2dm source. No differences were found. My mod's client can connect to the hl2dm linux server, but when I try to connect to my mod's server, I get server uses different class tables - despite the SEND tables being absolutely identical to the hl2dm ones, which work. Unless someone can suggest another difference that could cause this error, I think my only choice is to start over, implementing each code change piece by piece and testing on linux after every change - but thats a massive painful task that I'd much rather avoid! Thanks for reading ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Wierd Chatbubble problem
You could just zero out the pitch component of the look vector. On Sun, Mar 22, 2009 at 10:15 AM, cheeseh-bu chew...@gmail.com wrote: changing the offset should do it as previously stated, however you want it to be above the players head, therefore you use the Z axis not the X axis Vector offset = GetAbsOrigin() + Vector(0,0,92); this will set the origin for the bubble 92 units above the players ('centre') of origin. Also this will not affect the position if the player is looking up/down if you have any more probs can you post/upload screenshots? -[rcbot]Cheeseh On Wed, Mar 18, 2009 at 5:55 AM, Yaakov Smith m4ngr...@gmail.com wrote: I'm implementing the chatbubble in the OB SDK beta, but I ran into a slight problem. When the player is looking down, the bubble is in front of them rotated to what I guess is the players origin. When the player is looking up, the bubble is behind them, rotated as above. How do I get it to stay above them? Code: #define CHAT_BUBBLE_MODEL models/extras/info_chatbubble.mdl class CChatBubble : public CBaseAnimating { public: DECLARE_CLASS(CChatBubble, CBaseAnimating); CChatBubble::CChatBubble() { UseClientSideAnimation(); } virtual void Spawn() { SetModel(CHAT_BUBBLE_MODEL); SetSolid(SOLID_NONE); SetMoveType(MOVETYPE_NONE); BaseClass::Spawn(); } virtual void Precache() { PrecacheModel(CHAT_BUBBLE_MODEL); } }; LINK_ENTITY_TO_CLASS(chat_bubble, CChatBubble); PRECACHE_REGISTER(chat_bubble); void CBasePlayer::MakeChatBubble(int iChatBubble) { //Tony; incase there already is one, and another check failed. if ( m_lifeState != LIFE_ALIVE || GetTeamNumber() == TEAM_SPECTATOR) { KillChatBubble(); return; } //Tony; don't make new ones if you already have one. if (m_hChatBubble.Get() != NULL) return; Vector fr, rt, up; AngleVectors(GetAbsAngles(), fr, rt, up); Vector offset = GetAbsOrigin() + up * 92; CChatBubble *pBubble = (CChatBubble*)CBaseEntity::CreateNoSpawn( chat_bubble, offset, GetAbsAngles(), this ); if (pBubble) { pBubble-Spawn(); pBubble-FollowEntity(this, false); m_hChatBubble = pBubble; //Tony; assign it } } void CBasePlayer::KillChatBubble() { if (m_hChatBubble.Get() != NULL) { m_hChatBubble.Get()-FollowEntity(NULL); m_hChatBubble.Get()-SetThink(CBaseEntity::Remove); m_hChatBubble.Get()-SetNextThink(gpGlobals-curtime + 0.001); m_hChatBubble = NULL; } } void CBasePlayer::CheckChatBubble( CUserCmd *cmd ) { if (!cmd) return; if (cmd-chatenabled) MakeChatBubble(cmd-chatenabled); else KillChatBubble(); } ___ 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] Orange Box SDK Beta (Not L4D)
Fail, you'll have to scrap it all and start again. :P Though you probably should format the change log a bit better On Tue, Mar 17, 2009 at 12:50 AM, Tony Sergi to...@valvesoftware.comwrote: Missing, sorry ;) Vmtcheck/vmt_tweak shouldn't have been mentioned either. My bad. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Keith Sent: March-16-09 8:38 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D) I see no normal2ssbump, where is it? ___ 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] Server CVars
Yep, at least from a VSP environment, simply call: ConVar* hostName = cvar-FindVar(hostname); if (hostName) { // Do stuff with this variable std::string currentHostName = std::string(hostName-GetString()); } You can also call GetInt() and a few others on the convar to interpret it differently; check the valve wiki. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith Sent: Wednesday, 11 March 2009 1:29 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] Server CVars Is there a way to get the value of server CVars, without using RCON? ___ 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] Server CVars
Then probably not. Other than whats provided via the query response servers give back (player count, timelimit, etc). I also don't know off the top of my head how that list is populated. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith Sent: Wednesday, 11 March 2009 5:04 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Server CVars No, I want to get the value of the CVAR from an external application I'm writing. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Wednesday, 11 March 2009 5:00 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Server CVars Yep, at least from a VSP environment, simply call: ConVar* hostName = cvar-FindVar(hostname); if (hostName) { // Do stuff with this variable std::string currentHostName = std::string(hostName-GetString()); } You can also call GetInt() and a few others on the convar to interpret it differently; check the valve wiki. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith Sent: Wednesday, 11 March 2009 1:29 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] Server CVars Is there a way to get the value of server CVars, without using RCON? ___ 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] Tf2 scout update now breaks plugin / SDK update needed?
Have you tried just recompiling the DLL? Have you also tried upgrading any other mods you may be using, as they may need an update too. That's all I can suggest :) -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of cheeseh-bu Sent: Tuesday, 3 March 2009 4:53 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Tf2 scout update now breaks plugin / SDK update needed? That's the problem, it crashes within the server dll, not the plugin anymore, i.e. I can only catch it in the disassembly I can only guess an interface change has caused it, but it could be another change, I really need anyone within valve to confirm changes. -cheeseh On Sun, Mar 1, 2009 at 10:44 PM, Andrew Armstrong and...@mammoth.com.auwrote: Run the plugin and game server itself under a debugger in order to catch the problem. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of cheeseh-bu Sent: Monday, 2 March 2009 9:30 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Tf2 scout update now breaks plugin / SDK update needed? Thanks for your offer. I may email you sometime soon with the detail :) the reason is because my plugin crashes just after the GameFrame call when a bot is added and joins a class in TF2 (e.g. scout) instantly the game will crash after the GameFrame(). I thought the engine may have been changed?? Would an updated class cause this?? It never used to do this. It's as if the program is writing into an invalid location (which would seem true for classes that don't match) any other help? Thanks On Thu, Feb 26, 2009 at 7:36 PM, Saul Rennison saul.renni...@gmail.comwrote: Upload the server_i686.so and I will take a VTable dump of it for you ;) 2009/2/26 cheeseh-bu chew...@gmail.com Hi, The latest TF2 scout update seems to crash when I use my plugin now after GameFrame is called. Does anyone know of any interface changes / Bot handling changes? (i.e. SDK updated? -- latest code doesn't seem to work) Although, I am just guessing Hope some have the answer, cheeseh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Thanks, - Saul. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] can this work/is it efficient?
Remember, you can make it save for each loop iteration by simply declaring the variable outside of the loop. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yorg Kuijs Sent: Monday, 2 March 2009 7:41 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] can this work/is it efficient? Looking good, thanks for the correction. Guess I also forgot static variable would also be saved between function calls, besides just saving the value for each loop iteration. Tony Paloma wrote: The second loop is unnecessary. You can keep track of the winner player in the first loop and then just print the message after. Also, pull out iHighestScore from the loop and don't make it static. Making it static saves the value across function calls which isn't what you want. void CHL2MPRules::DecideRoundWinner2( void ) { #ifndef CLIENT_DLL if ( g_fGameOver ) return; CBasePlayer *pWinner = NULL; int iHighestScore = 0; // count players, leave out spectators for ( int i = 0; i MAX_PLAYERS; i++ ) { CBasePlayer *pCurrentPlayer = UTIL_PlayerByIndex( i ); if ( !pCurrentPlayer || pCurrentPlayer-GetTeamNumber() == TEAM_SPECTATOR ) continue; // if this player's score is higher than the previous highest or no winner is set yet then set current player as the winner if( !pWinner || pWinner-GetPlayerScore() iHighestScore ) { // change the highest score so it can be compared again next time this loops iHighestScore = pCurrentPlayer-GetPlayerScore(); pWinner = pCurrentPlayer; } } if(pWinner) { pWinner-SetRoundWinner( true ); UTIL_ClientPrintAll( HUD_PRINTCENTERCONSOLE, Player '%s' Wins, pWinner-GetPlayerName() ); } #endif } ___ 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] Tf2 scout update now breaks plugin / SDK update needed?
Run the plugin and game server itself under a debugger in order to catch the problem. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of cheeseh-bu Sent: Monday, 2 March 2009 9:30 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Tf2 scout update now breaks plugin / SDK update needed? Thanks for your offer. I may email you sometime soon with the detail :) the reason is because my plugin crashes just after the GameFrame call when a bot is added and joins a class in TF2 (e.g. scout) instantly the game will crash after the GameFrame(). I thought the engine may have been changed?? Would an updated class cause this?? It never used to do this. It's as if the program is writing into an invalid location (which would seem true for classes that don't match) any other help? Thanks On Thu, Feb 26, 2009 at 7:36 PM, Saul Rennison saul.renni...@gmail.comwrote: Upload the server_i686.so and I will take a VTable dump of it for you ;) 2009/2/26 cheeseh-bu chew...@gmail.com Hi, The latest TF2 scout update seems to crash when I use my plugin now after GameFrame is called. Does anyone know of any interface changes / Bot handling changes? (i.e. SDK updated? -- latest code doesn't seem to work) Although, I am just guessing Hope some have the answer, cheeseh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Thanks, - Saul. ___ 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
[hlcoders] Blending and fog
Hello there. I'd like to ask with a problem I'm having related to fog and blending. I'm using a modified Paranoia renderer to render my world, and when I have dynamic lights in a level, I have to render the world in two passes for lighting to be correct. This causes an odd problem with fog, where the fog color is applied incorrectly, and I haven't managed to solve this bug yet. I'd be really happy if someone could help me out with this. This is the setting I use when rendering those polygons: glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR); Thanks. _ News, entertainment and everything you care about at Live.com. Get it now! http://www.live.com/getstarted.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blending and fog
Ah, sorry. I thought hlcoders wasn't cut into different sections like that. Anyway, what I'm doing is rendering only the lightmap in the first pass, then I render the texture and the detail texture in the final pass. Anyway, I tried messing with glBlendEquation but couldn't get anything good out of it. _ Show them the way! Add maps and directions to your party invites. http://www.microsoft.com/windows/windowslive/products/events.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blending and fog
I thought your wrote GL_FUNC_REPLACE by mistake, because I couldn't find any references of it at all, so I tried using all the others that they listed, but they all produced weird results. Also, using GL_ZERO as the destination ruins the lighting quality on my brushes, wich I'd like to avoid. _ More than messages–check out the rest of the Windows Live™. http://www.microsoft.com/windows/windowslive/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Grenade aftermath sound effect.
Are you refering to the DSP effect? that's found in void CBasePlayer::OnDamagedByExplosion( const CTakeDamageInfo info ) On Sat, Feb 28, 2009 at 3:02 PM, Aditya Gaddam adityagad...@gmail.comwrote: Hi, I've been looking with no result in the GCFs in my steamapps directory to try and find this sound effect. It's the one that you hear when you have a grenade go off next to you. It sounds like a flatline in on an EKG or ringing in your years. Anyone know where this sound is stored or what it's script name is? I followed Grenade::Detonate Explode etc but didn't see where this sound was being played. Thanks, Aditya -- http://www.pixelfaction.com AIM:ApeWithABrain ___ 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] Blending and fog
Nah, it doesn't want to work. The unlit triangles not only become much darker, but the fog affects all of them incorrectly. I guess it's not that important anyway, I could just render the dynlights after everything else has been rendered, except that they won't be able to light up completely dark areas. Thanks for your help though. _ Invite your mail contacts to join your friends list with Windows Live Spaces. It's easy! http://spaces.live.com/spacesapi.aspx?wx_action=createwx_url=/friends.aspxmkt=en-us ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?
Yeah that is what I was seeing - I had a bit of code as well that was preventing something from being called which also added to the confusion, thanks. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: Wednesday, 25 February 2009 6:16 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode? It seems GameFrame() is not fired until a player connects to the server (i.e. out of hibernation mode). On Wed, 2009-02-18 at 13:12 +1100, Andrew Armstrong wrote: Hi, Wonder if anyone at Valve may have noticed this? But it appears the plugin GameFrame() method is not called very often (several minutes before any activity) while the server is running in Co-Op mode. If the server is in Versus mode, its called very often. Cheers, Andrew ___ 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] Can no longer access IServerGameDLL from plugin
Maybe there's V6 now? Worth a shot. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Paul Sent: Friday, 20 February 2009 11:28 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Can no longer access IServerGameDLL from plugin Sorry . That was outdated code. I was using version 5 and this also failed to load Hope someone can help On 20 Feb 2009, at 00:21, Spencer 'voogru' MacDonald voo...@voogru.com wrote: TF2 is ServerGameDLL005 (INTERFACEVERSION_SERVERGAMEDLL) -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of cheeseh-bu Sent: Thursday, February 19, 2009 6:52 PM To: Discussion of Half-Life Programming Subject: [hlcoders] Can no longer access IServerGameDLL from plugin From the new OrangeBox/TF2 updates I can no longer get the IServerGameDLL interface from a server plugin. This is imperative for my plugin. Cannot open game server interface INTERFACEVERSION_SERVERGAMEDLL IServerGameDLL servergamedll ---code--- LOAD_GAME_SERVER_INTERFACE( servergamedll,IServerGameDLL,INTERFACEVERSION_SER VERGAMEDLL_VERSION_4); #define LOAD_GAME_SERVER_INTERFACE(var,type,version) if ( (var = (type*)gameServerFactory(version,NULL)) == NULL ) { Warning(Cannot open game server interface ## #version ## ## #type ## ## #var ##\n); return false; } else { Msg(Found interface ## #version ## ## #type ## ## #var ## \n); } ---/code--- Anything changed? Any work around? Thanks ___ 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
[hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?
Hi, Wonder if anyone at Valve may have noticed this? But it appears the plugin GameFrame() method is not called very often (several minutes before any activity) while the server is running in Co-Op mode. If the server is in Versus mode, its called very often. Cheers, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?
The reason I'm wanting this event to work correctly is so I can periodically run some code at specific intervals. I could perhaps try receive all game events and try and run the logic in FireGameEvent(), but it sounds inefficient to capture all events. I could use a worker thread to do some processing which will wake up when necessary - but I doubt access to gpGlobals, its edict's and retrieved IplayerInfo interfaces are thread safe when control is not passed to my plugin via GameFrame() etc. Does anyone have any thoughts on the matter? Cheers, Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Wednesday, 18 February 2009 1:12 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode? Hi, Wonder if anyone at Valve may have noticed this? But it appears the plugin GameFrame() method is not called very often (several minutes before any activity) while the server is running in Co-Op mode. If the server is in Versus mode, its called very often. Cheers, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Misc questions about how to retrieve certain server state info
Hi, I am wondering how to retrieve the following information about the servers game state: 1) How do I determine the total number of human players in the server per team, including those players who are currently connecting to the server? At the moment I have: for (int i = 1; i gpGlobals-maxClients; i++) { edict_t *pEdict = PEntityOfEntIndex(i); if (pEdict) { IPlayerInfo *playerInfo = playerinfomanager-GetPlayerInfo( pEdict ); if (playerInfo) { if (playerInfo-IsFakeClient()) continue; switch(playerInfo-GetTeamIndex()) { ... } } } } This works fine to count how many human players are on each team, but I don't know how to get the count of players who are currently joining the server (and are at the loading screen). I can't distinguish/find a way to locate the player count (playerInfo is always NULL for when there are no players, and players that are connecting, it seems). 2) Say I hold on to an edict_t* of a player, and then later on want to interact with them again. How do I know that its safe to access this pointer (can the instance ever be deleted from under me?), and also is there a way to check whether this player has actually changed (ie, is this a pointer to a server slot, and a new player has joined in their place since I last accessed the pointer)? I assume this may be the case as they appear to be re-used, and so I should probably compare the output of GetPlayerNetworkIDString() between calls on the edict_t*? 3) I noticed in Left 4 Dead that the DIALOG_MSG flag I can use to send a message via CreateMessage() does not appear on the client; I assume this is just a client bug. The menu/textbox ones work fine. 4) How can I determine the server's connection address (IP:Port). I can access the current map via gpGlobals-mapname by the look of it, but I don't see how I can retrieve the current IP:Port the server is running on. There is no console variable that has this information, so I can't appear to use cvar-FindVar() to locate it. Thanks, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Misc questions about how to retrieve certain server state info
I can't seem to find a way to get a CbasePlayer handle from an edict_t (and even then, everything else wants an edict_t to operate on). Do you mean Chandleedict_t? If so, I can't seem to include the needed files without a stack of errors (I think I'm crossing in to client mod code when I'm only develpoing a server plugin). Any ideas? Thanks -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Christopher Harris Sent: Saturday, 14 February 2009 1:52 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Misc questions about how to retrieve certain server state info For 2. I would suggest CHandleCBasePlayer It will give you a safe pointer to the player that will be safe across level changes which is the only case I can think of where potential issue may arise with stale pointers. It is always very highly encouraged I think to use a Handle to the object if you need to store a pointer to it for a relatively longer period of time. CHandle will be set to NULL pointer when the object it holds is removed from the EntList. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Friday, February 13, 2009 9:15 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] Misc questions about how to retrieve certain server state info Hi, I am wondering how to retrieve the following information about the servers game state: 1) How do I determine the total number of human players in the server per team, including those players who are currently connecting to the server? At the moment I have: for (int i = 1; i gpGlobals-maxClients; i++) { edict_t *pEdict = PEntityOfEntIndex(i); if (pEdict) { IPlayerInfo *playerInfo = playerinfomanager-GetPlayerInfo( pEdict ); if (playerInfo) { if (playerInfo-IsFakeClient()) continue; switch(playerInfo-GetTeamIndex()) { ... } } } } This works fine to count how many human players are on each team, but I don't know how to get the count of players who are currently joining the server (and are at the loading screen). I can't distinguish/find a way to locate the player count (playerInfo is always NULL for when there are no players, and players that are connecting, it seems). 2) Say I hold on to an edict_t* of a player, and then later on want to interact with them again. How do I know that its safe to access this pointer (can the instance ever be deleted from under me?), and also is there a way to check whether this player has actually changed (ie, is this a pointer to a server slot, and a new player has joined in their place since I last accessed the pointer)? I assume this may be the case as they appear to be re-used, and so I should probably compare the output of GetPlayerNetworkIDString() between calls on the edict_t*? 3) I noticed in Left 4 Dead that the DIALOG_MSG flag I can use to send a message via CreateMessage() does not appear on the client; I assume this is just a client bug. The menu/textbox ones work fine. 4) How can I determine the server's connection address (IP:Port). I can access the current map via gpGlobals-mapname by the look of it, but I don't see how I can retrieve the current IP:Port the server is running on. There is no console variable that has this information, so I can't appear to use cvar-FindVar() to locate it. Thanks, Andrew ___ 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] Left4Dead Plugin?
Hi, Lduke; thanks, but I'm on Windows so no gdb for me (although VS may be able to help instead!). Bl4nk, thanks - ive done that and have identified the reason for failure in that the engine interface does not get loaded: bool CEmptyServerPlugin::Load( CreateInterfaceFn interfaceFactory, CreateInterfaceFn gameServerFactory ) { ... engine = (IVEngineServer*)interfaceFactory(INTERFACEVERSION_VENGINESERVER, NULL); ... if (!engine) printf(Failed to load engine interface\n); ... if( ! ( engine gameeventmanager g_pFullFileSystem helpers enginetrace randomStr ) ) { return false; // we require all these interface to function } ... } Engine is NULL here (other interfaces load successfully). The wiki indicates I should make these changes (http://wiki.alliedmods.net/Porting_to_Left_4_Dead): 1) IVEngineServer::UserMessageBegin now takes an additional string parameter containing the message name. I've opened eiface.h and updated that line to now read: virtual bf_write*UserMessageBegin( IRecipientFilter *filter, int msg_type, const char* messageName) = 0; (added const char* messageName) 2) The low-level datagram type for setting replicated convars on clients has changed from 5 to 6. No idea what this is. 3) CreateEntityByName appears to have a third parameter (SourceMod sets it to true). I do not use this and cannot see where it has been defined Could you assist with points 2 3? I assume its failing to load because I have not finisehd the needed changes? Thanks everyone for the continued help. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of bl4nk Sent: Thursday, 12 February 2009 6:34 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left4Dead Plugin? Add in some debug print to see where in the plugin it's failing. Andrew Armstrong wrote: Unfortunately I now just get the 'Failed to load' and then 'Unable to load' (I made sure -allowdebug is off). Is there a way to get more info other than 'it failed'? :) Perhaps my compilation settings are wrong. Thanks -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi Sent: Thursday, 12 February 2009 12:52 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left4Dead Plugin? Oops my bad. Try building it in release, it's probably something to do with the fact that the orange box libs (tier1 etc) are different from L4D (not different enough to be completely incompatible though) -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: February-11-09 8:46 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Left4Dead Plugin? I did though (see -allowdebug there in the command line); so I'm not sure what the problem is - I must be missing something obvious. - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi Sent: Thursday, 12 February 2009 12:34 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left4Dead Plugin? It's because you're building the plugin in debug, and not adding -allowdebug to the command line options. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: February-11-09 7:07 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Left4Dead Plugin? Hi, Okay, I've *only* made the below eiface.h change (any other changes I cannot find the appropriate place to make the change). I am running my test server like this: srcds.exe -game left4dead -allowdebug -console -norestart -nocrashdialog +maxplayers 8 +map l4d_vs_farm01_hilltop +port 21000 +exec server.cfg +sv_lan 1 I have the debug build located in c:\srcds\l4d\left4dead\addons\serverplugin_empty.dll I have in that same \addons directory a file named serverplugin_empty.vdf Inside it I have: Plugin { file ../left4dead/addons/serverplugin_empty } Inside my server.cfg file I have this at the end: plugin_load serverplugin_empty When the game server starts up, the console finishes with these messages: Module serverplugin_empty is a debug build Failed to load plugin serverplugin_empty Unable to load plugin serverplugin_empty What am I doing wrong? I suspect its because I have not made all of the required changes, but I cannot find out where to do so. If you could point out where I make these changes specifically that would be great. Thanks again, Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com
Re: [hlcoders] Left4Dead Plugin?
Hi again, I am following that wiki article and have made the IVEngineServer::UserMessageBegin now takes an additional string parameter containing the message name. change in eiface.h (by changing the signature to UserMessageBegin( IRecipientFilter *filter, int msg_type, const char* name ) = 0;) Is this the only place that needs the change? Points 2 and 3 of the changes list I have not made, I am not sure where to make them. Any other hints? Thanks again, Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Wednesday, 11 February 2009 8:46 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Left4Dead Plugin? Awesome, thank you. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: Wednesday, 11 February 2009 4:42 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left4Dead Plugin? Here is the actual link: http://wiki.alliedmods.net/Porting_to_Left_4_Dead 2009/2/10 Saul Rennison saul.renni...@gmail.com Check alliedmods.net wiki under Left4Dead interface changes. Sent from my iPhone On 10 Feb 2009, at 11:00, Andrew Armstrong and...@mammoth.com.au wrote: Hi guys, Is it possible yet to create a simple server plugin for Left4Dead? I've compiled the serverplugin_empty file, installed it as per the wiki etc, but when trying to load the plugin from the console I receive: Failed to load plugin serverplugin_empty Unable to load plugin serverplugin_empty Is this because the Source SDK is still out of date and the game does not know how to compile this version of the plugin? Cheers, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Thanks, - Saul. ___ 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] Left4Dead Plugin?
Hi, Okay, I've *only* made the below eiface.h change (any other changes I cannot find the appropriate place to make the change). I am running my test server like this: srcds.exe -game left4dead -allowdebug -console -norestart -nocrashdialog +maxplayers 8 +map l4d_vs_farm01_hilltop +port 21000 +exec server.cfg +sv_lan 1 I have the debug build located in c:\srcds\l4d\left4dead\addons\serverplugin_empty.dll I have in that same \addons directory a file named serverplugin_empty.vdf Inside it I have: Plugin { file ../left4dead/addons/serverplugin_empty } Inside my server.cfg file I have this at the end: plugin_load serverplugin_empty When the game server starts up, the console finishes with these messages: Module serverplugin_empty is a debug build Failed to load plugin serverplugin_empty Unable to load plugin serverplugin_empty What am I doing wrong? I suspect its because I have not made all of the required changes, but I cannot find out where to do so. If you could point out where I make these changes specifically that would be great. Thanks again, Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: Wednesday, 11 February 2009 8:26 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left4Dead Plugin? Yeah just change it in eiface.h. Ask if you need any more help. Sent from my iPhone On 11 Feb 2009, at 08:17, Andrew Armstrong and...@mammoth.com.au wrote: Hi again, I am following that wiki article and have made the IVEngineServer::UserMessageBegin now takes an additional string parameter containing the message name. change in eiface.h (by changing the signature to UserMessageBegin( IRecipientFilter *filter, int msg_type, const char* name ) = 0;) Is this the only place that needs the change? Points 2 and 3 of the changes list I have not made, I am not sure where to make them. Any other hints? Thanks again, Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Wednesday, 11 February 2009 8:46 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Left4Dead Plugin? Awesome, thank you. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: Wednesday, 11 February 2009 4:42 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left4Dead Plugin? Here is the actual link: http://wiki.alliedmods.net/Porting_to_Left_4_Dead 2009/2/10 Saul Rennison saul.renni...@gmail.com Check alliedmods.net wiki under Left4Dead interface changes. Sent from my iPhone On 10 Feb 2009, at 11:00, Andrew Armstrong and...@mammoth.com.au wrote: Hi guys, Is it possible yet to create a simple server plugin for Left4Dead? I've compiled the serverplugin_empty file, installed it as per the wiki etc, but when trying to load the plugin from the console I receive: Failed to load plugin serverplugin_empty Unable to load plugin serverplugin_empty Is this because the Source SDK is still out of date and the game does not know how to compile this version of the plugin? Cheers, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Thanks, - Saul. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Left4Dead Plugin?
Hi guys, Is it possible yet to create a simple server plugin for Left4Dead? I've compiled the serverplugin_empty file, installed it as per the wiki etc, but when trying to load the plugin from the console I receive: Failed to load plugin serverplugin_empty Unable to load plugin serverplugin_empty Is this because the Source SDK is still out of date and the game does not know how to compile this version of the plugin? Cheers, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Left4Dead Plugin?
Awesome, thank you. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison Sent: Wednesday, 11 February 2009 4:42 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Left4Dead Plugin? Here is the actual link: http://wiki.alliedmods.net/Porting_to_Left_4_Dead 2009/2/10 Saul Rennison saul.renni...@gmail.com Check alliedmods.net wiki under Left4Dead interface changes. Sent from my iPhone On 10 Feb 2009, at 11:00, Andrew Armstrong and...@mammoth.com.au wrote: Hi guys, Is it possible yet to create a simple server plugin for Left4Dead? I've compiled the serverplugin_empty file, installed it as per the wiki etc, but when trying to load the plugin from the console I receive: Failed to load plugin serverplugin_empty Unable to load plugin serverplugin_empty Is this because the Source SDK is still out of date and the game does not know how to compile this version of the plugin? Cheers, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux server disconnects
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 to...@valvesoftware.com Subject: Re: [hlcoders] Linux server disconnects To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 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 to...@valvesoftware.com Subject: Re: [hlcoders] Linux server disconnects To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 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 xnicho...@gmail.com 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 oli...@gmail.com 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 xnicho...@gmail.com 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 hl2mp mod is probably the best idea. Although, I don't even know if that that works out of the box. Goodluck, I hope u get it working On Wed, Jan 21, 2009 at 5:30 PM, Andrew Watkins a...@watkins.to wrote: Update: after some mucking around in notepad++ excel, I can confirm that the file list for the linux server is identical to the list
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 to...@valvesoftware.com Subject: Re: [hlcoders] Linux server disconnects To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com 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 xnicho...@gmail.com 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 oli...@gmail.com 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 xnicho...@gmail.com 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 hl2mp mod is probably the best idea. Although, I don't even know if that that works out of the box. Goodluck, I hope u get it working On Wed, Jan 21, 2009 at 5:30 PM, Andrew Watkins a...@watkins.to wrote: Update: after some mucking around in notepad++ excel, I can confirm that the file list for the linux server is identical to the list of .cpp files included in the visual studio project. Not much of a surprise, given that one was used to generate the other. I can also confirm that there's definately no network tables inside windows-only defines. Lastly, I tried hosting a TF2 server, and the build numbers shown in the console were the same as with my mod, so that's definately not to blame either. What else could be causing the Server uses different class tables disconnect, and only for the linux server? I haven't got the slightest idea at this point. Is it worth checking to see if a blank hl2mp mod works? Thanks, Andrew On Mon, 2009-01-19 at 14:12 -0800, hlcoders-requ...@list.valvesoftware.com wrote: Date: Mon, 19 Jan 2009 20:42:52 + From: Andrew Watkins a...@watkins.to Subject: [hlcoders] Linux server disconnects To: hlcoders@list.valvesoftware.com Message-ID: 1232397772.8330.7.ca...@2800mhz Content-Type: text/plain Thanks to Nick's suggestion, I've managed to get my linux server compiled running. Turns out the error was down to the way I'd linked the sqlite dll, that had been one of the things I'd thought of, but it seems that I hadn't removed the sqlite header include from one file, and that was messing things up. Now I have a server that I can try to connect to, but when I try to connect, very near the end of the process I get disconnected with the error: Server uses different class tables Normally I'd have expected this to say which network table / value was missing or incorrect, but there's nothing. I'm pretty damn sure all the same files are being used by linux as by Visual studio; I've been through my makefiles many times over. I really can't see anything thats in one not the other
Re: [hlcoders] Linux server disconnects
Thanks guys. Stephen, you're talking about cpp files rather than headers, yeah? It would be pretty helpful to know what files needed added (and how VS decides to magic-include them!). Olly: True, it doesn't read them, but on connecting I get a console warning/error message: Your client.dll differs from the servers Unless the client.dll is present and up to date on the server. So presumably its doing a checksum on it and my local copy, for anti-cheat purposes. Understandably, it doesn't seem to mind about the server.dll. Andrew Date: Fri, 23 Jan 2009 12:38:25 + From: Olly oli...@gmail.com Subject: Re: [hlcoders] Linux server disconnects To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: 570fae500901230438n2eb4ce31wf429216a1514...@mail.gmail.com Content-Type: text/plain; charset=UTF-8 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 xnicho...@gmail.com 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 hl2mp mod is probably the best idea. Although, I don't even know if that that works out of the box. Goodluck, I hope u get it working On Wed, Jan 21, 2009 at 5:30 PM, Andrew Watkins a...@watkins.to wrote: Update: after some mucking around in notepad++ excel, I can confirm that the file list for the linux server is identical to the list of .cpp files included in the visual studio project. Not much of a surprise, given that one was used to generate the other. I can also confirm that there's definately no network tables inside windows-only defines. Lastly, I tried hosting a TF2 server, and the build numbers shown in the console were the same as with my mod, so that's definately not to blame either. What else could be causing the Server uses different class tables disconnect, and only for the linux server? I haven't got the slightest idea at this point. Is it worth checking to see if a blank hl2mp mod works? Thanks, Andrew On Mon, 2009-01-19 at 14:12 -0800, hlcoders-requ...@list.valvesoftware.com wrote: Date: Mon, 19 Jan 2009 20:42:52 + From: Andrew Watkins a...@watkins.to Subject: [hlcoders] Linux server disconnects To: hlcoders@list.valvesoftware.com Message-ID: 1232397772.8330.7.ca...@2800mhz Content-Type: text/plain Thanks to Nick's suggestion, I've managed to get my linux server compiled running. Turns out the error was down to the way I'd linked the sqlite dll, that had been one of the things I'd thought of, but it seems that I hadn't removed the sqlite header include from one file, and that was messing things up. Now I have a server that I can try to connect to, but when I try to connect, very near the end of the process I get disconnected with the error: Server uses different class tables Normally I'd have expected this to say which network table / value was missing or incorrect, but there's nothing. I'm pretty damn sure all the same files are being used by linux as by Visual studio; I've been through my makefiles many times over. I really can't see anything thats in one not the other, though I guess its possible I'm being dumb here. I can't find any network tables that are within #ifdef _WIN32 or anything like that - strikes me that would be a bit ridiculous if it were the case anyway. Anyone run into this error with a linux server? One thing that I do notice - when I try to connect to the linux server, it lists its Build version as 3691, but when I run a listen server, it says its Build 3704. Now I've repeatedly run the update commands for the linux server, but its not loading any other updates. Could this version issue be behind my network table issue, or is that just the way its meant to be? Thanks for any insight anyone has to offer Andrew Message: 5 Date: Sat, 27 Dec 2008 13:50:06 -0600 From: Nick xnicho...@gmail.com Subject: Re: [hlcoders] Linux binary runtime error To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: c578cfd80812271150u1b2e07bdi75f14bf1bd631...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 can you try debugging with gdb? starting srcds with gdb is a real pain, but generally you can hook to srcds process easily enough... On Sat, Dec 27, 2008 at 1:06 PM, Andrew Watkins a...@watkins.to wrote: Hey list, Still having srcds linux issues. I've discovered I can force it to use only my binary with the -binary command, and now I get
Re: [hlcoders] Client-side only model entity that can be bone merged?
We have a load out model that exists only on the client side and the weapon model for this follows a player model... just elaborate on what it does, and the code we use for that weapon setup is. m_pLoadoutWeaponModel-FollowEntity(m_pLoadoutModel, true, m_pLoadoutModel-LookupAttachment( M1_Root )); It works perfectly for our stationary model, though it does play animations and the weapon follows fine, the second parameter being the bone merge, and third come to think of it I don't think M1_Root exists in any of our models so that passes as an invalid attachment. Hope that helps. On Thu, Jan 22, 2009 at 1:20 AM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: Isn't the weapon world models something like this? /ScarT (hello Lasershock) 2009/1/22 Jed j...@wunderboy.org To my great dismay and embarrassment I can't seem to get this working... :( I want to make a client-side only model entity derived from C_BaseAnimating to attach/detach to models. It's purely the server side of the code doesn't need to know about it at all. I want to use the bonemerge method to attach it to the model and then, when needed, drop it as a normal vphysics entity on the client much like debris. Looking through the code, I thought c_gib might be a good place to start but it seems overly simple. BaseCombatWeapon has the relevant bonemerge methods but its both a client and server type entity. So my question is - whats a good template to use for a entity to fulfill the following requirements: * Client side only as it's purely for visual. * Uses FollowEntity and bonemerge to attach to an animating model. * Can be detatched/dropped when needed. - J ___ 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] hlcoders Digest, Vol 11, Issue 48
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, Andrew Date: Wed, 21 Jan 2009 23:30:17 + From: Andrew Watkins a...@watkins.to Subject: Re: [hlcoders] Linux server disconnects To: hlcoders@list.valvesoftware.com Message-ID: 1232580617.7185.5.ca...@2800mhz Content-Type: text/plain Update: after some mucking around in notepad++ excel, I can confirm that the file list for the linux server is identical to the list of .cpp files included in the visual studio project. Not much of a surprise, given that one was used to generate the other. I can also confirm that there's definately no network tables inside windows-only defines. Lastly, I tried hosting a TF2 server, and the build numbers shown in the console were the same as with my mod, so that's definately not to blame either. What else could be causing the Server uses different class tables disconnect, and only for the linux server? I haven't got the slightest idea at this point. Is it worth checking to see if a blank hl2mp mod works? Thanks, Andrew On Mon, 2009-01-19 at 14:12 -0800, hlcoders-requ...@list.valvesoftware.com wrote: Date: Mon, 19 Jan 2009 20:42:52 + From: Andrew Watkins a...@watkins.to Subject: [hlcoders] Linux server disconnects To: hlcoders@list.valvesoftware.com Message-ID: 1232397772.8330.7.ca...@2800mhz Content-Type: text/plain Thanks to Nick's suggestion, I've managed to get my linux server compiled running. Turns out the error was down to the way I'd linked the sqlite dll, that had been one of the things I'd thought of, but it seems that I hadn't removed the sqlite header include from one file, and that was messing things up. Now I have a server that I can try to connect to, but when I try to connect, very near the end of the process I get disconnected with the error: Server uses different class tables Normally I'd have expected this to say which network table / value was missing or incorrect, but there's nothing. I'm pretty damn sure all the same files are being used by linux as by Visual studio; I've been through my makefiles many times over. I really can't see anything thats in one not the other, though I guess its possible I'm being dumb here. I can't find any network tables that are within #ifdef _WIN32 or anything like that - strikes me that would be a bit ridiculous if it were the case anyway. Anyone run into this error with a linux server? One thing that I do notice - when I try to connect to the linux server, it lists its Build version as 3691, but when I run a listen server, it says its Build 3704. Now I've repeatedly run the update commands for the linux server, but its not loading any other updates. Could this version issue be behind my network table issue, or is that just the way its meant to be? Thanks for any insight anyone has to offer Andrew Message: 5 Date: Sat, 27 Dec 2008 13:50:06 -0600 From: Nick xnicho...@gmail.com Subject: Re: [hlcoders] Linux binary runtime error To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: c578cfd80812271150u1b2e07bdi75f14bf1bd631...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 can you try debugging with gdb? starting srcds with gdb is a real pain, but generally you can hook to srcds process easily enough... On Sat, Dec 27, 2008 at 1:06 PM, Andrew Watkins a...@watkins.to wrote: Hey list, Still having srcds linux issues. I've discovered I can force it to use only my binary with the -binary command, and now I get a crash related to my binary, although I wouldn't exactly call it meaningful. The debug log looks like this: -- CRASH: Sat Dec 27 17:48:18 GMT 2008 Start Line: modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/server_i486.so -debug Core
Re: [hlcoders] Linux server disconnects
Update: after some mucking around in notepad++ excel, I can confirm that the file list for the linux server is identical to the list of .cpp files included in the visual studio project. Not much of a surprise, given that one was used to generate the other. I can also confirm that there's definately no network tables inside windows-only defines. Lastly, I tried hosting a TF2 server, and the build numbers shown in the console were the same as with my mod, so that's definately not to blame either. What else could be causing the Server uses different class tables disconnect, and only for the linux server? I haven't got the slightest idea at this point. Is it worth checking to see if a blank hl2mp mod works? Thanks, Andrew On Mon, 2009-01-19 at 14:12 -0800, hlcoders-requ...@list.valvesoftware.com wrote: Date: Mon, 19 Jan 2009 20:42:52 + From: Andrew Watkins a...@watkins.to Subject: [hlcoders] Linux server disconnects To: hlcoders@list.valvesoftware.com Message-ID: 1232397772.8330.7.ca...@2800mhz Content-Type: text/plain Thanks to Nick's suggestion, I've managed to get my linux server compiled running. Turns out the error was down to the way I'd linked the sqlite dll, that had been one of the things I'd thought of, but it seems that I hadn't removed the sqlite header include from one file, and that was messing things up. Now I have a server that I can try to connect to, but when I try to connect, very near the end of the process I get disconnected with the error: Server uses different class tables Normally I'd have expected this to say which network table / value was missing or incorrect, but there's nothing. I'm pretty damn sure all the same files are being used by linux as by Visual studio; I've been through my makefiles many times over. I really can't see anything thats in one not the other, though I guess its possible I'm being dumb here. I can't find any network tables that are within #ifdef _WIN32 or anything like that - strikes me that would be a bit ridiculous if it were the case anyway. Anyone run into this error with a linux server? One thing that I do notice - when I try to connect to the linux server, it lists its Build version as 3691, but when I run a listen server, it says its Build 3704. Now I've repeatedly run the update commands for the linux server, but its not loading any other updates. Could this version issue be behind my network table issue, or is that just the way its meant to be? Thanks for any insight anyone has to offer Andrew Message: 5 Date: Sat, 27 Dec 2008 13:50:06 -0600 From: Nick xnicho...@gmail.com Subject: Re: [hlcoders] Linux binary runtime error To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: c578cfd80812271150u1b2e07bdi75f14bf1bd631...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 can you try debugging with gdb? starting srcds with gdb is a real pain, but generally you can hook to srcds process easily enough... On Sat, Dec 27, 2008 at 1:06 PM, Andrew Watkins a...@watkins.to wrote: Hey list, Still having srcds linux issues. I've discovered I can force it to use only my binary with the -binary command, and now I get a crash related to my binary, although I wouldn't exactly call it meaningful. The debug log looks like this: -- CRASH: Sat Dec 27 17:48:18 GMT 2008 Start Line: modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/server_i486.so -debug Core was generated by `modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/'. Program terminated with signal 11, Segmentation fault. [New process 27928] #0 0xb73fa536 in __do_global_dtors_aux () #0 0xb73fa536 in __do_global_dtors_aux () #1 0xb73fa4f9 in CMemoryStack::CMemoryStack () #2 0x in ?? () Current language: auto; currently asm No locals. No shared libraries loaded at this time. Stack level 0, frame at 0xbf906e08: eip = 0xb73fa536 in __do_global_dtors_aux; saved eip 0xb73fa4f9 called by frame at 0xbf906e0c source language asm. Arglist at 0xbf906e00, args: Locals at 0xbf906e00, Previous frame's sp is 0xbf906e08 Saved registers: eip at 0xbf906e04 End of Source crash report -- I'm guessing a crash in the CMemoryStack constructor means that something's gone stupid, but I'm clueless as to what. Any suggestions? Thanks, Andrew Date: Wed, 24 Dec 2008 23:12:59 + From: Andrew Watkins a...@watkins.to Subject: [hlcoders] Linux binary runtime error To: hlcoders@list.valvesoftware.com Message-ID: 1230160379.8788.10.ca...@2800mhz Content-Type: text/plain Ok, so I've finally built a linux binary for my mod, and I've managed to fix several undefined symbol errors that come up when I try
[hlcoders] Linux server disconnects
Thanks to Nick's suggestion, I've managed to get my linux server compiled running. Turns out the error was down to the way I'd linked the sqlite dll, that had been one of the things I'd thought of, but it seems that I hadn't removed the sqlite header include from one file, and that was messing things up. Now I have a server that I can try to connect to, but when I try to connect, very near the end of the process I get disconnected with the error: Server uses different class tables Normally I'd have expected this to say which network table / value was missing or incorrect, but there's nothing. I'm pretty damn sure all the same files are being used by linux as by Visual studio; I've been through my makefiles many times over. I really can't see anything thats in one not the other, though I guess its possible I'm being dumb here. I can't find any network tables that are within #ifdef _WIN32 or anything like that - strikes me that would be a bit ridiculous if it were the case anyway. Anyone run into this error with a linux server? One thing that I do notice - when I try to connect to the linux server, it lists its Build version as 3691, but when I run a listen server, it says its Build 3704. Now I've repeatedly run the update commands for the linux server, but its not loading any other updates. Could this version issue be behind my network table issue, or is that just the way its meant to be? Thanks for any insight anyone has to offer Andrew Message: 5 Date: Sat, 27 Dec 2008 13:50:06 -0600 From: Nick xnicho...@gmail.com Subject: Re: [hlcoders] Linux binary runtime error To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: c578cfd80812271150u1b2e07bdi75f14bf1bd631...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 can you try debugging with gdb? starting srcds with gdb is a real pain, but generally you can hook to srcds process easily enough... On Sat, Dec 27, 2008 at 1:06 PM, Andrew Watkins a...@watkins.to wrote: Hey list, Still having srcds linux issues. I've discovered I can force it to use only my binary with the -binary command, and now I get a crash related to my binary, although I wouldn't exactly call it meaningful. The debug log looks like this: -- CRASH: Sat Dec 27 17:48:18 GMT 2008 Start Line: modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/server_i486.so -debug Core was generated by `modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/'. Program terminated with signal 11, Segmentation fault. [New process 27928] #0 0xb73fa536 in __do_global_dtors_aux () #0 0xb73fa536 in __do_global_dtors_aux () #1 0xb73fa4f9 in CMemoryStack::CMemoryStack () #2 0x in ?? () Current language: auto; currently asm No locals. No shared libraries loaded at this time. Stack level 0, frame at 0xbf906e08: eip = 0xb73fa536 in __do_global_dtors_aux; saved eip 0xb73fa4f9 called by frame at 0xbf906e0c source language asm. Arglist at 0xbf906e00, args: Locals at 0xbf906e00, Previous frame's sp is 0xbf906e08 Saved registers: eip at 0xbf906e04 End of Source crash report -- I'm guessing a crash in the CMemoryStack constructor means that something's gone stupid, but I'm clueless as to what. Any suggestions? Thanks, Andrew Date: Wed, 24 Dec 2008 23:12:59 + From: Andrew Watkins a...@watkins.to Subject: [hlcoders] Linux binary runtime error To: hlcoders@list.valvesoftware.com Message-ID: 1230160379.8788.10.ca...@2800mhz Content-Type: text/plain Ok, so I've finally built a linux binary for my mod, and I've managed to fix several undefined symbol errors that come up when I try to run a dedicated server (locally) using it. But this last one has me stumped, while all the rest have shown up in my mod's server_i486.so, having corrected all of those, I'm now getting undefined symbol: GetCVarIF in the *hl2mp* server_i486.so! Why this could be I don't know, my mod's an orange box hl2dm-based affair, but its running on AppID 218, definately not 320. Changing to to 440 has no effect on this error. I realise its to be expected that hl2dm would fail if loaded into the OB engine, like appears to be happening. It shouldn't be happening though! We've previously worked out whats required to run a dedicated server (on windows) and typically go for one with hl2dm and tf2 installed - all of this may not be necessary, but we know it works. I can run both a tf2 an hl2dm server locally without problems. So, two questions: 1. Where is GetCVarIF defined? 2. Why on earth is it trying to load the hl2dm binaries? There's no such issue on windows... Thanks, and merry Christmas :) -Andrew ___ To unsubscribe
Re: [hlcoders] Making the player jerk up when hit
If you want it to return to it's previous position then you should use ViewPunch On Sun, Jan 18, 2009 at 3:13 PM, Willem Engel wil...@refreshmi.nl wrote: You could use the the viewkick function used when shooting (in baseweapon I think). If you put that somewhere in TakeDamage then all should be fine. TakeDamage also has damageinfo so you can make the kick damage relative. Regards Willem Scott Robson wrote: Hi, I am trying to make the players' crosshair jerk up quickly and return to the origin within a certain timeframe. I also want the amount of damage you take to affect how much the player jerks up. This is so the player can't just 'stand and deliver' it gets boring. Can anyone help? Cheers, Scott. _ Choose the perfect PC or mobile phone for you http://clk.atdmt.com/UKM/go/130777504/direct/01/ ___ 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] Technical Design Document or Quick Reference Guide?
Wouldn't architectural designs showing class relationships be more pressing than going through and commenting every single function with that format? What's the biggest problem people are complaining about? Is it that they don't understand that int GetIDTarget() const; is a method that gets the id of the target as an integer? Or could it be that they don't understand how classes interact and what things exist on the server and what on the client and how those classes all tie together or inheret to create all the elements of the game? If you are going to create a remotely useful guide it seems like you're attacking the problem in very much the wrong way. The proposal of creating a fully commented version of the SDK is not only a huge amount of pointless coding, exhausting to maintain properly but also a missunderstanding of the difficulties. If the original topic is still the topic at hand then it's acquanting them with architecture and an easy to understand layout of how the classes work rather than pedantic descriptions of specific methods that you would want to create. I'd suggest tackling the theory of how Source is implemented before wasting your time describing hundreds of self explaniatory methods without any insight into how it's tied together. For example with the GetIDTarget, it's an example of client side maintained information that is later used by the HUD to create a user name display and by player class to manipulate the head angles so it appears to look at someone. Something like that is far more usefull, but on the same token you wouldn't put that into the code itself you'd have it kept in an external documentation or somewhere. On Thu, Jan 15, 2009 at 5:53 PM, Steve Henderson steven.j.hender...@gmail.com wrote: Yes this is a good idea -- but how do we distribute it without violating Valve's Source SDK agreement (which says we can only redistro OBJ files)? It seems to me that we'd need them to agree to let us release just the commented functions and classes (without the underlying source code view as is exported by default with doxygen). Then as mentioned earlier, we could identify priority classes and split up the work using a version controlled MOD. Then export only the classes and function documentation. But Valve would have to be OK with this. It would also be interesting if this documentation project could be distributed/viewed through the Steam client...I'm not a big steam fan, and would rather use my own browser...but this might allow for access to the documentation for licensed users only Steve On Thu, Jan 15, 2009 at 1:41 AM, James Luzwick jluzw...@gmail.com wrote: I figured the basic idea is to create block comments above each function and class javadoc style. This would allow whomever is doing the documentation to use doxygen ( http://www.stack.nl/~dimitri/doxygen/http://www.stack.nl/%7Edimitri/doxygen/). For example, take this function from c_hl2mp_player.cpp (OB HL2 Multiplayer Code) /** * This returns the Player's ID Target * * @param If I had any parameters I would describe them here. * * @return The ID Target as an int. */ int C_HL2MP_Player::GetIDTarget() const { return m_iIDEntIndex; } The doxygen tool would then parse the file and discover this documentation for the function and export it to a nicely formatted HTML page. The Apache guys commonly use this (well a lot of people use this) an example of what it would look like, is this: Apache Xerces XML C++ Library ( http://xerces.apache.org/xerces-c/apiDocs-3/classes.html ) On Wed, Jan 14, 2009 at 9:06 PM, Walter Gray chrysal...@gmail.com wrote: Well, I hope it will be moot when the next version comes out, but right now I was thinking we could do both, and tag the version specific parts. I just started a new mod, and was forced to go with EP1 for shader support. I'd like to move away from it, but for now there are valid reasons for using either version, so I figure both versions should be supported. I think the key thing here is to turn it into a more widespread community effort, which is what wikis are good for. If you're working on a project, you add to the sections relevant to what you're working on, or volunteer some time when you have it. I may not have too much time free for the latter, but I plan to do plenty of the former. I'm trying to teach my teammates how to use Source so I figure if I'm going to be writing up notes, the least I can do is try and make them easily accessible. I imagine that kind of thing is why Valve stuck the documentation on a publicly editable wiki in the first place. I suspect the biggest roadblock right now is figuring out formatting and getting the basic framework in place so people have some kind of guideline to add to. Nobody seems to like setting up the architecture, but once it's there and easy to add to, I expect
Re: [hlcoders] Technical Design Document or Quick Reference Guide?
Quake was made by id who made the engine... And UT3 is designed and built as a middleware as much as an engine. The easiest way to get programmers into Source is to just startup a project and let them check out the SDK classes. It's a solid grounding point as you see the highest level player class, gamerules and gamemovement. It's a steep learning curve but having a technical document in this situation isn't really going to be as thorough as taking the time to walk through areas of code that the SDK classes inheret. It's a daunting enough SDK and will take a while to master but so do most SDKs like this, and there's enough on the wiki to get you started including the simple example brush, model and logic entities. Hell the wiki is freely editable so if someone really wanted to start a full documentation section outlining that kind of stuff, they could start a new page there and let it expand from user input and their own explortations. The gist is that learning the SDK is a combination of some examples of features, such as networking tables, and then just working with the code. If you want something that has lots of documentation and is designed and marketed primarily as a third party game development platform then the likes of UT3 might be easier to jump in and get going right away. Source modding/coding is just analogous to learning to code in general, you can read as much as you want but the only way to really harness it is to just work with it and allow for time spent learning some of the systems. Offtopic about that last paragrph Nick wrote. Whatever you're smoking must be rather strong because the logic behind those claims is absurd. Especially since I'm sure Gabe himself wouldn't concider being bought by Microsoft good, if that were the case he'd have probably stayed with them and never bothered starting Valve in the first place. Open sourcing tools and formats would make no difference as only Valve are going to be the ones handling the engine itself. On Sun, Jan 11, 2009 at 7:20 AM, Nick xnicho...@gmail.com wrote: I am not Valve, I do not work for Valve, but I like Valve, and like a good friend I like to point out where I think they go wrong. There is no such technical design document for source, available to the modders, but I suspect there is such a design document if you pay for a license. Valve is a good company, and has excellent people. But the top games released for source have been made exclusively by and for Valve. The source engine is powerful and highly adaptable, if you work for Valve. I think other engines are designed to be easier to understand because the other major game engines are being used by people outside the original company. Quake/id and Bioshock/ut3 and america's army/ut3 are some examples I can think of here. Source engine is powerful if you know how to use it, Valve people are the only ones who know how to use it properly. That isn't going to change unless Valve invests heavily in making it more open or documenting it more. ( not anytime within the next 3 years). UT3 engine is equally powerful, but epic games has gone to great lengths to make it easier to use, and highly documented. Also actively encourages scripting instead of forcing everyone to use c++ like valve does. Bioshock/Americas Army/Gears of War 2. Look at the material editor that comes with ue3 http://hourences.com/book/tutorialsue3mated.htm includes shaders also from almost one and half years ago! http://www.unrealtechnology.com/features.php?ref=editor I hope valve seriously thinks about open sourcing the tools, formats, and making the engine available on linux. Unless valve thinks it can exist only by relying on steam sales/distribution. Eventually microsoft will make steam obsolete(by creating a steamlike replacement for windows7) or buy valve out entirely, which is probably bad for most people working for valve, but good for the owners :P On Sat, Jan 10, 2009 at 10:29 PM, Walter Gray chrysal...@gmail.com wrote: I want to preface this by saying I know it's probably a kind of silly thing to be asking for, but on the other hand I feel it would would be stupendously useful. I'm looking for something akin to a Technical Design Document for the source engine, or at least the parts of it which are distributed with the Source SDK. Really, any single document that lays out, in a concise fashion, the general structure of the most commonly used systems, what base classes they use, and enough about how they are supposed to work for someone to start messing with them. It seems to me that the general approach for mod developers has been to use the code itself as the documentation and ask the community or check the wiki if they find something they don't understand. This, unfortunately, means that there's no easy way to get new developers on a team familiar with the engine, which is what I'm aiming to do. I've looked around, and
Re: [hlcoders] Precache limit
Aw, bummer. Well, looks like I'll have to use some special techniques to get this working. I'd like to ask though, is Valve planning to ever release the source code to GoldSrc? I know this has been asked a lot of times, but I have never seen a clear answer. Thanks. Andrew. _ News, entertainment and everything you care about at Live.com. Get it now! http://www.live.com/getstarted.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Precache limit
Hello people. Lately, I've been making a big map for Half-Life, wich is possibly the biggest map I've made yet, and I'm having some trouble with the precache limit built into the engine, wich I had hit earlier today. Now, I could think of cutting down on the map, but I believe that it's not an option this time, as the map was built in such a way. Now, I was wondering wether there's an option to increase the limit somehow, like with the -num_edicts parameter implemented earlier. I'd really need to know this, as the last thing I'd like to do is abandon this map. Thanks for your time. Andrew. _ Drag n’ drop—Get easy photo sharing with Windows Live™ Photos. http://www.microsoft.com/windows/windowslive/photos.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Precache limit
Well, you might just have given me the best idea, but if I precache models myself on the client, completely seperate from the engine, won't that cause problems on the server side perhaps? The server also uses model information to work, like getting attachment coordinates and such. Or could the engine still function properly? _ Invite your mail contacts to join your friends list with Windows Live Spaces. It's easy! http://spaces.live.com/spacesapi.aspx?wx_action=createwx_url=/friends.aspxmkt=en-us ___ 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 10, Issue 36
Hmm, gdb is completely new to me, so thanks for the suggestion. I fear commandline-based debugging through a linux terminal is completely beyond me, but I'll try and stick with it. CMemoryStack is in tier1, and its constructor initialises some things to 0 and NULL, I can't see what this has to do with global destructors. Or my code, for that matter. It looks to me like I have the whole thing set up wrong still, but whether thats the linkage for my binary (which look ok to me, I checked with ddl or whatever that command's called), my srcds setup, or something to do with hl2dm butting in still, I don't know. Should I be blaming something in my code for this, or my environment setup? From: Nick xnicho...@gmail.com Subject: Re: [hlcoders] Linux binary runtime error To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: c578cfd80812271150u1b2e07bdi75f14bf1bd631...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 can you try debugging with gdb? starting srcds with gdb is a real pain, but generally you can hook to srcds process easily enough... On Sat, Dec 27, 2008 at 1:06 PM, Andrew Watkins a...@watkins.to wrote: Hey list, Still having srcds linux issues. I've discovered I can force it to use only my binary with the -binary command, and now I get a crash related to my binary, although I wouldn't exactly call it meaningful. The debug log looks like this: -- CRASH: Sat Dec 27 17:48:18 GMT 2008 Start Line: modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/server_i486.so -debug Core was generated by `modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/'. Program terminated with signal 11, Segmentation fault. [New process 27928] #0 0xb73fa536 in __do_global_dtors_aux () #0 0xb73fa536 in __do_global_dtors_aux () #1 0xb73fa4f9 in CMemoryStack::CMemoryStack () #2 0x in ?? () Current language: auto; currently asm No locals. No shared libraries loaded at this time. Stack level 0, frame at 0xbf906e08: eip = 0xb73fa536 in __do_global_dtors_aux; saved eip 0xb73fa4f9 called by frame at 0xbf906e0c source language asm. Arglist at 0xbf906e00, args: Locals at 0xbf906e00, Previous frame's sp is 0xbf906e08 Saved registers: eip at 0xbf906e04 End of Source crash report -- I'm guessing a crash in the CMemoryStack constructor means that something's gone stupid, but I'm clueless as to what. Any suggestions? Thanks, Andrew Date: Wed, 24 Dec 2008 23:12:59 + From: Andrew Watkins a...@watkins.to Subject: [hlcoders] Linux binary runtime error To: hlcoders@list.valvesoftware.com Message-ID: 1230160379.8788.10.ca...@2800mhz Content-Type: text/plain Ok, so I've finally built a linux binary for my mod, and I've managed to fix several undefined symbol errors that come up when I try to run a dedicated server (locally) using it. But this last one has me stumped, while all the rest have shown up in my mod's server_i486.so, having corrected all of those, I'm now getting undefined symbol: GetCVarIF in the *hl2mp* server_i486.so! Why this could be I don't know, my mod's an orange box hl2dm-based affair, but its running on AppID 218, definately not 320. Changing to to 440 has no effect on this error. I realise its to be expected that hl2dm would fail if loaded into the OB engine, like appears to be happening. It shouldn't be happening though! We've previously worked out whats required to run a dedicated server (on windows) and typically go for one with hl2dm and tf2 installed - all of this may not be necessary, but we know it works. I can run both a tf2 an hl2dm server locally without problems. So, two questions: 1. Where is GetCVarIF defined? 2. Why on earth is it trying to load the hl2dm binaries? There's no such issue on windows... Thanks, and merry Christmas :) -Andrew ___ 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 End of hlcoders Digest, Vol 10, Issue 36 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux binary runtime error
Hey list, Still having srcds linux issues. I've discovered I can force it to use only my binary with the -binary command, and now I get a crash related to my binary, although I wouldn't exactly call it meaningful. The debug log looks like this: -- CRASH: Sat Dec 27 17:48:18 GMT 2008 Start Line: modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/server_i486.so -debug Core was generated by `modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/'. Program terminated with signal 11, Segmentation fault. [New process 27928] #0 0xb73fa536 in __do_global_dtors_aux () #0 0xb73fa536 in __do_global_dtors_aux () #1 0xb73fa4f9 in CMemoryStack::CMemoryStack () #2 0x in ?? () Current language: auto; currently asm No locals. No shared libraries loaded at this time. Stack level 0, frame at 0xbf906e08: eip = 0xb73fa536 in __do_global_dtors_aux; saved eip 0xb73fa4f9 called by frame at 0xbf906e0c source language asm. Arglist at 0xbf906e00, args: Locals at 0xbf906e00, Previous frame's sp is 0xbf906e08 Saved registers: eip at 0xbf906e04 End of Source crash report -- I'm guessing a crash in the CMemoryStack constructor means that something's gone stupid, but I'm clueless as to what. Any suggestions? Thanks, Andrew Date: Wed, 24 Dec 2008 23:12:59 + From: Andrew Watkins a...@watkins.to Subject: [hlcoders] Linux binary runtime error To: hlcoders@list.valvesoftware.com Message-ID: 1230160379.8788.10.ca...@2800mhz Content-Type: text/plain Ok, so I've finally built a linux binary for my mod, and I've managed to fix several undefined symbol errors that come up when I try to run a dedicated server (locally) using it. But this last one has me stumped, while all the rest have shown up in my mod's server_i486.so, having corrected all of those, I'm now getting undefined symbol: GetCVarIF in the *hl2mp* server_i486.so! Why this could be I don't know, my mod's an orange box hl2dm-based affair, but its running on AppID 218, definately not 320. Changing to to 440 has no effect on this error. I realise its to be expected that hl2dm would fail if loaded into the OB engine, like appears to be happening. It shouldn't be happening though! We've previously worked out whats required to run a dedicated server (on windows) and typically go for one with hl2dm and tf2 installed - all of this may not be necessary, but we know it works. I can run both a tf2 an hl2dm server locally without problems. So, two questions: 1. Where is GetCVarIF defined? 2. Why on earth is it trying to load the hl2dm binaries? There's no such issue on windows... Thanks, and merry Christmas :) -Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Linux binary runtime error
Ok, so I've finally built a linux binary for my mod, and I've managed to fix several undefined symbol errors that come up when I try to run a dedicated server (locally) using it. But this last one has me stumped, while all the rest have shown up in my mod's server_i486.so, having corrected all of those, I'm now getting undefined symbol: GetCVarIF in the *hl2mp* server_i486.so! Why this could be I don't know, my mod's an orange box hl2dm-based affair, but its running on AppID 218, definately not 320. Changing to to 440 has no effect on this error. I realise its to be expected that hl2dm would fail if loaded into the OB engine, like appears to be happening. It shouldn't be happening though! We've previously worked out whats required to run a dedicated server (on windows) and typically go for one with hl2dm and tf2 installed - all of this may not be necessary, but we know it works. I can run both a tf2 an hl2dm server locally without problems. So, two questions: 1. Where is GetCVarIF defined? 2. Why on earth is it trying to load the hl2dm binaries? There's no such issue on windows... Thanks, and merry Christmas :) -Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Possible Crash
The obvious question is, Does it stop happening if you use UTIL_Remove? I've not run into it, though our knock down code never hit public release and I used the SDK base, but I'm fairly sure I used UTIL_Remove and was ok other than the god aweful bandwidth hogging. On Mon, Dec 22, 2008 at 10:37 AM, Justin Krenz kre...@gmail.com wrote: While working on my current mod (Smashball - www.smashball.tv), I came across a rare server crash in physics.cpp: line 454 (int CCollisionEvent::ShouldCollide function). This function tries to determine if two entities should collide. The physics system has the physics objects for each object along with a pointer to the CBaseEntity that owns the physics objects. Once-in-awhile this function would crash the server, and it appeared that one of the CBaseEntity pointers was dangling/no longer pointing to a valid CBaseEntity. I was watching the server console when one of these crashes occurred, and the last line indicated a player had disconnected. I didn't plan on trying to track down the reason soon due to the rarity of the crash, but tonight, I think I may have found the source of the crash. In hl2mp_player.cpp, the UpdateOnRemove function calls UTIL_RemoveImmediate( m_hRagdoll ) to immediately delete the player's ragdoll. Is this safe to do? I suppose normally the ragdoll doesn't have an associated physics entity on the server, but in Smashball, players do have server ragdolls to sync up the player's position with their ragdoll when they get up from being knocked out. I'm thinking that UTIL_RemoveImmediate deletes the ragdoll entity immediately, but the physics object is left around with the pointer to the entity until the end of the frame. Is that possible? ___ 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] VelocityPunch and... what else?
You set pEntity equal to null, then two lines later try to access it. Thats your crash, a null pointer exception. Debugging this really would have pointed you to that! :) Andrew Message: 6 Date: Fri, 19 Dec 2008 20:28:29 +0100 From: Yorg Kuijs yorg.ku...@home.nl Subject: Re: [hlcoders] VelocityPunch and... what else? To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: 494bf5dd.2060...@home.nl Content-Type: text/plain; charset=ISO-8859-1; format=flowed A friend helped me out and pointed me too something usefull, namely a entity for explosion that specifically has the code for pushing players, but I haven't got it too work yet, I took the parts I needed but it crashes on launch have been busy all day and need a fresh pair of eyes to look at it, would ask the other guy but he's offline now anyway here's the code: if( tr.fraction == 1.0 || !(tr.surface.flags SURF_SKY) ) // this makes grenade explode on contact { //WindDetonate1(); SailboatEffects(); //smoke cloud on ground touch CBaseEntity *pEntity = NULL; VectorvecSpot, vecOrigin; if ( pEntity-GetMoveType() == MOVETYPE_VPHYSICS || (pEntity-VPhysicsGetObject() /* !pEntity-IsPlayer()*/) ) // Only push things if they're physics items { vecOrigin = GetAbsOrigin(); vecSpot = pEntity-BodyTarget( vecOrigin ); // Squash this down to a circle vecOrigin[2] = vecSpot[2]; if ( pEntity-IsPlayer() ) { Vector vecPushDir = ( pEntity-BodyTarget( GetAbsOrigin(), false ) - GetAbsOrigin() ); VectorNormalize( vecPushDir ); Vector vecPush = (vecPushDir * 100); if ( pEntity-GetFlags() FL_BASEVELOCITY ) { vecPush = vecPush + pEntity-GetBaseVelocity(); } //if ( vecPush.z 0 (pEntity-GetFlags() FL_ONGROUND) ) //{ //pEntity-SetGroundEntity( NULL ); //Vector origin = pEntity-GetAbsOrigin(); //origin.z += 1.0f; //pEntity-SetAbsOrigin( origin ); //} pEntity-SetBaseVelocity( vecPush ); // is this the actual push? pEntity-AddFlag( FL_BASEVELOCITY ); } } //Explode( tr, DMG_BLAST ); // old explosion } -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders End of hlcoders Digest, Vol 10, Issue 25 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Linux build error
Me again, still pissing around with trying to build a linux dll. VCPM works, and I've got it as far as trying to start building the files of the game dll. Unfortunately, the call to g++-4.1 fails (orange box makefile recommends 4.1), saying it is being given no input files. It is, however, and the path to ai_activity.cpp is correct. I can verify this, because if I remove all the compiler flags, leaving just this: /usr/bin/g++-4.1 then it reads the file contents and throws a bunch of not defined errors. I can only presume that something in the compiler flags options is messing it up, but I can't see what. I'm getting into what could prove to be an extensive process of trial and error, but if anyone happens to know what's stopping it, that would be most helpful. The full command errors from my terminal output are here: http://pastebin.com/m5c19fa1f Note that I can get rid of those not found errors by editing the generated Makefile.ServerHL2MP_ReleaseWin32 - but when corrected, they become permission denied errors, even if I chmod the relevant dirs to 777. This is probably a side-effect of g++ thinking it has no input. Many thanks, as ever Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux (Ubuntu) makefile woes (Andrew Watkins)
Just a FYI update, I've solved the problem and its actually built some of VCMP! :O The problem, it turns out, is windows-style line endings (\r\n, as opposed to \n) ... gedit hid these from me, and so all my macros were screwed up. Maybe this is old hat to most linux users, but to a casual semi-noob such as myself, it wasn't at all obvious. Thankfully, nedit makes the carriage return characters nice and obvious, so I had to go through all the makefiles files in the linux_sdk directory and remove the \n (shown as CR in nedit) from the end of each line. After doing this 10 minutes of work, it actually builds several .o files... Bliss! As far as I can tell, clean orange box makefiles have this problem, although someone else should confirm this before I go post a big warning on the wiki. Andrew Date: Thu, 04 Dec 2008 23:47:49 + From: Andrew Watkins a...@watkins.to Subject: Re: [hlcoders] Linux (Ubuntu) makefile woes To: hlcoders@list.valvesoftware.com Message-ID: 1228434469.7179.19.ca...@2800mhz Content-Type: text/plain Thanks Jed, its really good to have a working makefile to compare against :) I'm still having issues though, it doesn't want to run vcpm, so I guess its necessary to show off my file to help with these errors: http://pastebin.com/m6999acb1 Also, I should point out that this is orange box. I've had a couple of errors and ended up commenting out the check: section to get around them, nothing too critical. But this one stumps me: CPP_LIB=/usr/lib/gcc/i486-linux-gnu/4.1/libstdc ++.a /usr/lib/gcc/i486-linux-gn \4.1/libgcc_eh.a : not foundke make: *** [vcpm] Error 127 Now, I know that error 127 means it can't find a requirement, and its pointing at a line containing two external library (archives) ... but both those archives definately exist. As do all the other GCC / G++ and xerces ones I configured. Is there something bleedingly obvious that I'm missing? Thanks -Andrew Date: Tue, 2 Dec 2008 10:55:38 +0100 From: Jed j...@wunderboy.org Subject: Re: [hlcoders] Linux (Ubuntu) makefile woes To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: fad63f660812020155o1965b3f0sc035a503018e4...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 Try this: http://developer.valvesoftware.com/wiki/User:Wunderboy/sandbox It's a little out of date but the prinicples are the same. I've used the same notes for building under Redhat 9 fine. Main issues seem to be that you need to use the old compat version of GCC and I had some issues with the Xerces library. - Jed 2008/12/2 Andrew Watkins a...@watkins.to: Can anyone confirm if the linux server dll can be built in Ubuntu 8? I haven't used any linux in quite a while, and even then it was only on university terminals. I've just installed Ubuntu and spent a few days trying to convince the source makefile to work, but with no success. I would have imagined ubuntu would be ok with this, but either it or me are epic failing... I've looked on the developer wiki, and googled what I can, but no one else seems to get the errors I do. My knowledge of makefile syntax is practically nonexistant, and my attempts to 'debug' it have shown only that no errors occur if i remove the VCPM make command (and everything after it), but otherwise something always seems to go wrong, I've resorted to commenting out individual lines to see what else screws up, as the terminal only shows a single (partial) line of code. I set up the environment variables as described in the wiki, but I get a command not found error when i try to make, seemingly pointing to the last of the user environment variables (CPP_LIB) ... if i comment out where this is used, the next one gives an error, and so on. As an example the following line seems to be one of those causing this error, and I have confirmed many times that this is where the gcc file is located. CC=/usr/bin/gcc Is the error something entirely different, with the variables been shown having nothing to do with the problem? Should I be quoting them? Am I just missing something? I've installed the XERCES library includes, and thats the one thing that was actually straightforward about this. I can post my makefile if desired, but I haven't changed it from the default, apart from setting the environment variables. Thanks for your time. ___ 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