Re: [hlcoders] Adding models/materials to a server.

2024-02-16 Thread Andrew McWatters
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
>>> 
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Re: [hlcoders] Adding models/materials to a server.

2024-02-16 Thread Andrew McWatters
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
>> 
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Re: [hlcoders] Source 2007 mod and mounting content

2013-12-07 Thread Andrew McWatters
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.


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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread Andrew Orner
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.


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Re: [hlcoders] Source SDK 2013 Release

2013-06-26 Thread Andrew McWatters
I have waited for this day for so long. Thank you, based Valve.___
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Re: [hlcoders] Mods Steampipe

2013-04-19 Thread Andrew McWatters
Detouring such functions shouldn’t trigger VAC.


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[hlcoders] Mods Steampipe

2013-04-17 Thread Andrew McWatters
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,

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Re: [hlcoders] Mods Steampipe

2013-04-17 Thread Andrew McWatters
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.


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[hlcoders] CBasePlayer::m_hUseEntity is never actually sent to the client despite being a networked variable

2013-04-13 Thread Andrew McWatters
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
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Re: [hlcoders] Compiling in VS 2012

2012-11-27 Thread Andrew Orner
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,


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Re: [hlcoders] Do procedural materials still work in 2007?

2012-08-28 Thread Andrew McWatters
To clarify, the question really was “Do material proxies still function 
correctly in 2007?”.

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Re: [hlcoders] Do procedural materials still work in 2007?

2012-08-27 Thread Andrew McWatters
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
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[hlcoders] Do procedural materials still work in 2007?

2012-08-26 Thread Andrew McWatters
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
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[hlcoders] Grabbing a physics object on the client from a server-side ragdoll

2012-08-25 Thread Andrew McWatters
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
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[hlcoders] Predicted CPlayerPickupController (player_pickup)

2012-08-16 Thread Andrew McWatters
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,
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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-23 Thread Andrew McWatters
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.

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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-23 Thread Andrew McWatters
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.

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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-22 Thread Andrew McWatters
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
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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-22 Thread Andrew McWatters
Er, cease*...
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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-19 Thread Andrew McWatters
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.
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Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy

2011-10-30 Thread Andrew Ritchie
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*
 ***

  

 ** **

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Re: [hlcoders] Linux build prediction? issues

2011-01-24 Thread Andrew Ritchie
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
 
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Re: [hlcoders] Linux build prediction? issues

2011-01-23 Thread Andrew Ritchie
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

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Re: [hlcoders] Duplicate Keys with KeyValues

2010-11-15 Thread Andrew Ritchie
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 );
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Re: [hlcoders] Creating VGUI Menus with tabs?

2010-11-12 Thread Andrew Ritchie
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
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[hlcoders] Understanding a confusing crash dump

2010-10-25 Thread Andrew Watkins
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
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[hlcoders] Understanding a confusing crash dump

2010-10-25 Thread Andrew Watkins
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

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Re: [hlcoders] Cryptic engine.dll crash

2010-10-10 Thread Andrew Watkins
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.
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[hlcoders] Cryptic engine.dll crash

2010-10-02 Thread Andrew Watkins
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!
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Re: [hlcoders] Engine API?

2010-09-02 Thread Andrew Ritchie
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.
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Re: [hlcoders] Engine API?

2010-09-02 Thread Andrew Ritchie
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
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  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?

2010-09-01 Thread Andrew Ritchie
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



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Re: [hlcoders] Does Valve (America) offers internships?

2010-08-31 Thread Andrew Ritchie
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



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[hlcoders] Left4Dead 2 Game Results

2010-08-25 Thread Andrew Kopp

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


  
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Re: [hlcoders] Client Side Plugin DLL callbacks

2010-05-06 Thread Andrew Armstrong
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?

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Re: [hlcoders] client side grame frame

2010-01-04 Thread Andrew Ritchie
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?
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[hlcoders] Left 4 Dead 2 Plugin SDK

2009-11-29 Thread Andrew Armstrong
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

2009-11-29 Thread Andrew Armstrong
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

2009-11-04 Thread Andrew Ritchie
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
  }
 


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Re: [hlcoders] CModelPanel Grief

2009-10-24 Thread Andrew Armstrong
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

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Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Andrew Ritchie
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.

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Re: [hlcoders] terrains...finally its here:)

2009-10-02 Thread Andrew Ritchie
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
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Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Andrew Ritchie
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.


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Re: [hlcoders] Optimising projectile bandwidth

2009-09-17 Thread Andrew Armstrong
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

2009-09-15 Thread Andrew Armstrong
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...


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Re: [hlcoders] Optimising projectile bandwidth

2009-09-15 Thread Andrew Armstrong
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

2009-09-12 Thread Andrew Ritchie
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
 
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Re: [hlcoders] In game map editing

2009-09-12 Thread Andrew Ritchie
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
 
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  please visit:
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Re: [hlcoders] Source control solution?

2009-08-25 Thread Andrew Armstrong
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 ;) )
  
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   please visit:
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  --
  Sent from my mobile device
 
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Re: [hlcoders] Lines of code in Source SDK?

2009-08-18 Thread Andrew Ritchie
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

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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Andrew Ritchie
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

2009-06-15 Thread Andrew Ritchie
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

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Re: [hlcoders] Why did VALVe remove almost everything we got in the new SDK beta update?

2009-06-12 Thread Andrew Ritchie
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?
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Re: [hlcoders] Weird STV crash on windows servers

2009-05-03 Thread Andrew Armstrong
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. :)
   

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Re: [hlcoders] posting

2009-04-27 Thread Andrew Ritchie
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.


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Re: [hlcoders] subject: detecting entities in an area

2009-04-03 Thread Andrew Ritchie
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?
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[hlcoders] server uses different class tables linux

2009-03-28 Thread Andrew Watkins
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


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Re: [hlcoders] Wierd Chatbubble problem

2009-03-22 Thread Andrew Ritchie
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();
 
  }
 
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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-16 Thread Andrew Ritchie
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?

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Re: [hlcoders] Server CVars

2009-03-11 Thread Andrew Armstrong
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?

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Re: [hlcoders] Server CVars

2009-03-11 Thread Andrew Armstrong
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?

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Re: [hlcoders] Tf2 scout update now breaks plugin / SDK update needed?

2009-03-03 Thread Andrew Armstrong
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
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  --
  Thanks,
  - Saul.
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Re: [hlcoders] can this work/is it efficient?

2009-03-01 Thread Andrew Armstrong
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
 }
   

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Re: [hlcoders] Tf2 scout update now breaks plugin / SDK update needed?

2009-03-01 Thread Andrew Armstrong
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
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  please visit:
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 --
 Thanks,
 - Saul.
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[hlcoders] Blending and fog

2009-02-28 Thread Andrew Lucas

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.

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Re: [hlcoders] Blending and fog

2009-02-28 Thread Andrew Lucas

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.

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Re: [hlcoders] Blending and fog

2009-02-28 Thread Andrew Lucas

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.

 

 

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Re: [hlcoders] Grenade aftermath sound effect.

2009-02-28 Thread Andrew Ritchie
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
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Re: [hlcoders] Blending and fog

2009-02-28 Thread Andrew Lucas

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.

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Re: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?

2009-02-24 Thread Andrew Armstrong
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
 
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Re: [hlcoders] Can no longer access IServerGameDLL from plugin

2009-02-19 Thread Andrew Armstrong
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
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[hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?

2009-02-17 Thread Andrew Armstrong
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

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Re: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?

2009-02-17 Thread Andrew Armstrong
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

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[hlcoders] Misc questions about how to retrieve certain server state info

2009-02-13 Thread Andrew Armstrong
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


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Re: [hlcoders] Misc questions about how to retrieve certain server state info

2009-02-13 Thread Andrew Armstrong
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


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Re: [hlcoders] Left4Dead Plugin?

2009-02-12 Thread Andrew Armstrong
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?

2009-02-11 Thread Andrew Armstrong
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



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-- 
Thanks,
- Saul.
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Re: [hlcoders] Left4Dead Plugin?

2009-02-11 Thread Andrew Armstrong
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:
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 -- 
 Thanks,
 - Saul.
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[hlcoders] Left4Dead Plugin?

2009-02-10 Thread Andrew Armstrong
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 

 

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Re: [hlcoders] Left4Dead Plugin?

2009-02-10 Thread Andrew Armstrong
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



 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




-- 
Thanks,
- Saul.
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Re: [hlcoders] Linux server disconnects

2009-02-01 Thread Andrew Watkins
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

2009-01-27 Thread Andrew Watkins
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

2009-01-23 Thread Andrew Watkins
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?

2009-01-22 Thread Andrew Ritchie
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
 
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
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Re: [hlcoders] hlcoders Digest, Vol 11, Issue 48

2009-01-22 Thread Andrew Watkins
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

2009-01-21 Thread Andrew Watkins
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

2009-01-19 Thread Andrew Watkins
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
 
 
 
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Re: [hlcoders] Making the player jerk up when hit

2009-01-18 Thread Andrew Ritchie
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.
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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-15 Thread Andrew Ritchie
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?

2009-01-11 Thread Andrew Ritchie
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

2009-01-05 Thread Andrew Lucas

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.
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[hlcoders] Precache limit

2009-01-05 Thread Andrew Lucas

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.
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Re: [hlcoders] Precache limit

2009-01-05 Thread Andrew Lucas

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?
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Re: [hlcoders] hlcoders Digest, Vol 10, Issue 36

2008-12-29 Thread Andrew Watkins
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
 
 
 
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 --
 
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 End of hlcoders Digest, Vol 10, Issue 36
 


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Re: [hlcoders] Linux binary runtime error

2008-12-27 Thread Andrew Watkins
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
 


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[hlcoders] Linux binary runtime error

2008-12-24 Thread Andrew Watkins
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


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Re: [hlcoders] Possible Crash

2008-12-22 Thread Andrew Ritchie
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?

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Re: [hlcoders] VelocityPunch and... what else?

2008-12-20 Thread Andrew Watkins
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
 }
 
 
 
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 End of hlcoders Digest, Vol 10, Issue 25
 


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[hlcoders] Linux build error

2008-12-20 Thread Andrew Watkins
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


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Re: [hlcoders] Linux (Ubuntu) makefile woes (Andrew Watkins)

2008-12-15 Thread 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.
  
  
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