Re: [hlcoders] HL2MP SDK Crash (and fix)
While your solution works, here's another (cleaner IMHO) solution: if ( !pRagdoll-IsValid() ) { Msg(Bad ragdoll for %s\n, pstudiohdr-name ); delete pRagdoll; pRagdoll = NULL; } else { pRagdoll-SetInitialBonePosition( pstudiohdr, pDesiredBonePosition ); } I'm not a big fan of multiple return statements =) On Thu, 24 Feb 2005 13:41:51 -0500, Patrick Flanagan [EMAIL PROTECTED] wrote: I've been running my DM mod, and I noticed that periodically the clients would crash but the server would remain up. I happened to catch one in the debugger, and it looks like this is problem is in CreateRagdoll in ragdoll.cpp: CRagdoll *CreateRagdoll( C_BaseEntity *ent, studiohdr_t *pstudiohdr, const Vector forceVector, int forceBone, const CBoneAccessor pPrevBones, const CBoneAccessor pBoneToWorld, const CBoneAccessor pDesiredBonePosition, float dt ) { CRagdoll *pRagdoll = new CRagdoll; pRagdoll-Init( ent, pstudiohdr, forceVector, forceBone, pPrevBones, pBoneToWorld, dt ); if ( !pRagdoll-IsValid() ) { Msg(Bad ragdoll for %s\n, pstudiohdr-name ); delete pRagdoll; pRagdoll = NULL; } pRagdoll-SetInitialBonePosition( pstudiohdr, pDesiredBonePosition ); return pRagdoll; } I'm not sure under what circumstances the ragdoll is not valid, but apparently this was happening periodically. So when the ragdoll was not valid, it would delete that pointer and then immediately call SetInitialBonePosition on it. Nice. I changed the if block to: if ( !pRagdoll-IsValid() ) { Msg(Bad ragdoll for %s\n, pstudiohdr-name ); delete pRagdoll; pRagdoll = NULL; return pRagdoll; } and haven't seen this crash since. Patrick ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] Merry Christmas!!!
Lamarr isn't gentle... just detoothed ;) On Sun, 26 Dec 2004 19:49:05 +0100, Yarin Kaul [EMAIL PROTECTED] wrote: Hello StealthMode, You schriebst: Tei... Quote from Santa: You have been a naughty boy this year tei. Be lucky you did not get a headcrab for Christmas (or something worse). He asked me to forward his reply to the list since he doesn't have broadband at the north pole yet. 8) _I_ would be very happy about a gentle Headcrab like Lamarr for Christmas :D -- Greetings, Yarin [EMAIL PROTECTED] -BEGIN GEEK CODE BLOCK- Version: 3.12 GCS d-(++) s:+: a- c++(+++)$ UL++ P--(---) L+++(++)$ E--- W+++$ N+++ o? K? w++(---) !O M-- !V Y(+) PGP--- t+++ 5-- X R- tv++ b(+) DI@ D+ G++ e? h! r-- !y+ --END GEEK CODE BLOCK-- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Updated SDK source code?
There are also some *free* file comparison utilities listed here, http://www.thefreecountry.com/programming/filecomparison.shtml On Tue, 21 Dec 2004 17:30:01 -0600, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Nicholas Rhead wrote: It would be extremely helpful to have a rather more detailed changelog. Beyond Compare (http://www.scootersoftware.com/) does a REALLY good job of comparing one source directory tree to another source directory tree. Simply save off your current source code to a backup directory, create a MOD using the latest SDK, run Beyond Compare on the two main directories and it will show you what has changed. :) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Multiplayer NPCs
I've been able to get a fully working headcrab in a multiplayer mod (basically copied the npc_headcrab code and spent a while trimming it until it compiled). As it stands right now, *everything* is done on the server side, which isn't exactly optimal. My question is, should I attempt to hack the headcrab into the shared code? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD, fonts, and everything else not showing up
Just wait for Valve to release the HL2DM source. No point in reinventing the wheel. On Sat, 11 Dec 2004 17:02:12 -0500, David Nelson [EMAIL PROTECTED] wrote: I just tried a fresh mod that is completely unedited. When I run it, I don t see ANY pictures, text, or anything on the hud, in the console, or really anywhere. I have this installed under: C:\TestMod My valve folder is c:\valve\steam\SteamApps\username\... Could that be the problem? Or why is nothing showing up? Thanks, David ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders