[hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls

2006-11-07 Thread Christoph Neuwirth

hi mike

i use the batch file as well as steam menu.

i made a simple map myself for testing the new hammer out.

the strange thing is, after reinstalling steam and trying my mod again it
doesn´t ask me if i want to save my progress. but the mod dlls are still not
being used.

greetz
christoph
- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Monday, November 06, 2006 5:47 PM
Subject: [hlcoders] RE: [hlcoders] Re: [hlcoders] Re: [hlcoders] Re:
[hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls


Hi Cristoph-

How are you starting your mod? I suggest running 'run_mod.bat' which can be
found in the directory you specified to be your target for source code when
you created the new mod.

Also, are you trying to run any maps once the mod starts? What map is being
played when you are asked to save your progress?

-Thanks,
Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christoph
Neuwirth
Sent: Sunday, November 05, 2006 12:28 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Re:
[hlcoders] Mod doesn´t load its own dlls

into sourcemods/testmod/bin

this is what is printed into console

Game.dll loaded for "Half-Life 2"
Both ConVars must be marked FCVAR_REPLICATED for linkage to work
(r_VehicleViewDampen)
Warning! Game event listener registerd for all events. Use newer game event
interface.
Warning! Game event listener registerd for all events. Use newer game event
interface.
CSoundEmitterSystem::AddSoundsFromFile(scripts/npc_sounds_citizen.txt):
Entry NPC_Citizen.die duplicated, skipping
CSoundEmitterSystem::AddSoundsFromFile(scripts/npc_sounds_metropolice.txt):
Entry NPC_MetroPolice.Die duplicated, skipping
CSoundEmitterSystem:  Registered 5135 sounds
CResponseSystem:  scripts/talker/response_rules.txt (217 rules, 214
criteria, and 208 responses) maxplayers set to 1
Heap: 256.00 Mb
Parsed 23 text messages
Both ConVars must be marked FCVAR_REPLICATED for linkage to work
(r_VehicleViewDampen)
Couldn't find custom font file 'resource/HL2MP.ttf'
Warning! Game event listener registerd for all events. Use newer game event
interface.
Warning! Game event listener registerd for all events. Use newer game event
interface.
Warning! Game event listener registerd for all events. Use newer game event
interface.
execing config.cfg
cc_lang =
Sound Initialization
Set primary sound buffer format: yes
Using secondary sound buffer
  2 channel(s)
  16 bits/sample
  44100 samples/sec
DirectSound initialized
Sound sampling rate: 44100
1 CPU, Frequency: 795.7 Mhz,  Features: AuthenticAMD SSE SSE2 MMX 3DNow
RDTSC CMOV FCMOV
GetAllManifestFiles:  Unable to load maplist.txt execing valve.rc

- Original Message -
From: "Nick" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, November 05, 2006 9:24 PM
Subject: [hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Mod doesn´t
load its own dlls


where do you copy the dlls?

On 11/5/06, Christoph Neuwirth <[EMAIL PROTECTED]> wrote:

yes i did use create a new mod with source sdk over steamtools.

i know i dont have to copy them but sometimes they dont copy sometimes
they do so i copy them manually.

do i need some kind of update for msvc++ 2003 in order to compile hl2
sdk correctly?

its multiplayer but sometimes it behaves like singleplayer. when i
close the mod with quit it sometimes ask me if i wanna save my
progress i´ve so far.

greetz

- Original Message -
From: "Nick" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, November 05, 2006 8:39 PM
Subject: [hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls


Is this single or multiplayer? You should not have to copy your DLL
manually. It should be 100% automatic if you created a new mod.

Did you "create a new mod" using the hl2sdk?

On 11/5/06, Christoph Neuwirth <[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ] Hello
>
> I´ve just switched from hl1 to hl2 coding and now i´ve a little problem.
>
> As the topic says, my mod doesn´t load its own dlls. It only loads
> the default hl2 dlls.
>
> I use msvc++ 2003, I compile in release mode and i copy my dlls into
> the bin folder manually.
>
> I also created a new mod to see if the code i changed is the reason
> why it doesn´t load it but also with the new mod its not working.
>
> If you need more Informations, just tell.
>
> Thx in advance
> --
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list
> archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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[hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] R e: [hlcoders] Mod doesn´t load its own dlls

2006-11-05 Thread Christoph Neuwirth

into sourcemods/testmod/bin

this is what is printed into console

Game.dll loaded for "Half-Life 2"
Both ConVars must be marked FCVAR_REPLICATED for linkage to work
(r_VehicleViewDampen)
Warning! Game event listener registerd for all events. Use newer game event
interface.
Warning! Game event listener registerd for all events. Use newer game event
interface.
CSoundEmitterSystem::AddSoundsFromFile(scripts/npc_sounds_citizen.txt):
Entry NPC_Citizen.die duplicated, skipping
CSoundEmitterSystem::AddSoundsFromFile(scripts/npc_sounds_metropolice.txt):
Entry NPC_MetroPolice.Die duplicated, skipping
CSoundEmitterSystem:  Registered 5135 sounds
CResponseSystem:  scripts/talker/response_rules.txt (217 rules, 214
criteria, and 208 responses)
maxplayers set to 1
Heap: 256.00 Mb
Parsed 23 text messages
Both ConVars must be marked FCVAR_REPLICATED for linkage to work
(r_VehicleViewDampen)
Couldn't find custom font file 'resource/HL2MP.ttf'
Warning! Game event listener registerd for all events. Use newer game event
interface.
Warning! Game event listener registerd for all events. Use newer game event
interface.
Warning! Game event listener registerd for all events. Use newer game event
interface.
execing config.cfg
cc_lang =
Sound Initialization
Set primary sound buffer format: yes
Using secondary sound buffer
  2 channel(s)
  16 bits/sample
  44100 samples/sec
DirectSound initialized
Sound sampling rate: 44100
1 CPU, Frequency: 795.7 Mhz,  Features: AuthenticAMD SSE SSE2 MMX 3DNow
RDTSC CMOV FCMOV
GetAllManifestFiles:  Unable to load maplist.txt
execing valve.rc

- Original Message -
From: "Nick" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, November 05, 2006 9:24 PM
Subject: [hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Mod doesn´t
load its own dlls


where do you copy the dlls?

On 11/5/06, Christoph Neuwirth <[EMAIL PROTECTED]> wrote:

yes i did use create a new mod with source sdk over steamtools.

i know i dont have to copy them but sometimes they dont copy sometimes
they
do so i copy them manually.

do i need some kind of update for msvc++ 2003 in order to compile hl2 sdk
correctly?

its multiplayer but sometimes it behaves like singleplayer. when i close
the
mod with quit it sometimes ask me if i wanna save my progress i´ve so far.

greetz

- Original Message -
From: "Nick" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, November 05, 2006 8:39 PM
Subject: [hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls


Is this single or multiplayer? You should not have to copy your DLL
manually. It should be 100% automatic if you created a new mod.

Did you "create a new mod" using the hl2sdk?

On 11/5/06, Christoph Neuwirth <[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hello
>
> I´ve just switched from hl1 to hl2 coding and now i´ve a little problem.
>
> As the topic says, my mod doesn´t load its own dlls. It only loads the
> default hl2 dlls.
>
> I use msvc++ 2003, I compile in release mode and i copy my dlls into the
> bin folder manually.
>
> I also created a new mod to see if the code i changed is the reason why
> it
> doesn´t load it but also with the new mod its not working.
>
> If you need more Informations, just tell.
>
> Thx in advance
> --
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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[hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls

2006-11-05 Thread Nick

where do you copy the dlls?

On 11/5/06, Christoph Neuwirth <[EMAIL PROTECTED]> wrote:

yes i did use create a new mod with source sdk over steamtools.

i know i dont have to copy them but sometimes they dont copy sometimes they
do so i copy them manually.

do i need some kind of update for msvc++ 2003 in order to compile hl2 sdk
correctly?

its multiplayer but sometimes it behaves like singleplayer. when i close the
mod with quit it sometimes ask me if i wanna save my progress i´ve so far.

greetz

- Original Message -
From: "Nick" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, November 05, 2006 8:39 PM
Subject: [hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls


Is this single or multiplayer? You should not have to copy your DLL
manually. It should be 100% automatic if you created a new mod.

Did you "create a new mod" using the hl2sdk?

On 11/5/06, Christoph Neuwirth <[EMAIL PROTECTED]> wrote:
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hello
>
> I´ve just switched from hl1 to hl2 coding and now i´ve a little problem.
>
> As the topic says, my mod doesn´t load its own dlls. It only loads the
> default hl2 dlls.
>
> I use msvc++ 2003, I compile in release mode and i copy my dlls into the
> bin folder manually.
>
> I also created a new mod to see if the code i changed is the reason why it
> doesn´t load it but also with the new mod its not working.
>
> If you need more Informations, just tell.
>
> Thx in advance
> --
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>

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[hlcoders] Re: [hlcoders] Mod doesn´t load its own dlls

2006-11-05 Thread Nick

Is this single or multiplayer? You should not have to copy your DLL
manually. It should be 100% automatic if you created a new mod.

Did you "create a new mod" using the hl2sdk?

On 11/5/06, Christoph Neuwirth <[EMAIL PROTECTED]> wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello

I´ve just switched from hl1 to hl2 coding and now i´ve a little problem.

As the topic says, my mod doesn´t load its own dlls. It only loads the default 
hl2 dlls.

I use msvc++ 2003, I compile in release mode and i copy my dlls into the bin 
folder manually.

I also created a new mod to see if the code i changed is the reason why it 
doesn´t load it but also with the new mod its not working.

If you need more Informations, just tell.

Thx in advance
--



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visit:
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[hlcoders] Mod doesn´t load its own dlls

2006-11-05 Thread Christoph Neuwirth
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello

I´ve just switched from hl1 to hl2 coding and now i´ve a little problem.

As the topic says, my mod doesn´t load its own dlls. It only loads the default 
hl2 dlls.

I use msvc++ 2003, I compile in release mode and i copy my dlls into the bin 
folder manually.

I also created a new mod to see if the code i changed is the reason why it 
doesn´t load it but also with the new mod its not working.

If you need more Informations, just tell.

Thx in advance
--



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