Re: [hlcoders] Aug4 SDK problems...

2006-08-17 Thread Luke Duguid

It is probably unrelated to most of these problems but worth mentioning,
if you follow the wiki instructions for perforce (which is in general
very thorough) pertaining to 'Integrating SDK Code Into your Mod', on a
step by step basis...

After getting a copy of the new (updated SDK) a revert is done on all
*.vcproj files, so that perforce does not try to merge them (automated
merging of *.vcproj files typically does not end well),  so it is up to
you to manually copy the changed *.vcproj files after the merge.

Also, there does not appear to be a step for ensuring that all new files
are added; after the revert a script something along the lines of ;
|
|set p4client=ValveSDKCode|
for /R %i in (*.*) do @p4 add "%i"|

should be performed. At this point your workspace is probably ready for
submission. I am not exactly sure how best to remove no longer used
files in the ValveSDKCode Branch, bar manually going through the new
*.vcproj files, eyeballing which files each project now uses then
removing old files no longer used, a step that is hard to automate bar
parsing *.vcproj files. But having said that, if your *.vcproj files are
the latest then it should not matter for the build process, it will just
mean a messy ValveSDKCode workspace cluttering up with unused files over
time.

ld.

Ben Everett wrote:

Thanks for the offer Michael... I uninstalled steam and backed up the HL2
GCFs. After re-installing steam and re-downloading the SDK and creating a
from-scratch mod, everything works now. The interesting thing is that there
are over 5,000 different comparisons on what I was trying to compile with
before versus what I am seeing now (and actually compiles). Odd...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer
Sent: Wednesday, August 16, 2006 6:07 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Aug4 SDK problems...

--
[ Picked text/plain from multipart/alternative ]
Those errors suggest that you have an old version of hltvcamera.h and
hltvcamera.cpp

as well as an old version of glow_overlay,h .

Your sdk is not updating all the files, make sure you aren't running steam
with -beta sdk, or -beta engine. Validate the SDK content, and refresh.


If you want a quick fix, email me seperatly, with the full list of errors,
and I can send you the correct files.
--

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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
Thanks for the offer Michael... I uninstalled steam and backed up the HL2
GCFs. After re-installing steam and re-downloading the SDK and creating a
from-scratch mod, everything works now. The interesting thing is that there
are over 5,000 different comparisons on what I was trying to compile with
before versus what I am seeing now (and actually compiles). Odd...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer
Sent: Wednesday, August 16, 2006 6:07 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Aug4 SDK problems...

--
[ Picked text/plain from multipart/alternative ]
Those errors suggest that you have an old version of hltvcamera.h and
hltvcamera.cpp

as well as an old version of glow_overlay,h .

Your sdk is not updating all the files, make sure you aren't running steam
with -beta sdk, or -beta engine. Validate the SDK content, and refresh.


If you want a quick fix, email me seperatly, with the full list of errors,
and I can send you the correct files.
--

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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Those errors suggest that you have an old version of hltvcamera.h and
hltvcamera.cpp

as well as an old version of glow_overlay,h .

Your sdk is not updating all the files, make sure you aren't running steam
with -beta sdk, or -beta engine. Validate the SDK content, and refresh.


If you want a quick fix, email me seperatly, with the full list of errors,
and I can send you the correct files.
--

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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
On the client:

d:\Projects\Forsaken\Base_Mod\src\cl_dll\game_controls\SpectatorGUI.cpp(746)
: error C2039: 'GetMode' : is not a member of 'C_HLTVCamera'

d:\Projects\Forsaken\Base_Mod\src\cl_dll\hltvcamera.h(15) : see
declaration of 'C_HLTVCamera'

d:\Projects\Forsaken\Base_Mod\src\cl_dll\game_controls\SpectatorGUI.cpp(756)
: error C2039: 'ToggleChaseAsFirstPerson' : is not a member of
'C_HLTVCamera'

d:\Projects\Forsaken\Base_Mod\src\cl_dll\hltvcamera.h(15) : see
declaration of 'C_HLTVCamera'

cts\Forsaken\Base_Mod\src\cl_dll\warp_overlay.cpp(24) : error C2511: 'void
CWarpOverlay::Draw(bool)' : overloaded member function not found in
'CWarpOverlay'

d:\Projects\Forsaken\Base_Mod\src\cl_dll\glow_overlay.h(105) : see
declaration of 'CWarpOverlay'

d:\Projects\Forsaken\Base_Mod\src\cl_dll\view_scene.cpp(1737) : error C2660:
'CGlowOverlay::DrawOverlays' : function does not take 1 arguments

d:\Projects\Forsaken\Base_Mod\src\cl_dll\view_scene.cpp(2264) : error C2660:
'CGlowOverlay::UpdateSkyOverlays' : function does not take 2 arguments

d:\Projects\Forsaken\Base_Mod\src\cl_dll\view_scene.cpp(4635) : error C2660:
'CGlowOverlay::DrawOverlays' : function does not take 1 arguments

d:\Projects\Forsaken\Base_Mod\src\game_shared\gamemovement.cpp(1449) : error
C2039: 'GetStepSize' : is not a member of 'C_BasePlayer'

d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_baseplayer.h(56) : see
declaration of 'C_BasePlayer'

d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_sun.cpp(17) : error C2039:
'm_flHDRColorScale' : is not a member of 'C_SunGlowOverlay'

d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_sun.h(23) : see
declaration of 'C_SunGlowOverlay'

d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_sun.cpp(18) : error C2039:
'm_flHDRColorScale' : is not a member of 'C_SunGlowOverlay'

d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_sun.h(23) : see
declaration of 'C_SunGlowOverlay'

d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_lightglow.cpp(108) : error C2039:
'm_flHDRColorScale' : is not a member of 'C_LightGlowOverlay'

d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_lightglow.cpp(15) : see
declaration of 'C_LightGlowOverlay'



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer
Sent: Wednesday, August 16, 2006 5:38 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Aug4 SDK problems...

--
[ Picked text/plain from multipart/alternative ]
Can you post some of the errors you are getting please?
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Can you post some of the errors you are getting please?
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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
VS2003. I'm not new to the SDK ;) Everything was working fine until the
latest SDK rollout.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Wednesday, August 16, 2006 4:55 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Aug4 SDK problems...

--
[ Picked text/plain from multipart/alternative ]
Which version of Visual Studio are you using? Only VS2003 is officially
supported. For VS2002, there's a working unofficial patch and compiling with
VS2005 only works with lots of work and warnings.

On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> Already done that, even deleted the SDK GCF files and had them
> re-downloaded. Same issue.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Wednesday, August 16, 2006 4:18 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Aug4 SDK problems...
>
> --
> [ Picked text/plain from multipart/alternative ]
> I really doubt you are using the clean plain SDK code.
> Try to refresh your SDK contents, create a new mod and use the new
> solution/project files.
>
> On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
> >
> > Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are
> the
> > errors that are most repeated most often.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> > Groenewoudt
> > Sent: Wednesday, August 16, 2006 3:51 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Aug4 SDK problems...
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > What errors?
> >
> > On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
> > >
> > > Has anyone had issues getting the from-scratch SDK to compile with no
> > > modifications? I am getting chronic errors that have no easy
> > work-around.
> > >
> > >
> > > ___
> > > 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
> >
> >
> > ___
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> > please visit:
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> >
> >
> --
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Nick

did we even get an eta on the vs2005 update?

On 8/16/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:

--
[ Picked text/plain from multipart/alternative ]
Which version of Visual Studio are you using? Only VS2003 is officially
supported. For VS2002, there's a working unofficial patch and compiling with
VS2005 only works with lots of work and warnings.

On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> Already done that, even deleted the SDK GCF files and had them
> re-downloaded. Same issue.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Wednesday, August 16, 2006 4:18 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Aug4 SDK problems...
>
> --
> [ Picked text/plain from multipart/alternative ]
> I really doubt you are using the clean plain SDK code.
> Try to refresh your SDK contents, create a new mod and use the new
> solution/project files.
>
> On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
> >
> > Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are
> the
> > errors that are most repeated most often.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> > Groenewoudt
> > Sent: Wednesday, August 16, 2006 3:51 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Aug4 SDK problems...
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > What errors?
> >
> > On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
> > >
> > > Has anyone had issues getting the from-scratch SDK to compile with no
> > > modifications? I am getting chronic errors that have no easy
> > work-around.
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Which version of Visual Studio are you using? Only VS2003 is officially
supported. For VS2002, there's a working unofficial patch and compiling with
VS2005 only works with lots of work and warnings.

On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> Already done that, even deleted the SDK GCF files and had them
> re-downloaded. Same issue.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Wednesday, August 16, 2006 4:18 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Aug4 SDK problems...
>
> --
> [ Picked text/plain from multipart/alternative ]
> I really doubt you are using the clean plain SDK code.
> Try to refresh your SDK contents, create a new mod and use the new
> solution/project files.
>
> On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
> >
> > Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are
> the
> > errors that are most repeated most often.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> > Groenewoudt
> > Sent: Wednesday, August 16, 2006 3:51 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Aug4 SDK problems...
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > What errors?
> >
> > On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
> > >
> > > Has anyone had issues getting the from-scratch SDK to compile with no
> > > modifications? I am getting chronic errors that have no easy
> > work-around.
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
Already done that, even deleted the SDK GCF files and had them
re-downloaded. Same issue.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Wednesday, August 16, 2006 4:18 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Aug4 SDK problems...

--
[ Picked text/plain from multipart/alternative ]
I really doubt you are using the clean plain SDK code.
Try to refresh your SDK contents, create a new mod and use the new
solution/project files.

On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are the
> errors that are most repeated most often.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Wednesday, August 16, 2006 3:51 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Aug4 SDK problems...
>
> --
> [ Picked text/plain from multipart/alternative ]
> What errors?
>
> On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
> >
> > Has anyone had issues getting the from-scratch SDK to compile with no
> > modifications? I am getting chronic errors that have no easy
> work-around.
> >
> >
> > ___
> > 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:
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>
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I really doubt you are using the clean plain SDK code.
Try to refresh your SDK contents, create a new mod and use the new
solution/project files.

On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are the
> errors that are most repeated most often.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Wednesday, August 16, 2006 3:51 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Aug4 SDK problems...
>
> --
> [ Picked text/plain from multipart/alternative ]
> What errors?
>
> On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
> >
> > Has anyone had issues getting the from-scratch SDK to compile with no
> > modifications? I am getting chronic errors that have no easy
> work-around.
> >
> >
> > ___
> > 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:
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>
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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are the
errors that are most repeated most often.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Wednesday, August 16, 2006 3:51 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Aug4 SDK problems...

--
[ Picked text/plain from multipart/alternative ]
What errors?

On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> Has anyone had issues getting the from-scratch SDK to compile with no
> modifications? I am getting chronic errors that have no easy work-around.
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
What errors?

On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> Has anyone had issues getting the from-scratch SDK to compile with no
> modifications? I am getting chronic errors that have no easy work-around.
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
Has anyone had issues getting the from-scratch SDK to compile with no
modifications? I am getting chronic errors that have no easy work-around.


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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I just noticed that the animations of func_tank are kinda weird. ( = server
animated)

if ( !IsSelfAnimating() && !IsNPC() && !IsPlayer() )
   m_flAnimTime = engine->GetLastTimeStamp();
}

This seems to work.

On 8/12/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> The lines I mentioned (quoted below) should be removed from
> C_BaseEntity::PreDataUpdate not the function I mentioned. Sorry about the
> confusion.
>
> On 8/12/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
>
>
> > #4 how exactly are the animations messed up? A couple days ago I
> mentioned
> > an animation bug I found in the latest SDK and as per Yahn's reply you
> can
> > remove the lines
> >
> > if ( !IsSelfAnimating() )
> > {
> >m_flAnimTime = engine->GetLastTimeStamp();
> > }
> >
> > from C_BaseEntity::IsSelfAnimating. This fixes players not interpolating
> > (if that's even your problem), which would make player animations look
> > jerky/very low framerate.
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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Re: [hlcoders] Aug4 SDK problems...

2006-08-13 Thread Garry Newman
--
[ Picked text/plain from multipart/alternative ]
You could manually mount the gcf and add the search path but then your users
would be required to own hl2mp (and it'd error out if they don't and you try
to mount it).

I'd either use HL2MP as the base mod or copy the animations over. I don't
think it's that big a deal (The source to those animations are in the SDK
anyway I think).

On 8/13/06, William Ravaine <[EMAIL PROTECTED]> wrote:
>
> Actually I was a bit fast to conclude here - Commenting out the
> IsSelfAnimating() block didnt fix the player animation problems. To fix
> it,
> we've had to copy/paste the HL2DM player animation files in our mod's
> models
> folder:
>
> -- Models\Players\
> - female_anims.mdl
> - male_anims.mdl
>
> -- Models\Humans\
> - female_gestures.mdl
> - female_postures.mdl
> - female_shared.mdl
> - female_ss.mdl
> - male_gestures.mdl
> - male_postures.mdl
> - male_shared.mdl
> - male_ss.mdl
>
> I think this is because of the appid change (new sdk is using appid 215) -
> All hl2mp assets are no longer "linked". Anyone knows if there's a way of
> telling the engine to also import hl2mp assets with appid 215?
>
>
> >From: "William Ravaine" <[EMAIL PROTECTED]>
> >Reply-To: hlcoders@list.valvesoftware.com
> >To: hlcoders@list.valvesoftware.com
> >Subject: Re: [hlcoders] Aug4 SDK problems...
> >Date: Sun, 13 Aug 2006 01:35:52 +0200
> >
> >Thanks for the answers Paul and Garry. We've commented out the lines and
> >the
> >animations are working again! :)
> >
> >
> >>From: "Paul Peloski" <[EMAIL PROTECTED]>
> >>Reply-To: hlcoders@list.valvesoftware.com
> >>To: hlcoders@list.valvesoftware.com
> >>Subject: Re: [hlcoders] Aug4 SDK problems...
> >>Date: Sat, 12 Aug 2006 13:35:51 -0400
> >>
> >>--
> >>[ Picked text/plain from multipart/alternative ]
> >>The lines I mentioned (quoted below) should be removed from
> >>C_BaseEntity::PreDataUpdate not the function I mentioned. Sorry about
> the
> >>confusion.
> >>
> >>On 8/12/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
> >>
> >>
> >> > #4 how exactly are the animations messed up? A couple days ago I
> >>mentioned
> >> > an animation bug I found in the latest SDK and as per Yahn's reply
> you
> >>can
> >> > remove the lines
> >> >
> >> > if ( !IsSelfAnimating() )
> >> > {
> >> >m_flAnimTime = engine->GetLastTimeStamp();
> >> > }
> >> >
> >> > from C_BaseEntity::IsSelfAnimating. This fixes players not
> >>interpolating
> >> > (if that's even your problem), which would make player animations
> look
> >> > jerky/very low framerate.
> >> >
> >>--
> >>
> >>___
> >>To unsubscribe, edit your list preferences, or view the list archives,
> >>please visit:
> >>http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> >
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives,
> >please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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Re: [hlcoders] Aug4 SDK problems...

2006-08-13 Thread William Ravaine

Actually I was a bit fast to conclude here - Commenting out the
IsSelfAnimating() block didnt fix the player animation problems. To fix it,
we've had to copy/paste the HL2DM player animation files in our mod's models
folder:

-- Models\Players\
- female_anims.mdl
- male_anims.mdl

-- Models\Humans\
- female_gestures.mdl
- female_postures.mdl
- female_shared.mdl
- female_ss.mdl
- male_gestures.mdl
- male_postures.mdl
- male_shared.mdl
- male_ss.mdl

I think this is because of the appid change (new sdk is using appid 215) -
All hl2mp assets are no longer "linked". Anyone knows if there's a way of
telling the engine to also import hl2mp assets with appid 215?



From: "William Ravaine" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Aug4 SDK problems...
Date: Sun, 13 Aug 2006 01:35:52 +0200

Thanks for the answers Paul and Garry. We've commented out the lines and
the
animations are working again! :)



From: "Paul Peloski" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Aug4 SDK problems...
Date: Sat, 12 Aug 2006 13:35:51 -0400

--
[ Picked text/plain from multipart/alternative ]
The lines I mentioned (quoted below) should be removed from
C_BaseEntity::PreDataUpdate not the function I mentioned. Sorry about the
confusion.

On 8/12/06, Paul Peloski <[EMAIL PROTECTED]> wrote:


> #4 how exactly are the animations messed up? A couple days ago I
mentioned
> an animation bug I found in the latest SDK and as per Yahn's reply you
can
> remove the lines
>
> if ( !IsSelfAnimating() )
> {
>m_flAnimTime = engine->GetLastTimeStamp();
> }
>
> from C_BaseEntity::IsSelfAnimating. This fixes players not
interpolating
> (if that's even your problem), which would make player animations look
> jerky/very low framerate.
>
--

___
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please visit:
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Re: [hlcoders] Aug4 SDK problems...

2006-08-12 Thread William Ravaine

Thanks for the answers Paul and Garry. We've commented out the lines and the
animations are working again! :)



From: "Paul Peloski" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Aug4 SDK problems...
Date: Sat, 12 Aug 2006 13:35:51 -0400

--
[ Picked text/plain from multipart/alternative ]
The lines I mentioned (quoted below) should be removed from
C_BaseEntity::PreDataUpdate not the function I mentioned. Sorry about the
confusion.

On 8/12/06, Paul Peloski <[EMAIL PROTECTED]> wrote:


> #4 how exactly are the animations messed up? A couple days ago I
mentioned
> an animation bug I found in the latest SDK and as per Yahn's reply you
can
> remove the lines
>
> if ( !IsSelfAnimating() )
> {
>m_flAnimTime = engine->GetLastTimeStamp();
> }
>
> from C_BaseEntity::IsSelfAnimating. This fixes players not interpolating
> (if that's even your problem), which would make player animations look
> jerky/very low framerate.
>
--

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please visit:
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Re: [hlcoders] Aug4 SDK problems...

2006-08-12 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
The lines I mentioned (quoted below) should be removed from
C_BaseEntity::PreDataUpdate not the function I mentioned. Sorry about the
confusion.

On 8/12/06, Paul Peloski <[EMAIL PROTECTED]> wrote:


> #4 how exactly are the animations messed up? A couple days ago I mentioned
> an animation bug I found in the latest SDK and as per Yahn's reply you can
> remove the lines
>
> if ( !IsSelfAnimating() )
> {
>m_flAnimTime = engine->GetLastTimeStamp();
> }
>
> from C_BaseEntity::IsSelfAnimating. This fixes players not interpolating
> (if that's even your problem), which would make player animations look
> jerky/very low framerate.
>
--

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Re: [hlcoders] Aug4 SDK problems...

2006-08-12 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
Hi William,

#2 I just commented the IsFrameLocking assert. seems to have something to do
with calling GetModelPtr too early? While the model cache is locked or
something? I didn't look into it fully, hopefully someone from Valve would
explain this better.

#4 how exactly are the animations messed up? A couple days ago I mentioned
an animation bug I found in the latest SDK and as per Yahn's reply you can
remove the lines

if ( !IsSelfAnimating() )
{
   m_flAnimTime = engine->GetLastTimeStamp();
}

from C_BaseEntity::IsSelfAnimating. This fixes players not interpolating (if
that's even your problem), which would make player animations look
jerky/very low framerate.

#5 comes from trying to play an invalid sequence on a weapon w_ model. The
proper way to fix it is to make sure that invalid sequences aren't set on w_
models (I think this come from the bonemerge with the player?) but I just
cheated and fixed this by adding

if ( (i < 0) || (i >= GetNumSeq()) ) i = 0

Which fixes the crash but doesn't fix the root of the problem..







On 8/12/06, William Ravaine <[EMAIL PROTECTED]> wrote:
>
> Hi there!
>
> We're in the process of porting our mod to the new SDK and are getting
> many
> annoying asserts, with several of them happening at map load.  that even
> happening on a fresh HL2 MP Sdk build (using "Modify HL2 deathmatch").
>
> 1) The first one is about activities. We have fixed it by adding the
> missing
> activity entries for the Portal gun in Ai_activity.cpp as follows:
>
> ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_SLAM );
>
> //### ADDED ### Activity for portalgun was missing
> ADD_ACTIVITY_TO_SR( ACT_MP_STAND_IDLE_PORTALGUN );
> ADD_ACTIVITY_TO_SR( ACT_MP_RUN_IDLE_PORTALGUN );
> ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_IDLE_PORTALGUN );
> ADD_ACTIVITY_TO_SR( ACT_MP_WALK_CROUCH_PORTALGUN );
> ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_RANGE_ATTACK_PORTALGUN );
> ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_RELOAD_PORTALGUN );
> ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PORTALGUN );
> //### END ###
>
> // Multiplayer
> ADD_ACTIVITY_TO_SR( ACT_MP_STAND_IDLE );
>
>
> 2) The next assert is more annoying since we don't know at all why it's
> happening:
>
> CStudioHdr *C_BaseAnimating::GetModelPtr() const
> {
> // GetModelPtr() is often called before OnNewModel() so go ahead
> and
> set it up first chance.
> #ifdef _DEBUG
> IDataCacheSection *pModelCache = datacache->FindSection(
> "ModelData"
> );
> AssertOnce( pModelCache->IsFrameLocking() );
> #endif
> ..
>
> Oviously the code will only execute in debug build and can be ignored, but
> the question still remains - Why is it shooting an assert here?
>
> It's happening every time on a new map load. Here is the client call
> stack:
> >client.dll!C_BaseAnimating::GetModelPtr()
> client.dll!C_BaseAnimating::StudioFrameAdvance()  Line 4038 + 0x8 C++
>   client.dll!C_BasePlayer::PostThink()  Line 1483 C++
>   client.dll!CPrediction::RunPostThink(C_BasePlayer * player=0x2586bfc8)
> Line 810 C++
>   client.dll!CPrediction::RunCommand(C_BasePlayer * player=0x2586bfc8,
> CUserCmd * ucmd=0x2586ce98, IMoveHelper * moveHelper=0x249b76c4)  Line 901
> C++
>   client.dll!C_BasePlayer::PhysicsSimulate()  Line 1720 C++
>   client.dll!CPrediction::RunSimulation(int current_command=27, float
> curtime=0., CUserCmd * cmd=0x0e6965d0, C_BasePlayer *
> localPlayer=0x2586bfc8)  Line 1194 C++
>   client.dll!CPrediction::PerformPrediction(bool
> received_new_world_update=true, C_BasePlayer * localPlayer=0x2586bfc8, int
> incoming_acknowledged=26, int outgoing_command=32)
>   client.dll!CPrediction::_Update(bool received_new_world_update=true,
> bool
> validframe=true, int incoming_acknowledged=26, int outgoing_command=32)
> Line 1662 + 0x18 C++
>   client.dll!CPrediction::Update(int startframe=123, bool validframe=true,
> int incoming_acknowledged=26, int outgoing_command=32)  Line 1609 C++
>   engine.dll!0d995470()
>
> 4) We're especially concerned with animation errors/problems that we are
> facing since we moved to the new SDK. When running in developer mode we
> are
> getting messages such as "CBaseAnimatingOverlay::AddGesture:  model
> models/combine_soldier.mdl missing activity
> ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL" (happens with a fresh SDK code too
> when shooting with the pistol, etc).
>
> It comes from the following piece of code in
> CBaseAnimatingOverlay::AddGesture, BaseAnimatingOverlay.cpp:
>
> int seq = SelectWeightedSequence( activity );
> if ( seq <= 0 )
> {
> const char *actname = CAI_BaseNPC::GetActivityName( activity );
> DevMsg( "CBaseAnimatingOverlay::AddGesture: model %s missing
> activity %s\n", STRING(GetModelName()), actname );
> return -1;
> }
>
> Here's the top of the stack trace (after I shoot with the pistol):
> server.dll!CBaseAnimatingOverlay::AddGesture(Activit

Re: [hlcoders] Aug4 SDK problems...

2006-08-12 Thread Garry Newman
--
[ Picked text/plain from multipart/alternative ]
I was getting that "IsFrameLocking" assert a lot too. I'm not too fond of
precaching models - so I assumed that's why it was happening. I commented it
out.

While I'm here and it's on my mind, one thing to watch out for is
calls to HL2GameRules()
- since when using HL2MP gamerules it'll be returning an invalid pointer.
This got me a couple of times because it didn't crash instantly - but after
a while crashed randomly in VGUI.

inline CHalfLife2* HL2GameRules()

{

return static_cast(g_pGameRules);
}

static_cast is the one that throws out a pointer even if the cast was
unsuccessful right?


inline CHalfLife2* HL2GameRules()

{

Assert(0);

return static_cast(g_pGameRules);

}
By the way, you missed out #3


On 8/12/06, William Ravaine <[EMAIL PROTECTED]> wrote:
>
> Hi there!
>
> We're in the process of porting our mod to the new SDK and are getting
> many
> annoying asserts, with several of them happening at map load.  that even
> happening on a fresh HL2 MP Sdk build (using "Modify HL2 deathmatch").
>
> 1) The first one is about activities. We have fixed it by adding the
> missing
> activity entries for the Portal gun in Ai_activity.cpp as follows:
>
>ADD_ACTIVITY_TO_SR( ACT_HL2MP_JUMP_SLAM );
>
>//### ADDED ### Activity for portalgun was missing
>ADD_ACTIVITY_TO_SR( ACT_MP_STAND_IDLE_PORTALGUN );
>ADD_ACTIVITY_TO_SR( ACT_MP_RUN_IDLE_PORTALGUN );
>ADD_ACTIVITY_TO_SR( ACT_MP_CROUCH_IDLE_PORTALGUN );
>ADD_ACTIVITY_TO_SR( ACT_MP_WALK_CROUCH_PORTALGUN );
>ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_RANGE_ATTACK_PORTALGUN );
>ADD_ACTIVITY_TO_SR( ACT_MP_GESTURE_RELOAD_PORTALGUN );
>ADD_ACTIVITY_TO_SR( ACT_MP_JUMP_PORTALGUN );
>//### END ###
>
>// Multiplayer
>ADD_ACTIVITY_TO_SR( ACT_MP_STAND_IDLE );
>
>
> 2) The next assert is more annoying since we don't know at all why it's
> happening:
>
> CStudioHdr *C_BaseAnimating::GetModelPtr() const
> {
>// GetModelPtr() is often called before OnNewModel() so go ahead
> and
> set it up first chance.
>#ifdef _DEBUG
>IDataCacheSection *pModelCache = datacache->FindSection(
> "ModelData"
> );
>AssertOnce( pModelCache->IsFrameLocking() );
>#endif
>..
>
> Oviously the code will only execute in debug build and can be ignored, but
> the question still remains - Why is it shooting an assert here?
>
> It's happening every time on a new map load. Here is the client call
> stack:
> >client.dll!C_BaseAnimating::GetModelPtr()
> client.dll!C_BaseAnimating::StudioFrameAdvance()  Line 4038 + 0x8 C++
> client.dll!C_BasePlayer::PostThink()  Line 1483 C++
> client.dll!CPrediction::RunPostThink(C_BasePlayer * player=0x2586bfc8)
> Line 810 C++
> client.dll!CPrediction::RunCommand(C_BasePlayer * player=0x2586bfc8,
> CUserCmd * ucmd=0x2586ce98, IMoveHelper * moveHelper=0x249b76c4)  Line 901
> C++
> client.dll!C_BasePlayer::PhysicsSimulate()  Line 1720 C++
> client.dll!CPrediction::RunSimulation(int current_command=27, float
> curtime=0., CUserCmd * cmd=0x0e6965d0, C_BasePlayer *
> localPlayer=0x2586bfc8)  Line 1194 C++
> client.dll!CPrediction::PerformPrediction(bool
> received_new_world_update=true, C_BasePlayer * localPlayer=0x2586bfc8, int
> incoming_acknowledged=26, int outgoing_command=32)
> client.dll!CPrediction::_Update(bool received_new_world_update=true, bool
> validframe=true, int incoming_acknowledged=26, int outgoing_command=32)
> Line 1662 + 0x18 C++
> client.dll!CPrediction::Update(int startframe=123, bool validframe=true,
> int incoming_acknowledged=26, int outgoing_command=32)  Line 1609 C++
> engine.dll!0d995470()
>
> 4) We're especially concerned with animation errors/problems that we are
> facing since we moved to the new SDK. When running in developer mode we
> are
> getting messages such as "CBaseAnimatingOverlay::AddGesture:  model
> models/combine_soldier.mdl missing activity
> ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL" (happens with a fresh SDK code too
> when shooting with the pistol, etc).
>
> It comes from the following piece of code in
> CBaseAnimatingOverlay::AddGesture, BaseAnimatingOverlay.cpp:
>
> int seq = SelectWeightedSequence( activity );
> if ( seq <= 0 )
> {
>const char *actname = CAI_BaseNPC::GetActivityName( activity );
>DevMsg( "CBaseAnimatingOverlay::AddGesture: model %s missing
> activity %s\n", STRING(GetModelName()), actname );
>return -1;
> }
>
> Here's the top of the stack trace (after I shoot with the pistol):
> server.dll!CBaseAnimatingOverlay::AddGesture(Activity
> activity=ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, bool autokill=true)  Line
> 557
> server.dll!CBaseAnimatingOverlay::RestartGesture(Activity
> activity=ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, bool addifmissing=true,
> bool
> autokill=true)  Line 834
> server.dll!CHL2MP_Player::SetAnimation(PLAYER_ANIM
> playerAnim=PLAYER_ATTACK1)  Line 706
> 
>
> The SelectWeighte