Re: [hlcoders] Debugging HL2DM Sdk

2005-02-21 Thread r00t 3:16
Noone has a clue about this? I can not for the life of me do anything with the HL2DM sdk? I tried the MP SDK and everything works as it should. Not sure what the deal is... Also in the solution explorer it shows CounterStrike DLL TF2 DLL and these were never there before. They have some files under

RE: [hlcoders] Server Plugins refusing to load

2005-02-21 Thread Alfred Reynolds
I will have a look at the code and see why it isn't doing this already. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Anderson Sent: Monday, February 21, 2005 9:30 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Server Plug

Re: [hlcoders] Bizzare/Random/Frightening crash

2005-02-21 Thread Maurino Berry
unfortunately cleaning it doesnt seem to help very often :< I think I'm going to try compiling on another computer maybe if I can't get any more suggestions from here.. thanks though :D _ Designer Mail isn't just fun to send, it's fun

Re: [hlcoders] Server Plugins refusing to load

2005-02-21 Thread David Anderson
On linux, you can try to use something like strace (you may have to log the output) to catch where calls are messing up. But in the end, it would be very helpful if Valve included some sort of dlerror()/FormatMessage() output when a plugin fails to load. -David "BAILOPAN" Anderson ht

Re: [hlcoders] Bizzare/Random/Frightening crash

2005-02-21 Thread Luke Graham
This really sounds like a build system problem. The "rebuild without changing code" fix is what gives it away. Make clean and make. On Mon, 21 Feb 2005 21:55:23 -0700, Hasan Aljudy <[EMAIL PROTECTED]> wrote: > hmm .. > not that I know much but, sometimes builds get messed up for some > reasons (I

Re: [hlcoders] Bizzare/Random/Frightening crash

2005-02-21 Thread Hasan Aljudy
hmm .. not that I know much but, sometimes builds get messed up for some reasons (I don't think it's a bug in the compiler itself .. but what do I know) but you can fix this kind of stuff by rebuilding a clean build. On Mon, 21 Feb 2005 23:38:10 -0500, Maurino Berry <[EMAIL PROTECTED]> wrote: > Pl

Re: [hlcoders] Bots in HL2DM?

2005-02-21 Thread Mark Ettinger
Thanks! By using CBasePlayer instead of CSDKPlayer and a few minor tweaks I can compile and link. However when I use the bot_add command at the console the game (HL2DM) crashes on this line of the function BotPutInServer in sdk_bot_temp.cpp: edict_t *pEdict = engine->CreateFakeClient( botname )

[hlcoders] Bizzare/Random/Frightening crash

2005-02-21 Thread Maurino Berry
Please bare with me while I try to explain this crash, let me begin by saying I'm using the very first mp sdk source with no updates... and debug build is not helping at all. Perhaps the most frightening aspect of this crash is its consistancy between game launches, and its inconsistancy between bu

[hlcoders] Server Plugins refusing to load

2005-02-21 Thread Daniel Jennings
Is there any way to tell why my Server Plugins (on Linux dedicated server) are refusing to load? They compile and link correctly but I cannot tell why they wont load. Thank you, Daniel Jennings ___ To unsubscribe, edit your list preferences, or view th

Re: [hlcoders] Bots in HL2DM?

2005-02-21 Thread Daniel Jennings
Try using CBasePlayer instead of CSDKPlayer. - Original Message - From: "Mark Ettinger" <[EMAIL PROTECTED]> To: Sent: Monday, February 21, 2005 6:00 PM Subject: [hlcoders] Bots in HL2DM? > Has anyone successfully ported the basic bot code in the barebones MP > mod to the new deathmatch

[hlcoders] Bots in HL2DM?

2005-02-21 Thread Mark Ettinger
Has anyone successfully ported the basic bot code in the barebones MP mod to the new deathmatch code? After copying a few files from basic-MP to the DM folders (most of the stuff is already there but needs to be added to the project) I can get it to compile but I get 22 link errors (unresolved ext

Re: [hlcoders] Player Rendering effects

2005-02-21 Thread British_Bomber
Shaders are well beyond my level of knowledge unfortunatly :( But it's amazing what you can do when you acctually look at the available public functions SetRenderColorA( SetRenderMode( and a little help from garry on the materials has put me on my merry way to getting it up and running. I think

[hlcoders] RE: [hlds_apps] Server query protocol

2005-02-21 Thread Alfred Reynolds
That would be the plan :) - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland Sent: Monday, February 21, 2005 12:19 PM To: hlds_apps@list.valvesoftware.com Cc: hlcoders@list.valvesoftware.com Subject: Re: [hlds_apps] Server query prot

[hlcoders] Server query protocol

2005-02-21 Thread Alfred Reynolds
We will be revising the Source server query format in the near future to remove some architectural problems with it. All the existing queries apart from PING will be altered by this change (i.e will require your tools to be updated). There will be a period where both systems coincide but we want to

RE: [hlcoders] Player Rendering effects

2005-02-21 Thread Chris Janes
I've got a similar system going in my mod, except we use a material with the refract shader - a possibility would be to use the playerspeed material proxy to affect the refraction level, though that wouldn't allow a way of getting the model back into full visibility again (something I want to look

RE: [hlcoders] IGameEventManager/IGameEventListener

2005-02-21 Thread Alfred Reynolds
I will forward on the request for some kind of iterator in IGameEvent, seems a reasonable thing. Note that you can load the various event files (modevents.res, serverevents.res, gameevents.res) at run time to get the format of all the events being used. - Alfred -Original Message- From: [

RE: [hlcoders] Dedicated server for mods broken by new steam update

2005-02-21 Thread Alfred Reynolds
I don't know about that problem sorry, haven't had any reports of it either. Could you elaborate on the death notice problems? - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Sunday, February 20, 2005 11:14 PM To: hlcoders@

Re: [hlcoders] Crashes with the HL2MP SDK

2005-02-21 Thread Knifa
Okay, apperntly it crashes on this function: mstudioseqdesc_t &studiohdr_t::pSeqdesc( int i ) const { if (numincludemodels == 0) { return *pLocalSeqdesc( i ); <- CRASH HERE } virtualmodel_t *pVModel = (virtualmodel_t *)GetVirtualModel(); Assert( pVModel ); virtualgroup_t *p

Re: [hlcoders] Making timers

2005-02-21 Thread Andre Bandarra
Or you can always use the CountDownTimer class in the util_shared.h... CountDownTimer roundTimer; roundTimer.Start(mp_roundlimit.GetFloat() * 60); if (roundTimer.isElapsed()) { } roundTimer.Reset()... and so on.. Just look the CountDownTimer class. On Mon, 21 Feb 2005 17:04:09 +, Ben

Re: [hlcoders] Crashes with the HL2MP SDK

2005-02-21 Thread Knifa
Right, I've figured out it's something on the client DLL for sure. The player lasts about 5 seconds, and can move but then they get a memory error. I added it in, but got a precompiled header error, then I fixed that and everything went all slow, and I got errors from DbgHelp.h :| On Mon, 21 Feb 20

Re: [hlcoders] Making timers

2005-02-21 Thread Knifa
Yeh, thanks.: I'll show you my basic timer(you have to add the hud elements yourself) This for HL2DM. multiplay_gamerules.h extern ConVar mp_roundlimit; multiplay_gamerules.cpp // Round limit ConVar mp_roundlimit( "mp_roundlimit", "0",

Re: [hlcoders] Making timers

2005-02-21 Thread Ben Davison
I'll show you my basic timer(you have to add the hud elements yourself) This for HL2DM. multiplay_gamerules.h extern ConVar mp_roundlimit; multiplay_gamerules.cpp // Round limit ConVar mp_roundlimit( "mp_roundlimit", "0",

Re: [hlcoders] Player Rendering effects

2005-02-21 Thread Ben Davison
It's the material that needs to be changed. If you are really stuck you could ask garry of garrys mod, he just implemented a material changer gun. On Mon, 21 Feb 2005 09:50:54 +, British_Bomber <[EMAIL PROTECTED]> wrote: > I am currently trying to implement a way of making a specific class i

Re: [hlcoders] Respawning all players

2005-02-21 Thread Andre Bandarra
I use this one for ( int i = 0 ; i <= gpGlobals->maxClients ; i++ ) { CBasePlayer *player = (CBasePlayer *)UTIL_PlayerByIndex(i); if ( player ) { player->RemoveA

[hlcoders] Player Rendering effects

2005-02-21 Thread British_Bomber
I am currently trying to implement a way of making a specific class in my mod become more and more translucent the less they move, and if they stop completely for a period of time they become completely invisible. I have the majority of this working, it's simple enough, but I am having an issue wi

Re: [hlcoders] Crashes with the HL2MP SDK

2005-02-21 Thread Knifa
I added it in, but got a precompiled header error, then I fixed that and everything went all slow, and I got errors from DbgHelp.h :| On Mon, 21 Feb 2005 01:13:48 +, Knifa <[EMAIL PROTECTED]> wrote: I think its okay. Everything works perfect while your the server. Minidumps?,,, http://www.cod