Re: [hlcoders] "Pure Virtual method called" server crash

2005-03-01 Thread Luke Graham
py of gcc so others could also build your commercial software. Just FYI, Qt/Windows 4.0 will also be dual-licensed. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Luke Graham > Sent: Tuesday, March 01, 2005 9:20 PM > To: hlcod

Re: [hlcoders] "Pure Virtual method called" server crash

2005-03-01 Thread Luke Graham
ions defined in header files? > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Luke Graham > Sent: Tuesday, March 01, 2005 8:41 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] "Pure Virtual method called" ser

Re: [hlcoders] "Pure Virtual method called" server crash

2005-03-01 Thread Luke Graham
On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track header > changes well (or at all actually). Just being pedantic, but gcc doesnt track changes, make does. > - Alfred > > -Original Message- > Fr

Re: [hlcoders] STOPP FUCKING

2005-02-23 Thread Luke Graham
That brightened up my morning :) On Wed, 23 Feb 2005 17:14:29 -0600, DOOManiac <[EMAIL PROTECTED]> wrote: > That explains the whole 'subtract from the infinite solid' thing. > > -- > Russell "DOOManiac" Weed > -- > [EMAIL PROTECTED] > -- > > jeff br

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] Possible to not use weapon script files?

2005-01-31 Thread Luke Graham
Unless youre talking about the people running your mod on their servers, it shouldnt matter if clients muck around with the files... should it?? As far as I was aware, everything that could be abused in a simplistic manner was done server-side. If those files can in fact be used to cheat, then I ag

Re: [hlcoders] Steam: Technology failure

2005-01-31 Thread Luke Graham
This thread is no different to any other internet forum. The first rule is always, "Dont feed the trolls". Its too late for this thread, its already pissing everyone off, but next time... can we learn from our mistakes here? Please? No grief to feed on means no joy for the trolls, so they go away a

Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-30 Thread Luke Graham
At least the person I was talking to has a sense of humour, not to mention being confident enough in his own opinion to tell me to bugger off nicely :D Lance - I did, and I like it. The technique is now in my toolbox of tricks, so thanks. Jeff - if you mean my post, then I agree ;) The other trol

Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-27 Thread Luke Graham
strcat() strcmp() atoi() char * restoffoo = &foo[sizeofstuffidontwant] Strings arent that hard... and they certainly arent ugly hacks. Kids these days.. if every scrap of data doesnt have its own class, factory and RPC interface, they call it a hack. ;) On Thu, 27 Jan 2005 12:43:10 -0500, David

Re: [hlcoders] Commercially released mods??

2005-01-27 Thread Luke Graham
Ive worked on products with dual licencing before. Valve needs to make it very clear that any mods made with the free version of the engine are free, and that commercial development only happens when you pay them money. There are always some *cough*Russians, Chinese*cough* who will try, but those p

Re: [hlcoders] Sharing cvars between the client and server

2005-01-24 Thread Luke Graham
I dont understand the last 3/4's of your post but theres a flag you can pass when you create a CVAR to make it shared between client and server. Sorry, dont remember its name right now. Just make the CVAR once in a file thats compiled into both, and give it that flag. On Sun, 23 Jan 2005 03:27:49

Re: [hlcoders] SDK update

2005-01-19 Thread Luke Graham
Fantastic update, not sure whether I like the source for the maps or the bot interface best. A wierd idea popped into my head when I saw what Valves sample bot does. If 3rd-person mode has buggy animations and what-not, it could be emulated with a bot, and the first-person player model disabled. J

Re: [hlcoders] Linux- Compiled VCPM runtime eror

2005-01-16 Thread Luke Graham
Can I suggest export LD_LIBRARY_PATH=$PWD:$LD_LIBRARY_PATH instead? On Sun, 16 Jan 2005 10:51:45 -0800, Paradigm Lozt <[EMAIL PROTECTED]> wrote: > > Thanks for the tips, guys. > > DOOMster, I had already run the ldconfig when I > set up the environment with Xerces. However, far be it > for me to

Re: [hlcoders] Problems for a first timer, please read

2005-01-05 Thread Luke Graham
Ive seen similar problems with other symbols in gcc, where the maintainers made a mistake and the static and dynamic versions of the lib are different. Cant remember the exact symbol (it was before the holidays), but theyd put versioning on just that one so the name was mangled differently. Nice t

Re: Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Luke Graham
Taking the idea of multiple trace lines to their extreme conclusion... Different weapons could give lines of different length, thus stopping pistol-sniping, because the slower bullet would drop to the ground before it could reach the distant target. Treating the lines not as a fixed length -durin

Re: [hlcoders] Shaders...

2005-01-04 Thread Luke Graham
Its not possible to make shaders right now, at least without rewriting -all- the shaders. The ability to do it properly is coming. One of the Valve guys might be able to give an updated ETA. On Wed, 05 Jan 2005 02:17:19 +0200, Markus Hoff-Holtmanns <[EMAIL PROTECTED]> wrote: > Hi all, > > Could a

Re: Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Luke Graham
Oops, just saw Jay Stelly suggested the gravity thing too. Great minds think alike ;) On Wed, 5 Jan 2005 12:05:09 +1000, Luke Graham <[EMAIL PROTECTED]> wrote: > Taking the idea of multiple trace lines to their extreme conclusion... > > Different weapons could give lines of d