We keep getting this assert and really don't know what to make of it...
Ever sense we changed a HUD element from:
class CGEHudRoundTimer : public CHudElement, vgui::Panel
to
class CGEHudRoundTimer : public CHudElement, CHudBaseTimer
we keep hitting that assert Any ideas?
__
IIRC.
clip_size -1 means noclip is used. Instead, RPG code directly modifies
the player ammo value when fired and doesn't hold a seperate
clip/magazine value.
I would imagine if you:
- Modify the max ammo for RPG to where you want it to be (ammodef).
- keep clip_size -1
- set default_clip to yo
Max Ammo / Player is defined in the ammo definitions. Valve puts that
in *_gamerules.cpp
//weapon_parse.cpp
iMaxClip1 = pKeyValuesData->GetInt( "clip_size", WEAPON_NOCLIP ); // Max
primary clips gun can hold (assume they don't use clips by default)
iMaxClip2 = pKeyValuesData->GetInt( "clip2_si
LDFLAGS="-lm -ldl tier0_i486.so vstdlib_i486.so \
$(SRC_LIB_PUBLIC)/mathlib_i486.a \
$(SRC_LIB_PUBLIC)/choreoobjects_i486.a \
$(SRC_LIB_PUBLIC)/tier1_i486.a"
Notice no paths infront of .so files, that is because of those sym
links. You might want to search the archives a little, linux makefil
"tier0_i486.so and vstdlib_i486.so in the /lib/ dir."
weird. One thing to check are you sym linking those properly in the
makefile? This is after a build:
[source/linux]$ ls -l
[snip]
-rw-r--r-- 1 user group 1804 Sep 8 13:00 Makefile.vcpm
drwxr-xr-x 4 user group 4096 Sep 8 18:11 obj
lrw
Intro to Linux Debugging...
a)browse to your hlds directory (where srcds_amd is, etc..)
b) export LD_LIBRARY_PATH=".:bin:$LD_LIBRARY_PATH"
c) gdb
d) file srcds_amd
- you should know if your system is amd, you can look at the srcds_run
script to see how it checks and uses each diff binary...
e) se
http://developer.valvesoftware.com/cgi-bin/bugzilla/
DocumentIndex ... index.cgi
Robbie Groenewoudt wrote:
--
[ Picked text/plain from multipart/alternative ]
After registering I've got the email with my password, with the link
http://localhost/cgi-bin/bugzilla/userprefs.cgi
One small detail
Nick: why would you want/need to do this?
As far as the bugtracker... It's about time! ;) The wiki really gets
unmanageable after a while with bugs/code...
Scott
Nick wrote:
Bugzilla is a great idea! Is there someway to link bugzilla accounts
to the hlcoders mailing list accounts?
(btw: Wha
this?
http://3dwire.net/bin/doors.avi
That is with doors using a custom entity (func_rebreakable_surf), a
rebreakable surface entity that respawns. func_rebreakable on those
same doors works fine, so I am a little stumped as to why my modified
ones are causing that... :(
Plus if I shoot out the
DK_Known_Issues_List#srcds_does_not_inform_you_that_your_mod_failed_to_load
At 2006/08/19 04:08 PM, Scott Loyd wrote:
nice catch!
(gdb) info sharedlibrary
>FromTo Syms Read Shared Object Library
0x00a09300 0x00a22604 Yes /lib/tls/libm.so.6
0x00a00bb0 0x00a018c4 Yes
when the .so is unloadable, you would not be aware
that it was actually sneakily loading some other .so.
At 2006/08/15 08:11 PM, Scott Loyd wrote:
anything new on this?
Teddy wrote:
We're having the same problem at the moment, haven't been able to find
a workaround for it yet.
On 8/1
extract hl2mp content; materials\VGUI\playermodels\players, for every
folder you add a new option will appear.
[EMAIL PROTECTED] wrote:
On Half-Life 2 Deathmatch with the character selection in the Options; does
anyone know
where I can edit the characters that appear in that list?
Thanks;
Yani
anything new on this?
Teddy wrote:
We're having the same problem at the moment, haven't been able to find
a workaround for it yet.
On 8/11/06, Mike Durand <[EMAIL PROTECTED]> wrote:
Hi Gavin-
This issue appears to be well-known and we are working on a fix for this
issue.
-Mike
-Original
e start merging our old mod files
into it? What
about WinMerge, will that work well?
Gus
Scott Loyd wrote:
http://www.linuxhq.com/patch-howto.html
http://unxutils.sourceforge.net/ should have patch.exe
Although it doesn't take long to merge the changes...
Copy new code into a new dire
http://www.linuxhq.com/patch-howto.html
http://unxutils.sourceforge.net/ should have patch.exe
Although it doesn't take long to merge the changes...
Copy new code into a new directory.
Copy your mod-specific folders into cl_dll/dlls/game_shared, and any
additional stuff you created.
Copy your .
ith a ten foot pole.
On 8/11/06, Scott Loyd <[EMAIL PROTECTED]> wrote:
ARCH_CFLAGS=-mtune=i686 -march=pentium -mmmx -msse -msse2 -O3
To Valve:
#0 0x in ?? ()
#1 0x035f306f in CModAppSystemGroup::Create () from bin/engine_amd.so
#2 0x036eb68f in CAppSystemGroup::Run () from bin/en
ARCH_CFLAGS=-mtune=i686 -march=pentium -mmmx -msse -msse2 -O3
To Valve:
#0 0x in ?? ()
#1 0x035f306f in CModAppSystemGroup::Create () from bin/engine_amd.so
#2 0x036eb68f in CAppSystemGroup::Run () from bin/engine_amd.so
#3 0x035f36cd in CDedicatedServerAPI::ModInit () from bin/engine
http://3dwire.net/bin/doors.avi
They are simply amazing.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Jonathan Charles Middleton wrote:
Thanks for the lead, but unfortunately it's not any panel shown by calling
CBasePlayer::ShowViewPortPanel(). :/
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer
Sent: Wednesday, August 09, 2006 9:48 PM
To:
--
[ Picked text/plain from multipart/alternative ]
If your using content from hl2mp mod, your players will need to have those
Games/GCFs; to my understanding this is the layout:
Those with HL2, should have access to HL2DM (hl2, hl2mp)
Those that have HL2DM only, and/or CS:S, and/or DOD:S but not H
--
[ Picked text/plain from multipart/alternative ]
I jumped into #sourcesdk on gamesurge if anyone else wants to jump into IRC
for discussing changes, maybe valve could provide a irc channel for us and
have a few employees there/talk to modders for a afternoon or something?
On 8/4/06, Mike Durand
--
[ Picked text/plain from multipart/alternative ]
WIKI says " Available to anyone who owns Half-Life 2." might want to fix
that.
On 8/4/06, Sylvain Rochette <[EMAIL PROTECTED]> wrote:
>
> My mapper cannot open HAMMER keep crashing on our mod.
>
> Is they are something todo with the FDG file or s
--
[ Picked text/plain from multipart/alternative ]
you can have more than one viewmodel on the screen, the animations after
might be a little tricky(IIRC Player::GetViewModel(int))... Maybe valve
could share an example of how to set this up properly?
On 7/30/06, Niclas Nordin <[EMAIL PROTECTED]>
--
[ Picked text/plain from multipart/alternative ]
New AppID (215), same build as hl2dm (version 7 (2768)). Switched my mods
appid to 215, seems to work fine so far. This must be the game in common to
anyone with one of valves titles for mods to use.
On 7/29/06, Jonathan Murphy <[EMAIL PROTECT
--
[ Picked text/plain from multipart/alternative ]
Is there a better way to handle scaling than how I did it? I have a 128x128
texture that was made by one of our gfx guys for displaying on a 1600x1200
resolution.
// Pretty much hardcoded
// 640/1600 = 0.4, 128 * 0.4 = 51.2 (or something to thi
--
[ Picked text/plain from multipart/alternative ]
find const char *GetGameDescription() in *_client.cpp.
On 7/15/06, Jose Luis Gonzalez <[EMAIL PROTECTED]> wrote:
>
> Hi, i recently compiled my Mod in linux and works well in local.
>
> But, when i upload to a linux dedicated server, i have som
--
[ Picked text/plain from multipart/alternative ]
is it possible to get the metascore for mods aswell?
On 7/14/06, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
>
> You can send me that information.
>
> - Alfred
>
> sykes wrote:
> > A while ago during the steam gui updates.. I remember alfred (valv
--
[ Picked text/plain from multipart/alternative ]
"In this case we have a company that wouldnt apprieciate their work used in
another game."
Are you a representative of this company, or have an
article/statement/anything that validates your statement?
On 7/10/06, Ryan Sheffer <[EMAIL PROTECTED]
--
[ Picked text/plain from multipart/alternative ]
If you can setup the 'Search Path' for the game in gameinfo.txt, then it
should be no diff. than using content from hl2/hl2mp/CSS. You shouldn't
export/copy/paste the content into your mod though.
On 7/10/06, Ryan Sheffer <[EMAIL PROTECTED]> wro
--
[ Picked text/plain from multipart/alternative ]
We also did the same thing with GES, started with hl2mp ID then moved to HL2
ID. I am sure this has been answered before but the ID is the pre-req to
run the mod, and the additional GCFs mounted are optional?
meaning if we develop using cstrike
--
[ Picked text/plain from multipart/alternative ]
You get the same source code, but you end up with diff. projects and project
settings that effect how the code is compiled (most obvious, different files
being used, and defines of HL2MP and HL2 definition). I believe the first
two also setup a s
--
[ Picked text/plain from multipart/alternative ]
my eye's hurt, _DeBuG; use the mdmp file to view the stack trace, what is
the last line of your code before the crash?
On 5/8/06, Michael Ziegler <[EMAIL PROTECTED]> wrote:
>
> Hello,
>
> I'm currently developing a Source plugin I named WarriorMo
::surface()->DrawSetColor( clr );
> vgui::surface()->DrawTexturedSubRect(
> x, y,
> x + finalWidth, y + finalHeight,
> tCoords[ 0 ], tCoords[ 1 ],
> tCoords[ 2 ], tCoords[
--
[ Picked text/plain from multipart/alternative ]
http://www.chatbear.com/board.plm?a=viewthread&b=4991&t=497,1133274768,23976&s=0&id=929175#2
"To make it resolutionindependent you have to change a bit in the
CHudTexture because DrawSelfCropped does not implement scaling of the
texture."
This is
--
[ Picked text/plain from multipart/alternative ]
I dunno why your using a variable. In your weapon base class just use
pPlayer->IsSprinting(). Tell your animators to create a start_sprint, and a
idle_sprint animation; setup your code to support this. Disable attacks
while sprinting (PrimaryAt
--
[ Picked text/plain from multipart/alternative ]
ClientEntityList()
cliententitylist.cpp/.h
On 4/25/06, Tim Holt <[EMAIL PROTECTED]> wrote:
>
> I would like to get an entity list for a client HUD element, ideally
> calling
> something like FindEntityByClassnameWithin on the client side. The
>
--
[ Picked text/plain from multipart/alternative ]
I don't have the vgui_controls.lib checked into VersionControl, but I put it
in my project with client/server and have client depend on it, so it is
built before any client.dll builds (size doesn't matter here). I too get
the /LTCG... msg but I h
gt;
> Use the vgui_drawtree* set of engine commands to view the list of
> visible VGUI panels.
>
> - Alfred
>
> Scott Loyd wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > http://3dwire.net/bin/what_elements.jpg
> >
> > Anyways, I h
--
[ Picked text/plain from multipart/alternative ]
http://3dwire.net/bin/what_elements.jpg
Anyways, I have been digging through the code and my res files trying to
figure out what HUD elements I have left that are causing these 2 highlights
to show up... Any ideas as to what elements those are,
--
[ Picked text/plain from multipart/alternative ]
Do you have a game_sounds_manifest.txt, and is game_sounds_weapons.txt
listed in that file? Also, make sure your files are saved as unicode.
On 3/8/06, Jason Houston <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternat
>> that was applied.
> >>
> >> Benjamin Davison wrote:
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>> I got it working on my en, almost embarrassed to say this :P But I had
> >>> the
> >&
--
[ Picked text/plain from multipart/alternative ]
Just FYI: GE:Source 1.0 had the menu music file, 1.1 did not. We started
toying with how it played pre-1.1 and didn't readd the
sound/music/menu/menu1.wav when we went to patch; so.. make sure you have
this file and I recall their being a config
Thanks, but having a problem. This is for an actual mod not a plugin, but
> it's probably the same principal.
>
> engine->ServerCommand(UTIL_VarArgs("kickid %i %s\n",
> pPlayer->GetNetworkable()->GetEdict()); Does not get the edict.
>
> On 2/26/06, Scott Loy
--
[ Picked text/plain from multipart/alternative ]
//-
// Purpose: Returns the world location and world angles of an attachment
// Input : attachment name
// Output :location and angles
//-
--
[ Picked text/plain from multipart/alternative ]
http://osa.3dwire.net/ Download the source, crack open CAdminCommandKick I
believe.
On 2/25/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Can't find any examples from commands like "k
--
[ Picked text/plain from multipart/alternative ]
I did a diff. of the code a few weeks ago, no changes.
On 2/15/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Does the SDK get updated by Valve without an announcement or mention in
>
eleased*:
>
> http://list.valvesoftware.com/mailman/private/hlcoders/2006-January/016175.html
> This has to be dealt with at a per tool basis and will be solved in the
> next
> SDK update...vice is a tool that is included source-code-only in the SDK
> and
> will need recompilat
--
[ Picked text/plain from multipart/alternative ]
C:\sandbox\CodeTrunk\scripts\obj>%sourcesdk%\bin\vice -nopause -encrypt
%ICE_KEY% -newext .ctx ..\weapon_kf7.txt
Extra App ID set to 211, but no SteamAppId.
Was working fine for me the other day... /cry. any ideas?
--
_
--
[ Picked text/plain from multipart/alternative ]
I don't believe this list needs to be regulated; if someone comes along with
a topic that you feel doesn't belong on the list, just ignore it. But I
really don't like the idea of being limited to any particular topic here, or
having people holdin
ext/plain from multipart/alternative ]
> > >you make a new mod folder called MODv2 and add a searchpath for the
> MODv1
> > >
> > >On 1/14/06, Scott Loyd <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > >>--
> > >>[ Picked text/plain from
--
[ Picked text/plain from multipart/alternative ]
yes, core dumps, use gdb to open them, and then 'bt' to show the stack trace
I believe.
http://www.cim.mcgill.ca/~dudek/206/gdb.html
On 1/14/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> if its anything like the windows overflow, i would
--
[ Picked text/plain from multipart/alternative ]
cvar sv_secure ?
On 1/14/06, Deadman Standing <[EMAIL PROTECTED]> wrote:
>
> Anyone know of a simple server side test to check if VAC2 is enabled in
> HL1
> or Source? (I am writing a script to track when VAC2 gets disabled on my
> server.)
>
>
>
--
[ Picked text/plain from multipart/alternative ]
Simply put, does a CVAR/GameInfo Entry exist that lets me version a
release? If so, what is it? f.e. I have 2 versions of my mod (v1, v2), I
don't want v2 servers to show up for v1 users, and I don't want v1 servers
to show up for v2 users :).
--
[ Picked text/plain from multipart/alternative ]
Did you check the stack trace?
On 1/14/06, Fabian Schreyer <[EMAIL PROTECTED]> wrote:
>
> I finally compiled and linked a working linux server binary, but while
> all my simple testmaps are working without any problems, a very
> complex map (whic
If you consider Goldeneye: Source a successful mod so far, then this is what
I have to say as a programmer on the team:
- Sharing of source; the code is just as valuable as the rest of the source
material, and having the *source* available to other developers incase you
just get up and leave, or h
Not around Christmas... :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matthew
Sent: Saturday, December 24, 2005 2:43 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: "Extra App ID set to 211, but no SteamAppId"
Will I ever be able t
You don't have to set it at all. The hlds_run script will set it so the
hlds server knows where to find those libraries.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stephen Micheals
Sent: Thursday, December 22, 2005 3:10 AM
To: hlcoders@list.valvesoft
hlds_run script will set the path to those libs on start.
# setup the libraries, local dir first!
export LD_LIBRARY_PATH=".:bin:$LD_LIBRARY_PATH"
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn
Sent: Thursday, December 22, 2005 2:56 AM
To: hlco
Also, after reading your earlier post, it looks like you are symbolically
linking it okay, but this is your problem:
LDFLAGS="-lm -ldl /opt/srcds/bin/tier0_i486.so
/opt/srcds/bin/vstdlib_i486.so"
Change it to
LDFLAGS="-lm -ldl tier0_i486.so vstdlib_i486.so"
-Original Message-
From: [EMAI
/opt/srcds/bin/tier0_i486.so (0xb72a)
/opt/srcds/bin/vstdlib_i486.so (0xb728b000)
In order for this binary to work, a user has use the above path for those
files...
Keep in mind that LD_LIBRARY_PATH is set on server start...
libm.so.6 => /lib/tls/libm.so.6 (0x00111000)
libdl.so.2 => /lib/libd
Refresh SDK Content, refreshes the cache files for steam that stores the
SDK. When you "Create a mod" through steam, it copies those files into the
directories you specify. After an update you will need to make a
, to create a copy of the new code. Then compare that code
to the code you started
Digging through the macro is probably the best thing to do.
CEntityFactoryDictionary is what you are looking for though.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of DrBob
Sent: Tuesday, November 29, 2005 12:53 PM
To: hlcoders@list.valvesoftware.com
Su
I noticed steam crashed when my DSL restarted. At the time I was trying to
launch a mod and it got stuck @ the loading Half-Life 2... Then crashed
later...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Wednesday, November 23, 2005
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
After having to recompile the SDK a few times, I am curious what you guys at
valve do to speed this up if anything?
--
___
To unsubscribe, edit your list p
Yah, steam has been closing down unexpectedly on me too. I have a couple
.mdmp files in my steam folder, from yesterday; who do we send these to
again?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Spektre
Sent: Sunday, November 20, 2005 8:03 AM
To: hlc
I ran into this a little while ago.
Make sure you have the following before it links (I put this in the "check"
section)
if [ ! -f "tier0_i486.so" ]; then ln -s $(GAME_DIR)/bin/tier0_i486.so .; fi
if [ ! -f "vstdlib_i486.so" ]; then ln -s $(GAME_DIR)/bin/vstdlib_i486.so .;
fi
Change LDFLAGS to
L
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Morning everyone :-) I would like to get a list of usermessages within a
server plugin (on the fly). I am accessing the server DLL exports through
the interface factory, and then trying to iterate thr
67 matches
Mail list logo