HastingsGesendet: Dienstag, 8. Oktober 2013 19:51An: Discussion of Half-Life ProgrammingBetreff: Re: [hlcoders] Error: setuparrayprops_r array prop (null) is at index
Source SDK Base 2006 will not convert to Steampipe yet.It looks like its mostly set up for it, but it still has contenttype
@list.valvesoftware.com
Subject: Re: [hlcoders] Error: setuparrayprops_r array prop '(null)' is at index
Ok I didn't change anything and as of today everything works normal again. I
didn't opt-into the steampipe beta.
I'm guessing Valve fixed something internally
; jan.hart...@gmx.de; hlcoders@list.valvesoftware.com
Date: Wed, 9 Oct 2013 20:17:40 +0100
Subject: Re: [hlcoders] Error: setuparrayprops_r array prop '(null)' is at index
Looks like it's broken again.
Failed to start game (unknown error) or occasionally missing executable if
it feels like
Hi everyone,
so as of today none of my source mods work. Not even the default Source SDK base
2007.
Upon starting the game/mod it loads and presents the following error:
setuparrayprops_r array prop '(null)' is at index zero followed by quitting
the game/mod.
Any ideas whats going on? Does this
Use the steampipe beta...
- Neico
On 08.10.2013 14:36 GMT+2, Tobias Baumann wrote:
Hi everyone,
so as of today none of my source mods work. Not even the default
Source SDK base 2007.
Upon starting the game/mod it loads and presents the following error:
setuparrayprops_r array prop
Having this same issue with our mod too. Opting into the Steam beta doesn't
seem to fix it. Like yourself, this only started today.
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start
up again. At least it does for our mod.
Jan
Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Richard
O'Brien
Gesendet: Dienstag, 8. Oktober 2013 18:32
An: hlcoders@list.valvesoftware.com
Betreff: Re: [hlcoders] Error
mods.
Jan
Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Nicholas
Hastings
Gesendet: Dienstag, 8. Oktober 2013 19:51
An: Discussion of Half-Life Programming
Betreff: Re: [hlcoders] Error: setuparrayprops_r array prop '(null
you made a typo.
#if defined( CLIENT_DLL )
#define CEquipCard C_EquipeCard
#endif
see it? :)
On Sat, Jun 8, 2013 at 1:12 PM, Jesse Oak wazanato...@gmail.com wrote:
Was trying to create a new weapon base but I keep getting
shared\hl2mp\weapon_CCG_equipmentbase.cpp(21): error C2653:
though, there must be more to your error.
I just actually read all of the paste this time after sending my last
reply, and it shouldn't have mattered.. it would just be a different name
on the client side.
you sure there isn't another error, or that you have the define elsewhere?
On Sat, Jun
Oh dang can't believe I made such an easy mistake! Thanks that actually
fixed it.
On Sat, Jun 8, 2013 at 6:54 AM, Tony omega Sergi omegal...@gmail.comwrote:
though, there must be more to your error.
I just actually read all of the paste this time after sending my last
reply, and it shouldn't
Was trying to create a new weapon base but I keep getting
shared\hl2mp\weapon_CCG_equipmentbase.cpp(21): error C2653: 'C_EquipCard'
: is not a class or namespace name. The code at the moment is nothing more
then a copy paste of weapon_hl2mpbase_machinegun.cpp and .h with some name
changes
Here's
Hello,
I´ve some problems to set up a Dedicated Server for my own mod...
I´ve downloaded and installed the Orangebox dedicated Server via
hldsupdatetool. After this i ve uploaded the server.dll and some stuff from the
mod... If I start the server i got the following error
Fehlermeldung:
Every Time I try to compile the server project it always says that it always
fails because of choreoobjects.lib
Please contact at matori...@gmail.com
--
Garrigan Stafford
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: [hlcoders] Error
To: hlcoders@list.valvesoftware.com
Received: Saturday, 21 August, 2010, 2:05 AM
Every Time I try to compile the server project it always says that it always
fails because of choreoobjects.lib
Please contact at matori...@gmail.com
--
Garrigan Stafford
Right, if you have a mod based on the 2007 engine you need these lines in
your gameinfo.txt now:
SteamAppId 218
ToolsAppId 211
AdditionalContentID 420
You cannot have SteamAppId 420 in there.
It is worth noting that AdditionalContentID is implemented in the Mod
Code, not in Steam
Shouldn't hl2 be added to the search paths too?
Den 01/07/2010 15.48 skrev Jonas apos;Sortieapos; Termansen
hlcod...@maxsi.dk:
Right, if you have a mod based on the 2007 engine you need these lines in
your gameinfo.txt now:
...
It is worth noting that AdditionalContentID is implemented in the
Shouldn't hl2 be added to the search paths too?
That depends on your gameinfo.txt. I don't even think you need to add
these search paths - I don't really know what they do, considering the
.gcf's are mounted. This works just fine for me.
___
Ah, my bad. I thought appid 420 was Half-Life 2, but that's 220 now that I
think about it. My bad.
Den 01/07/2010 15.58 skrev Jonas apos;Sortieapos; Termansen
hlcod...@maxsi.dk:
Shouldn't hl2 be added to the search paths too?
That depends on your gameinfo.txt. I don't even think you need to
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop
'(null)'
is at index zero.
Does Mac builds of a mod require a Mac to build them on?
On 5/26/2010 6:06 PM, Alfred Reynolds wrote:
Right, if you have a mod based on the 2007 engine
you guys up and running.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
boun...@list.valvesoftware.com] On Behalf Of Jeffrey botman Broome
Sent: Wednesday, May 26, 2010 4:20 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Error
and running.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
boun...@list.valvesoftware.com] On Behalf Of Jeffrey botman Broome
Sent: Wednesday, May 26, 2010 4:20 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Error
: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
boun...@list.valvesoftware.com] On Behalf Of Jeffrey botman Broome
Sent: Wednesday, May 26, 2010 4:20 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)'
is at index zero
Sent: Wednesday, May 26, 2010 4:20 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)'
is at index zero.
Does Mac builds of a mod require a Mac to build them on?
On 5/26/2010 6:06 PM, Alfred Reynolds wrote
Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)'
is at index zero.
Does Mac builds of a mod require a Mac to build them on?
On 5/26/2010 6:06 PM, Alfred Reynolds wrote:
Right, if you have a mod based on the 2007 engine you need these
lines
Am I the only one that gets this error when I want to run my mod? I'm pretty
sure its caused by the new update :o
Its happening even though my mod uses the Source SDK Base 2007 as its base.
- ScarT
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The new engine update to the HL2 games broke *everything* again, there's a
hotfix that should fix your problem by using this in your gameinfo:
SteamAppId 218
ToolsAppId 211
AdditionalContentID 420
On Wed, May 26, 2010 at 7:47 PM, Tobias Kammersgaard
tobias.kammersga...@gmail.com wrote:
Am I
Only for EP2.
On Wed, May 26, 2010 at 3:55 PM, Sam samuelga...@gmail.com wrote:
The new engine update to the HL2 games broke *everything* again, there's a
hotfix that should fix your problem by using this in your gameinfo:
SteamAppId 218
ToolsAppId 211
AdditionalContentID 420
On Wed, May
I updated my mod AppIds and am still getting the error like crazy!
On Wed, May 26, 2010 at 4:55 PM, Sam samuelga...@gmail.com wrote:
The new engine update to the HL2 games broke *everything* again, there's a
hotfix that should fix your problem by using this in your gameinfo:
SteamAppId 218
Be sure to restart steam after editing the gameinfo file.
On Wed, May 26, 2010 at 4:00 PM, Dexter Haslem dexter.has...@gmail.comwrote:
I updated my mod AppIds and am still getting the error like crazy!
On Wed, May 26, 2010 at 4:55 PM, Sam samuelga...@gmail.com wrote:
The new engine update
of your mods if you wish.
- Alfred
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
boun...@list.valvesoftware.com] On Behalf Of Cory de La Torre
Sent: Wednesday, May 26, 2010 4:02 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders
if you wish.
- Alfred
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
boun...@list.valvesoftware.com] On Behalf Of Cory de La Torre
Sent: Wednesday, May 26, 2010 4:02 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Error
This usually happens when you try to run Source 2007 gamecode under the
Source 2009 build of the engine.
Are you sure you're using SDK Base and not, say, Ep2?
On 26/05/2010 11:47, Tobias Kammersgaard wrote:
Am I the only one that gets this error when I want to run my mod? I'm pretty
sure its
La Torre
Sent: Wednesday, May 26, 2010 4:02 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)'
is at index zero.
Be sure to restart steam after editing the gameinfo file.
On Wed, May 26, 2010 at 4:00 PM, Dexter Haslem
dexter.has
Programming
Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)'
is at index zero.
Be sure to restart steam after editing the gameinfo file.
On Wed, May 26, 2010 at 4:00 PM, Dexter Haslem
dexter.has...@gmail.comwrote:
I updated my mod AppIds and am still getting
: Wednesday, May 26, 2010 4:02 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)'
is at index zero.
Be sure to restart steam after editing the gameinfo file.
On Wed, May 26, 2010 at 4:00 PM, Dexter Haslem
dexter.has
...@list.valvesoftware.com] On Behalf Of Jeffrey botman Broome
Sent: Wednesday, May 26, 2010 4:20 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Error: SetupArrayProps_R: array prop '(null)'
is at index zero.
Does Mac builds of a mod require a Mac to build them on?
On 5
I was trying to clean up this:
trace_t tr;
Vector vecDir;
AngleVectors( p-EyeAngles(), vecDir );
Vector vecStart = p-EyePosition();
Vector vecStop = vecStart + vecDir * MAX_TRACE_LENGTH;
UTIL_TraceLine( vecStart, vecStop, MASK_SOLID, p,
COLLISION_GROUP_NONE, tr );
Hi, I am not sure where this function is what version of the SDK are you
using? I say this because the latest version doesn't have any class called
HudTargetID and every TargetID class that does exist, does not have an
OnThink function.
The TargetID is resolved in the top-level player class
Sent: Saturday, July 25, 2009 11:15 AM
Subject: [hlcoders] Error with movement animations in new SDK (A FIX)
When we merged our code to the new Orangebox code in the sdk update a
couple
of months ago we immediately noticed that the leg movements of the
players
looked as if they were skating
would have never found it!
- Original Message -
From: Jonathan White killermonke...@gmail.com
To: hlcoders@list.valvesoftware.com
Sent: Saturday, July 25, 2009 11:15 AM
Subject: [hlcoders] Error with movement animations in new SDK (A FIX)
When we merged our code to the new Orangebox
I did mean in hl2mp_playeranimstate.cpp, this only applies if you merged in
the new Orangebox SDK code from about 2 months ago.
The function is: void CHL2MPPlayerAnimState::ComputePoseParam_MoveYaw(
CStudioHdr *pStudioHdr )
Basically, every animation step cycle the update process checks your
When we merged our code to the new Orangebox code in the sdk update a couple
of months ago we immediately noticed that the leg movements of the players
looked as if they were skating on ice. I instantly trolled through the new
hl2mp_playeranimstate code that came with the SDK and came up empty.
--
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On Feb 1, 2008 1:30 PM, Tony omega Sergi [EMAIL PROTECTED] wrote:
check the qc for an $animation line that does something like
'frame 9 15'
what that means is, start on frame 9 and use 15 frames.
Not to be contrary, but doesn't this mean
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not in my experience, that's how it should be imo.
On Feb 3, 2008 4:37 PM, Jorge Rodriguez [EMAIL PROTECTED] wrote:
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On Feb 1, 2008 1:30 PM, Tony omega Sergi [EMAIL PROTECTED] wrote:
Subject: Re: [hlcoders] ERROR: end frame before start frame in @Idle01 ???
--
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On Feb 1, 2008 1:30 PM, Tony omega Sergi [EMAIL PROTECTED] wrote:
check the qc for an $animation line that does something like
'frame 9 15'
what that means is, start
, Jorge is correct in this regard.
frame 9 15
means the animation consists of frames 9 - 15
- Original Message -
From: Jorge Rodriguez [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, February 03, 2008 1:37 PM
Subject: Re: [hlcoders] ERROR: end frame before start
: Sunday, February 03, 2008 2:57 PM
Subject: Re: [hlcoders] ERROR: end frame before start frame in @Idle01 ???
--
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Yeah, Pie in my face for sure.
I just went back and looked at one of my qc's, and indeed..
I wonder what I was thinking :D
-Tony
wrong tony..
I've got pie scars from all the times I had to wipe off the cream from my
face.
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, February 03, 2008 2:57 PM
Subject: Re: [hlcoders] ERROR: end frame before
--
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I am spartacus.
--
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: Tony omega Sergi [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, February 03, 2008 2:57 PM
Subject: Re: [hlcoders] ERROR: end frame before start frame in @Idle01
???
--
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Yeah, Pie in my face for sure.
I just went
--
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Hey guys. I'm trying to replace the default idle sequences in the
male_shared_XSI_sdk.qci file with my own custom idle sequences that fit my
character but I keep getting this error message:
ERROR: end frame before start frame in @Idle01
This
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Interesting. I don't have that in my .QC so that can't be it. However, I
think I may have gotten it to work. At first I was trying the same idling
sequence in several different places but when I tried putting in some
different sequences the
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check the qc for an $animation line that does something like
'frame 9 15'
what that means is, start on frame 9 and use 15 frames.
if those counts are invalid, you'll get that.
On Feb 1, 2008 1:12 PM, Ben Mears [EMAIL PROTECTED] wrote:
--
[
Make sure you haven't corrupted your Makefile.vcpm file, for instance by
replacing tabs with spaces.
At 2007/11/10 12:11 PM, David van der Staak wrote:
--
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Sadly, things did go wrong with the copy-pasting. I'd use an online
pastebin (like pastebin.ca) next time...
From what I see, make is going crazy for no good reason... as long as
you only touched the upper section of the Makefile and nothing else
(e.g. the Makefile.vcpm) and you are in the
@list.valvesoftware.com Subject: Re:
[hlcoders] Error on compile on linux Date: Sat, 10 Nov 2007 14:56:09 +0100
Sadly, things did go wrong with the copy-pasting. I'd use an online
pastebin (like pastebin.ca) next time... From what I see, make is going
crazy for no good reason... as long as you only
Stupid simple question, but what version of GCC are you using?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David van der
Staak
Sent: Saturday, November 10, 2007 7:16 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Error on compile
--
[ Picked text/plain from multipart/alternative ]
Hello,
First off, i hope this post goes well and not gets screwed up somehow (yes
first time for everything)
Okay, so the situation is as follows:I've got a mod. It works fine on windows,
can compile it perfectly without errors. Windows
12, 2007 10:51 AM
Subject: Re: [hlcoders] Error in Query Protocoll ???
Hello,
yes the select supports UDP Sockets... becouse it uses the descriptors to
read the state.
How can i check the 4 Bytes?
My problem is, that i dont get 2 Packets, so the first packet i have
recieved isnt ok
, whats wrong with it?
Thanks!
(sorry for my bad english!)
With friendly Reguards from Germany
Ratman2000
- Original Message -
From: Ronny Schedel [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, September 10, 2007 6:05 PM
Subject: Re: [hlcoders] Error in Query Protocoll
Subject: Re: [hlcoders] Error in Query Protocoll ???
gt; Hello,
gt;
gt; first, the packet size is 1400 as far as I remember. Second, you have
to
gt; deal with multi-packets: http://dev.kquery.com/index.php?article=21
gt; This will happens mostly with the rules request, because it does not
fit
Reguards
Ratman2000
- Original Message -
From: Ronny Schedel [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, September 12, 2007 11:24 AM
Subject: Re: [hlcoders] Error in Query Protocoll ???
Hello,
check the first 4 Bytes response
FF FF FF FF means: only one packet
Hello,
is there an error in the Query Protocolo?
I call from an application the Server Protocol on many different
servers and all wors fine.. But on few servers i am not able to recieve the
Rulez but HLSW i have seen works fine!
I Tested with this Servers:
Connected: 85.131.163.208:27055
Hello,
first, the packet size is 1400 as far as I remember. Second, you have to
deal with multi-packets: http://dev.kquery.com/index.php?article=21
This will happens mostly with the rules request, because it does not fit
into one packet. Remember, UDP packets can be received in wrong order. Try
This is a multi-part message in MIME format.
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I have perl with its dll version 58 and the newest DXSDK.
All shaders seem to compile normally except pixel shaders that generate this
error:
SDK_LightmappedGeneric_LightingOnly_Overbright2.psh
Error
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I have started to get into messing with shaders, and have hit a problem..
When trying to compile my shader (buildsdkshaders.bat) , I get the error:
Can't locate Win32.pm
I would assume this is an
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Did you download the MSI installer or the ZIP archive?
/ProZak
On 21/08/07, Drak [EMAIL PROTECTED] wrote:
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I have started to get into messing
I used the ZIP archive, and I just tried the installer, and worked fine. :D
Thanks.
- Original Message -
From: Tobias Kammersgaard [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, August 21, 2007 7:13 AM
Subject: Re: [hlcoders] Error compiling shaders.
--
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Some users are getting this error when they attempt to create a server;
however, they do not receive it when they join a server. Any clues as to the
cause of this issue? This has only started for
Just curious which mod is this? Can you get any minidump files from the users?
On 12/21/06, Ben Everett [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
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Some users are getting this error when they attempt to create a
Forsaken. And minidumps from a non-crash? Kinda hard to have these users do
:)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Thursday, December 21, 2006 6:21 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Error Verifying STEAM
, December 21, 2006 6:21 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Error Verifying STEAM UserID Ticket
Just curious which mod is this? Can you get any minidump files from the
users?
On 12/21/06, Ben Everett [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format
PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Error Verifying STEAM UserID Ticket
Just curious which mod is this? Can you get any minidump files from the
users?
On 12/21/06, Ben Everett [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format
Murphy
Sent: Friday, December 22, 2006 12:11 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Error Verifying STEAM UserID Ticket
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They have tried the usual solutions to this problem, such as deleting the
clientregistry.blob from
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Pretty sure that was the cause, I recoded CTeam so it was a shared file and
also made it Array3 + Steam update and the error dissapeared. Couldn't test
Array2 because the code was already modified by then. Hmm I'll make it
Array2 again and see
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Yup no crash.
--
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What exactly are the differences between the three different
Send/RecvPropArray methods? My only tests show that 3 seems to handle
network traffic much better.
Giancarlo Rivas wrote:
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Pretty sure that was the cause, I recoded CTeam so it was a
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Error at engine.dll!0x0AF2
What exactly are the differences between the three different
Send/RecvPropArray methods? My only tests show that 3 seems to handle
network traffic much better
Note the latest Steam update broke array transmission so C_Team from the SDK
will crash. See the KI page.
At 2006/05/31 12:35 AM, Giancarlo Rivas wrote:
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Hi, I am having trouble debugging my code since it crashes on the closed
source so I get
Ah an update yesterday even should fix that. Update your srcds and retry?
At 2006/05/31 11:11 PM, [EMAIL PROTECTED] wrote:
Note the latest Steam update broke array transmission so C_Team from the SDK
will crash. See the KI page.
At 2006/05/31 12:35 AM, Giancarlo Rivas wrote:
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Hi, I am having trouble debugging my code since it crashes on the closed
source so I get no symbols :(
May someone tell me what does that address points to so I can have an idea
what is causing the crash? Some network variable maybe?
I have
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Trust valve!
Get that scaner out!
:P
--- [EMAIL PROTECTED] wrote:
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the
Huh?
Is he just asking for someone to compile his work? or for you to send
10 computers?
WE HAVE NOT COMPUTERS HERE, PLEASE SEND TEN ON THE SNAIG MAIL
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Andrew (British_Bomber) wrote:
Huh?
Is he just asking for someone to compile his work? or for you to send
10 computers?
Sometimes tei's jokes are a little hard to get.
--
Jeffrey botman Broome
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lol, I don't feel so bad now, if it was a joke.
Too many of those email scams read exactly the same way though, and
they take themselves seriously.
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I get error when Compiling the SDK
It asks about a precompiled headerdoes anyone know what it is talking about?
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you need to
#include cbase.h
in any newly created .cpp file
On Fri, 11 Mar 2005 21:42:33 -0700, Michael Kramer
[EMAIL PROTECTED] wrote:
I get error when Compiling the SDK
It asks about a precompiled headerdoes anyone know what it is talking
about?
I also get this message in fedora core 1.
On Sat, 04 Dec 2004 22:41:03 -0500, Chris Moyer [EMAIL PROTECTED] wrote:
what is this error message and why do I get about 100 of them every time
I start the server? I'm running Ubuntoo (debian mod) Linux with a 2.6.8
kernel.
Thanks again
--Chris
what is this error message and why do I get about 100 of them every time
I start the server? I'm running Ubuntoo (debian mod) Linux with a 2.6.8
kernel.
Thanks again
--Chris Moyer
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Can't find address: 0f8b2e4b
ERROR: No EXPORT: mynewclass:Think (0f8b2e4b)
Anyone know:
a.) What causes these errors?
b.) How do you fix them?
c.) Are they serious? (since they don't seem to break anything but I have to
rule them out in case they are affecting something)
Thanks,
Mark.
At 09:58 AM 11/19/02 +, you wrote:
Can't find address: 0f8b2e4b
ERROR: No EXPORT: mynewclass:Think (0f8b2e4b)
Anyone know:
a.) What causes these errors?
b.) How do you fix them?
c.) Are they serious? (since they don't seem to break anything but I have to
rule them out in case they are
1.) A missing EXPORT macro in the functions declaration.. so it should look
like this in your class declaration:
void EXPORT Think (void);
I tried shoving EXPORT on front of everything in sight, the error still
shows up.
Mark.
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Should be applied to touch functions also, as I recall.
void EXPORT Touch( CBaseEntity *pOther );
-Sniper
- Original Message -
From: Persuter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, November 19, 2002 11:12 AM
Subject: RE: [hlcoders] ERROR: No EXPORT
Paste the definition
Paste the definition of your class and the definition of the function (if
they're long, just cut out everything except where it actually says void
Think( void ) in both cases).
Persuter
At 12:51 PM 11/19/2002 +, you wrote:
1.) A missing EXPORT macro in the functions declaration.. so it
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