[hlcoders] the vphysics bug worse in latest srcds?

2006-03-03 Thread bloodykenny
I'm getting reports that the latest srcds steam update has increased the amount of vphysics bugs. I'm fairly certain now there was a vphysics change. Does anyone know when the last one occured? It apparently has introduced more bugs in the srcds core. My vphysics.so is dated Feb 18 22:26 but

Re: [hlcoders] Steam.exe useing 100% cpu at random times

2006-03-03 Thread bloodykenny
Attach to it and get a stack trace. You probably won't have symbols, but still might be illustrative. At 2006/03/03 10:13 PM, Adam \amckern\ Mckern wrote: Steam.exe useing 100% cpu at random times? When runing a half life mod, or half life 2 mod (or even the core game its self) steam.exe

RE: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-03 Thread bloodykenny
Well, the mid Dec one is it then. I know I didn't update my server between Thanksgiving and New Years, and the others server hosts I know probably didn't either. The symptoms are the same as the same as always, but the repro time frame seems to have changed like I said. Does anyone know what

Re: [hlcoders] Why VectorNormalize?

2006-03-05 Thread bloodykenny
What are talking about with respect to change? Change from what version to what version? Looks like it's always been that way. In any case, you can add another member function without worrying about engine binary compatibility if you want. At 2006/03/05 02:07 AM, you wrote: Aaron Schiff

Re: [hlcoders] Why VectorNormalize?

2006-03-05 Thread bloodykenny
There's no engine change required. That's a seperate module. The engine maintains it's own code for class member functions. I've never had a need to do this particular change in the Source engine, but I don't see how this could cause a problem. At 2006/03/05 12:50 PM, Tom Parker wrote:

Re: [hlcoders] Why VectorNormalize?

2006-03-05 Thread bloodykenny
You can add member functions to Vector. It will not affect the structure's binary layout. At 2006/03/05 01:08 PM, Jorge Rodriguez wrote: Tom Parker wrote: Replacing this code with a more C++ friendly version would require drastic changes everywhere in the engine, and be more of a pain than a

RE: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-05 Thread bloodykenny
It's worth noting that whatever the change was, it primarily appears to have gotten worse on linux. Although strangely vphysics.so crashers have, if anything, gotten more rare. The behavior of the bug has not changed much on Win32 it seems. Though again may vphysics.dll crashers have gotten

Re: [hlcoders] Linux Compile

2006-03-05 Thread bloodykenny
Are you referring to this known issue? http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#GNU_crasher_for_maps_with_broken_ladders At 2006/03/06 01:08 AM, Adam \amckern\ Mckern wrote: You will also get crashing with linux if ladders are not made one by one - such as you copy and paste

RE: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-07 Thread bloodykenny
Is there another resource that might be able to explain the recent vphysics change in particular, or shed light on HL2's vphysics bug in general? At 2006/03/05 01:28 PM, [EMAIL PROTECTED] wrote: It's worth noting that whatever the change was, it primarily appears to have gotten worse on linux.

[hlcoders] players falling out of DM maps

2006-03-09 Thread bloodykenny
Frequently players - I believe always when dead - fall out of DM maps. This causes servers crashes occasionally in some assert()s, alone with pages and pages of PM Got a velocity too low on Z errors. This isn't as critical of a srcds core bug as the vphysics bug (or even the realtime

Re: [hlcoders] players falling out of DM maps

2006-03-09 Thread bloodykenny
Well on dm_powerhouse for instance, do you know of any particular spawn point that's broken? They're all official Valve maps so I couldn't modify them, but maybe could hack in a code workaround to not use the broken spawn points if that's the issue. At 2006/03/09 08:30 PM, you wrote: -- [

Re: [hlcoders] VGUI proportion problems.

2006-03-10 Thread bloodykenny
There's a long-standing issue with the HL2 core, or perhaps the SDK, that if you change your screen res of window size, VGUIs get messed up until you restart. I've never tried to investigate a fix though. At 2006/03/10 08:49 AM, Benjamin Davison wrote: -- [ Picked text/plain from

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread bloodykenny
related to the problem bloodykenny brought up, because he says it only happens when players are dead. But maybe they are the same problem. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] players falling out of DM maps

2006-03-10 Thread bloodykenny
Yes I'm running my mod, but it doesn't affect spawn points. Note, the player never notices they're outside the map. I think it's only ragdolls, though I'm not positive. Let's put it this way, I don't have players yelling help I've fallen out of the map. I just see in the server log pages

Re: [hlcoders] players falling out of DM maps

2006-03-12 Thread bloodykenny
My mod does have bots now, but I've seen this problem forever - I distinctly remember seeing one of the first times I ever loaded dm_runoff also, like a year ago, and I had no bots then. Hmm. Maybe the latest steam update fixed it? I haven't seen this bug since I updated. At 2006/03/11

RE: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-12 Thread bloodykenny
Well I see the vphysics crasher is alive and well after the srcds update last week. vphysics.dll!260a2426() vphysics.dll!260d3eae() vphysics.dll!2608af8e() vphysics.dll!2608b01b() vphysics.dll!260a2697() vphysics.dll!260aac2b()

Re: [hlcoders] Problems..

2006-03-13 Thread bloodykenny
Stack trace? Error message? At 2006/03/13 09:51 PM, Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] I don't know what happened, whether it was the last steam update or what. But since then. The AI That I coded in, for MP (followed the tutorial on the WIKI) no Longer

Re: [hlcoders] Not spawning a bot into the game when they first get called in the engine.

2006-03-14 Thread bloodykenny
You want spectator bots? At 2006/03/14 07:58 PM, Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Hi guys :D Currently I'm wrestling with bots =) And I have them working nicely, but when they first get put in the game I don't want them to spawn physically into the

Re: [hlcoders] Not spawning a bot into the game when they first get called in the engine.

2006-03-15 Thread bloodykenny
So move them to the spectator team. I don't see what the purpose of spectator bots could be, but oh well, that seems to be what you want. At 2006/03/15 08:24 AM, Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Well sort of, basically what I'm doing is adding a bunch

RE: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-16 Thread bloodykenny
Hmm this one's seemingly identical to the last one. vphysics.dll!260a2426() vphysics.dll!260d3eae() vphysics.dll!2608af8e() vphysics.dll!2608b01b() vphysics.dll!260a2697() vphysics.dll!260aac2b() vphysics.dll!2609cd5b()

Re: [hlcoders] Vgui in MP Games

2006-03-18 Thread bloodykenny
Here, the scoreboard: src\cl_dll\hl2mp\ui\hl2mpclientscoreboard.cpp At 2006/03/18 04:40 PM, Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] Howdo create a VGUI panel in MP games? I followed the tutorial on making GameUI Panels, but it did not work for my mod :( Can

Re: [hlcoders] Vgui in MP Games

2006-03-18 Thread bloodykenny
Did you even look at that filename I posted? The scoreboard is a very good example. How about this, you fix the vphysics crasher and I'll write your gui for you. At 2006/03/18 05:09 PM, Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] Do you know where it is called? I

[hlcoders] how do you set cvars for bots?

2006-03-21 Thread bloodykenny
For instance, every time a bot joins, I get: GetUserSetting: cvar 'cl_playermodel' unknown. GetUserSetting: cvar 'cl_playermodel' unknown. Now I could do special-case hacks all over the place for bots, but surely there's a better way? ___ To

Re: [hlcoders] GetClientConVarValue

2006-03-21 Thread bloodykenny
In that vain I hope one day to have *a fix for bloodykenny's mod*, ie the infamous Physical Mayhem bug. At 2006/03/21 08:31 PM, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] I found it sorta funny that Valve mentioned that it was a fix for *Garry's Mod* On 3/21/06,

Re: [hlcoders] how do you set cvars for bots?

2006-03-21 Thread bloodykenny
Ah thanks. It's worth noting however that the mod gets callbacked prior to the CreateFakeClient call even completing, so if one wants to fix this, you apparently have to put a nasty hack into the void ClientActive( edict_t *pEdict, bool bLoadGame ) function like so: if

RE: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-25 Thread bloodykenny
And another... vphysics.dll!260a1f40() vphysics.dll!260b6240() vphysics.dll!2609444b() vphysics.dll!260e577c() vphysics.dll!260a2400() vphysics.dll!260d3eae() vphysics.dll!2608af8e() vphysics.dll!2608b01b()

RE: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-26 Thread bloodykenny
Hmm this one's a little different - has a tier0 in there. I think Jay Stelly said one time that should be impossible. Well it's rare, anyway. I have minidumps of all of these btw, if anyone from Valve wants them. vphysics.dll!2609993d() tier0.dll!008738de()

Re: [hlcoders] String table case insensitivity causes problems.

2006-03-27 Thread bloodykenny
Wow good catch! I saw the chat truncation thing once before, but chalked it up to a networking glitch or something so I didn't report it. I should have investigated further. Do you know how this bug trickles down to causing the chat truncation? Worthy of note is that stringpool.cpp contains

Re: [hlcoders] Client dll not being used

2006-03-29 Thread bloodykenny
This is the same bug in the srcds core, unfortunately. In fact Valve probably copied the Quake 2 code directly because Quake 2 had this exact same annoying bug of failing to report dll load issues and continuing. That was the first thing I fixed when they open sourced it. :) Try

Re: [hlcoders] the vphysics bug worse in latest srcds?

2006-04-01 Thread bloodykenny
Bonus trace for today...! vphysics.dll!260a2426() vphysics.dll!260d3eae() vphysics.dll!260d0590() vphysics.dll!2608af8e() vphysics.dll!2608b01b() vphysics.dll!260a2697() vphysics.dll!260c6716() vphysics.dll!260aabf2()

Re: [hlcoders] does the engine API allow new edict_t m_fStateFlags?

2006-04-01 Thread bloodykenny
Well UTIL_GetPlayerConnectionInfo wouldn't work because there's no entity so player is null. But engine-GetPlayerNetInfo might have worked as a hack. Good idea, but too late I already solved it manually. :) At 2006/04/01 11:06 PM, Aaron Schiff wrote: -- [ Picked text/plain from

Re: [hlcoders] the vphysics bug worse in latest srcds?

2006-04-08 Thread bloodykenny
This vphysics crasher is a new one - it crashed on testbyte ptr [ebp],2 where ebp was a null pointer... vphysics.dll!260a1f40() vphysics.dll!260d3dc0() vphysics.dll!260e577c() vphysics.dll!260a2400() vphysics.dll!260d3eae()

Re: [hlcoders] Putting an entitys position on the hud with a graphic and other bonus questions.

2006-04-09 Thread bloodykenny
cl_entitylist is the client side name. search for 'maxplayers'. At 2006/04/09 12:20 PM, you wrote: -- [ Picked text/plain from multipart/alternative ] Now conceptually I have the idea down in my head; What I would first do is find the entity and then find out it's position in the world(easy

[hlcoders] dm_runoff nuke damage

2006-04-09 Thread bloodykenny
What C++ class entity is the dm_runoff nuke damage stored in? Ie, how would I go about correcting the damage to be more for a mod where the standard amount is rather puny? ___ To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] gpGlobals-realtime standing still

2006-04-11 Thread bloodykenny
I've found that this bug seems to actually have two components, neither of which the mod has seemingly any control over. The first I mentioned below is that realtime will stand still before periods up to 1 seconds or so if something else on the box is using lots of CPU. There is a second,

RE: [hlcoders] The Wall Bug of KZMOD

2006-04-12 Thread bloodykenny
Jay I'm confused because your response acts like client stuck on object is hard to reproduce. If I flip a table upside-down and walk across it that always causes the error message for me. Is it not supposed to do that? Or maybe you were talking about something else - there were 3 issues in

Re: [hlcoders] dm_runoff nuke damage

2006-04-12 Thread bloodykenny
Hmm I don't see a trigger_hurt being spawned on map startup. At 2006/04/09 11:59 PM, Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] uhh, It isn't like tha ti don't think, I think it has a huge trigger_hurt all over the map (except in the building) and the damage is set

RE: [hlcoders] gpGlobals-realtime standing still

2006-04-12 Thread bloodykenny
Using the 100% cpu method that always breaks rather easily, I get results as follows, from the code below. It usually occurs in groups of 2 or 3. The long-term slowdown may take several days to repro again. In this case you see realtime being frozen for 2 milliseconds, calling GameFrame 3

RE: [hlcoders] gpGlobals-realtime standing still

2006-04-12 Thread bloodykenny
Oh yea forgot to say it's an intel p4 single proc with HT enabled. Here's one that repeated 6 times lasting 5 ms... odd realtime 11172032919604142 1479.026855 1479.368408 0.015000 odd realtime 11172032923627014 1479.368408 1479.368408 0.015000 odd realtime 11172032926027614 1479.368408

RE: [hlcoders] gpGlobals-realtime standing still

2006-04-17 Thread bloodykenny
Thanks much. When you say curtime will reflect the 0.015 increments per tick, it sounds like you're saying that realtime is broken in this regard and I should use curtime instead? That's ok, but please confirm, as I will need to do a lot of search and replace. I've run a few tests and

Re: [hlcoders] The Wall Bug of KZMOD

2006-04-17 Thread bloodykenny
Did you confirm the broken spot in dm_runoff that I posted the link to earlier? At 2006/04/14 08:42 PM, Skillet wrote: -- [ Picked text/plain from multipart/alternative ] The same issue happens in my mod (using HL2DM SDK base), so I would assume it is a problem of the SDK and none of the

RE: [hlcoders] gpGlobals-realtime standing still

2006-04-18 Thread bloodykenny
No, I do not need real time accuracy. I just need to know how the game thinks time is advancing each tick. To give an example, I'm using gpGlobals-realtime to set a stamp and change the weird feature where you can switch weapons over and over almost limitlessly fast in HL2 DM. I left it

Re: [hlcoders] Crashes with CUTLVector usage.

2006-04-18 Thread bloodykenny
Abstract code snippets are not useful. Post a stack trace. At 2006/04/18 07:38 PM, Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Hi, I'm currently messing around with the CUTLVector class but I have a problem. For some reason it will crash with a .AddToTail in some

[hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-18 Thread bloodykenny
So I happened to catch my server when the Physical Mayhem bug was in progress but the server had not (yet) crashed. (See http://forums.steampowered.com/forums/showthread.php?s=threadid=248425 for anyone unfamiliar with this bug.) Anything I can do to help debug this? As usual with the

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-18 Thread bloodykenny
I noticed that most of the objects in the world have z values like: z -880609.44 float z -861464.81 float z -1501742.9 float So I guess when the Physical Mayhem bug is happening and all the items disappear, they aren't getting removed from

RE: [hlcoders] Strange crash backtrace.

2006-04-18 Thread bloodykenny
Yes it does - #23 At 2006/04/18 09:57 PM, Jay C. wrote: GoreMod doesn't call or hook anything in that trace :\ -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: 19 April 2006 00:20 To: hlcoders@list.valvesoftware.com

RE: [hlcoders] Strange crash backtrace.

2006-04-18 Thread bloodykenny
It could've had more callbacks along the way. At 2006/04/18 10:25 PM, Jay C. wrote: But inside that function, which is GameFrame, nothing else is called in this chain. -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent:

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-18 Thread bloodykenny
Inside engine-SolidMoved the engine.dll does a few callbacks to the open source side to get collision properties and origins. Then it loops around for a very long time, walking some sort of closed-source linked-list. Is engine-SolidMoved supposed to be doing looping and cpu-intensive things?

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-19 Thread bloodykenny
I'm seeing plenty of callbacks to WorldSpaceSurroundingBounds from the core engine side of things, and for what it's worth the SDK side is returning seemingly valid, albeit hugely negative z, values. + pVecMins0x0012ddc0 {x=4984.7964 y=5646.7964 z=-1191362.9 } Vector * +

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-19 Thread bloodykenny
What is IsAsleep()? I can't find any documentation on it, but is it weird that all the objects are IsAsleep() true? I notice it because the closed-source side calls back to WorldSpaceSurroundingBounds which calls ComputeSurroundingBox, and in there it always goes to check and is always

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-20 Thread bloodykenny
OBB is just the bounding box around the model USE_OBB_COLLISION_BOUNDS is probably there for other support that was never implemented/never needed to be So you think it's bad if every entity in the world is set to USE_OBB_COLLISION_BOUNDS? Valve, is this bad? Garry, are you talking about a

Re: [hlcoders] Sending a string_t to a client from the server

2006-04-22 Thread bloodykenny
Code snippets like this inevitiably leave out the problem. You probably don't have the string stored in a static? If the string is deallocated at any time, the server won't send it. Also make sure it's null-terminated. At 2006/04/22 04:15 PM, Benjamin Davison wrote: -- [ Picked text/plain

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-22 Thread bloodykenny
The mod players were getting restless so I couldn't wait any longer for a response from Valve so I had to shut it down. Unfortunately there's no documentation on how most of that stuff is supposed to work, and there are frightfully few asserts in the SDK. I guess I'll have to do a lot of

Re: [hlcoders] ent_setname bug - Can Valve fix?

2006-04-23 Thread bloodykenny
You should add a patch to http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List ...? At 2006/04/23 08:02 PM, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] If you're a coder, it's a simple fix...anyway, it's a modside fix: if ( (ent-GetEntityName() !=

Re: [hlcoders] Sending a string_t to a client from the server

2006-04-23 Thread bloodykenny
soapboxThe string_t type is just a thin char[] wrapper. A real C++ string is std::string and has copyable, constructable operator semantics and reference-counted garbage collection that prevent some of this confusion. Nothing good can come of assignment operators on char[] wrappers, unless

Re: [hlcoders] Can't move when in spectator move.

2006-04-25 Thread bloodykenny
I fixed this prior to creating http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List so I never posted a good patch for it, but yea you had to set the spectator to alive or it couldn't move. At 2006/04/25 06:24 PM, Nick wrote: -- [ Picked text/plain from multipart/alternative ] I still

Re: [hlcoders] Scrollbar Missing Texture

2006-04-30 Thread bloodykenny
Yeah I've noticed that bug too. I'm not certain that's even in the SDK - it may be a core engine bug. At 2006/04/28 12:19 PM, Justin Krenz wrote: The scroll bar background in my mod's MOTD panel is missing its texture (appears as the purple checkerboard). Does anyone know what texture is

Re: [hlcoders] Crash in release mode only AND Changing the viewports

2006-04-30 Thread bloodykenny
Well if you set the compiler options correctly, the code won't even compile when you access a variable without initializing it. Unfortunately Valve's SDK still needs a lot of work to be at that level. (I posted some of the changes on the KI list.) At 2006/04/27 03:57 AM, Garry Newman wrote:

Re: [hlcoders] Crash in release mode only AND Changing the viewports

2006-05-02 Thread bloodykenny
Well I was referring to gcc actually, since it's a much better and extremely helpful compiler when it comes to error-checking your code. But msvc has it too: configuration properties C/C++ General treat warnings as errors At 2006/04/30 11:15 PM, Nick wrote: -- [ Picked text/plain from

Re: [hlcoders] VSTDLIB Whoes.

2006-05-06 Thread bloodykenny
I'd highly recommend avoiding those CUtl things in that context. Just use regular STL unless you're dealing with a Valve interface that demands something else. STL is much more robust and easier to debug. At 2006/05/04 08:58 AM, Jay C. wrote: I'm trying (unsuccessfully) to use some of the

RE: [hlcoders] VSTDLIB Whoes.

2006-05-06 Thread bloodykenny
If you're using a newer version of gcc than the version the host box came with, you may need to ship libstdc++.so, libc.so or others with your game .so. GNU/Linux does an absolutely abysmal job of helping you in this respect. There is, for instance, no way to fully statically link a

RE: [hlcoders] VSTDLIB Whoes.

2006-05-07 Thread bloodykenny
I'm not sure what is meant by 'kernel accessing functions' in the context of static linking. However that's not what I was referring to. I was referring to static linking being incompatible at the user code level. Ie, gcc doesn't allow '-static' and '-shared' at the same time, and if you

Re: [hlcoders] Scrollbar Missing Texture

2006-05-07 Thread bloodykenny
Can you be more specific? Don't see it, but then the chatbear search is not reliable. At 2006/04/30 11:47 PM, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] It certainly is an SDK bug and a fix *has been posted* on VERC forums. -- ts2do --

Re: [hlcoders] FW: Source Beta Engine Released

2006-05-21 Thread bloodykenny
I'm worried that with such a tremendous delay between SDK updates, it's going to take days to merge the codebase. Maybe I'm imagining more code thrash than there's actually been though. At 2006/05/11 11:26 PM, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] He's lying!

Re: [hlcoders] gpGlobals-realtime standing still

2006-05-21 Thread bloodykenny
In the base SDK there are only a few areas where realtime is used. None of them should really be important, but I changed the non-perf related ones to curtime for consistency in: c_baseanimating.cpp hl2_player.cpp I left the perf ones as realtime in: perfvisualbenchmark.cpp vgui_fpspanel.cpp

Re: [hlcoders] assert since new engine update

2006-05-27 Thread bloodykenny
I was just investigating too. It looks like in release mode there's a chance of it crashing, but not certain. More evidence to support my ongoing theory that Valve never does debug builds. :) At 2006/05/27 01:13 PM, Jorge Rodriguez wrote: Tony omega Sergi wrote: Is anyone else getting an

Re: [hlcoders] assert since new engine update

2006-05-28 Thread bloodykenny
This appears to be a bug in the core engine that the SDK has no real control over. If I add this extra logging: To the bottom of SendProxy_PlayerList: Msg(sending player #%d = ent num %d\n, iElement, pOut-m_Int); To the bottom of SendProxyArrayLength_PlayerArray: Msg(sending size %d\n,

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-28 Thread bloodykenny
This is certainly a promising step - thanks all. However, can you explain what exactly this fixes? Is this supposed to fix the classic Physical Mayhem Bug, or does this fix something to do with scripts/propdata_cs.txt, which is presumably irrelevant to the generic HL2DM Physical Mayhem Bug?

RE: [hlcoders] assert since new engine update

2006-05-28 Thread bloodykenny
The following patch fixes the bug by disabling CTeam entirely. I'll eventually remove CTeam from my mod, as it doesn't do anything, but for now here's a backwards-compatible fix. (Unfortunately the player that is reporting crashers since the latest Steam update was not helped by this fix.)

Re: [hlcoders] Some sourcesdk\bin dlls coming up AWOL for some reason...

2006-05-28 Thread bloodykenny
This is different fro mall the http://developer.valvesoftware.com/wiki/SDK_workaround stuff posted earlier? At 2006/05/28 08:33 PM, Tim Holt wrote: This morning I was working on something, and ran both the 3d party mdldecompiler.exe with out any issues, plus studiomdl.exe in sourcesdk\bin

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-28 Thread bloodykenny
Yeah part of my real job is engineering support so I understand the importance of repro steps if engineering hasn't seen an issue. I'm a bit baffled though, given how many people have reported it, that Valve hadn't seen it regularly. (Does Valve have a public HL2DM stress test server? If so,

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-29 Thread bloodykenny
I left my server on dm_steamlab overnight: no crash, and no Physical Mayhem bug. (I'm still reluctant to say it's gone for good after 1 1/2 years of spending so much of my modding time on this.) So then I reverted the fix and applied just the assert. The instant I did changelevel

RE: [hlcoders] assert since new engine update

2006-05-29 Thread bloodykenny
That's interesting - I checked C_BasePlayer and you're right in that it falls through to C_BaseEntity which uses the m_iTeamNum, which is only transmitted to PVS-local entities. However C_Team stills seems to not serve any useful purpose, because the easy solution would be to change

RE: [hlcoders] assert since new engine update

2006-05-29 Thread bloodykenny
Ok thanks, sounds good. CTeam does seem appropriate for storing something like team win counters or whatever, but I still would not want to waste the bandwidth (even though it should be fairly low) sending the team associations two different ways, when the client can already figure that list

RE: [hlcoders] assert since new engine update

2006-05-29 Thread bloodykenny
Ok thanks for the updates. I added a KI for that: http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Server:_The_client.27s_team_membership_is_pointlessly_sent_across_the_wire_twice. There seems to be another new crasher at work then in the latest Steam. I'm getting lots of reports

Re: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-30 Thread bloodykenny
What makes you think that? I've never seen any evidence of that. At 2006/05/29 01:41 PM, Nick wrote: -- [ Picked text/plain from multipart/alternative ] I don't think the modding hl2:dm code is the exact same as valve's hl2:dm release code On 5/29/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

Re: [hlcoders] collision issue

2006-05-30 Thread bloodykenny
You can't always set a breakpoint in callbacks from the closed-source engine. I'm not really sure why, but I've noticed, during my extensive time spent trying to debug the closed-source vphysics.dll that it doesn't always work. The stack trace gets messed up, presumably by inlined code that

[hlcoders] Homepage / Developer / Manual

2006-05-30 Thread bloodykenny
Has anyone gotten the Homepage / Developer / Manual stuff working again in their mod since that steam update broke it a few weeks back? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Homepage / Developer / Manual

2006-05-31 Thread bloodykenny
You mean it was working for a little while? I haven't seen it work in several weeks. At 2006/05/31 12:12 AM, Adam \amckern\ Mckern wrote: Nope, the my media update broke it all again Adam McKern --- [EMAIL PROTECTED] wrote: Has anyone gotten the Homepage / Developer / Manual stuff

Re: [hlcoders] Error at engine.dll!0x0DDDDAF2

2006-05-31 Thread bloodykenny
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: -- [ Picked text/plain from multipart/alternative ] Hi, I am having trouble debugging my code since it crashes on the closed source so I get

Re: [hlcoders] Homepage / Developer / Manual

2006-05-31 Thread bloodykenny
Ah nice, thanks Valve. They seem to have also fixed the regression where it kept changing my Steam internet games list back to HL2DM every time I clicked off that tab. It sure would be nice if they'd also fix that age-old bug where Steam chugs along for several minutes and then dies at the

Re: [hlcoders] Error at engine.dll!0x0DDDDAF2

2006-05-31 Thread bloodykenny
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: -- [ Picked

Re: [hlcoders] [Source] Thread-safety ?

2006-05-31 Thread bloodykenny
If you're doing something un-thread-safe, like calling game functions from another thread, you can expect it to break. The fact that it didn't break at some earlier time is pure luck. At 2006/05/31 03:10 PM, Olef van de Stadt wrote: What changed in the Source engine since the 25th that a

Re: [hlcoders] gpGlobals-curtime

2006-06-03 Thread bloodykenny
Coincidentally I'd just been doing some more research into gpGlobals-curtime server-side. Not sure if this applies to client-side too, however it seems that gpGlobals-curtime server side is able to go slightly backwards in some situations. Apparently it depends on what call back is occurring

RE: [hlcoders] gpGlobals-curtime

2006-06-03 Thread bloodykenny
Apparently this curtime fluctuation issue to is due to ConCommands not being handled within CServerGameDLL::GameFrame() but instead starting from within the ConCommand::Dispatch() callback. This is all very bizarre, and what few comments there are on this are things like // tickcount

[hlcoders] Getting srcds to work on newer linuxes?

2006-06-06 Thread bloodykenny
Neither srcds_i486 nor srcds_i686 will load my mod on FC5. They will load hl2mp however. It's hard to say what's to blame because, as has been discussed ad nauseam on the Verc forums, the srcds has a bug where it gives no indication as to why it fails to load your .so, it simply skips it and

RE: [hlcoders] Getting srcds to work on newer linuxes?

2006-06-06 Thread bloodykenny
Ah - I should've thought of this, but it's rather late, thanks for leading me down the right path there! There were several gnu symbols undefined because srcds_i486 and srcds_i686 don't link to libstdc++.so, unlike the test program I was using to check the validity of my .so, which of course

RE: [hlcoders] Getting srcds to work on newer linuxes?

2006-06-07 Thread bloodykenny
Yeah, a good best-practice. I'm linking to 5 other third-party libraries statically, but somehow that one slipped by. Here is, fyi to all, the program to check that your mod is loadable and exports the right symbol. Sure would be nice if srcds would do this for you though *cough*. It

Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread bloodykenny
The last srcds update was not backwards-compatible. Make sure you've updated or you will get this error. This isn't the first srcds update that has had this bug/feature - it happened a couple months back as well. At 2006/06/11 04:33 PM, Garry Newman wrote: The different class tables doesn't

[hlcoders] Round 2: srcds on newer linuxes

2006-06-11 Thread bloodykenny
I've updated the KI list with the code issues that prevent compiling on gcc 4: http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Mod_fails_to_compile_with_gcc_4.x Unfortunately there are now run-time issues. The first big issue is that every time you respawn, your vision is stuck

Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread bloodykenny
The last steam update that broke compatibility was mid last week I believe. At 2006/06/11 04:53 PM, William Ravaine wrote: Yes that's what I suspected either - As I've explained in my first mail, I've update tried updating the dedicated server using the HLDSUpdateTool, but maybe I did that wrong?

RE: [hlcoders] Server uses different classe tables

2006-06-11 Thread bloodykenny
The breaking of class tables compatibility may have been unavoidable for whatever reason - but a notice would be helpful. At 2006/06/11 05:15 PM, you wrote: I really wish they'd fix the tools as well, it's been almost 2 weeks now and the tools still don't work properly. Steam is great because

RE: [hlcoders] Round 2: srcds on newer linuxes

2006-06-11 Thread bloodykenny
I've updated http://developer.valvesoftware.com/wiki/Compiling_under_Linux to mention that gcc 4.x will not work. However this behavior is surprising as I've extensively used cross-gcc version libraries before, due to the need to interface with third party products on old OSes. Generally you

RE: [hlcoders] Round 2: srcds on newer linuxes

2006-06-11 Thread bloodykenny
Thanks for the tips! I'd forgotten that fact about the Source SDK, although I'd actually discovered it once before when trying to run efence on a mod in order to try to debug Physical Mayhem. Quite frankly I'm still baffled as to how it resulted in the behavior it did, but oh well I've got

RE: [hlcoders] Server uses different classe tables

2006-06-17 Thread bloodykenny
I'm not sure the fact that it works on a listen server means anything. Ie, my guess is it is not even possible to get a 'Server uses different class tables' on a listen server. However I've never launched my mod with anything other than srcds, so I'm not really certain how it works if you're

Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-25 Thread bloodykenny
Is that a fix for the bug where re-sizing your HL2DM causes the ammo hud to be off the side of the screen? If so please elaborate, as I'm constantly annoyed by that long-standing bug whenever I switch in/out of fullscreen mode. At 2006/06/25 11:51 AM, Benjamin Davison wrote: -- [ Picked

[hlcoders] Physical Mayhem bug again! Death by Touch considered harmful??

2006-06-25 Thread bloodykenny
After a month or so without the commonplace Physical Mayhem bug that repros in HL2DM, I have now managed to create a new Physical Mayhem bug that's possibly unique to my mod, or at least to mods with similar features. This one is a bit harder to repro - I've only seen it twice in the last week

Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread bloodykenny
This is a bug in HL2DM as well. The blood spatters on the wall don't appear for your own blood. At 2006/06/25 08:24 PM, you wrote: Hi, I was working on a new melee weapon for our mod Caliber when I ran across this. I've been debugging left and right all night trying to understand why the blood

RE: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread bloodykenny
So what exactly did Valve break in the hud? What files? Because HL2DM has this same bug. At 2006/06/26 11:32 AM, Tony \omega\ Sergi wrote: Yeah you have to put the numbers in the scheme file relative to 640x480. I use hud_reloadscheme a lot, and I've never had this problem after editing them

Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-29 Thread bloodykenny
Finally, I wish that Valve would roll back their changes to the SDK tools. The latest version of the tools do not work properly. If you're not going to fix them, then at least go back to a version that did work. It's not nice doing unsolicited updates, installing broken code, then just leaving it

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