I have a suggestion for the fact that the game works fine in Debug mode. I
assume that you're launching HL in windowed mode to debug your mod. Then,
the 320 sprites are used, whereas the 640 ones are used in non-windowed
mode. Perhaps it comes from the sprites... I don't know why it could have a
relation with DispatchUserMsg, but it worth trying to verify your
sprites/hud.txt.
For the ".sbr ignored" warning message of MSVC, I get the same messages on
the "gamerules" files (teamplay_gamerules, singleplay_gamerules,
multiplay_gamerules, mygamerules, ...). I've taken the decision to ignore
them as they ignore my .sbr files :D
- Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st )
- email : [EMAIL PROTECTED] & ICQ : 71548738
----- Original Message -----
From: "Persuter" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, June 10, 2002 2:06 AM
Subject: RE: [hlcoders] Problem with DispatchUserMsg
| Well, here's the WRITE_* bit, but this doesn't actually get called until
| quite a bit after it actually spawns, and until well after the game has
| actually started, so after the error occurs in singleplayer.
|
| MESSAGE_BEGIN( MSG_ALL, gmsgWeather, NULL );
| WRITE_BYTE( Current );
| MESSAGE_END();
|
| I've tried changing Current to an unsigned char, an int, and a byte, to
| no avail. There is an extern int gmsgWeather earlier in the file, and
| when I look at it in the debugger, while the rest of the values go
| completely bonkers (I can't even evaluate local variables anymore in the
| MSVC debugger), gmsgWeather is 100.
|
| Here are the corresponding defines of gmsgWeather, both in the normal
| places that they should be:
|
| int gmsgWeather = 0;
| gmsgWeather = REG_USER_MSG("Weather", -1);
|
| Again I don't know for sure that this message is actually the problem,
| I'm simply guessing. By the way, there's another odd problem with this.
| When I compile and run, the game crashes on singleplayer with the above
| message, but if I start it up in debug mode, the game does NOT crash, it
| goes right through, just like multiplayer.
|
| Also, there's a couple of other odd problems. For example, we have a
| streetlamp entity that is supposed to display a sprite at the top of the
| lamp (a little glow sprite). Instead of each lamp displaying the sprite,
| however, one lamp displays ALL the sprites for the entire level. That
| is, all the lamps have no sprite except for one which has a major
| sunburst.
|
| Now, more recently, the sunburst has moved to a random BARREL, which
| isn't even the same ENTITY. At this point, is it fair to say I should
| just call shenanigans on the whole thing and start packing the stuff
| into a new SDK, hoping that I'll get rid of whatever problems there are?
| :) This SDK was extensively worked on by a guy who really didn't
| understand anything about C++, so I'm highly worried that somewhere
| there's some insane error (or something like a zillion char array),
| hiding and snickering quietly at me, waiting for me to finally chance
| across it.
|
| (There is also a problem that occasionally the compiler will throw a
| warning "Minor error in <C++ file that I was working on>.sbr ignored."
| occasionally.)
|
| Anyone who has seen these sorts of problems before, please help!
|
| Persuter
|
| > -----Original Message-----
| > From: [EMAIL PROTECTED] [mailto:hlcoders-
| > [EMAIL PROTECTED]] On Behalf Of Christopher McArthur
| > Sent: Sunday, June 09, 2002 1:20 PM
| > To: [EMAIL PROTECTED]
| > Subject: Re: [hlcoders] Problem with DispatchUserMsg
| >
| > Yeah the problem is your accessing a user msg with the index of 255,
| when
| > the max number of user messages
| > is 128. It seems unlikely that you have too many messages because then
| > youd
| > be falling out on the 128'th youve added and not the 255th, my guess
| is
| > your
| > using a weird value in the WRITE_MESSAGE macro.
| >
| > ----- Original Message -----
| > From: "Persuter" <[EMAIL PROTECTED]>
| > To: <[EMAIL PROTECTED]>
| > Sent: Sunday, June 09, 2002 9:39 AM
| > Subject: [hlcoders] Problem with DispatchUserMsg
| >
| >
| > > OK, it's time for Persuter's bimonthly Puzzle Of The Month! That's
| > > right, folks, whoever gives the most correct answer to the following
| > > question will receive a valuable nonmonetary prize.
| > >
| > > Actually, it's not really a question about code so much as a
| question
| > > about an error. Basically, with seemingly no explanation, our game
| has
| > > started throwing the following error:
| > >
| > > Host_Error: DispatchUserMsg: Illegal User Msg 255
| > >
| > > The interesting part is that it only throws it when we start up a
| single
| > > player game. When one starts up a multiplayer game it goes through
| just
| > > fine.
| > >
| > > What exactly does this error message mean? Does it mean we have too
| many
| > > user messages (seems quite unlikely)? And why should it start only
| when
| > > we're starting up a single player game? We have indeed added a
| message
| > > since the
| > >
| > > Anyway, I'm basically just looking for a place to start here, since
| I'm
| > > sort of at a loss for what exactly this error message means. Thanks
| in
| > > advance, and no doubt I'll figure it out in five minutes and feel
| really
| > > stupid anyway. :)
| > >
| > > (During the typing of this message I actually realized I wasn't even
| > > copying the client dll to the cl_dlls folder. /me rolls his eyes. :)
| > > Still doesn't work in the same way, though.)
| > >
| > > Persuter
| > >
| > > _______________________________________________
| > > To unsubscribe, edit your list preferences, or view the list
| archives,
| > please visit:
| > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
| > >
| > >
| >
| > _______________________________________________
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| > please visit:
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|
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