No i mean the trails go in wrong position for some weapons, i know trail
in firebullers struct for weapons based on UTil_Tracer(...,...,...)
And i speak about SP.
So, some fix?
* [EMAIL PROTECTED] [Tue, 22 Aug 2006 01:24:03
-0700]:
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Today's Topics:
1. Re: Source Engine Bugs (Michael Kramer)
2. New Bug found in Ep1 Source code
(=?windows-1251?B?wujy4PEgz/Du8uDx7uI=?=)
3. RE: Linux crashes on startup, anybody else getting
this? ([EMAIL PROTECTED])
4. Re: New Bug found in Ep1 Source code
([EMAIL PROTECTED])
5. Re: datamodel/idatamodel.h missing (Nick)
6. Player movement issues after SDK update?
([EMAIL PROTECTED])
7. Re: Source Engine Bugs (Jonathan Murphy)
8. Strange Bullet Impact Sound Problem (Hyperjag 3)
9. Physics becoming out of sync (Jeremy Swigart)
10. Re: Source Engine Bugs (Andrew (Bromfitsen))
--__--__--
Message: 1
Date: Mon, 21 Aug 2006 20:48:34 -0600
From: "Michael Kramer" <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlcoders] Source Engine Bugs
Reply-To: [email protected]
--
[ Picked text/plain from multipart/alternative ]
Him being a nub wasn't really the problem, it was more his attitude
and
immaturity towards others that was the real problem. Some of the
questions
he asked, weren't Source SDK Nub questions, they were basically C++
nub
questions, which is not really what this list is for. Asking what
headers to
include for a function isn't really the Source SDK, because if he
knows
the
function, he should at least know where to get the header files for it
to
work.
You got "miffed" up at me for asking nub questions that involved
functions
regarding the SDK, not howto include header files, but I'm guessing I
have
shaped up since then, considering I actually can help people with
their
problems now, and haven't asked any questions lately.
But anyway, Thanks Mike, banning him (even with just that email) will
at
least send a message that is immaturity and illuse of this mailing
list
will
not be tolerated.
Thanks --=
Michael Kramer
--
--__--__--
Message: 2
From: =?windows-1251?B?wujy4PEgz/Du8uDx7uI=?=
<[EMAIL PROTECTED]>
To: <[email protected]>
Date: Tue, 22 Aug 2006 07:15:07 +0400
Subject: [hlcoders] New Bug found in Ep1 Source code
Reply-To: [email protected]
Some weapons, not all in new code have bad trails, it's looks some
up'ped.
like pulserifle , smg...
so, pistol work fine
here is it :
http://img214.imageshack.us/img214/9900/nonrealkl0.jpg
Do some one know fast fix for solve that bug?
And all have that? in fresh copy?
--__--__--
Message: 3
Date: Mon, 21 Aug 2006 22:51:54 -0500
To: [email protected]
From: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Linux crashes on startup, anybody else getting
this?
Reply-To: [email protected]
Please ensure it also includes the choreo* stuff, per my entries on
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_link_fully_on_Linux
(... and anything else that might be missing ...)
At 2006/08/21 08:33 PM, Mike Durand wrote:
>I just added it to the SDK branch. It will be included in the next
SDK
>update. That should be coming out soon.
>
>-Mike
>
>-----Original Message-----
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of Scott
Loyd
>Sent: Monday, August 21, 2006 1:21 PM
>To: [email protected]
>Subject: Re: [hlcoders] Linux crashes on startup, anybody else
getting
>this?
>
>Valve, can we have the source(s) to mathlib.lib?
>
>[EMAIL PROTECTED] wrote:
>> FYI, I have confirmed that those missing symbols are present in the
>MSVC .lib files. I don't see why Valve would've done that unless
they
>wanted to make them closed-source, but they'd already released
previous
>versions open source, so this is one of their more mysterious
breakages.
>>
>> At 2006/08/19 09:56 PM, [EMAIL PROTECTED] wrote:
>>> I thought there was a KI on this already but there wasn't... So I
>added a KI entry for the srcds dlopen bug:
>>>
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#srcds_d
>>> oes_not_inform_you_that_your_mod_failed_to_load
>>>
>>> At 2006/08/19 04:08 PM, Scott Loyd wrote:
>>>> nice catch!
>>>>
>>>> (gdb) info sharedlibrary
>>> >From To Syms Read Shared Object Library
>>>> 0x00a09300 0x00a22604 Yes /lib/tls/libm.so.6
>>>> 0x00a00bb0 0x00a018c4 Yes /lib/libdl.so.2
>>>> 0x008e8c00 0x009d9a40 Yes /lib/tls/libc.so.6
>>>> 0x008bb7a0 0x008cd59f Yes /lib/ld-linux.so.2
>>>> 0x0011f100 0x0013a6d0 Yes bin/tier0_i486.so
>>>> 0x00a812d0 0x00a89998 Yes /lib/tls/libpthread.so.0
>>>> 0x00c05910 0x00c0eff0 Yes bin/vstdlib_i486.so
>>>> 0x00b50960 0x00b9b6e0 Yes bin/dedicated_amd.so
>>>> 0x003fa5a0 0x0041c0e0 Yes
bin/soundemittersystem_i486.so
>>>> 0x00199860 0x002292a0 Yes bin/materialsystem_i486.so
>>>> 0x00448330 0x0049a7f0 Yes bin/studiorender_i486.so
>>>> 0x00cc96a0 0x00e542d0 Yes bin/vphysics_i486.so
>>>> 0x00271520 0x002a9ff0 Yes bin/datacache_i486.so
>>>> 0x00ff8fe0 0x011e4020 Yes bin/engine_amd.so
>>>> 0x03995410 0x03a5b040 Yes
>>>> bin/libsteamvalidateuseridtickets_i486.so
>>>> 0x002b85f0 0x002c3a50 Yes bin/steam_api_i486.so
>>>> 0x002d63a0 0x002d89e0 Yes bin/shaderapiempty_i486.so
>>>>
>>>>
>>>>
>>>> [EMAIL PROTECTED] wrote:
>>>>> Are you sure it was even your mod .so that got loaded? Due to
>>>>>
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_
>>>>> not_link_fully_on_Linux it seems likely that you would have
>>>>> compiled a mod .so that was not even loadable, due to missing
>linker symbols.
>>>>>
>>>>> Due to the long-standing, often-lamented srcds bug where it
fails
>to print dlerror() messages and abort 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 8/11/06, 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 Message-----
>>>>>>>> From: [EMAIL PROTECTED]
>>>>>>>> [mailto:[EMAIL PROTECTED] On Behalf Of
>>>>>>>> Gavin
>>>>>>>> Sent: Thursday, August 10, 2006 4:53 AM
>>>>>>>> To: [email protected]
>>>>>>>> Subject: [hlcoders] Linux crashes on startup, anybody else
>getting this?
>>>>>>>>
>>>>>>>> Hey gang,
>>>>>>>>
>>>>>>>> Are people's Linux builds working at the moment? While I can
>>>>>>>> compile (using the changes on the KI page), the server
crashes
>>>>>>>> as soon as it starts up. This happens right after "Console
>>>>>>>> initialized" and occurs both with an existing mod and a fresh
>"start a mod from scratch".
>>>>>>>>
>>>>>>>> The server has been fully updated with the steam update tool,
>>>>>>>> gameinfo.txt is using the new 215 biz.
>>>>>>>>
>>>>>>>> And the last moments:
>>>>>>>>
>>>>>>>> #0 0x00000000 in ?? ()
>>>>>>>> #1 0xb730d693 in CModAppSystemGroup::Create () from
>>>>>>>> bin/engine_i686.so
>>>>>>>> #2 0xb740f3ff in CAppSystemGroup::Run () from
>>>>>>>> bin/engine_i686.so
>>>>>>>> #3 0xb730dfff in CDedicatedServerAPI::ModInit () from
>>>>>>>> bin/engine_i686.so
>>>>>>>> #4 0xb7d7b24a in CDedicatedAppSystemGroup::Main () from
>>>>>>>> bin/dedicated_i686.so
>>>>>>>> #5 0xb7da8d43 in CAppSystemGroup::Run () from
>>>>>>>> bin/dedicated_i686.so
>>>>>>>> #6 0xb7da8d43 in CAppSystemGroup::Run () from
>>>>>>>> bin/dedicated_i686.so
>>>>>>>> #7 0xb7d7b60f in main () from bin/dedicated_i686.so
>>>>>>>> #8 0x0804909e in main ()
>>>>>>>>
>>>>>>>> Gavin
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>> archives, please visit:
>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>> _______________________________________________
>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>> archives, please visit:
>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list
>archives, please visit:
>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list
>archives, please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list
>archives, please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list
>archives, please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list
archives,
>please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>_______________________________________________
>To unsubscribe, edit your list preferences, or view the list
archives,
>please visit:
>http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>_______________________________________________
>To unsubscribe, edit your list preferences, or view the list
archives,
please visit:
>http://list.valvesoftware.com/mailman/listinfo/hlcoders
--__--__--
Message: 4
Date: Mon, 21 Aug 2006 22:53:44 -0500
To: [email protected],<[email protected]>
From: [EMAIL PROTECTED]
Subject: Re: [hlcoders] New Bug found in Ep1 Source code
Reply-To: [email protected]
Is your complaint that the muzzle flash appears pointed at a spot
verticall=
y above the point of bullet impact?
At 2006/08/21 10:15 PM, =C2=E8=F2=E0=F1 =CF=F0=EE=F2=E0=F1=EE=E2
wrote:
>Some weapons, not all in new code have bad trails, it's looks some
>up'ped.
>
>like pulserifle , smg...
>so, pistol work fine
>
>here is it :
>http://img214.imageshack.us/img214/9900/nonrealkl0.jpg
>
>Do some one know fast fix for solve that bug?
>
>And all have that? in fresh copy?
>
>_______________________________________________
>To unsubscribe, edit your list preferences, or view the list
archives,
ple=
ase visit:
>http://list.valvesoftware.com/mailman/listinfo/hlcoders
--__--__--
Message: 5
Date: Mon, 21 Aug 2006 23:10:44 -0500
From: Nick <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlcoders] datamodel/idatamodel.h missing
Reply-To: [email protected]
Shh!!! Don't jinx it!
On 8/21/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> Mike Durand wrote:
> > Oh man. You made me feel guilty for ignoring you, Jorge. :)
> >
>
> Mike, here at hlcoders we're all used to a long silence from Valve
> followed by a negative reply five months later. However, ever since
> you've come on the list, not only have we been getting replies,
results,
> and releases, but now the sun is shining and birds are singing and
the
> grass is greener on my side of the fence. So really, I don't mind
> waiting a couple days to hear from you, and you shouldn't feel
guilty
at
> all :)
>
> --
> Jorge "Vino" Rodriguez
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list
archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--__--__--
Message: 6
Date: Mon, 21 Aug 2006 23:45:27 -0500
To: [email protected]
From: [EMAIL PROTECTED]
Subject: [hlcoders] Player movement issues after SDK update?
Reply-To: [email protected]
Player movement issues after SDK update? Anyone else seen this? I
finally=
got my mod ported (on MSVC only anyway, no Linux of course) but at
run
tim=
e the player is mostly stuck.
At times it almost seemed like the client and server disagreed on
where
the=
walls were in map, as occasionally I'd lose all visibility of
entities
and=
just see the skybox. But both server and client correctly are
mounting
St=
eamAppId 320 in their gameinfo.txt and seemed to both load the dm map
ok.
I did manage to blow up a barrel and see the new SDK's barrel ground
flame =
effect so at least something worked...
--__--__--
Message: 7
Date: Tue, 22 Aug 2006 14:46:21 +1000
From: "Jonathan Murphy" <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlcoders] Source Engine Bugs
Reply-To: [email protected]
--
[ Picked text/plain from multipart/alternative ]
Sweet, the system works. Cheat coders can get lost.
On 8/22/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Him being a nub wasn't really the problem, it was more his attitude
and
> immaturity towards others that was the real problem. Some of the
questions
> he asked, weren't Source SDK Nub questions, they were basically C++
nub
> questions, which is not really what this list is for. Asking what
headers
> to
> include for a function isn't really the Source SDK, because if he
knows
> the
> function, he should at least know where to get the header files for
it
to
> work.
>
> You got "miffed" up at me for asking nub questions that involved
functions
> regarding the SDK, not howto include header files, but I'm guessing
I
have
> shaped up since then, considering I actually can help people with
their
> problems now, and haven't asked any questions lately.
>
>
> But anyway, Thanks Mike, banning him (even with just that email)
will
at
> least send a message that is immaturity and illuse of this mailing
list
> will
> not be tolerated.
>
>
> Thanks --=
>
> Michael Kramer
> --
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list
archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--
Lead Programmer for Resistance and Liberation
www.resistanceandliberation.com
--
--__--__--
Message: 8
From: "Hyperjag 3" <[EMAIL PROTECTED]>
To: [email protected]
Date: Mon, 21 Aug 2006 23:55:37 -0700
Subject: [hlcoders] Strange Bullet Impact Sound Problem
Reply-To: [email protected]
Hello,
I have encountered a very strange problem since the last major SDK
update.
It is actually two similar issues, and happens both in my mod and a
blank
mod with no changes at all. The first issue only happens when you're
hosting a listen server in a map with level-specific soundscripts:
when
you
shoot at a weapon on the ground (any model with the "weapon"
surfaceprop),
it plays an ichthyosaur sound instead of the normal one. Using
sv_soundemitter_trace, I got this: (cl) EmitSound:
'weapon.bulletimpact'
emitted as 'npc/ichthyosaur/water_growl1.wav' (ent 0). However, I was
able
to determine that the actual script entry it was playing was
WateryDeath.Warn, and by changing that script, I could change the
sound
emitted from shooting at weapons. This isn't a very good solution
though.
The second issue only happens when you're a client playing on a listen
server or dedicated server: in a blank mod, in all maps, ALL bullet
impact
sounds sound like cardboard or possibly no actual impact sound at all,
I
haven't been able to trace the wav it is emitting since I don't think
there
is anything similar to sv_soundemitter_trace on the client. In my
mod,
the
second issue plays an ichthyosaur sound instead of the cardboard
sound,
however that seems to be some problem with our soundscripts since it
does
not happen in a blank mod. Since this is occurring in a blank mod too
(including a plain folder in SourceMods), I don't see how it can be
totally
related to my mod. The only places any ichthyosaur sound are emitted
is
in
npc_ichthyosaur.cpp, and there are definately no ichthyosaurs in any
of
the
maps I tested in. All of this leads me to believe these sounds are
somehow
getting changed in one of the closed dlls, however if anyone has ideas
or
has encountered the problem themselves, I'd be interested to hear from
you.
Thanks.
--__--__--
Message: 9
Date: Tue, 22 Aug 2006 00:52:09 -0700
From: "Jeremy Swigart" <[EMAIL PROTECTED]>
To: [email protected]
Subject: [hlcoders] Physics becoming out of sync
Reply-To: [email protected]
--
[ Picked text/plain from multipart/alternative ]
So I'm doing bots for Fortress Forever and I have run into a problem
that
appears to be a bug with the game. The odd thing is that I can't
reproduce
it myself as a player, and so far have only observed it happen to the
bot
players. There is a func_door being used as a lift, and when someone
gets
under the lift, when it comes down and hits the player it will go back
up.
The problem is that when the bot gets underneath just once, the lift
is
stuck in a perpetual up and down oscillation. After some debugging it
became
clears that the problem was physics related, since the physics system
was
calling CCollisionEvent::AddTouchEvent every time the lift came down,
even
though the bot had already ran off and was nowhere near the lift.
I added some debug drawing stuff in the function
CCollisionEvent::AddTouchEvent, to draw the bounds of the collidable,
like
so:
debugoverlay->AddBoxOverlay(
pEntity0->GetCollideable()->GetCollisionOrigin(),
pEntity0->GetCollideable()->OBBMins(),
pEntity0->GetCollideable()->OBBMaxs(),
pEntity0->GetCollideable()->GetCollisionAngles(),
255,
0,
255,
0,
10.0f);
debugoverlay->AddBoxOverlay(
pEntity1->GetCollideable()->GetCollisionOrigin(),
pEntity1->GetCollideable()->OBBMins(),
pEntity1->GetCollideable()->OBBMaxs(),
pEntity1->GetCollideable()->GetCollisionAngles(),
255,
0,
255,
0,
10.0f);
Here is a picture of that.
http://i8.tinypic.com/258z4zk.jpg
As you can see, the collidables bounding boxes at least are where they
should be, and not touching. The small red lines under the lift are
the
collision position and collision normal also passed to the function,
so
there is clearly something being registered as hitting.
After digging around for more stuff I came across the cvar
physicsshadowupdate_render, and when enabled finally showed the
problem.
http://i7.tinypic.com/258z5u8.jpg
The rendering for these boxes is in CBasePlayer::VPhysicsShadowUpdate.
The
blue box is the players IPhysicsObject->GetPosition(), the red box is
at
the
GetAbsOrigin() of the character. Clearly they are out of sync. These
boxes
should be pretty much together, but for some reason they aren't. I
noticed
the comment at the bottom of the function that reads
// UNDONE: Force physics object to be at player position when not
touching
phys???
Why was this undone? Anyone know what part of the code is responsible
for
keeping the physics synced with the entity and vice versa? Stepping
through
the code in CBasePlayer::VPhysicsShadowUpdate How could these get out
of
sync like this? I haven't been able to reproduce this as a player,
only
happens to the bot so far, but I can't see any reason at all that it
would
be bot related. We aren't messing with the physics for the bot in any
way.
This is really annoying. Any feedback is appreciated.
Jeremy
--
--__--__--
Message: 10
Date: Tue, 22 Aug 2006 09:52:23 +0100
From: "Andrew (Bromfitsen)" <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlcoders] Source Engine Bugs
Reply-To: [email protected]
--
[ Picked text/plain from multipart/alternative ]
Good call, there's room for being nub :D But using a companies own
mailing
list to get advice and help for writing hacks is just an insult to
them,
and
those of us writing legit free mods.
Big ups Mike :D
--
--__--__--
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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End of hlcoders Digest
--
Витас Протасов.
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
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