-- [ Picked text/plain from multipart/alternative ] Turn digest mode off please :(
Anyway, do the tracers only start on the wrong location or is also the direction not good? On 8/22/06, Витас Протасов <[EMAIL PROTECTED]> wrote: > > 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]: > > Send hlcoders mailing list submissions to > > [email protected] > > > > To subscribe or unsubscribe via the World Wide Web, visit > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > or, via email, send a message with subject or body 'help' to > > [EMAIL PROTECTED] > > > > You can reach the person managing the list at > > [EMAIL PROTECTED] > > > > When replying, please edit your Subject line so it is more specific > > than "Re: Contents of hlcoders digest..." > > > > > > 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: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > End of hlcoders Digest > > -- > Витас Протасов. > > _______________________________________________ > 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

