Tell us please. Why isn't valve smart enough or caring enough to make
a proper parser for linux?? ? Why do we developers have to constantly
put up with this completely bs compile system for linux?

Tell us, because i really want to know.

On Tue, Jan 27, 2009 at 6:44 PM, Tony Sergi <[email protected]> wrote:
> Vcprojtomake does not take in account for files that are 'excluded from 
> build' so if in windows there is a cpp file in the solution that under 
> properties is 'excluded from build' it will compile in linux, but not VS.
>
>
> -Tony
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of Andrew Watkins
> Sent: January-27-09 7:09 PM
> To: [email protected]
> Subject: Re: [hlcoders] Linux server disconnects
>
> When an up-to-date client.dll is not present on the server, a warning
> message similar to "Your client dll is different from the server's" is
> shown before immediately before the disconnect, but regardless, the
> disconnect is always the same old:
> "Server uses different class tables"
>
> This is with a blank HL2MP mod, and it works fine with a windows server,
> built using an identical file list in the VS server project as the linux
> uses in its makefile (though the makefile only uses the .cpp files).
>
> Can anyone confirm / deny whether (and how) the VS project could compile
> additional cpp files that aren't listed in the project file, and so are
> missed when generating the linux makefile?
>
> Thanks,
> Andrew
>
>
>
>> Date: Sat, 24 Jan 2009 20:52:49 -0800
>> From: Tony Sergi <[email protected]>
>> Subject: Re: [hlcoders] Linux server disconnects
>> To: Discussion of Half-Life Programming
>>       <[email protected]>
>> Message-ID:
>>       
>> <7315746f7efcaf4a93699ce8fa579786148ec29...@exchange07.valvesoftware.com>
>>
>> Content-Type: text/plain; charset="us-ascii"
>>
>> Only the client needs the server.dll to exist, for the network table check.
>> The client engine loads them from the serverdll, and then compares.
>>
>>
>> -Tony
>>
>> -----Original Message-----
>> From: [email protected] 
>> [mailto:[email protected]] On Behalf Of Tony Paloma
>> Sent: January-24-09 8:14 PM
>> To: 'Discussion of Half-Life Programming'
>> Subject: Re: [hlcoders] Linux server disconnects
>>
>> But the server could still perform a checksum or something on it. Have you
>> tried changing the DLL on the Linux server and seeing if clients can still
>> connect?
>>
>> -----Original Message-----
>> From: [email protected]
>> [mailto:[email protected]] On Behalf Of Olly
>> Sent: Saturday, January 24, 2009 12:53 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Linux server disconnects
>>
>> I'm telling you, linux cant read dll's, and there is never a client_i486.so
>> ><
>>
>> 2009/1/24 Nick <[email protected]>
>>
>> > I am not sure about that at all. Servers always check client binaries.
>> > Can someone else check this for us?
>> >
>> > On Fri, Jan 23, 2009 at 6:38 AM, Olly <[email protected]> wrote:
>> > > Linux cant/doesn't read DLLs, they are for windows only. In any case,
>> > there
>> > > is no need for a client 'binary' for a server
>> > >
>> > > 2009/1/23 Nick <[email protected]>
>> > >
>> > >> I've had this problem before. I think the problem was solved by running
>> > >>
>> > >>  ./steam -command update -game
>> > >>
>> > >>  is the correct way i think. I don't remember if the linux server
>> > >> needed the exact same dll's as the  clients but i would make sure both
>> > >> the client and the server have the exact same DLLS.
>> > >>
>> > >> Yes, running a  blank hl2mp mod is probably the best idea. Although, I
>> > >> don't even know if that that works out of the box. Goodluck, I hope u
>> > >> get it working
>> > >>
>> > >> On Wed, Jan 21, 2009 at 5:30 PM, Andrew Watkins <[email protected]>
>> > wrote:
>> > >> > Update: after some mucking around in notepad++ & excel, I can confirm
>> > >> > that the file list for the linux server is identical to the list of
>> > .cpp
>> > >> > files included in the visual studio project. Not much of a surprise,
>> > >> > given that one was used to generate the other. I can also confirm
>> that
>> > >> > there's definately no network tables inside windows-only defines.
>> > >> >
>> > >> > Lastly, I tried hosting a TF2 server, and the build numbers shown in
>> > the
>> > >> > console were the same as with my mod, so that's definately not to
>> > blame
>> > >> > either.
>> > >> >
>> > >> > What else could be causing the "Server uses different class tables"
>> > >> > disconnect, and only for the linux server? I haven't got the
>> slightest
>> > >> > idea at this point. Is it worth checking to see if a blank hl2mp mod
>> > >> > works?
>> > >> >
>> > >> > Thanks,
>> > >> >
>> > >> > Andrew
>> > >> >
>> > >> > On Mon, 2009-01-19 at 14:12 -0800,
>> > >> > [email protected] wrote:
>> > >> >> Date: Mon, 19 Jan 2009 20:42:52 +0000
>> > >> >> From: Andrew Watkins <[email protected]>
>> > >> >> Subject: [hlcoders] Linux server disconnects
>> > >> >> To: [email protected]
>> > >> >> Message-ID: <1232397772.8330.7.ca...@2800mhz>
>> > >> >> Content-Type: text/plain
>> > >> >>
>> > >> >> Thanks to Nick's suggestion, I've managed to get my linux server
>> > >> >> compiled & running. Turns out the error was down to the way I'd
>> > linked
>> > >> >> the sqlite dll, that had been one of the things I'd thought of, but
>> > it
>> > >> >> seems that I hadn't removed the sqlite header include from one file,
>> > and
>> > >> >> that was messing things up.
>> > >> >>
>> > >> >> Now I have a server that I can try to connect to, but when I try to
>> > >> >> connect, very near the end of the process I get disconnected with
>> the
>> > >> >> error:
>> > >> >>       Server uses different class tables
>> > >> >>
>> > >> >> Normally I'd have expected this to say which network table / value
>> > was
>> > >> >> missing or incorrect, but there's nothing. I'm pretty damn sure all
>> > the
>> > >> >> same files are being used by linux as by Visual studio; I've been
>> > >> >> through my makefiles many times over. I really can't see anything
>> > thats
>> > >> >> in one & not the other, though I guess its possible I'm being dumb
>> > here.
>> > >> >> I can't find any network tables that are within #ifdef _WIN32 or
>> > >> >> anything like that - strikes me that would be a bit ridiculous if it
>> > >> >> were the case anyway. Anyone run into this error with a linux
>> server?
>> > >> >>
>> > >> >> One thing that I do notice - when I try to connect to the linux
>> > server,
>> > >> >> it lists its Build version as 3691, but when I run a listen server,
>> > it
>> > >> >> says its Build 3704. Now I've repeatedly run the update commands for
>> > the
>> > >> >> linux server, but its not loading any other updates. Could this
>> > version
>> > >> >> issue be behind my network table issue, or is that just the way its
>> > >> >> meant to be?
>> > >> >>
>> > >> >> Thanks for any insight anyone has to offer
>> > >> >>
>> > >> >> Andrew
>> > >> >>
>> > >> >> >
>> > >> >> > Message: 5
>> > >> >> > Date: Sat, 27 Dec 2008 13:50:06 -0600
>> > >> >> > From: Nick <[email protected]>
>> > >> >> > Subject: Re: [hlcoders] Linux binary runtime error
>> > >> >> > To: "Discussion of Half-Life Programming"
>> > >> >> >     <[email protected]>
>> > >> >> > Message-ID:
>> > >> >> >     <[email protected]>
>> > >> >> > Content-Type: text/plain; charset=ISO-8859-1
>> > >> >> >
>> > >> >> > can you try debugging with gdb? starting srcds with gdb is a real
>> > >> >> > pain, but generally you can hook to srcds process easily enough...
>> > >> >> >
>> > >> >> > On Sat, Dec 27, 2008 at 1:06 PM, Andrew Watkins <[email protected]>
>> > >> wrote:
>> > >> >> > > Hey list,
>> > >> >> > > Still having srcds linux issues. I've discovered I can force it
>> > to
>> > >> use
>> > >> >> > > only my binary with the -binary command, and now I get a crash
>> > >> related
>> > >> >> > > to my binary, although I wouldn't exactly call it meaningful.
>> The
>> > >> debug
>> > >> >> > > log looks like this:
>> > >> >> > >
>> > >> >> > > ----------------------------------------------
>> > >> >> > > CRASH: Sat Dec 27 17:48:18 GMT 2008
>> > >> >> > > Start Line: modularcombat/bin/server_i486.so -game modularcombat
>> > >> -binary
>> > >> >> > > modularcombat/bin/server_i486.so -debug
>> > >> >> > > Core was generated by `modularcombat/bin/server_i486.so -game
>> > >> >> > > modularcombat -binary modularcombat/bin/'.
>> > >> >> > > Program terminated with signal 11, Segmentation fault.
>> > >> >> > > [New process 27928]
>> > >> >> > > #0  0xb73fa536 in __do_global_dtors_aux ()
>> > >> >> > > #0  0xb73fa536 in __do_global_dtors_aux ()
>> > >> >> > > #1  0xb73fa4f9 in CMemoryStack::CMemoryStack ()
>> > >> >> > > #2  0x00000000 in ?? ()
>> > >> >> > > Current language:  auto; currently asm
>> > >> >> > > No locals.
>> > >> >> > > No shared libraries loaded at this time.
>> > >> >> > > Stack level 0, frame at 0xbf906e08:
>> > >> >> > >  eip = 0xb73fa536 in __do_global_dtors_aux; saved eip 0xb73fa4f9
>> > >> >> > >  called by frame at 0xbf906e0c
>> > >> >> > >  source language asm.
>> > >> >> > >  Arglist at 0xbf906e00, args:
>> > >> >> > >  Locals at 0xbf906e00, Previous frame's sp is 0xbf906e08
>> > >> >> > >  Saved registers:
>> > >> >> > >  eip at 0xbf906e04
>> > >> >> > > End of Source crash report
>> > >> >> > > ----------------------------------------------
>> > >> >> > >
>> > >> >> > > I'm guessing a crash in the CMemoryStack constructor means that
>> > >> >> > > something's gone stupid, but I'm clueless as to what. Any
>> > >> suggestions?
>> > >> >> > >
>> > >> >> > > Thanks,
>> > >> >> > > Andrew
>> > >> >> > >
>> > >> >> > >> Date: Wed, 24 Dec 2008 23:12:59 +0000
>> > >> >> > >> From: Andrew Watkins <[email protected]>
>> > >> >> > >> Subject: [hlcoders] Linux binary runtime error
>> > >> >> > >> To: [email protected]
>> > >> >> > >> Message-ID: <1230160379.8788.10.ca...@2800mhz>
>> > >> >> > >> Content-Type: text/plain
>> > >> >> > >>
>> > >> >> > >> Ok, so I've finally built a linux binary for my mod, and I've
>> > >> managed
>> > >> >> > >> to
>> > >> >> > >> fix several undefined symbol errors that come up when I try to
>> > run
>> > >> a
>> > >> >> > >> dedicated server (locally) using it.
>> > >> >> > >>
>> > >> >> > >> But this last one has me stumped, while all the rest have shown
>> > up
>> > >> in
>> > >> >> > >> my
>> > >> >> > >> mod's server_i486.so, having corrected all of those, I'm now
>> > >> getting
>> > >> >> > >> undefined symbol: GetCVarIF in the *hl2mp* server_i486.so!
>> > >> >> > >> Why this could be I don't know, my mod's an orange box
>> > hl2dm-based
>> > >> >> > >> affair, but its running on AppID 218, definately not 320.
>> > Changing
>> > >> to
>> > >> >> > >> to
>> > >> >> > >> 440 has no effect on this error.
>> > >> >> > >>
>> > >> >> > >> I realise its to be expected that hl2dm would fail if loaded
>> > into
>> > >> the
>> > >> >> > >> OB
>> > >> >> > >> engine, like appears to be happening. It shouldn't be happening
>> > >> >> > >> though!
>> > >> >> > >> We've previously worked out whats required to run a dedicated
>> > >> server
>> > >> >> > >> (on
>> > >> >> > >> windows) and typically go for one with hl2dm and tf2 installed
>> -
>> > >> all
>> > >> >> > >> of
>> > >> >> > >> this may not be necessary, but we know it works. I can run both
>> > a
>> > >> tf2
>> > >> >> > >> &
>> > >> >> > >> an hl2dm server locally without problems.
>> > >> >> > >>
>> > >> >> > >> So, two questions:
>> > >> >> > >> 1. Where is GetCVarIF defined?
>> > >> >> > >> 2. Why on earth is it trying to load the hl2dm binaries?
>> There's
>> > no
>> > >> >> > >> such issue on windows...
>> > >> >> > >> Thanks, and merry Christmas :)
>> > >> >> > >> -Andrew
>> > >> >> > >>
>> > >> >> > >
>> > >> >> > >
>> > >> >> > > _______________________________________________
>> > >> >> > > 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
>> >
>> >
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>>
>>
>>
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>
>
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