*Bumps* I Tested the "sample_bot_plugin" code that comes with the SDK (and latest beta SDK) and it doesn't work either with TF2, it suffers the exact same problem. So I guess I'd like to see a newer version of the sample bot plugin code (and get Valve to have a look at it themselves!).
Cheers! [rcbot]Cheeseh On Fri, Mar 13, 2009 at 2:55 PM, cheeseh-bu <[email protected]> wrote: > I guess it#s something like that botman, Or I'm callign the completely > wrong function, because a class was updated. > > I'm using interfacesm, so hopefulyl calling conventions aren't a problem, > just the consistency of the classes I need! > > On Fri, Mar 13, 2009 at 1:48 PM, botman <[email protected]> wrote: > >> ...or perhaps the number (or type) of parameters was changed and when >> the server.dll is updating the frame pointer it is wrong because not >> enough stuff was passed in? >> >> On 3/13/2009 8:43 AM, Jonas 'Sortie' Termansen wrote: >> > I'm not into assembly or calling conventions, but it sounds like you >> perhaps >> > are calling the function with the wrong calling convention? >> > >> > ----- Original Message ----- >> > From: "cheeseh-bu"<[email protected]> >> > To: "Discussion of Half-Life Programming"< >> [email protected]> >> > Sent: Friday, March 13, 2009 2:41 PM >> > Subject: Re: [hlcoders] Tf2 scout update now breaks plugin / SDK >> > updateneeded? >> > >> > >> >> Actually I found that the exit of GameFrame through disassembly, the >> >> server.dll is messing around with the call stack and is adding my >> plugin >> >> GameFrame function back onto the call stack at code: >> >> >> >> server.dll >> >> 14978C50 sub esp,10h >> >> >> >> (128C50 offset) >> >> >> >> And when the call stack comes back to my plugin it crashes because it >> >> wasn't >> >> expecting that. Why is server.dll doing this? >> >> >> >> Any help? >> >> >> >> On Fri, Mar 13, 2009 at 1:25 PM, cheeseh-bu<[email protected]> wrote: >> >> >> >>> Or maybe someone can tell me why my plugin crashes after adding a bot >> >>> just >> >>> after GameFrame is finished... ? >> >>> >> >>> >> >>> >> //--------------------------------------------------------------------------------- >> >>> // Purpose: called once per server frame, do recurring work here (like >> >>> checking for timeouts) >> >>> >> >>> >> //--------------------------------------------------------------------------------- >> >>> void CRCBotPlugin::GameFrame( bool simulating ) >> >>> { >> >>> if ( simulating&& CBotGlobals::IsMapRunning() ) >> >>> { >> >>> CBots::botThink(); // All that this is doing is fake client >> >>> command >> >>> join class >> >>> } >> >>> }//<--------- crashing after call >> >>> >> >>> What the hell is going on with the call stack ??? Below--- >> >>> >> >>> [Frames below may be incorrect and/or missing, no symbols loaded >> for >> >>> server.dll] >> >>> server.dll!14c2fdef() >> >>> server.dll!14c2ffc4() >> >>> server.dll!14c30062() >> >>> server.dll!14af8ca6() >> >>>> HPB_Bot2.dll!CRCBotPlugin::GameFrame(bool simulating=true) Line >> 385 >> >>>> + >> >>> 0x10 bytes C++ >> >>> engine.dll!0ea3e61e() >> >>> engine.dll!0ea3d50a() >> >>> >> >>> Why are there extra server calls after GameFrame ? Surely there is >> >>> something hidden which I don't have in my code/something missing??? >> >>> >> >>> Help! >> >>> >> >>> --Cheeseh >> >>> >> >>> >> >>> >> >>> >> >>> On Fri, Mar 13, 2009 at 1:10 PM, cheeseh-bu<[email protected]> >> wrote: >> >>> >> >>>> I'd just like to see an updated SDK content of the interfaces. I have >> a >> >>>> sneaky feeling IServerPlugin has been altered, or something else >> crucial >> >>>> to >> >>>> my plugin! >> >>>> >> >>>> Is it conceivable within the near future to obtain an updated copy of >> >>>> the >> >>>> interface headers??? >> >>>> >> >>>> Thanks!!!! >> >>>> >> >>>> >> >>>> >> >>>> On Sat, Mar 7, 2009 at 3:13 AM, Ryan<[email protected]> wrote: >> >>>> >> >>>>> Were there any updates to the CInput interface? >> >>>>> >> >>>>> On Tue, Mar 3, 2009 at 5:28 PM, LDuke<[email protected]> wrote: >> >>>>>> The SDK hasn't matched for a while now. For example, the >> >>>>> takedamageinfo >> >>>>>> structure has been different for a long time. I assume something >> >>>>>> like >> >>>>> that >> >>>>>> must have changed. Unless you're only using the provided >> interfaces >> >>>>> then >> >>>>>> it's likely that TF2 will never match the SDK. Also, only a few of >> >>>>>> the >> >>>>>> interfaces are even intended for plugins to use. I think Mani was >> >>>>>> told >> >>>>> he >> >>>>>> shouldn't have been using the filesystem interface when changes to >> it >> >>>>>> happened and "broke" Mani-Admin-Plugin functionality. >> >>>>>> >> >>>>>> You shouldn't link directly to CBaseEntity functions, >> CTakeDamageInfo >> >>>>>> functions, etc. as they will most likely break on a future update. >> >>>>>> If >> >>>>> it's >> >>>>>> something common, you could look at the SourceMod code and see how >> >>>>>> they >> >>>>>> handle the same situation. If it's only interfaces that you're >> >>>>>> using, >> >>>>> then >> >>>>>> hopefully Valve will update the SDK soon. >> >>>>>> >> >>>>>> >> >>>>>> >> >>>>>> >> >>>>>> >> >>>>>> On Thu, Feb 26, 2009 at 12:31 PM, cheeseh-bu<[email protected]> >> >>>>> wrote: >> >>>>>>> Hi, The latest TF2 scout update seems to crash when I use my >> plugin >> >>>>> now >> >>>>>>> after GameFrame is called. >> >>>>>>> >> >>>>>>> Does anyone know of any interface changes / Bot handling changes? >> >>>>> (i.e. SDK >> >>>>>>> updated? -- latest code doesn't seem to work) >> >>>>>>> >> >>>>>>> Although, I am just guessing >> >>>>>>> >> >>>>>>> Hope some have the answer, >> >>>>>>> cheeseh >> >>>>>>> _______________________________________________ >> >>>>>>> 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 >> >>>>>> >> >>>>>> >> >>>>> >> >>>>> >> >>>>> -- >> >>>>> Ryan "Kalvin" Williams >> >>>>> Project VDC - Founder and Lead Developer >> >>>>> http://www.projectvdc.net/ >> >>>>> >> >>>>> _______________________________________________ >> >>>>> 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 >> > >> >> >> -- >> Jeffrey "botman" Broome >> >> _______________________________________________ >> 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

