*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 So I guess I'd like to see a newer version of the sample bot plugin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
>>
>>
>
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