Thanks for reply Olly,
Oh yes I fixed it. I did add it like Know Issue on Sept 06
suggested. But I still have this problem. So I add
MDLCACHE_CRITICAL_SECTION() macro into C_BaseAnimating::GetModelPtr()
itself.
But what about the assertion from s_bAbsQueiresValid? Do you have any
idea with that?
Charkrid P.
[email protected] wrote:
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> Today's Topics:
>
> 1. Re: client side grame frame (Joe Cabezas)
> 2. Re: C_BaseAnimating::CreateUnragdollInfo() Assertion Failed
> question. (Olly)
> 3. Re: client side grame frame (Tony Paloma)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Mon, 4 Jan 2010 11:22:00 -0300
> From: Joe Cabezas <[email protected]>
> Subject: Re: [hlcoders] client side grame frame
> To: Discussion of Half-Life Programming
> <[email protected]>
> Message-ID:
> <[email protected]>
> Content-Type: text/plain; charset=ISO-8859-1
>
> yeah!, at last! :D
>
> ok, back on top.... thank you Mr. Saul again.... actually i implemented your
> method, but no results..... this is what i'm doing:
>
> void IBaseClientDLL::FrameStageNotify(ClientFrameStage_t curStage){
> Msg("this is a frame!\n");
> }
>
>
> what i'm doing wrong?, maybe that's not a properly way to hook a function?
> :D
>
> also i tried IBaseClientDLL::HudUpdate, the same way above, but no results
> ):
>
> thank you again!
>
> 2010/1/4 Saul Rennison <[email protected]>
>
>
>> Atlast someone who knows what they're talking about!
>>
>> Anyway back on top. You'd need to hook
>> IBaseClientDLL::NotifyFrameStage (I think that's what it's called) and
>> use that as your alternative to GameFrame.
>>
>> On Monday, January 4, 2010, Zach Kanzler <[email protected]> wrote:
>>
>>> Clients do load plug-ins. You can load SourceMod client-side and change
>>>
>> any
>>
>>> cvar, Tom, including sv_cheats, though it will only be changed
>>>
>> client-side.
>>
>>> --
>>> Zach "theY4Kman" Kanzler
>>>
>>>
>>> On Mon, Jan 4, 2010 at 04:55, Tom Edwards <[email protected]>
>>>
>> wrote:
>>
>>>> You can see server commands in the console. sv_cheats, sv_password, etc.
>>>> Doesn't mean they execute on the client.
>>>>
>>>> On 04/01/2010 7:06, Joe Cabezas wrote:
>>>>
>>>>> nope
>>>>>
>>>>> clients DO LOAD plugins... via console commmand "plugin_load"...
>>>>>
>>>>> ok, that's not the main question.....
>>>>>
>>>>> how to run commands every frame/tick in client?
>>>>>
>>>>> 2010/1/4 Andrew Ritchie<[email protected]>
>>>>>
>>>>>
>>>>>
>>>>>> Quite simply the client does not load or run plug ins. If you were
>>>>>>
>>>> making
>>>>
>>>>>> your own mod then you could add a client side system that loads and
>>>>>>
>> runs
>>
>>>>>> them ever tick, but the client engine does not expose any systems to
>>>>>>
>> run
>>
>>>>>> plug in type features and no Valve game is likely to offer such a
>>>>>>
>>>> feature.
>>>>
>>>>>> On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas<[email protected]>
>>>>>>
>>>> wrote:
>>>>
>>>>>>
>>>>>>> i know i can't!, actually i know that i'm doing a server solution,
>>>>>>>
>> my
>>
>>>>>>> question is: "how to make it work in a client plugin"?
>>>>>>>
>>>>>>> maybe.... threads?, thinks?, how?
>>>>>>>
>>>>>>> 2010/1/4 Olly<[email protected]>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>> You can't. Its a server plugin: CEmpty*Server*Plugin
>>>>>>>>
>>>>>>>> 2010/1/4 Joe Cabezas<[email protected]>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>> hello!
>>>>>>>>>
>>>>>>>>> i want to execute some functions in a CLIENT SIDE PLUGIN, for
>>>>>>>>>
>> tf2...
>>
>>>>>>> with
>>>>>>>
>>>>>>>
>>>>>>>>> no
>>>>>>>>> results
>>>>>>>>>
>>>>>>>>> this is what i'm doing:
>>>>>>>>>
>>>>>>>>> void CEmptyServerPlugin::GameFrame( bool simulating )
>>>>>>>>> {
>>>>>>>>> Msg("this is a frame!");
>>>>>>>>> }
>>>>>>>>>
>>>>>>>>> but, it only works when i create a server, and not when i join a
>>>>>>>>>
>>>>>>>>>
>>>>>>>> server...
>>>>>>>>
>>>>>>>>
>>>>>>>>> how can i access to a client-side gameframe event?
>>>>>>>>> _______________________________________________
>>>>>>>>> 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>
>>>>>>
>> --
>>
>> Thanks,
>> - Saul.
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>
>
> ------------------------------
>
> Message: 2
> Date: Mon, 4 Jan 2010 16:04:11 +0000
> From: Olly <[email protected]>
> Subject: Re: [hlcoders] C_BaseAnimating::CreateUnragdollInfo()
> Assertion Failed question.
> To: Discussion of Half-Life Programming
> <[email protected]>
> Message-ID:
> <[email protected]>
> Content-Type: text/plain; charset=UTF-8
>
> Did you add the model cache critical section macro?
>
> 2010/1/4 Charkrid Pornpitackchaikul <[email protected]>
>
>
>> Hi,
>> I get two of assertion error when my ragdoll is call
>> CreateUnRagdollInfo() to blend all it bone with it owner to getup. I get
>> "Assertion Failed: pModelCache->IsFrameLocking()" and "Assertion Failed:
>> s_bAbsQueiresValid". I use UTIL_Remove() to remove ragdoll not
>> UTIL_RemoveImmediate(). So I don't understand why I get the Framelocking
>> error.
>> And for the "s_bAbsQueiresValid" the comment say it will occur when
>> hierarchy is not completely set up. I create my ragdoll by call
>> "CreateServerRagdoll". Please, help me on this two. Appreciate any
>> suggestion. :)
>>
>> Thanks in advance.
>> Charkrid P.
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>
>
> ------------------------------
>
> Message: 3
> Date: Mon, 4 Jan 2010 09:15:31 -0800
> From: "Tony Paloma" <[email protected]>
> Subject: Re: [hlcoders] client side grame frame
> To: "'Discussion of Half-Life Programming'"
> <[email protected]>
> Message-ID: <[email protected]>
> Content-Type: text/plain; charset="us-ascii"
>
> It's not that easy. You have to do more than define a function. You'll need
> to get a reference to the thing that implements IBaseClientDLL (find
> gHLClient or ask the client dll for CLIENT_DLL_INTERFACE_VERSION) and use
> something like Sourcehook to hook the vtable function.
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Joe Cabezas
> Sent: Monday, January 04, 2010 6:22 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] client side grame frame
>
> yeah!, at last! :D
>
> ok, back on top.... thank you Mr. Saul again.... actually i implemented your
> method, but no results..... this is what i'm doing:
>
> void IBaseClientDLL::FrameStageNotify(ClientFrameStage_t curStage){
> Msg("this is a frame!\n");
> }
>
>
> what i'm doing wrong?, maybe that's not a properly way to hook a function?
> :D
>
> also i tried IBaseClientDLL::HudUpdate, the same way above, but no results
> ):
>
> thank you again!
>
> 2010/1/4 Saul Rennison <[email protected]>
>
>
>> Atlast someone who knows what they're talking about!
>>
>> Anyway back on top. You'd need to hook
>> IBaseClientDLL::NotifyFrameStage (I think that's what it's called) and
>> use that as your alternative to GameFrame.
>>
>> On Monday, January 4, 2010, Zach Kanzler <[email protected]> wrote:
>>
>>> Clients do load plug-ins. You can load SourceMod client-side and change
>>>
>> any
>>
>>> cvar, Tom, including sv_cheats, though it will only be changed
>>>
>> client-side.
>>
>>> --
>>> Zach "theY4Kman" Kanzler
>>>
>>>
>>> On Mon, Jan 4, 2010 at 04:55, Tom Edwards <[email protected]>
>>>
>> wrote:
>>
>>>> You can see server commands in the console. sv_cheats, sv_password,
>>>>
> etc.
>
>>>> Doesn't mean they execute on the client.
>>>>
>>>> On 04/01/2010 7:06, Joe Cabezas wrote:
>>>>
>>>>> nope
>>>>>
>>>>> clients DO LOAD plugins... via console commmand "plugin_load"...
>>>>>
>>>>> ok, that's not the main question.....
>>>>>
>>>>> how to run commands every frame/tick in client?
>>>>>
>>>>> 2010/1/4 Andrew Ritchie<[email protected]>
>>>>>
>>>>>
>>>>>
>>>>>> Quite simply the client does not load or run plug ins. If you were
>>>>>>
>>>> making
>>>>
>>>>>> your own mod then you could add a client side system that loads and
>>>>>>
>> runs
>>
>>>>>> them ever tick, but the client engine does not expose any systems to
>>>>>>
>> run
>>
>>>>>> plug in type features and no Valve game is likely to offer such a
>>>>>>
>>>> feature.
>>>>
>>>>>> On Mon, Jan 4, 2010 at 4:42 AM, Joe Cabezas<[email protected]>
>>>>>>
>>>> wrote:
>>>>
>>>>>>
>>>>>>> i know i can't!, actually i know that i'm doing a server solution,
>>>>>>>
>> my
>>
>>>>>>> question is: "how to make it work in a client plugin"?
>>>>>>>
>>>>>>> maybe.... threads?, thinks?, how?
>>>>>>>
>>>>>>> 2010/1/4 Olly<[email protected]>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>> You can't. Its a server plugin: CEmpty*Server*Plugin
>>>>>>>>
>>>>>>>> 2010/1/4 Joe Cabezas<[email protected]>
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>>> hello!
>>>>>>>>>
>>>>>>>>> i want to execute some functions in a CLIENT SIDE PLUGIN, for
>>>>>>>>>
>> tf2...
>>
>>>>>>> with
>>>>>>>
>>>>>>>
>>>>>>>>> no
>>>>>>>>> results
>>>>>>>>>
>>>>>>>>> this is what i'm doing:
>>>>>>>>>
>>>>>>>>> void CEmptyServerPlugin::GameFrame( bool simulating )
>>>>>>>>> {
>>>>>>>>> Msg("this is a frame!");
>>>>>>>>> }
>>>>>>>>>
>>>>>>>>> but, it only works when i create a server, and not when i join a
>>>>>>>>>
>>>>>>>>>
>>>>>>>> server...
>>>>>>>>
>>>>>>>>
>>>>>>>>> how can i access to a client-side gameframe event?
>>>>>>>>> _______________________________________________
>>>>>>>>> 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>
>>>>>>
>> --
>>
>> Thanks,
>> - Saul.
>>
>> _______________________________________________
>> 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:
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>
>
>
> End of hlcoders Digest, Vol 23, Issue 7
> ***************************************
>
>
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