The first message won't print because it only updates the screen ever VGui frame. Try a dedicated server... or even better just debug with Visual Studio.
On Saturday, May 15, 2010, Klaus Müller <tloeffl...@googlemail.com> wrote: > Thanks for the tip, Tony. Unfortunately though, I don't really know how to > get it working. The game crashes immediately when I respawn :/ I moved the > hl2mp cleanmap code to FrameUpdatePostEntityThink() in entitylist.cpp and > did a similar call to it as with respawn_entities. I added a concommand that > will set the cleanmap boolean to true. Then, in FrameUpdatePostEntityThink() > I check if the var is true, set it to false and execute the cleanmap code > from hl2mp with the proper changes that were necessary to make it compile. > Due to it crashing immediately, I decided to add DevMsg()'s to find out the > exact line it crashes on. For some reason, not even the first message is > printed: > > void FrameUpdatePostEntityThink() > { > g_TouchManager.FrameUpdatePostEntityThink(); > > if( m_bCleanMap ) > { > m_bCleanMap = false; > DevMsg( 1, "bla1\n" ); > > // Get rid of all entities except players. > CBaseEntity *pCur = gEntList.FirstEnt(); > // ... > > > 2010/5/15 Tony "omega" Sergi <omegal...@gmail.com> > >> I wouldn't use the respawn_entities command itself to do it, but rather >> take >> the HL2MP map cleanup code and use that. >> do the clean up, then respawn the player. >> That way it doesn't just explicitly respawn stuff that should only be >> spawned once. >> >> >> On Sun, May 16, 2010 at 5:40 AM, Klaus Müller <tloeffl...@googlemail.com >> >wrote: >> >> > Okay, I played around a bit and it seems like calling an >> > engine->ServerCommand("respawn_entities\n") from respawn() in >> > hl2_client.cpp >> > and moving the pPlayer->RemoveSolidFlags( FSOLID_NOT_SOLID ) to the >> > function >> > that actually respawns the entities (which is void >> > FrameUpdatePostEntityThink() in entitylist.cpp) works fine. No more >> getting >> > stuck in my HEV suit now ;> There's two little issues though, well, let's >> > say three: >> > >> > 1. For some reason the FrameUpdatePostEntityThink() gets called twice >> with >> > the parameter m_bRespawnAllEntities set to true. This is weird because >> the >> > first thing that's done in the if-statement is setting the variable to >> > false >> > so the if-statement is ignored on the next think. When you execute the >> > respawn_entities command, the function void RespawnEntities() gets called >> > which sets the m_bRespawnAllEntities variable to true. >> > >> > void FrameUpdatePostEntityThink() >> > { >> > g_TouchManager.FrameUpdatePostEntityThink(); >> > >> > if ( m_bRespawnAllEntities ) >> > { >> > m_bRespawnAllEntities = false; >> > // ... >> > >> > This is annoying because I'm starting demo recording right after >> respawning >> > as well. If the function gets called twice, there'll always be the >> console >> > output "Already recording." which looks kind of sloppy. >> > >> > 2. This only happens on a test map I made myself. When I respawn, the HEV >> > suit spawns as well, obviously, but apparently the player already spawns >> > with one causing there to be another suit in the map which you can't pick >> > up. If I respawn on any map from HL2, all items spawn properly, you have >> > your suit but there's not a second one standing around in the map. >> > >> > 3. This happened a couple of times on certain HL2 maps. After respawning, >> > textures started to look light blue, sometimes the distance fog wouldn't >> be >> > rendered. This occured on d2_coast_07 as well as on others. Also, >> sometimes >> > items won't spawn at all, just the player and certain key input seems to >> be >> > ignored (e.g. F1 which I use to open the console). I cannot tell how to >> > reproduce this unfortunately. It seems as if this only happens with HL2 >> > maps, Ep2 maps don't seem to have the graphics issues, but the item issue >> > happens there, too occasionally. For example, ep2_outland_08. If I make >> it >> > to the chopper fight, then die and respawn, I start in the tunnel at the >> > very beginning and don't get any items at all. The mod is based on Ep2 >> > which >> > is why I have AppID 420 in my gameinfo.txt. Beside that, I parse the HL2 >> > content via AdditionalContentId 220. >> > >> > >> > >> > 2010/5/14 Klaus Müller <tloeffl...@googlemail.com> >> > >> > > The first part worked great, the second not so much :/ >> > > I added this to respawn(): >> > > >> > > if( pEdict->IsPlayer() ) >> > > { >> > > CBasePlayer *pPlayer = (CBasePlayer*) pEdict; >> > > pPlayer->Spawn(); >> > > pPlayer->RemoveSolidFlags( FSOLID_NOT_SOLID ); >> > > } >> > > >> > > If I do an additional call to >> > engine->ServerCommand("respawn_entities\n"), >> > > I get stuck in my suit :> What's even worse though is that there are no >> > > decals anymore after the ServerCmd call. Also, the console command > -- Thanks, - Saul. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders