Re: [hlcoders] Crashes with the HL2MP SDK
I added it in, but got a precompiled header error, then I fixed that and everything went all slow, and I got errors from DbgHelp.h :| On Mon, 21 Feb 2005 01:13:48 +, Knifa [EMAIL PROTECTED] wrote: I think its okay. Everything works perfect while your the server. Minidumps?,,, http://www.codeproject.com/debug/postmortemdebug_standalone1.asp Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa Domino Mod http://knd.org.uk/dominomod/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Player Rendering effects
I am currently trying to implement a way of making a specific class in my mod become more and more translucent the less they move, and if they stop completely for a period of time they become completely invisible. I have the majority of this working, it's simple enough, but I am having an issue with creating a translucent player. The final effect which is a complete no draw is in, and so is the starting point, solid. It's the middle, transitional period I have had the problems with. If you have seen the E3 demo where the translucent character is standing in the flame you will get an idea of what I am trying to acheive. Unfortunatly I havent been able to figure out exactly how to get them to appear like that. I have tried changing the player's keyvalue renderamt, and also the players rendermode. Is this the right way to go about it or do I have to change the player's material dynamically somehow? I know it's probably some simple soloution that I missed at 3am, but it's just eluding me. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Respawning all players
I use this one for ( int i = 0 ; i = gpGlobals-maxClients ; i++ ) { CBasePlayer *player = (CBasePlayer *)UTIL_PlayerByIndex(i); if ( player ) { player-RemoveAllAmmo(); //Removes all ammo player-RemoveAllDecals();//Removes All decals from the player model player-Spawn(); //Spawns the player player-SetMoveType(MOVETYPE_NONE);//freezes the player //now we have to cycle through all the players weapons for ( int j = 0 ; jplayer-WeaponCount() ; j++) { CBaseCombatWeapon *pweapon = player-GetWeapon(j); if (pweapon) pweapon-Delete();//removes this weapon from the game; } } } On Sun, 20 Feb 2005 14:42:46 -0500, Lance Vorgin [EMAIL PROTECTED] wrote: static_castCBasePlayer*(pEntity)-RemoveAllItems(false); ? ___ 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
Re: [hlcoders] Player Rendering effects
It's the material that needs to be changed. If you are really stuck you could ask garry of garrys mod, he just implemented a material changer gun. On Mon, 21 Feb 2005 09:50:54 +, British_Bomber [EMAIL PROTECTED] wrote: I am currently trying to implement a way of making a specific class in my mod become more and more translucent the less they move, and if they stop completely for a period of time they become completely invisible. I have the majority of this working, it's simple enough, but I am having an issue with creating a translucent player. The final effect which is a complete no draw is in, and so is the starting point, solid. It's the middle, transitional period I have had the problems with. If you have seen the E3 demo where the translucent character is standing in the flame you will get an idea of what I am trying to acheive. Unfortunatly I havent been able to figure out exactly how to get them to appear like that. I have tried changing the player's keyvalue renderamt, and also the players rendermode. Is this the right way to go about it or do I have to change the player's material dynamically somehow? I know it's probably some simple soloution that I missed at 3am, but it's just eluding me. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crashes with the HL2MP SDK
Right, I've figured out it's something on the client DLL for sure. The player lasts about 5 seconds, and can move but then they get a memory error. I added it in, but got a precompiled header error, then I fixed that and everything went all slow, and I got errors from DbgHelp.h :| On Mon, 21 Feb 2005 01:13:48 +, Knifa [EMAIL PROTECTED] wrote: I think its okay. Everything works perfect while your the server. Minidumps?,,, http://www.codeproject.com/debug/postmortemdebug_standalone1.asp Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa Domino Mod http://knd.org.uk/dominomod/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa Domino Mod http://knd.org.uk/dominomod/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making timers
Or you can always use the CountDownTimer class in the util_shared.h... CountDownTimer roundTimer; roundTimer.Start(mp_roundlimit.GetFloat() * 60); if (roundTimer.isElapsed()) { } roundTimer.Reset()... and so on.. Just look the CountDownTimer class. On Mon, 21 Feb 2005 17:04:09 +, Ben Davison [EMAIL PROTECTED] wrote: I'll show you my basic timer(you have to add the hud elements yourself) This for HL2DM. multiplay_gamerules.h extern ConVar mp_roundlimit; multiplay_gamerules.cpp // Round limit ConVar mp_roundlimit( mp_roundlimit, 0, FCVAR_NOTIFY|FCVAR_REPLICATED, game time per round in minutes ); hl2mp_gamerules.cpp void CHL2MPRules::Think( void ) In this function. float flRoundTimer = mp_roundlimit.GetFloat() * 60; //Intrest: Timer. if ( flRoundTimer != 0 gpGlobals-curtime = flRoundTimer ) { Msg(Round over); return; //RestartRound(); } As you can see you will have to put it on the hud and RestartRound(); On Thu, 01 Jan 2004 00:13:54 +, Knifa [EMAIL PROTECTED] wrote: Okay, thanks alot :) http://www.sourcewiki.org/wiki/index.php/Creating_a_Roundtimer that shows you how to make a round timer and display it on the HUD. basically all you do is put a timer in either your game rules(for a global timer) or your player(for a timer for each player) by checking a start time against gpGlobals-curtime and getting a hud element to display it, or in your case call something to trigger a build event and restart. the tute decribes it better :( -- ** Draco Coder for Perfect Dark and Kreedz Climbing http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa Domino Mod http://knd.org.uk/dominomod/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com ___ 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
RE: [hlcoders] Dedicated server for mods broken by new steam update
I don't know about that problem sorry, haven't had any reports of it either. Could you elaborate on the death notice problems? - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Sunday, February 20, 2005 11:14 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Dedicated server for mods broken by new steam update Thanks Alfred, I was able to get it to show up in the list again by adding the game key in gameinfo.txt. Do you have any ideas about the DM mod dedicated server problem? Running a dedicated server of an unmodified DM mod has player animation problems and death notice problems that don't seem to happen if you're just running a listen server. On Sun, 20 Feb 2005 22:20:27 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: You need to update your gameinfo.txt, I will cut and paste the note I sent to this list last week about it: -- On a related note, the name that is displayed in the games list (and in the server browser) will be from the game key in your mod dir/gameinfo.txt file (and it will fall back to the name key for dirthe games list if a game key does not exist). --- So, just add that key to your gameinfo.txt and it will work again. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Flanagan Sent: Sunday, February 20, 2005 7:42 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Dedicated server for mods broken by new steam update Ever since the new Steam update, my mod has been having problems with dedicated servers. Before the Steam update, I copied my mod into /SteamApps/username/source dedicated server/ and then when I launched the Dedicated Server program from within Steam, the mod would show up in the list of games that you could run a dedicated server with. After the Steam update, with no changes at all to the mod, the mod no longer shows up in the dropdown of available games in the Dedicated Server program and if I try to start it manually via the command line then it doesn't work. I tried testing this by using the updated SDK to create a new DM mod. I did not change any of the files created by the DM mod except for the game name in GameInfo.txt so I could tell it apart from the others. I compiled the DM code to put in the /bin directory for that mod but did not modify the code at all. I then copied this mod directory into /SteamApps/username/source dedicated server/ like I had done before and it showed up in the list of available games to run a dedicated server for. When I ran the dedicated server using the unmodified DM mod, none of the animations worked at all and whenever anyone was killed it would just say that player unconnected suicided. If I ran a listen (non-dedicated server) using this DM mod, then everything worked fine and animations and death messages and all were working. Something is broken in Source Dedicated Server since the new Steam update. Can anyone from Valve comment on this? ___ 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
RE: [hlcoders] IGameEventManager/IGameEventListener
I will forward on the request for some kind of iterator in IGameEvent, seems a reasonable thing. Note that you can load the various event files (modevents.res, serverevents.res, gameevents.res) at run time to get the format of all the events being used. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Damaged Soul Sent: Saturday, February 19, 2005 6:39 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] IGameEventManager/IGameEventListener I would love to use the newer system and I understand that it probably is more efficient. But is there any chance that IGameEvent will be expanded to allow the things I stated previously with getting an event param type or iterating through all the arguments/params of a particular event? Using KeyValues in the older system allowed me to do such things and I'd really like to have such functionality, more specifically for logging every event that occurs along with every param/argument name and its value. As an example, when the player_team event occurs, I would log data such as this without actually having to know what each param name was: Event - player_team Arg 1: userid 2 Arg 2: team 2 Arg 3: oldteam 0 Arg 4: disconnect 0 On Sat, 19 Feb 2005 17:43:36 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: The old event system had way too much overhead when we start adding more verbose events (such as firing one each time a footstep is triggered, something that bots use). The new system is much more efficient, it only creates and delivers events when a listener exists. You should upgrade to the new system. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Damaged Soul Sent: Saturday, February 19, 2005 1:05 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] IGameEventManager/IGameEventListener I'm curious as to why Valve decided to change these interfaces and use IGameEvent rather than KeyValues. One guess that I have, is that KeyValues has more methods than is really needed for game events. KeyValues has extra things for getting and setting pointer and color data types. Events only use Bool, Int, Float, and String data types so those extra methods are not needed for events. And I would guess that is why IGameEvent is used instead now. However, by using IGameEvent, a little power is lost as a result. With KeyValues I was able to determine the data type of a particular param/argument and also iterate through the list of params/arguments for an event that had occurred. This kind of thing was very useful for creating a logging system to print data about every event that occurs without having to explicitly get the value of a key. I did not have to actually know the names of all the event params in order to do this. I have noticed that I am currently still able to use the older IGameEventListener to do what I want, however the comments in igamevents.h state it should not be used and is for legacy support. Is there a particular reason that I should not use the older one? And is there any chance for IGameEvent to be expanded to allow for iteration of the event's params/arguments because I would like to use the newer interface, but it doesn't provide everything I need at the moment. ___ 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
RE: [hlcoders] Player Rendering effects
I've got a similar system going in my mod, except we use a material with the refract shader - a possibility would be to use the playerspeed material proxy to affect the refraction level, though that wouldn't allow a way of getting the model back into full visibility again (something I want to look into for a player death). However, be warned, the refract shader requires a number of fallbacks (it looks different between dx 8 and 9, doesn't work at all on dx8 low shaders or dx6/7). One of my artists is currently trying to figure out a way of getting dx8 on low shaders to at least fall back to dx6, rather than displaying a pure white material! Ging -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of British_Bomber Sent: 21 February 2005 09:51 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Player Rendering effects I am currently trying to implement a way of making a specific class in my mod become more and more translucent the less they move, and if they stop completely for a period of time they become completely invisible. I have the majority of this working, it's simple enough, but I am having an issue with creating a translucent player. The final effect which is a complete no draw is in, and so is the starting point, solid. It's the middle, transitional period I have had the problems with. If you have seen the E3 demo where the translucent character is standing in the flame you will get an idea of what I am trying to acheive. Unfortunatly I havent been able to figure out exactly how to get them to appear like that. I have tried changing the player's keyvalue renderamt, and also the players rendermode. Is this the right way to go about it or do I have to change the player's material dynamically somehow? I know it's probably some simple soloution that I missed at 3am, but it's just eluding me. ___ 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
[hlcoders] Server query protocol
We will be revising the Source server query format in the near future to remove some architectural problems with it. All the existing queries apart from PING will be altered by this change (i.e will require your tools to be updated). There will be a period where both systems coincide but we want to be aggressive in removing support for the old protocol. This change may be ported to the HL1 engine also. We have been assessing various protocols (both from other vendors and from the public), this is your chance to request features or suggest other standards to consider. The current plan is to make the minimal set of changes to remove the problems we found (making it easier for tools to update) but as we are breaking the protocol we are open to larger changes. You can make feature requests or suggestions to this list (hlds_apps) or to me directly. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: [hlds_apps] Server query protocol
That would be the plan :) - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland Sent: Monday, February 21, 2005 12:19 PM To: hlds_apps@list.valvesoftware.com Cc: hlcoders@list.valvesoftware.com Subject: Re: [hlds_apps] Server query protocol Thanks fot the heads up on this can we get the new protocol details prior to release? Steve / K - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] We will be revising the Source server query format in the near future to remove some architectural problems with it. All the existing queries apart from PING will be altered by this change (i.e will require your tools to be updated). There will be a period where both systems coincide but we want to be aggressive in removing support for the old protocol. This change may be ported to the HL1 engine also. We have been assessing various protocols (both from other vendors and from the public), this is your chance to request features or suggest other standards to consider. The current plan is to make the minimal set of changes to remove the problems we found (making it easier for tools to update) but as we are breaking the protocol we are open to larger changes. You can make feature requests or suggestions to this list (hlds_apps) or to me directly. - Alfred ___ hlds_apps mailing list hlds_apps@list.valvesoftware.com http://list.valvesoftware.com/mailman/listinfo/hlds_apps This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone (023) 8024 3137 or return the E.mail to [EMAIL PROTECTED] ___ hlds_apps mailing list hlds_apps@list.valvesoftware.com http://list.valvesoftware.com/mailman/listinfo/hlds_apps ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Rendering effects
Shaders are well beyond my level of knowledge unfortunatly :( But it's amazing what you can do when you acctually look at the available public functions SetRenderColorA( SetRenderMode( and a little help from garry on the materials has put me on my merry way to getting it up and running. I think my original goal was just to alter the Alpha channel and rendermode, but after inadvertently convincing myself it was the player material, I think changing that during gameplay could be a bonus, but I am happy enough now to atleast get a basic transparency on the player. Why are these things so simple after have gone about doing something the bass ackwards lol thanks for the help guys. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Bots in HL2DM?
Has anyone successfully ported the basic bot code in the barebones MP mod to the new deathmatch code? After copying a few files from basic-MP to the DM folders (most of the stuff is already there but needs to be added to the project) I can get it to compile but I get 22 link errors (unresolved externals). The link errors are listed below. Many thanks. hl error LNK2019: unresolved external symbol char const * __cdecl FindEngineArg(char const *) (?FindEngineArg@@[EMAIL PROTECTED]) referenced in function void __cdecl BotAdd_f(void) (?BotAdd_f@@YAXXZ) hl error LNK2019: unresolved external symbol int __cdecl FindEngineArgInt(char const *,int) (?FindEngineArgInt@@[EMAIL PROTECTED]) referenced in function void __cdecl BotAdd_f(void) (?BotAdd_f@@YAXXZ) hl error LNK2001: unresolved external symbol public: virtual bool __thiscall CSDKPlayer::SDKAnim_CanMove(void) ([EMAIL PROTECTED]@@UAE_NXZ) hl error LNK2001: unresolved external symbol public: virtual class CWeaponSDKBase * __thiscall CSDKPlayer::SDKAnim_GetActiveWeapon(void) ([EMAIL PROTECTED]@@UAEPAVCWeaponSDKBase@@XZ) hl error LNK2001: unresolved external symbol public: virtual void __thiscall CSDKPlayer::LeaveVehicle(class Vector const ,class QAngle const ) ([EMAIL PROTECTED]@@UAEXABVVector@@ABVQAngle@@@Z) hl error LNK2001: unresolved external symbol public: virtual void __thiscall CSDKPlayer::CheatImpulseCommands(int) ([EMAIL PROTECTED]@@[EMAIL PROTECTED]) hl error LNK2001: unresolved external symbol public: virtual void __thiscall CSDKPlayer::FlashlightTurnOff(void) ([EMAIL PROTECTED]@@UAEXXZ) hl error LNK2001: unresolved external symbol public: virtual void __thiscall CSDKPlayer::FlashlightTurnOn(void) ([EMAIL PROTECTED]@@UAEXXZ) hl error LNK2001: unresolved external symbol public: virtual int __thiscall CSDKPlayer::FlashlightIsOn(void) ([EMAIL PROTECTED]@@UAEHXZ) hl error LNK2001: unresolved external symbol public: virtual void __thiscall CSDKPlayer::PostThink(void) ([EMAIL PROTECTED]@@UAEXXZ) hl error LNK2001: unresolved external symbol public: virtual void __thiscall CSDKPlayer::PreThink(void) ([EMAIL PROTECTED]@@UAEXXZ) hl error LNK2001: unresolved external symbol public: virtual void __thiscall CSDKPlayer::InitialSpawn(void) ([EMAIL PROTECTED]@@UAEXXZ) hl error LNK2001: unresolved external symbol public: virtual void __thiscall CSDKPlayer::CreateViewModel(int) ([EMAIL PROTECTED]@@[EMAIL PROTECTED]) hl error LNK2001: unresolved external symbol public: virtual void __thiscall CSDKPlayer::Event_Killed(class CTakeDamageInfo const ) ([EMAIL PROTECTED]@@UAEXABVCTakeDamageInfo@@@Z) hl error LNK2001: unresolved external symbol public: virtual void __thiscall CSDKPlayer::Precache(void) ([EMAIL PROTECTED]@@UAEXXZ) hl error LNK2001: unresolved external symbol public: virtual void __thiscall CSDKPlayer::Spawn(void) ([EMAIL PROTECTED]@@UAEXXZ) hl error LNK2001: unresolved external symbol public: virtual int __thiscall CSDKPlayer::YouForgotToImplementOrDeclareServerClass(void) ([EMAIL PROTECTED]@@UAEHXZ) hl error LNK2001: unresolved external symbol public: virtual char const * __thiscall CSDKPlayer::GetClassName(void) ([EMAIL PROTECTED]@@UAEPBDXZ) hl error LNK2001: unresolved external symbol public: virtual class ServerClass * __thiscall CSDKPlayer::GetServerClass(void) ([EMAIL PROTECTED]@@UAEPAVServerClass@@XZ) hl error LNK2001: unresolved external symbol public: virtual struct datamap_t * __thiscall CSDKPlayer::GetPredDescMap(void) ([EMAIL PROTECTED]@@UAEPAUdatamap_t@@XZ) hl error LNK2019: unresolved external symbol public: __thiscall CSDKPlayer::CSDKPlayer(void) (??0CSDKPlayer@@[EMAIL PROTECTED]) referenced in function public: __thiscall CSDKBot::CSDKBot(void) (??0CSDKBot@@[EMAIL PROTECTED]) hl error LNK2019: unresolved external symbol public: virtual __thiscall CSDKPlayer::~CSDKPlayer(void) (??1CSDKPlayer@@[EMAIL PROTECTED]) referenced in function public: virtual __thiscall CSDKBot::~CSDKBot(void) (??1CSDKBot@@[EMAIL PROTECTED]) hl fatal error LNK1120: 22 unresolved externals ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Server Plugins refusing to load
Is there any way to tell why my Server Plugins (on Linux dedicated server) are refusing to load? They compile and link correctly but I cannot tell why they wont load. Thank you, Daniel Jennings ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Bizzare/Random/Frightening crash
Please bare with me while I try to explain this crash, let me begin by saying I'm using the very first mp sdk source with no updates... and debug build is not helping at all. Perhaps the most frightening aspect of this crash is its consistancy between game launches, and its inconsistancy between builds, its almost as if my compiler is messed up. Basically I'm encountering a crash in the client dll. When I create a server, disconnect, and then recreate. the debug build gives me an error in void CBaseViewport::RemoveAllPanels(void) (vgui_teamfortressviewport.cpp line 413) this is the callstack.. client.dll!CBaseViewport::RemoveAllPanels() Line 413 + 0xf C++ client.dll!CBaseViewport::~CBaseViewport() Line 432C++ client.dll!SDKViewport::~SDKViewport() + 0x14 C++ client.dll!SDKViewport::`scalar deleting destructor'() + 0x14 C++ client.dll!ClientModeShared::~ClientModeShared() Line 107 + 0x22 C++ client.dll!ClientModeSDKNormal::~ClientModeSDKNormal() Line 92 + 0x8 C++ client.dll!$E11() + 0x13 C++ client.dll!doexit(int code=0, int quick=0, int retcaller=1) Line 376 C client.dll!_cexit() Line 318 + 0xb C client.dll!_CRT_INIT(void * hDllHandle=0x2400, unsigned long dwReason=0, void * lpreserved=0x0001) Line 193 C client.dll!_DllMainCRTStartup(void * hDllHandle=0x2400, unsigned long dwReason=0, void * lpreserved=0x0001) Line 312 + 0x11 C The kicker is the call stack indicates the call to this method is happening after a call to doExit() which is totally unrelated to anything i've been doing - if thats not enough for you, it gets a whole lot worse. I ported one single npc over nothing more, and magically the crash was fixed. Now I can create/shutdown servers as many times as I want without crashing It gets worse. Now when creating an npc I experience the exact same crash. then maybe 30 rebuilds later.. the crash is magically gone, without even going near npc or combat character code of anykind... another few builds later, the crash reappears. (totally random) Keep in mind the crashing is _consistant_ in a build, as in once the crash is present no matter how many times i launch the game I'll have the exact same behaviour, magically sometimes if I do a rebuild without changing any code, the crash vanishes. I checked this to make sure it wasn't something like accessing an invalid pointer. I wasn't even going to post about it here but I thought I'd give it a shot. This must be something compiler related (mvsc++7.0) OR for some messed up reason I couldn't understand the debugger is showing me the same (old and unrelated) callstack, however I don't see how this could be the case as the debugger shows the proper information if I crash a different way. Does *anyone* have *any* suggestions? am I missing some service pack I don't know about? Thanks in advance... _ Powerful Parental Controls Let your child discover the best the Internet has to offer. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bots in HL2DM?
Thanks! By using CBasePlayer instead of CSDKPlayer and a few minor tweaks I can compile and link. However when I use the bot_add command at the console the game (HL2DM) crashes on this line of the function BotPutInServer in sdk_bot_temp.cpp: edict_t *pEdict = engine-CreateFakeClient( botname ); Any ideas? Many thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bizzare/Random/Frightening crash
hmm .. not that I know much but, sometimes builds get messed up for some reasons (I don't think it's a bug in the compiler itself .. but what do I know) but you can fix this kind of stuff by rebuilding a clean build. On Mon, 21 Feb 2005 23:38:10 -0500, Maurino Berry [EMAIL PROTECTED] wrote: Please bare with me while I try to explain this crash, let me begin by saying I'm using the very first mp sdk source with no updates... and debug build is not helping at all. Perhaps the most frightening aspect of this crash is its consistancy between game launches, and its inconsistancy between builds, its almost as if my compiler is messed up. Basically I'm encountering a crash in the client dll. When I create a server, disconnect, and then recreate. the debug build gives me an error in void CBaseViewport::RemoveAllPanels(void) (vgui_teamfortressviewport.cpp line 413) this is the callstack.. client.dll!CBaseViewport::RemoveAllPanels() Line 413 + 0xf C++ client.dll!CBaseViewport::~CBaseViewport() Line 432C++ client.dll!SDKViewport::~SDKViewport() + 0x14 C++ client.dll!SDKViewport::`scalar deleting destructor'() + 0x14 C++ client.dll!ClientModeShared::~ClientModeShared() Line 107 + 0x22 C++ client.dll!ClientModeSDKNormal::~ClientModeSDKNormal() Line 92 + 0x8 C++ client.dll!$E11() + 0x13 C++ client.dll!doexit(int code=0, int quick=0, int retcaller=1) Line 376 C client.dll!_cexit() Line 318 + 0xb C client.dll!_CRT_INIT(void * hDllHandle=0x2400, unsigned long dwReason=0, void * lpreserved=0x0001) Line 193 C client.dll!_DllMainCRTStartup(void * hDllHandle=0x2400, unsigned long dwReason=0, void * lpreserved=0x0001) Line 312 + 0x11 C The kicker is the call stack indicates the call to this method is happening after a call to doExit() which is totally unrelated to anything i've been doing - if thats not enough for you, it gets a whole lot worse. I ported one single npc over nothing more, and magically the crash was fixed. Now I can create/shutdown servers as many times as I want without crashing It gets worse. Now when creating an npc I experience the exact same crash. then maybe 30 rebuilds later.. the crash is magically gone, without even going near npc or combat character code of anykind... another few builds later, the crash reappears. (totally random) Keep in mind the crashing is _consistant_ in a build, as in once the crash is present no matter how many times i launch the game I'll have the exact same behaviour, magically sometimes if I do a rebuild without changing any code, the crash vanishes. I checked this to make sure it wasn't something like accessing an invalid pointer. I wasn't even going to post about it here but I thought I'd give it a shot. This must be something compiler related (mvsc++7.0) OR for some messed up reason I couldn't understand the debugger is showing me the same (old and unrelated) callstack, however I don't see how this could be the case as the debugger shows the proper information if I crash a different way. Does *anyone* have *any* suggestions? am I missing some service pack I don't know about? Thanks in advance... _ Powerful Parental Controls Let your child discover the best the Internet has to offer. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ 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
Re: [hlcoders] Bizzare/Random/Frightening crash
This really sounds like a build system problem. The rebuild without changing code fix is what gives it away. Make clean and make. On Mon, 21 Feb 2005 21:55:23 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote: hmm .. not that I know much but, sometimes builds get messed up for some reasons (I don't think it's a bug in the compiler itself .. but what do I know) but you can fix this kind of stuff by rebuilding a clean build. On Mon, 21 Feb 2005 23:38:10 -0500, Maurino Berry [EMAIL PROTECTED] wrote: Please bare with me while I try to explain this crash, let me begin by saying I'm using the very first mp sdk source with no updates... and debug build is not helping at all. Perhaps the most frightening aspect of this crash is its consistancy between game launches, and its inconsistancy between builds, its almost as if my compiler is messed up. Basically I'm encountering a crash in the client dll. When I create a server, disconnect, and then recreate. the debug build gives me an error in void CBaseViewport::RemoveAllPanels(void) (vgui_teamfortressviewport.cpp line 413) this is the callstack.. client.dll!CBaseViewport::RemoveAllPanels() Line 413 + 0xf C++ client.dll!CBaseViewport::~CBaseViewport() Line 432C++ client.dll!SDKViewport::~SDKViewport() + 0x14 C++ client.dll!SDKViewport::`scalar deleting destructor'() + 0x14 C++ client.dll!ClientModeShared::~ClientModeShared() Line 107 + 0x22 C++ client.dll!ClientModeSDKNormal::~ClientModeSDKNormal() Line 92 + 0x8 C++ client.dll!$E11() + 0x13 C++ client.dll!doexit(int code=0, int quick=0, int retcaller=1) Line 376 C client.dll!_cexit() Line 318 + 0xb C client.dll!_CRT_INIT(void * hDllHandle=0x2400, unsigned long dwReason=0, void * lpreserved=0x0001) Line 193 C client.dll!_DllMainCRTStartup(void * hDllHandle=0x2400, unsigned long dwReason=0, void * lpreserved=0x0001) Line 312 + 0x11 C The kicker is the call stack indicates the call to this method is happening after a call to doExit() which is totally unrelated to anything i've been doing - if thats not enough for you, it gets a whole lot worse. I ported one single npc over nothing more, and magically the crash was fixed. Now I can create/shutdown servers as many times as I want without crashing It gets worse. Now when creating an npc I experience the exact same crash. then maybe 30 rebuilds later.. the crash is magically gone, without even going near npc or combat character code of anykind... another few builds later, the crash reappears. (totally random) Keep in mind the crashing is _consistant_ in a build, as in once the crash is present no matter how many times i launch the game I'll have the exact same behaviour, magically sometimes if I do a rebuild without changing any code, the crash vanishes. I checked this to make sure it wasn't something like accessing an invalid pointer. I wasn't even going to post about it here but I thought I'd give it a shot. This must be something compiler related (mvsc++7.0) OR for some messed up reason I couldn't understand the debugger is showing me the same (old and unrelated) callstack, however I don't see how this could be the case as the debugger shows the proper information if I crash a different way. Does *anyone* have *any* suggestions? am I missing some service pack I don't know about? Thanks in advance... _ Powerful Parental Controls Let your child discover the best the Internet has to offer. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ 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 -- spooq ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugins refusing to load
On linux, you can try to use something like strace (you may have to log the output) to catch where calls are messing up. But in the end, it would be very helpful if Valve included some sort of dlerror()/FormatMessage() output when a plugin fails to load. -David BAILOPAN Anderson http://www.sourcemod.net/ Daniel Jennings wrote: Is there any way to tell why my Server Plugins (on Linux dedicated server) are refusing to load? They compile and link correctly but I cannot tell why they wont load. Thank you, Daniel Jennings ___ 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
Re: [hlcoders] Bizzare/Random/Frightening crash
unfortunately cleaning it doesnt seem to help very often : I think I'm going to try compiling on another computer maybe if I can't get any more suggestions from here.. thanks though :D _ Designer Mail isn't just fun to send, it's fun to receive. Use special stationery, fonts and colors. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Server Plugins refusing to load
I will have a look at the code and see why it isn't doing this already. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Anderson Sent: Monday, February 21, 2005 9:30 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Server Plugins refusing to load On linux, you can try to use something like strace (you may have to log the output) to catch where calls are messing up. But in the end, it would be very helpful if Valve included some sort of dlerror()/FormatMessage() output when a plugin fails to load. -David BAILOPAN Anderson http://www.sourcemod.net/ Daniel Jennings wrote: Is there any way to tell why my Server Plugins (on Linux dedicated server) are refusing to load? They compile and link correctly but I cannot tell why they wont load. Thank you, Daniel Jennings ___ 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
Re: [hlcoders] Debugging HL2DM Sdk
Noone has a clue about this? I can not for the life of me do anything with the HL2DM sdk? I tried the MP SDK and everything works as it should. Not sure what the deal is... Also in the solution explorer it shows CounterStrike DLL TF2 DLL and these were never there before. They have some files under those but the system can not find the path error when I try to open one of the files. Maybe I got a screwed up download? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: r00t 3:16 [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, February 19, 2005 9:46 PM Subject: Re: [hlcoders] Debugging HL2DM Sdk Also while doing more testing... void CHL2MPRules::Think( void ) { DevMsg(2,%s\n, ShouldRestartRound() ); } That does not Give me anything when I launch the game, with developer 2 set in the console. That should scoll in the console and does not. So why does it seem changes can not be made to the hl2dm_ files ? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: r00t 3:16 [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, February 19, 2005 9:39 PM Subject: [hlcoders] Debugging HL2DM Sdk Anyone try to debug this ? It will not allow me to go into the hl properties to add the debug options. Client or Server projects. Box comes up and says unspecified error Any ideas what might cause this? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ 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