Re: [hlcoders] Crashes with the HL2MP SDK

2005-02-21 Thread Knifa
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
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[hlcoders] Player Rendering effects

2005-02-21 Thread British_Bomber
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.

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Re: [hlcoders] Respawning all players

2005-02-21 Thread Andre Bandarra
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); ?

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Re: [hlcoders] Player Rendering effects

2005-02-21 Thread Ben Davison
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.

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- http://www.shadow-phoenix.com

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Re: [hlcoders] Crashes with the HL2MP SDK

2005-02-21 Thread Knifa
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
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Domino Mod
http://knd.org.uk/dominomod/
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http://knd.org.uk/dominomod/
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Re: [hlcoders] Making timers

2005-02-21 Thread Andre Bandarra
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
  
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  Domino Mod
  http://knd.org.uk/dominomod/
 
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RE: [hlcoders] Dedicated server for mods broken by new steam update

2005-02-21 Thread Alfred Reynolds
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?

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RE: [hlcoders] IGameEventManager/IGameEventListener

2005-02-21 Thread Alfred Reynolds
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.

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RE: [hlcoders] Player Rendering effects

2005-02-21 Thread Chris Janes
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.

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[hlcoders] Server query protocol

2005-02-21 Thread Alfred Reynolds
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

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[hlcoders] RE: [hlds_apps] Server query protocol

2005-02-21 Thread Alfred Reynolds
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

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Re: [hlcoders] Player Rendering effects

2005-02-21 Thread British_Bomber
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.

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[hlcoders] Bots in HL2DM?

2005-02-21 Thread Mark Ettinger
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

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[hlcoders] Server Plugins refusing to load

2005-02-21 Thread Daniel Jennings
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


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[hlcoders] Bizzare/Random/Frightening crash

2005-02-21 Thread Maurino Berry
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...
_
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Re: [hlcoders] Bots in HL2DM?

2005-02-21 Thread Mark Ettinger
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.

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Re: [hlcoders] Bizzare/Random/Frightening crash

2005-02-21 Thread Hasan Aljudy
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
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Re: [hlcoders] Bizzare/Random/Frightening crash

2005-02-21 Thread Luke Graham
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
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Re: [hlcoders] Server Plugins refusing to load

2005-02-21 Thread David Anderson
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
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Re: [hlcoders] Bizzare/Random/Frightening crash

2005-02-21 Thread Maurino Berry
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
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RE: [hlcoders] Server Plugins refusing to load

2005-02-21 Thread Alfred Reynolds
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


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Re: [hlcoders] Debugging HL2DM Sdk

2005-02-21 Thread r00t 3:16
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
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