Re: [hlcoders] Animating reticles?

2005-03-01 Thread Adam \amckern\ Mckern
i would start by looking at the on retical health, and
ammo bars (hl2dm, feb patch)

These are updated in relation to ammo, and health
counts, and should not be to hard to update with the
run, walk, stop, and crouch move functions

after that, instead of the bar going along the x plane
make it go the y (or what ever is up - down)

Adam


--- r00t 3:16 [EMAIL PROTECTED] wrote:

 I am not quite sure how to go about this and wanted
 some insite from valve 
 or whoever might know..
 
 Currently the reticles in hl2dm sdk are all static
 for the most (differnt 
 looks for different weapons) what I want to do is
 bloom the reticle using 
 the bullet spread...
 So if the player is running the reticle would be
 large / spread apart.. If 
 they are standing the reticle would be tight / close
 together...
 
 Would I just use different icons ? (I think hl2dm
 sdk uses an icon for the 
 reticle?) for the reticle and make them wider apart
 depending on what the 
 player is doing? Or is there some other way of doing
 this ?
 
 
 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com 
 
 
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Re: [hlcoders] Animating reticles?

2005-03-01 Thread Draco
the crosshair is done in HL2 with a font, perhaps change the size you print?



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Re[2]: [hlcoders] load plugin and debug

2005-03-01 Thread disq
Hello,

Monday, February 28, 2005, 5:38:38 AM, you wrote:
BAS Thanks kindly, I was missing a few files for the compile. mathlib.o for
BAS one. gots me a few bots running round a dedicated dm server now. btw, you
BAS mentioned min/max stuff, is there a min/max bot cvar setting for auto
BAS join/leave like other bots? I hadn't looked at the code much yet and after
BAS spending 12 hours today working on gcc upgrades and trying to compile this
BAS first example plugin I'm completely wiped out. 

i don't know, try cvarlist bot_ :)

i was speaking strictly about the #include minmax.h stuff you need to reorder
to get it to compile on linux. (well, at least on slackware)

--
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[hlcoders] Re: Animating reticles?

2005-03-01 Thread Imperio59
Simple, use an animated texture instead of a font for your crosshair 
(file type instead of font type in weapon script file, after the 
selection icon definitions), then use a certain frame based on how large 
the reticle needs to be, or you could have different textures for each 
frame, but that'd be cumbersome and less practical :)

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[hlcoders] Getting player from ConCommand

2005-03-01 Thread Knifa
Hi all.
How would I get the player who is running a command on a server?
Also, client's can't run commands that are defined only on the server, 
right?

Thanks.
--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
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Re: [hlcoders] Re: Animating reticles?

2005-03-01 Thread British_Bomber
Can you slice VTFs?

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Re: [hlcoders] Getting player from ConCommand

2005-03-01 Thread Daniel Jennings
Are you working with a server plugin? And clients cannot run commands that
are defined only on the server, which is shown when you make a ConCommand in
a Server Plugin the client cannot execute it directly.


- Original Message - 
From: Knifa [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, March 01, 2005 8:36 AM
Subject: [hlcoders] Getting player from ConCommand


 Hi all.

 How would I get the player who is running a command on a server?
 Also, client's can't run commands that are defined only on the server,
 right?

 Thanks.
 -- 
 Knifa
 SourceForts
 http://knd.org.uk/sourceforts/

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Re: [hlcoders] HL2MP SDK Crash (and fix)

2005-03-01 Thread wheaty
While your solution works, here's another (cleaner IMHO) solution:

if ( !pRagdoll-IsValid() )
{
 Msg(Bad ragdoll for %s\n, pstudiohdr-name );
 delete pRagdoll;
 pRagdoll = NULL;
}
else
{
   pRagdoll-SetInitialBonePosition( pstudiohdr, pDesiredBonePosition );
}

I'm not a big fan of multiple return statements =)

On Thu, 24 Feb 2005 13:41:51 -0500, Patrick Flanagan [EMAIL PROTECTED] wrote:
 I've been running my DM mod, and I noticed that periodically the
 clients would crash but the server would remain up. I happened to
 catch one in the debugger, and it looks like this is problem is in
 CreateRagdoll in ragdoll.cpp:
 
 CRagdoll *CreateRagdoll(
 C_BaseEntity *ent,
 studiohdr_t *pstudiohdr,
 const Vector forceVector,
 int forceBone,
 const CBoneAccessor pPrevBones,
 const CBoneAccessor pBoneToWorld,
 const CBoneAccessor pDesiredBonePosition,
 float dt )
 {
 CRagdoll *pRagdoll = new CRagdoll;
 pRagdoll-Init( ent, pstudiohdr, forceVector, forceBone, pPrevBones,
 pBoneToWorld, dt );
 
 if ( !pRagdoll-IsValid() )
 {
 Msg(Bad ragdoll for %s\n, pstudiohdr-name );
 delete pRagdoll;
 pRagdoll = NULL;
 
 }
 
 pRagdoll-SetInitialBonePosition( pstudiohdr, pDesiredBonePosition );
 
 return pRagdoll;
 }
 
 I'm not sure under what circumstances the ragdoll is not valid, but
 apparently this was happening periodically. So when the ragdoll was
 not valid, it would delete that pointer and then immediately call
 SetInitialBonePosition on it. Nice.
 
 I changed the if block to:
 
 if ( !pRagdoll-IsValid() )
 {
 Msg(Bad ragdoll for %s\n, pstudiohdr-name );
 delete pRagdoll;
 pRagdoll = NULL;
 return pRagdoll;
 }
 
 and haven't seen this crash since.
 
 Patrick
 
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Re: [hlcoders] Getting player from ConCommand

2005-03-01 Thread Knifa
No, I'm not working on a server plugin.
I'm using the HL2DM Base.
I've made an entity, but it's only defined on the server.
Would I need to send a message or something to the server to make it do 
the things I want? Or should I share the entity between client and server.

I also need to make a buy command, but I don't know what I'd do for that.
Are you working with a server plugin? And clients cannot run commands that
are defined only on the server, which is shown when you make a ConCommand in
a Server Plugin the client cannot execute it directly.
- Original Message - 
From: Knifa [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, March 01, 2005 8:36 AM
Subject: [hlcoders] Getting player from ConCommand

 

Hi all.
How would I get the player who is running a command on a server?
Also, client's can't run commands that are defined only on the server,
right?
Thanks.
--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
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SourceForts
http://knd.org.uk/sourceforts/
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[hlcoders] new HuD element problems

2005-03-01 Thread Gabe Volker
Hello again, I just wanted to throw this out because I haven't been able to
find a solution yet searching around in forums.

I created a new class to display a background texture basically.

I have done everything properly, that I can see in creating the new class
and added it to the project.

I have the DECLARE_HUDELEMENT( MyHuDElement ) call, as well as
DECLARE_CLASS_SIMPLE( MyHudElement, vgui::Panel).

This file compiles fine. However, if I try to create a new instance of that
object in another file, i get errors saying that MyHudElement is undeclared.
I am confused because this is what DECLARE_HUDELEMENT should be taking care
of. Am I missing something about implementing a new class?

Maybe I'm calling it from the wrong place, but where is the best place then
to create/initialize new hud elements? (the
gHUD.AddHudElement(m_pMyHudElement);  call)

Also, on a complete tangent, I am trying to correlate all the background
stuff with res files with the code. Does someone know a simple explanation
of what the difference between PaintBackGroundType 0, 1, and 2 is?

Thanks,
-Gabe


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Re: [hlcoders] Re: Animating reticles?

2005-03-01 Thread r00t 3:16
Wonder how the did it for cs ?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message - 
From: Imperio59 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, March 01, 2005 9:56 AM
Subject: [hlcoders] Re: Animating reticles?


Simple, use an animated texture instead of a font for your crosshair (file 
type instead of font type in weapon script file, after the selection icon 
definitions), then use a certain frame based on how large the reticle 
needs to be, or you could have different textures for each frame, but 
that'd be cumbersome and less practical :)

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Re: [hlcoders] Re: Animating reticles?

2005-03-01 Thread r00t 3:16
What about using a font file / hud element then just animating the element 
depending on the spread?
and possibly selecting different fonts (halflife2.ttf ) ?

Hope that makes sense.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message - 
From: Imperio59 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, March 01, 2005 9:56 AM
Subject: [hlcoders] Re: Animating reticles?


Simple, use an animated texture instead of a font for your crosshair (file 
type instead of font type in weapon script file, after the selection icon 
definitions), then use a certain frame based on how large the reticle 
needs to be, or you could have different textures for each frame, but 
that'd be cumbersome and less practical :)

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[hlcoders] Pure Virtual method called server crash

2005-03-01 Thread Matthew Lewis
I installed all the patches from the latest SDK and recompiled on my 
linux system. Now when I start the linux server it instantly crashes 
with the error Pure virtual method called... teminate called without 
active exception. The core file shows the the error is occuring when 
the InvokeMethod function is executed (game_shared/igamesystem.cpp::264):

void IGameSystem::PreClientUpdateAllSystems()
{
  InvokeMethod( IGameSystem::PreClientUpdate );
}
The linux server was working prior to the latest SDK update. Any ideas?
(RH8.0-2.4.28/gcc-3.4.3)
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[hlcoders] HL2DM source: Assert( !UTIL_GetLocalPlayer )

2005-03-01 Thread Thomas Dimson

Hey guys,

This is a problem I have been getting since Day 1 with the HL2DM source. It
has to do with an assert of UTIL_GetLocalPlayer being called during a
multiplayer game (Which obviously makes no sense, which makes me wonder why
it is kept in the HL2DM)

The Assert comes within the UTIL_GetLocalPlayer, but tracing back the call
stack it comes from physics_impact_damage.cpp on the server within the
function CalculatePhysicsImpactDamage.

This is the actual block of code:
else if ( pEvent-pObjects[index]-GetGameFlags() 
FVPHYSICS_PLAYER_HELD )
{
// if the player is holding the object, use it's real mass
(player holding reduced the mass)
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( pPlayer )
{
float mass = pPlayer-GetHeldObjectMass(
pEvent-pObjects[index] );
if ( mass  0 )
{
invMass = 1.0f / mass;
}
}
}

(hope that formatted correctly)

Anyway, it seems like it wouldn't make a massive difference if I just
removed the line in question, but I'm curious as per why this is even
occurring in the first place. Is this a unique problem to me or is everyone
getting this?

Thanks,
Thomas Dimson
[EMAIL PROTECTED]

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RE: [hlcoders] Pure Virtual method called server crash

2005-03-01 Thread Alfred Reynolds
Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track header
changes well (or at all actually).

- Alfred 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matthew
Lewis
Sent: Tuesday, March 01, 2005 7:18 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Pure Virtual method called server crash

I installed all the patches from the latest SDK and recompiled on my
linux system. Now when I start the linux server it instantly crashes
with the error Pure virtual method called... teminate called without
active exception. The core file shows the the error is occuring when
the InvokeMethod function is executed
(game_shared/igamesystem.cpp::264):

void IGameSystem::PreClientUpdateAllSystems()
{
   InvokeMethod( IGameSystem::PreClientUpdate ); }

The linux server was working prior to the latest SDK update. Any ideas?

(RH8.0-2.4.28/gcc-3.4.3)


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Re: [hlcoders] Pure Virtual method called server crash

2005-03-01 Thread Luke Graham
On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track header
 changes well (or at all actually).

Just being pedantic, but gcc doesnt track changes, make does.
 
 - Alfred
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Matthew
 Lewis
 Sent: Tuesday, March 01, 2005 7:18 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Pure Virtual method called server crash
 
 I installed all the patches from the latest SDK and recompiled on my
 linux system. Now when I start the linux server it instantly crashes
 with the error Pure virtual method called... teminate called without
 active exception. The core file shows the the error is occuring when
 the InvokeMethod function is executed
 (game_shared/igamesystem.cpp::264):
 
 void IGameSystem::PreClientUpdateAllSystems()
 {
InvokeMethod( IGameSystem::PreClientUpdate ); }
 
 The linux server was working prior to the latest SDK update. Any ideas?
 
 (RH8.0-2.4.28/gcc-3.4.3)
 
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 Checked by AVG Anti-Virus.
 Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005
 
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RE: [hlcoders] Pure Virtual method called server crash

2005-03-01 Thread Alfred Reynolds
Ahh, technically correct, the best kind ;-) Yup, I should have said
make. A program like ctags could do this for you (once you integrate
it into the makefile) but I typically just do a full rebuild each time
for linux.

-Alfred 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Luke Graham
Sent: Tuesday, March 01, 2005 8:41 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Pure Virtual method called server crash

On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track header 
 changes well (or at all actually).

Just being pedantic, but gcc doesnt track changes, make does.
 
 - Alfred
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Matthew 
 Lewis
 Sent: Tuesday, March 01, 2005 7:18 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Pure Virtual method called server crash
 
 I installed all the patches from the latest SDK and recompiled on my 
 linux system. Now when I start the linux server it instantly crashes 
 with the error Pure virtual method called... teminate called without 
 active exception. The core file shows the the error is occuring when 
 the InvokeMethod function is executed
 (game_shared/igamesystem.cpp::264):
 
 void IGameSystem::PreClientUpdateAllSystems()
 {
InvokeMethod( IGameSystem::PreClientUpdate ); }
 
 The linux server was working prior to the latest SDK update. Any
ideas?
 
 (RH8.0-2.4.28/gcc-3.4.3)
 
 --
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 Checked by AVG Anti-Virus.
 Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005
 
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Re: [hlcoders] Pure Virtual method called server crash

2005-03-01 Thread Luke Graham
On Tue, 1 Mar 2005 21:00:14 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 Ahh, technically correct, the best kind ;-) Yup, I should have said
 make. A program like ctags could do this for you (once you integrate
 it into the makefile) but I typically just do a full rebuild each time
 for linux.

I use qmake whenever possible, it is quite effective at generating makefiles.
It is also capable of generating project files for windows compilers but
fortunately I dont have to use that functionality very often.

Wouldnt ctags miss changes to functions defined in header files?

 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Luke Graham
 Sent: Tuesday, March 01, 2005 8:41 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Pure Virtual method called server crash
 
 On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds
 [EMAIL PROTECTED] wrote:
  Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track header
  changes well (or at all actually).
 
 Just being pedantic, but gcc doesnt track changes, make does.
 
  - Alfred
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Matthew
  Lewis
  Sent: Tuesday, March 01, 2005 7:18 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Pure Virtual method called server crash
 
  I installed all the patches from the latest SDK and recompiled on my
  linux system. Now when I start the linux server it instantly crashes
  with the error Pure virtual method called... teminate called without
  active exception. The core file shows the the error is occuring when
  the InvokeMethod function is executed
  (game_shared/igamesystem.cpp::264):
 
  void IGameSystem::PreClientUpdateAllSystems()
  {
 InvokeMethod( IGameSystem::PreClientUpdate ); }
 
  The linux server was working prior to the latest SDK update. Any
 ideas?
 
  (RH8.0-2.4.28/gcc-3.4.3)
 
  --
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  Checked by AVG Anti-Virus.
  Version: 7.0.300 / Virus Database: 266.5.2 - Release Date: 2/28/2005
 
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RE: [hlcoders] Pure Virtual method called server crash

2005-03-01 Thread Alfred Reynolds
No idea sorry, never actually tried using it (saw a few projects using
it and guessed at its purpose :)

Now if only QT had a BSD style license... :)

- Alfred 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Luke Graham
Sent: Tuesday, March 01, 2005 9:20 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Pure Virtual method called server crash

On Tue, 1 Mar 2005 21:00:14 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 Ahh, technically correct, the best kind ;-) Yup, I should have said 
 make. A program like ctags could do this for you (once you integrate

 it into the makefile) but I typically just do a full rebuild each time

 for linux.

I use qmake whenever possible, it is quite effective at generating
makefiles.
It is also capable of generating project files for windows compilers but
fortunately I dont have to use that functionality very often.

Wouldnt ctags miss changes to functions defined in header files?

 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Luke 
 Graham
 Sent: Tuesday, March 01, 2005 8:41 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Pure Virtual method called server crash
 
 On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds 
 [EMAIL PROTECTED] wrote:
  Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track 
  header changes well (or at all actually).
 
 Just being pedantic, but gcc doesnt track changes, make does.
 
  - Alfred
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Matthew 
  Lewis
  Sent: Tuesday, March 01, 2005 7:18 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Pure Virtual method called server crash
 
  I installed all the patches from the latest SDK and recompiled on my

  linux system. Now when I start the linux server it instantly crashes

  with the error Pure virtual method called... teminate called 
  without active exception. The core file shows the the error is 
  occuring when the InvokeMethod function is executed
  (game_shared/igamesystem.cpp::264):
 
  void IGameSystem::PreClientUpdateAllSystems()
  {
 InvokeMethod( IGameSystem::PreClientUpdate ); }
 
  The linux server was working prior to the latest SDK update. Any
 ideas?
 
  (RH8.0-2.4.28/gcc-3.4.3)
 
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Re: [hlcoders] Pure Virtual method called server crash

2005-03-01 Thread Luke Graham
On Tue, 1 Mar 2005 21:38:41 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 No idea sorry, never actually tried using it (saw a few projects using
 it and guessed at its purpose :)

Fair enough, sounds dodgy to me tho :)

 Now if only QT had a BSD style license... :)

Ask TT's lawyer (a lovely lady named Catherine), but Id have thought
using and even distributing binaries of qmake under the GPL would be
fine. Any changes you made would also have to be GPL'd but using
qmake as a tool would be no different to selling software built with gcc
and distributing a copy of gcc so others could also build your commercial
software. Just FYI, Qt/Windows 4.0 will also be dual-licensed.
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Luke Graham
 Sent: Tuesday, March 01, 2005 9:20 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Pure Virtual method called server crash
 
 On Tue, 1 Mar 2005 21:00:14 -0800, Alfred Reynolds
 [EMAIL PROTECTED] wrote:
  Ahh, technically correct, the best kind ;-) Yup, I should have said
  make. A program like ctags could do this for you (once you integrate
 
  it into the makefile) but I typically just do a full rebuild each time
 
  for linux.
 
 I use qmake whenever possible, it is quite effective at generating
 makefiles.
 It is also capable of generating project files for windows compilers but
 fortunately I dont have to use that functionality very often.
 
 Wouldnt ctags miss changes to functions defined in header files?
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Luke
  Graham
  Sent: Tuesday, March 01, 2005 8:41 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Pure Virtual method called server crash
 
  On Tue, 1 Mar 2005 20:21:25 -0800, Alfred Reynolds
  [EMAIL PROTECTED] wrote:
   Do a full rebuild (i.e delete the obj/ dir), GCC doesn't track
   header changes well (or at all actually).
 
  Just being pedantic, but gcc doesnt track changes, make does.
 
   - Alfred
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Matthew
   Lewis
   Sent: Tuesday, March 01, 2005 7:18 PM
   To: hlcoders@list.valvesoftware.com
   Subject: [hlcoders] Pure Virtual method called server crash
  
   I installed all the patches from the latest SDK and recompiled on my
 
   linux system. Now when I start the linux server it instantly crashes
 
   with the error Pure virtual method called... teminate called
   without active exception. The core file shows the the error is
   occuring when the InvokeMethod function is executed
   (game_shared/igamesystem.cpp::264):
  
   void IGameSystem::PreClientUpdateAllSystems()
   {
  InvokeMethod( IGameSystem::PreClientUpdate ); }
  
   The linux server was working prior to the latest SDK update. Any
  ideas?
  
   (RH8.0-2.4.28/gcc-3.4.3)
  
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