[hlcoders] Perspective projection in a hud element

2005-03-27 Thread Casey Bodley
I'm having trouble setting up a perspective projection for drawing to
a hud element.  The following code fails to draw anything to the
screen: (I hope the formatting doesn't get fudged beyond recognition)

void CHudPerspective::Paint()
{
materials-MatrixMode( MATERIAL_PROJECTION );
materials-PushMatrix();
materials-LoadIdentity();
materials-PerspectiveX( 60.0, 1.333, 1.0, 100.0 );

materials-MatrixMode( MATERIAL_MODEL );
materials-PushMatrix();
materials-LoadIdentity();

IMesh* pMesh = materials-GetDynamicMesh( true, NULL, NULL, m_matWhite 
);
CMeshBuilder meshBuilder;

static const unsigned char clr[] = { 255, 0, 0, 255 };
static const int BOX_SIZE = 10;

// draw a red box
meshBuilder.DrawQuad( pMesh,
Vector( -BOX_SIZE, BOX_SIZE, 5.0f ).Base(),
Vector( BOX_SIZE, BOX_SIZE, 5.0f ).Base(),
Vector( BOX_SIZE, -BOX_SIZE, 5.0f ).Base(),
Vector( -BOX_SIZE, -BOX_SIZE, 5.0f ).Base(), clr, true );

pMesh-Draw();

materials-PopMatrix();

materials-MatrixMode( MATERIAL_PROJECTION );
materials-PopMatrix();
}

Replacing PerspectiveX() with Ortho() results in the box drawing
normally.  Has anyone had success using PerspectiveX()?  I'd love to
see an example, since the only code in the SDK that uses it is in the
utils\hlmviewer project.

Cheers,
Casey

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] VMPI

2005-03-27 Thread Adam \amckern\ Mckern
Hey All

I was wondering if you might be able to shed some
light on the VMPI Feture of the complie tools.

I have been looking at the source code, and its got
nothing to go by, other then the text files, that the
log complains about.

Can you please email me back with the format the text
files go in, what files to put in them etc?

Thanks

Adam

http://ammahls.com




__
Do you Yahoo!?
Yahoo! Small Business - Try our new resources site!
http://smallbusiness.yahoo.com/resources/

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

2005-03-27 Thread Mattie Casper
Yep, though this is a little slow-going since it requires a player connection /
dedicated server to reproduce the issue.
I see two different problems since the latest Valve update. I can obtain crash
dumps if anyone is particularly keen on them. Yet, since the addon produces this
on any Windows dedicated server I tried, this should be unnecessary.
First was a crash and this is when srcds.exe was launched in GUI mode. It's a
read access violaton on 0x0040:
0040()
AdminServer.dll!025012d7()
kernel32.dll!7c81eb33()
AdminServer.dll!024db411()
vstdlib.dll!00877101()
AdminServer.dll!025012c6()
AdminServer.dll!024cc89d()
dedicated.dll!10004bd6()
dedicated.dll!10018903()
dedicated.dll!10018957()
For a Windows console dedicated server, the crash appears to have morphed into
an infinite loop that eats all the server CPU cycles-- not sure if the latest
Valve update causes that or if trying to get a debugger involved has changed the
nature of the problem slightly.
-Mattie
- Original Message -
From: Daniel Jennings [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, March 26, 2005 9:24 PM
Subject: Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

Have you run it through a debugger to check the stack when it crashes?
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, March 26, 2005 5:13 PM
Subject: Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

are your runing the lattest build of ded server, and
have you thought of adding a break point?
--- Mattie Casper [EMAIL PROTECTED] wrote:
 Events are caused within events all the time---
 people use events to do all
 sorts of things: kick players, make people swap
 teams, teamkill punishment, etc.
 Even if server event reentrance is a problem, we
 need some Valve documentation
 saying this is forbidden or dangerous.

 To clarify three points:
 1. I'm not interested in specifically kicking a
 player. I'm interested in doing
 X during an event where X is anything the
 administrator wants. So if he wants to
 kick a player that's his thing. I, personally, am
 not trying to kick anyone
 during an event. I'm letting people run semi-special
 config files during an
 event.
 2. The crash doesn't just happen when plugin code
 specifically kicks someone. It
 can happen when a player is kicked via some
 administrative plugin, by the
 console, etc. It just needs to happen at the around
 the time an event calls
 ServerExecute.
 3. The example below is the smallest example I made
 to reproduce the problem.
 I'm no newbie to coding-- I've considered all sorts
 of workarounds. Like
 scheduling things independently via GameFrame,
 avoiding the ServerExecute, etc.
 Unfortunately, these alternatives are
 substandard/messy and, really, I just need
 someone at Valve to say this is a bug, we'll fix
 it or ServerExecute during
 an event is unsupported because of X and we'll
 document it as such going
 forward. If I've missed existing documentation to
 this effect, I'm hoping
 someone on the list can point me to it. (Educated
 guesses stated as if they were
 fact won't help me, though.)

 Thanks,
 -Mattie


 cheeseh wrote:

-

 I am guessing that when you kick a player another
 event is triggered
 that tells that the player was kicked/left the
 server. You cannot have
 two events fire inside each other, I am taking this
 from the old net
 message code that was from HL1, you could not have
 two messages start
 before they end.

 Instead of kicking the player there, try raising a
 flag (try storing a
 global boolean variable and the player id) and check
 it on startframe
 (or GameFrame () as it is now in HL2 I think) when
 the flag is true,
 kick the stored player id, then set the flag to
 false. In the event code
 replace it with setting the boolean to true and
 setting the playerid to
 the userid.- Original Message -
 From: Mattie Casper [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Saturday, March 26, 2005 9:25 AM
 Subject: FireGameEvent, kickid, ServerExecute, crash


  Hello,
 
  I've found what seems, for me, to be a really
 annoying bug in CSS (and
  probably mods). The following problem happens
 regardless of whether you use
  IGameEventListener or IGameEventListener2.
 
  My Windows server crashes 98% of the time with the
 following code in a
  listener/plugin:
 
 
  void CEmptyServerPlugin::FireGameEvent( IGameEvent
 * event )
  {
  const char * name = event-GetName();
 if (FStrEq(name, player_changename))
 {
 if(tester_cvar.GetInt()==1)
 {
 Msg(Kicking ya.\n);
 int userid = event-GetInt(userid);
 char szMessage[1024];
 sprintf(szMessage, kickid %d Go
 away.\n, userid);
 engine-ServerCommand(szMessage);
 if (tester2_cvar.GetInt()==1)
 {
 // 

RE: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

2005-03-27 Thread Alfred Reynolds
Looks like a null pointer is trying to be de-referenced. Have you
stepped the code and verified that this is not the problem?

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper
Sent: Sunday, March 27, 2005 10:20 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

Yep, though this is a little slow-going since it requires a player
connection / dedicated server to reproduce the issue.

I see two different problems since the latest Valve update. I can obtain
crash dumps if anyone is particularly keen on them. Yet, since the addon
produces this on any Windows dedicated server I tried, this should be
unnecessary.

First was a crash and this is when srcds.exe was launched in GUI mode.
It's a read access violaton on 0x0040:

0040()
AdminServer.dll!025012d7()
kernel32.dll!7c81eb33()
AdminServer.dll!024db411()
vstdlib.dll!00877101()
AdminServer.dll!025012c6()
 AdminServer.dll!024cc89d()
 dedicated.dll!10004bd6()
 dedicated.dll!10018903()
dedicated.dll!10018957()

For a Windows console dedicated server, the crash appears to have
morphed into an infinite loop that eats all the server CPU cycles-- not
sure if the latest Valve update causes that or if trying to get a
debugger involved has changed the nature of the problem slightly.

-Mattie


- Original Message -
From: Daniel Jennings [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, March 26, 2005 9:24 PM
Subject: Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash


 Have you run it through a debugger to check the stack when it crashes?

 - Original Message -
 From: Adam amckern Mckern [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Saturday, March 26, 2005 5:13 PM
 Subject: Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute,
 crash


 are your runing the lattest build of ded server, and have you thought

 of adding a break point?


 --- Mattie Casper [EMAIL PROTECTED] wrote:

  Events are caused within events all the time--- people use events
  to do all sorts of things: kick players, make people swap teams,
  teamkill punishment, etc.
  Even if server event reentrance is a problem, we need some Valve
  documentation saying this is forbidden or dangerous.
 
  To clarify three points:
  1. I'm not interested in specifically kicking a player. I'm
  interested in doing X during an event where X is anything the
  administrator wants. So if he wants to kick a player that's his
  thing. I, personally, am not trying to kick anyone during an event.

  I'm letting people run semi-special config files during an event.
  2. The crash doesn't just happen when plugin code specifically
  kicks someone. It can happen when a player is kicked via some
  administrative plugin, by the console, etc. It just needs to happen

  at the around the time an event calls ServerExecute.
  3. The example below is the smallest example I made to reproduce
  the problem.
  I'm no newbie to coding-- I've considered all sorts of workarounds.

  Like scheduling things independently via GameFrame, avoiding the
  ServerExecute, etc.
  Unfortunately, these alternatives are substandard/messy and,
  really, I just need someone at Valve to say this is a bug, we'll
  fix it or ServerExecute during an event is unsupported because of

  X and we'll document it as such going forward. If I've missed
  existing documentation to this effect, I'm hoping someone on the
  list can point me to it. (Educated guesses stated as if they were
  fact won't help me, though.)
 
  Thanks,
  -Mattie
 
 
  cheeseh wrote:
 
 -
 
 
  I am guessing that when you kick a player another event is
  triggered that tells that the player was kicked/left the server.
  You cannot have two events fire inside each other, I am taking this

  from the old net message code that was from HL1, you could not
  have two messages start before they end.
 
  Instead of kicking the player there, try raising a flag (try
  storing a global boolean variable and the player id) and check it
  on startframe (or GameFrame () as it is now in HL2 I think) when
  the flag is true, kick the stored player id, then set the flag to
  false. In the event code replace it with setting the boolean to
  true and setting the playerid to the userid.- Original Message
  -
  From: Mattie Casper [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Saturday, March 26, 2005 9:25 AM
  Subject: FireGameEvent, kickid, ServerExecute, crash
 
 
   Hello,
  
   I've found what seems, for me, to be a really
  annoying bug in CSS (and
   probably mods). The following problem happens
  regardless of whether you use
   IGameEventListener or IGameEventListener2.
  
   My Windows server crashes 98% of the time with the
  following code in a
   listener/plugin:
  
  
   void CEmptyServerPlugin::FireGameEvent( 

Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

2005-03-27 Thread Jeffrey \botman\ Broome
Alfred Reynolds wrote:
Looks like a null pointer is trying to be de-referenced. Have you
stepped the code and verified that this is not the problem?
If it's 0x40, it's not NULL, but it's still borked up!  ;)
--
Jeffrey botman Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


RE: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

2005-03-27 Thread Alfred Reynolds
0x40 looking like an offset into a null vtable :)

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome
Sent: Sunday, March 27, 2005 1:41 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

Alfred Reynolds wrote:
 Looks like a null pointer is trying to be de-referenced. Have you
 stepped the code and verified that this is not the problem?

If it's 0x40, it's not NULL, but it's still borked up!  ;)

--
Jeffrey botman Broome

___
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] Re: FireGameEvent, kickid, ServerExecute, crash

2005-03-27 Thread Alfred Reynolds
Oh, and don't run  ServerExecute(), you don't need to do that (it
shouldn't crash anything, but it isn't appropriate for you to call
that).

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Sunday, March 27, 2005 1:23 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

Looks like a null pointer is trying to be de-referenced. Have you
stepped the code and verified that this is not the problem?

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper
Sent: Sunday, March 27, 2005 10:20 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

Yep, though this is a little slow-going since it requires a player
connection / dedicated server to reproduce the issue.

I see two different problems since the latest Valve update. I can obtain
crash dumps if anyone is particularly keen on them. Yet, since the addon
produces this on any Windows dedicated server I tried, this should be
unnecessary.

First was a crash and this is when srcds.exe was launched in GUI mode.
It's a read access violaton on 0x0040:

0040()
AdminServer.dll!025012d7()
kernel32.dll!7c81eb33()
AdminServer.dll!024db411()
vstdlib.dll!00877101()
AdminServer.dll!025012c6()
 AdminServer.dll!024cc89d()
 dedicated.dll!10004bd6()
 dedicated.dll!10018903()
dedicated.dll!10018957()

For a Windows console dedicated server, the crash appears to have
morphed into an infinite loop that eats all the server CPU cycles-- not
sure if the latest Valve update causes that or if trying to get a
debugger involved has changed the nature of the problem slightly.

-Mattie


- Original Message -
From: Daniel Jennings [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, March 26, 2005 9:24 PM
Subject: Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash


 Have you run it through a debugger to check the stack when it crashes?

 - Original Message -
 From: Adam amckern Mckern [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Saturday, March 26, 2005 5:13 PM
 Subject: Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute,
 crash


 are your runing the lattest build of ded server, and have you thought

 of adding a break point?


 --- Mattie Casper [EMAIL PROTECTED] wrote:

  Events are caused within events all the time--- people use events
  to do all sorts of things: kick players, make people swap teams,
  teamkill punishment, etc.
  Even if server event reentrance is a problem, we need some Valve
  documentation saying this is forbidden or dangerous.
 
  To clarify three points:
  1. I'm not interested in specifically kicking a player. I'm
  interested in doing X during an event where X is anything the
  administrator wants. So if he wants to kick a player that's his
  thing. I, personally, am not trying to kick anyone during an event.

  I'm letting people run semi-special config files during an event.
  2. The crash doesn't just happen when plugin code specifically
  kicks someone. It can happen when a player is kicked via some
  administrative plugin, by the console, etc. It just needs to happen

  at the around the time an event calls ServerExecute.
  3. The example below is the smallest example I made to reproduce
  the problem.
  I'm no newbie to coding-- I've considered all sorts of workarounds.

  Like scheduling things independently via GameFrame, avoiding the
  ServerExecute, etc.
  Unfortunately, these alternatives are substandard/messy and,
  really, I just need someone at Valve to say this is a bug, we'll
  fix it or ServerExecute during an event is unsupported because of

  X and we'll document it as such going forward. If I've missed
  existing documentation to this effect, I'm hoping someone on the
  list can point me to it. (Educated guesses stated as if they were
  fact won't help me, though.)
 
  Thanks,
  -Mattie
 
 
  cheeseh wrote:
 
 -
 
 
  I am guessing that when you kick a player another event is
  triggered that tells that the player was kicked/left the server.
  You cannot have two events fire inside each other, I am taking this

  from the old net message code that was from HL1, you could not
  have two messages start before they end.
 
  Instead of kicking the player there, try raising a flag (try
  storing a global boolean variable and the player id) and check it
  on startframe (or GameFrame () as it is now in HL2 I think) when
  the flag is true, kick the stored player id, then set the flag to
  false. In the event code replace it with setting the boolean to
  true and setting the playerid to the userid.- Original Message
  -
  From: Mattie Casper [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Saturday, March 26, 2005 9:25 AM
  Subject: 

[hlcoders] Dedicated Servers and Missing Scripts

2005-03-27 Thread Knifa
Hi all.
When trying to set up a Dedicated Server, with + commands in it's
command, I get alot of missing script files (weapons, soundscapes, even
files with e3_* on them) and the server refuses to start.
Although, if you start it without the + commands, and then do map it
runs fine.
I have no idea why it would do this, so does any one know?
Also, what are the .ctx files in the scripts directory for?
Thanks
-Knifa
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

2005-03-27 Thread Mattie Casper
Alfred-- I have stepped through my code, but I haven't stepped through this
particular callstack as I don't have any symbols for this. This is a Server
Plugin for CSS. The code I provide below is very simple and it'd be easy for
most anyone to reproduce. I can provide an entire sample project if someone is
interested, but I'd be surprised if that was necessary.
I actually do need to perform ServerExecute. Here's why:
1. The EventScripts plugin will execute an administrator's config file upon a
particular event. (E.g. exec player_say.cfg, round_start.cfg, etc)
2. I provide some console commands that support expanding variables if those
console commands are run within an event. These are event-specific variables
(like what's provided in the IGameEvent, like userid, etc).
3. If those console commands aren't executed right away, the event information
will be lost (or, potentially, leaked since I don't know when I need to stop
expanding variables if I exit the event).
For example, an administrator might provide a player_changename.cfg that
performs something like this:
es kickid event_var(userid).
The 'es' console command will expand all strings that begin with event_var to
be the value passed in with the IGameEvent. So this might expand to an immediate
kickid 3 console command. (In this particular example, the server will crash
much like the plugin sample I listed below.) I can't read these IGameEvent
values if the event has already passed (without lots of pain and potential to
break backwards compatibility for my users).
Why is it inappropriate to call ServerExecute? It's used in other places within
the SDK, particularly when loading config files (which is exactly what I'm
doing).
I'd really like to know why the call below crashes the server. Is there any
additional information I can provide to help get the answer to this question?
Thanks for any insight you can provide, and let me know if you have any
difficulties reproducing the problem.
-Mattie
FYI-- Anyone interested in the minutae of EventScripts, which is growing in
interest in the community:
http://www.sourcemod.net/forums/viewtopic.php?t=908
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, March 27, 2005 4:49 PM
Subject: RE: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

Oh, and don't run  ServerExecute(), you don't need to do that (it
shouldn't crash anything, but it isn't appropriate for you to call
that).
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds
Sent: Sunday, March 27, 2005 1:23 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash
Looks like a null pointer is trying to be de-referenced. Have you
stepped the code and verified that this is not the problem?
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mattie
Casper
Sent: Sunday, March 27, 2005 10:20 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash
Yep, though this is a little slow-going since it requires a player
connection / dedicated server to reproduce the issue.
I see two different problems since the latest Valve update. I can obtain
crash dumps if anyone is particularly keen on them. Yet, since the addon
produces this on any Windows dedicated server I tried, this should be
unnecessary.
First was a crash and this is when srcds.exe was launched in GUI mode.
It's a read access violaton on 0x0040:
0040()
AdminServer.dll!025012d7()
kernel32.dll!7c81eb33()
AdminServer.dll!024db411()
vstdlib.dll!00877101()
AdminServer.dll!025012c6()
AdminServer.dll!024cc89d()
dedicated.dll!10004bd6()
dedicated.dll!10018903()
dedicated.dll!10018957()
For a Windows console dedicated server, the crash appears to have
morphed into an infinite loop that eats all the server CPU cycles-- not
sure if the latest Valve update causes that or if trying to get a
debugger involved has changed the nature of the problem slightly.
-Mattie
- Original Message -
From: Daniel Jennings [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, March 26, 2005 9:24 PM
Subject: Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute, crash

Have you run it through a debugger to check the stack when it crashes?
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Saturday, March 26, 2005 5:13 PM
Subject: Re: [hlcoders] Re: FireGameEvent, kickid, ServerExecute,
crash

are your runing the lattest build of ded server, and have you thought

of adding a break point?
--- Mattie Casper [EMAIL PROTECTED] wrote:
 Events are caused within events all the time--- people use events
 to do all sorts of things: kick players, make people swap teams,
 teamkill punishment, etc.
 Even if server event reentrance is a problem, we need some Valve
 

RE: [hlcoders] RE: Random Respawn

2005-03-27 Thread Ben Everett
I did a full test of going through that process (breakpoints at all
references to setting the player origin), and this still didn't get me any
closer to the problem. I found the absolute position of the spawn point and
had it print to console the location of that player (GetAbsOrigin()), when I
spawned at the wrong spot I had a key bound that would have it print out my
location from the value returned at GetAbsOrigin(). Here's the interesting
part, it really is spawning me at the location I told it to... but a split
second after that it's setting my position to a completely different
location. I can't hunt down in the code where or why it is doing this.

Location of Selected Spawn: 0 by 1083654144 by 0
Location a few seconds later(no movement by the player): -2147483648 by
-1067923612 by -536870912

Any suggestions on where this problem lurks, a possible fix, or further
debugging techniques?

My only thoughts is that it has something to do with the player
interpolation code, since it is actually going to his last known position
before the respawn.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of garry
Sent: Tuesday, March 22, 2005 6:13 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] RE: Random Respawn

I'd just scan the code for all the places where it sets a player's
position - then try to work out if it could be being called when it is
being called.

Have you tried doing a full recompile? It usually solves these kinds
of things that have no explanation.


On Mon, 21 Mar 2005 23:40:14 -0600, Ben Everett [EMAIL PROTECTED]
wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Some more information on this since I spent a large majority of time
working
 on it. It seems to have something to do w/ interpolation. I can't
reproduce
 it reliably yet but it seems to happen when:

 1)   You jump and hit a model or the ceiling/roof of the static world,
 it teleports you to either your spawn or your position a few seconds ago.
 Timing this just right at round end can reproduce this.

 2)   There is also the problem that it will 'teleport' you to a
location
 that is NOT a spawn point (i.e. middle of the map, outside of the map, a
 wall, etc) randomly. I can see nowhere on the server-side of the code that
 is causing this.

 Any tips on where to look for a solution to this?

  _

 From: Ben Everett [mailto:[EMAIL PROTECTED]
 Sent: Monday, March 21, 2005 1:06 AM
 To: 'hlcoders@list.valvesoftware.com'
 Subject: Random Respawn


 For some reason at random intervals on random players the absolute
position
 of the player is set to the position of the point they spawned from. I've
 been attempting to trace this bug for quite a few days now and haven't had
 any luck, any tips on where to look or a possible fix?

 

 Codito Ergo Sum.

 Forsaken

 --

 ___
 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