Re: [hlcoders] Help debugging half-life 1 mod

2005-06-16 Thread Jeffrey \botman\ Broome

Kuja wrote:

Hey, all.

Normally I wouldn't bother the list with this question, but I've
exhausted every other resource in trying to figure out my problem. I am
completely and totally unable to debug my mod in steam half-life, or
even won half-life. I am unable to do it when attaching, when launched
from the ide, or even using a different debugger (debuggy). I always get
the same call stack: a bunch of ntdll.dll and kernel32.dll (sometimes
winmm.dll, dsound.dll etc). It loads my module, and it finds the debug
symbols. It just sticks me in ntdll, which is absolutely useless. Am I
doing something wrong? This is .net 2k3 on XP SP2.


How far does it get before crashing?  If it's crashing during startup,
place breakpoints at various startup functions (like ServerActivate,
ClientConnect, ClientPutInServer, etc.) to determine which functions are
working and which aren't.  If it's happening during gameplay, begin by
commenting out huge chunks of code that you've added until it stops
crashing, then gradually re-enable stuff until you narrow down what's
causing the problem.

--
Jeffrey botman Broome

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[hlcoders] Little problem due to EntSelectSpawnPoint()

2005-06-16 Thread dolphineye
Hello everybody

I managed to make Level Transitions work in multiplayer games thanks to an very
SIMPLE method.
Though I can make the server give every player their previous equipment, I don't
manage to make them get their previous position.
Actually, at the moment when we change of level, the players spawn at the
info_player_deathmatch spawnpoints with their previous equipment.

I could to make the Server-Player keep his previous positions by comenting out
the line g_pGameRules-GetPlayerSpawnSpot( this ); in the CBasePlayer::Spawn()
function.
Anyway, this method drive the server to  CRASH to WindowsXP when there are other
clients on the server. This only happens after the Level Transition process...
Why? And how could I make the server force a player who had a previous
instance of hilmself to spawn at the previous position?

Please, I really really really need for help, I have tried with lots of
methods... none of them worked. I hope somebody at Valve will care of my S.O.S
:-)

Best regards folks!

--Thomas TISSOT-DUPONT

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Re: [hlcoders] Half-Life 2 SDK Help

2005-06-16 Thread Martin \E.T.\ Misuth
Thank you Ondra but it seemed to be caused by wrong compiler switches.

I now used project file from this thread at
http://www.sourcewiki.org/viewtopic.php?t=60 but I am getting an error describet
here http://www.sourcewiki.org/viewtopic.php?t=113.

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[hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread Michael A. Hobson

Any Valve Programmer:

In BASEENTITY at line #301, I see:

// creates an entity and calls all the necessary spawn functions
extern void SpawnEntityByName( const char *className,
CEntityMapData *mapData = NULL );

Which library is this function contained in?

I can't seem to find it anywhere.


Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)


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RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread Alfred Reynolds
That function has long been removed from the codebase.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
Hobson
Sent: Thursday, June 16, 2005 2:49 PM
To: HLCoders
Subject: [hlcoders] Source SDK - Creating Map Entities - missing
function?

Any Valve Programmer:

In BASEENTITY at line #301, I see:

 // creates an entity and calls all the necessary spawn
functions
 extern void SpawnEntityByName( const char *className,
CEntityMapData *mapData = NULL );

Which library is this function contained in?

I can't seem to find it anywhere.


Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)


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RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread Michael A. Hobson

Alfred,

Thanks for the fast reply.

Damn-it! I was hoping I could use this from a server plug-in to make
map entities in their proper classes from entity strings.

The API's in class IVEngineServer only know about raw edicts, and
whilst there are utility functions to get a CBaseEntity pointer from
an edict pointer, that doesn't help us at all with what I asked.

Surely the engine DLL's maploader must have a similar function
to the discontinued one?

Could we please have that one added to one of the Engine Interfaces
next SDK Update?

Or is there some other way to do this from a plug-in with existing
Valve-supported API's ?


At 03:01 PM 6/16/2005, you wrote:

That function has long been removed from the codebase.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
Hobson
Sent: Thursday, June 16, 2005 2:49 PM
To: HLCoders
Subject: [hlcoders] Source SDK - Creating Map Entities - missing
function?

Any Valve Programmer:

In BASEENTITY at line #301, I see:

 // creates an entity and calls all the necessary spawn
functions
 extern void SpawnEntityByName( const char *className,
CEntityMapData *mapData = NULL );

Which library is this function contained in?

I can't seem to find it anywhere.


Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)


Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)


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RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread Alfred Reynolds
Spawning entities into a map from a plugin is not supported.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
Hobson
Sent: Thursday, June 16, 2005 4:07 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Source SDK - Creating Map Entities - missing
function?

Alfred,

Thanks for the fast reply.

Damn-it! I was hoping I could use this from a server plug-in to make map
entities in their proper classes from entity strings.

The API's in class IVEngineServer only know about raw edicts, and whilst
there are utility functions to get a CBaseEntity pointer from an edict
pointer, that doesn't help us at all with what I asked.

Surely the engine DLL's maploader must have a similar function to the
discontinued one?

Could we please have that one added to one of the Engine Interfaces next
SDK Update?

Or is there some other way to do this from a plug-in with existing
Valve-supported API's ?


At 03:01 PM 6/16/2005, you wrote:
That function has long been removed from the codebase.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
Hobson
Sent: Thursday, June 16, 2005 2:49 PM
To: HLCoders
Subject: [hlcoders] Source SDK - Creating Map Entities - missing
function?

Any Valve Programmer:

In BASEENTITY at line #301, I see:

  // creates an entity and calls all the necessary spawn
functions
  extern void SpawnEntityByName( const char *className,
CEntityMapData *mapData = NULL );

Which library is this function contained in?

I can't seem to find it anywhere.


Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)

Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)


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Re: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread Andrew (British_Bomber)
That put a lid on that box didn't it?!

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Re: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread r00t 3:16

Yea really.

Regards,
r00t 3:16
Total Retribution
http://www.totalretribution.com

- Original Message -
From: Andrew (British_Bomber) [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, June 16, 2005 7:45 PM
Subject: Re: [hlcoders] Source SDK - Creating Map Entities - missing
function?



That put a lid on that box didn't it?!

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[hlcoders] VGUI

2005-06-16 Thread r00t 3:16

I am not quite sure why this happens or how to correct it really. I would
imagine it is something simple ?

I am working on my mods intermission screen.
at 640x480 the screen looks nice.
When I change the resolution to 1024x768 everything is big.

640x480
http://www.totalretribution.com/r00t316/IF_r00t.JPG -- looks good

1024x768
http://www.totalretribution.com/r00t316/if2.JPG -- why so big  looking...

Basically at 640x480 the screen looks good. When you change the resolution I
thought that it would look the same but be more centered into the screen and
be the same size.

Hope that makes sense.


Regards,
r00t 3:16
Total Retribution
http://www.totalretribution.com


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RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread Spencer 'voogru' MacDonald
The rape of server side modifications continues.

Plug-in interface is severely lacking and is nowhere near 1/10th of the
power of metamod for HL1.

- voogru.

-Original Message-
From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
Sent: Thursday, June 16, 2005 7:11 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Source SDK - Creating Map Entities - missing
function?

Spawning entities into a map from a plugin is not supported.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
Hobson
Sent: Thursday, June 16, 2005 4:07 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Source SDK - Creating Map Entities - missing
function?

Alfred,

Thanks for the fast reply.

Damn-it! I was hoping I could use this from a server plug-in to make map
entities in their proper classes from entity strings.

The API's in class IVEngineServer only know about raw edicts, and whilst
there are utility functions to get a CBaseEntity pointer from an edict
pointer, that doesn't help us at all with what I asked.

Surely the engine DLL's maploader must have a similar function to the
discontinued one?

Could we please have that one added to one of the Engine Interfaces next
SDK Update?

Or is there some other way to do this from a plug-in with existing
Valve-supported API's ?


At 03:01 PM 6/16/2005, you wrote:
That function has long been removed from the codebase.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
Hobson
Sent: Thursday, June 16, 2005 2:49 PM
To: HLCoders
Subject: [hlcoders] Source SDK - Creating Map Entities - missing
function?

Any Valve Programmer:

In BASEENTITY at line #301, I see:

  // creates an entity and calls all the necessary spawn
functions
  extern void SpawnEntityByName( const char *className,
CEntityMapData *mapData = NULL );

Which library is this function contained in?

I can't seem to find it anywhere.


Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)

Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)


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RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread Tim Holt
Purely from a players point of view, the rape that some server side plugins do
to players is the worst sin of all.  As soon as I see any server side plugins
active on a server, I leave.  I don't want annoying sounds downloaded to me,
menus, screen displays, or key rebindings etc.

On the other hand of course we have to ask, So Alfred!  What's the alternative
then?  Is there a particular reason this feature was removed, or is there a new
alternative in the works?

Quoting Spencer 'voogru' MacDonald [EMAIL PROTECTED]:

 The rape of server side modifications continues.

 Plug-in interface is severely lacking and is nowhere near 1/10th of the
 power of metamod for HL1.

 - voogru.

 -Original Message-
 From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
 Sent: Thursday, June 16, 2005 7:11 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Source SDK - Creating Map Entities - missing
 function?

 Spawning entities into a map from a plugin is not supported.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
 Hobson
 Sent: Thursday, June 16, 2005 4:07 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Source SDK - Creating Map Entities - missing
 function?

 Alfred,

 Thanks for the fast reply.

 Damn-it! I was hoping I could use this from a server plug-in to make map
 entities in their proper classes from entity strings.

 The API's in class IVEngineServer only know about raw edicts, and whilst
 there are utility functions to get a CBaseEntity pointer from an edict
 pointer, that doesn't help us at all with what I asked.

 Surely the engine DLL's maploader must have a similar function to the
 discontinued one?

 Could we please have that one added to one of the Engine Interfaces next
 SDK Update?

 Or is there some other way to do this from a plug-in with existing
 Valve-supported API's ?


 At 03:01 PM 6/16/2005, you wrote:
 That function has long been removed from the codebase.
 
 - Alfred
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
 Hobson
 Sent: Thursday, June 16, 2005 2:49 PM
 To: HLCoders
 Subject: [hlcoders] Source SDK - Creating Map Entities - missing
 function?
 
 Any Valve Programmer:
 
 In BASEENTITY at line #301, I see:
 
   // creates an entity and calls all the necessary spawn
 functions
   extern void SpawnEntityByName( const char *className,
 CEntityMapData *mapData = NULL );
 
 Which library is this function contained in?
 
 I can't seem to find it anywhere.
 
 
 Michael A. Hobson
 email: [EMAIL PROTECTED]
 (310) 344-3585 (cell)

 Michael A. Hobson
 email: [EMAIL PROTECTED]
 (310) 344-3585 (cell)


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Re: [hlcoders] VGUI

2005-06-16 Thread Brian Pufuwozu
--
[ Picked text/plain from multipart/alternative ]
Everything gets scaled because it makes it just as readable.
 What you'll have to do is find a command that gets the current resolution
and then scale it to the correct size to what you want it. Hope you figure
it out.

 On 6/17/05, r00t 3:16 [EMAIL PROTECTED] wrote:

 I am not quite sure why this happens or how to correct it really. I would
 imagine it is something simple ?

 I am working on my mods intermission screen.
 at 640x480 the screen looks nice.
 When I change the resolution to 1024x768 everything is big.

 640x480
 http://www.totalretribution.com/r00t316/IF_r00t.JPG -- looks good

 1024x768
 http://www.totalretribution.com/r00t316/if2.JPG -- why so big looking...

 Basically at 640x480 the screen looks good. When you change the resolution
 I
 thought that it would look the same but be more centered into the screen
 and
 be the same size.

 Hope that makes sense.


 Regards,
 r00t 3:16
 Total Retribution
 http://www.totalretribution.com


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RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread [EMAIL PROTECTED]
 On the other hand of course we have to ask, So Alfred!  What's
 the alternative then?  Is there a particular reason this feature
 was removed, or is there a new alternative in the works?

I suspect the alternative will consist of a grassroots standardization
effort by mod-makers to put out an unofficial API for server mods.
I, for one, am up for it.

-John Sheu
http://www.eternal-silence.net


mail2web - Check your email from the web at
http://mail2web.com/ .



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Re: [hlcoders] VGUI

2005-06-16 Thread r00t 3:16

Not sure if there is an easier way. The screen I made was mostly just a res
file which had the sizes / positions etc etc. Not very much code was
involved really

But I am seeing now that if you want things to stay the same size you have
to code them so it does not make things larger like it does with the other
screens. EG: hard code the sizes SetSize() etc. Then reposition everything
on different resolutions.
(Hope that made sense kind of tired lol )

So I am getting what I need. Half way there just need to setup something to
reposition the display when resolution changes.
Regards,
r00t 3:16
Total Retribution
http://www.totalretribution.com
- Original Message -
From: Brian Pufuwozu [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, June 16, 2005 11:39 PM
Subject: Re: [hlcoders] VGUI



--
[ Picked text/plain from multipart/alternative ]
Everything gets scaled because it makes it just as readable.
What you'll have to do is find a command that gets the current resolution
and then scale it to the correct size to what you want it. Hope you figure
it out.

On 6/17/05, r00t 3:16 [EMAIL PROTECTED] wrote:


I am not quite sure why this happens or how to correct it really. I would
imagine it is something simple ?

I am working on my mods intermission screen.
at 640x480 the screen looks nice.
When I change the resolution to 1024x768 everything is big.

640x480
http://www.totalretribution.com/r00t316/IF_r00t.JPG -- looks good

1024x768
http://www.totalretribution.com/r00t316/if2.JPG -- why so big looking...

Basically at 640x480 the screen looks good. When you change the
resolution
I
thought that it would look the same but be more centered into the screen
and
be the same size.

Hope that makes sense.


Regards,
r00t 3:16
Total Retribution
http://www.totalretribution.com


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Re: [hlcoders] VGUI

2005-06-16 Thread [EMAIL PROTECTED]
 Not sure if there is an easier way. The screen I made was mostly just
 a res file which had the sizes / positions etc etc. Not very much code
 was involved really

You're looking for SetProportional() and its kin.

-John Sheu


mail2web - Check your email from the web at
http://mail2web.com/ .



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Re: [hlcoders] Half-Life 2 SDK Help

2005-06-16 Thread Ondřej Hošek
http://www.valve-erc.com/srcsdk/Code/AlternativeMultiplayerPhysics.html

Hope this might be some help.

~~ Ondra

Martin E.T. Misuth wrote:

Thank you Ondra but it seemed to be caused by wrong compiler switches.

I now used project file from this thread at
http://www.sourcewiki.org/viewtopic.php?t=60 but I am getting an error 
describet
here http://www.sourcewiki.org/viewtopic.php?t=113.



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