Re: [hlcoders] Help debugging half-life 1 mod
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Little problem due to EntSelectSpawnPoint()
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 SDK Help
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK - Creating Map Entities - missing function?
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) ___ 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] 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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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) ___ 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] Source SDK - Creating Map Entities - missing function?
That put a lid on that box didn't it?! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK - Creating Map Entities - missing function?
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?! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VGUI
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK - Creating Map Entities - missing function?
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK - Creating Map Entities - missing function?
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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 ___ 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] Source SDK - Creating Map Entities - missing function?
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/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VGUI
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/ . ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2 SDK Help
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders