Re: [hlcoders] some problems runing mod
Thank you for your reply! I´ll give it a try. I have tryed all but running a release build in VS. However, I don´t understand why the memory bug only happens running it in steam. ;) 2005/10/27, Adam amckern Mckern [EMAIL PROTECTED]: It sounds like its a bug in your code. Run the mod via a relase build in VS (same as debug but wont be laggy), and when the memory bug comes up, the debugger should dump you into the code, other wise, there might be a debug box that will come up where you can enter into the debugger. With your symptoms, it can be ANY thing that is causing the repaint to lag. It might even be as simple as missing a } in one of your headers thats in the PCH. Adam --- Ignacio Mart�n [EMAIL PROTECTED] wrote: I don�t can�t remember exactly how long I�ve been experiencing this problem, but I try to explain it. Whenever the mod is launched (it doesn�t matter if it is debbuging from VS2003 or from steam) the painting of the menu and console and other gui elements (before loading) seems to be quite slow. Then, when I load a map, if the mod was launched from steam it crashes with this message (note that this is a traslation from spanish): The instruction at 0x241ad907 referenced memory at 0x0d80b128. The memory could not be read Whenever I try it from VS2003 it works, but repainting is really slow. As I write a friend of mine tells me that he does not even manage to start the mod. Any idea? I would appreciate your help. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Yahoo! FareChase: Search multiple travel sites in one click. http://farechase.yahoo.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] some problems runing mod
-- [ Picked text/plain from multipart/alternative ] If there are any syntactical errors, they should be picked up by the compiler, shouldn't they? On 28/10/05, Ignacio Martín [EMAIL PROTECTED] wrote: Thank you for your reply! I´ll give it a try. I have tryed all but running a release build in VS. However, I don´t understand why the memory bug only happens running it in steam. ;) 2005/10/27, Adam amckern Mckern [EMAIL PROTECTED]: It sounds like its a bug in your code. Run the mod via a relase build in VS (same as debug but wont be laggy), and when the memory bug comes up, the debugger should dump you into the code, other wise, there might be a debug box that will come up where you can enter into the debugger. With your symptoms, it can be ANY thing that is causing the repaint to lag. It might even be as simple as missing a } in one of your headers thats in the PCH. Adam --- Ignacio Mart�n [EMAIL PROTECTED] wrote: I don�t can�t remember exactly how long I�ve been experiencing this problem, but I try to explain it. Whenever the mod is launched (it doesn�t matter if it is debbuging from VS2003 or from steam) the painting of the menu and console and other gui elements (before loading) seems to be quite slow. Then, when I load a map, if the mod was launched from steam it crashes with this message (note that this is a traslation from spanish): The instruction at 0x241ad907 referenced memory at 0x0d80b128. The memory could not be read Whenever I try it from VS2003 it works, but repainting is really slow. As I write a friend of mine tells me that he does not even manage to start the mod. Any idea? I would appreciate your help. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Yahoo! FareChase: Search multiple travel sites in one click. http://farechase.yahoo.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] some problems runing mod
As default, PCH (Pre Complied Headers) are on. These put all the header files into a projectname.PCH file, and some times dont update when you complie. The idea of the PCH is a partialy complied header file set (much like a .lib), to help speed the complier, and linker up. Thats why i said what i did, about a PCH. Adam --- Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If there are any syntactical errors, they should be picked up by the compiler, shouldn't they? On 28/10/05, Ignacio MartÃn [EMAIL PROTECTED] wrote: Thank you for your reply! I´ll give it a try. I have tryed all but running a release build in VS. However, I don´t understand why the memory bug only happens running it in steam. ;) 2005/10/27, Adam amckern Mckern [EMAIL PROTECTED]: It sounds like its a bug in your code. Run the mod via a relase build in VS (same as debug but wont be laggy), and when the memory bug comes up, the debugger should dump you into the code, other wise, there might be a debug box that will come up where you can enter into the debugger. With your symptoms, it can be ANY thing that is causing the repaint to lag. It might even be as simple as missing a } in one of your headers thats in the PCH. Adam --- Ignacio Mart�n [EMAIL PROTECTED] wrote: I don�t can�t remember exactly how long I�ve been experiencing this problem, but I try to explain it. Whenever the mod is launched (it doesn�t matter if it is debbuging from VS2003 or from steam) the painting of the menu and console and other gui elements (before loading) seems to be quite slow. Then, when I load a map, if the mod was launched from steam it crashes with this message (note that this is a traslation from spanish): The instruction at 0x241ad907 referenced memory at 0x0d80b128. The memory could not be read Whenever I try it from VS2003 it works, but repainting is really slow. As I write a friend of mine tells me that he does not even manage to start the mod. Any idea? I would appreciate your help. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Yahoo! FareChase: Search multiple travel sites in one click. http://farechase.yahoo.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 My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Yahoo! FareChase: Search multiple travel sites in one click. http://farechase.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Lost Coast Commentary System
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, With great expectations I've been waiting for the Half-Life 2 Lost Coast release.. Today was the release of it. With large admiration I've looked at the new commentary system, that will tell us about the whole happening with the HDR system.. My question about this is.. Will this commentary system also being available ( in the future ) for mod developers. Like the Pulse! mod.. So like mods with a learning environment. - Jurgen -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Lost Coast Commentary System
-- [ Picked text/plain from multipart/alternative ] What a concidence :D I was just looking at how they put it together. There is a file called d2_lostcoast_commentary.txt in the GCF and it looks quite simple on how to set it all up. Heres an example. Commentary { entity { classname point_commentary_node origin 1351.290771 2388.777588 -10.452896 commentaryfile #lostcoast\commentary\comm_intro.wav speakers Gabe Newell targetname comm_node_1 } } There is probably an entity in the world which hooks it up and away you go, but I have not looked at d2_lostocast.bsp yet. On 10/28/05, Jurgen Knops [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, With great expectations I've been waiting for the Half-Life 2 Lost Coast release.. Today was the release of it. With large admiration I've looked at the new commentary system, that will tell us about the whole happening with the HDR system.. My question about this is.. Will this commentary system also being available ( in the future ) for mod developers. Like the Pulse! mod.. So like mods with a learning environment. - Jurgen -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Ingame VGUI panel dosent close properly
-- [ Picked text/plain from multipart/alternative ] Hey! I've mostly followed this tutorial http://developer.valvesoftware.com/wiki/VGUI:_Making_GameUI_Panels and changed some things (so it is ingame for exampe). I have added 3 comboboxes, 4 images and 1 label. The problem I experince is when I close the VGUI panel. When I close the vgui panel the actual panel seems to be set invisible and disabled but not its children as theres still a cursor instead of a crosshair and you cant move. I cant see any elements of the panel but I can see the tooltips and the write text-cursor when I hold the cursor where the comboboxes were. My code is exactly like the tutorial except: That I made it ingame (by removing VPANEL uiParent = enginevgui-GetPanel( PANEL_GAMEUIDLL ); ) That I have added some simple KeyValues code (that works) to change the labels text at start (when I get the panel to work properly im gonna expand that to when you press buttons). That I have added virtual void OnThink(); inside Protected in testpanel.hand that its defined in testpanel.cpp (thats where the keyvalues code is). Even though my english and explanations may not be the greatest please try to help me, I would really appreciate that. Bye-bye! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Lost Coast Commentary System
Yeah It looks like its an entity refrence outside of the map (prob for quick updates, and loacalstion) One of the ents tells the game to do some con vars, and another one tells the game to hook the player to a point camrea, and move them betwen to tracks. This idea (and i hope its part of LC SDK) is a very good idea, and congrats to who implemnted it. It might be cheap but it can save alot of time, and hassle of localasting a map, when you cant get strings pointers to work fully. Adam --- Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What a concidence :D I was just looking at how they put it together. There is a file called d2_lostcoast_commentary.txt in the GCF and it looks quite simple on how to set it all up. Heres an example. Commentary { entity { classname point_commentary_node origin 1351.290771 2388.777588 -10.452896 commentaryfile #lostcoast\commentary\comm_intro.wav speakers Gabe Newell targetname comm_node_1 } } There is probably an entity in the world which hooks it up and away you go, but I have not looked at d2_lostocast.bsp yet. On 10/28/05, Jurgen Knops [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, With great expectations I've been waiting for the Half-Life 2 Lost Coast release.. Today was the release of it. With large admiration I've looked at the new commentary system, that will tell us about the whole happening with the HDR system.. My question about this is.. Will this commentary system also being available ( in the future ) for mod developers. Like the Pulse! mod.. So like mods with a learning environment. - Jurgen -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Start your day with Yahoo! - Make it your home page! http://www.yahoo.com/r/hs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Lost Coast Commentary System
-- [ Picked text/plain from multipart/alternative ] Tommorow i'll try and get a map with commentary running. On 10/28/05, Adam amckern Mckern [EMAIL PROTECTED] wrote: Yeah It looks like its an entity refrence outside of the map (prob for quick updates, and loacalstion) One of the ents tells the game to do some con vars, and another one tells the game to hook the player to a point camrea, and move them betwen to tracks. This idea (and i hope its part of LC SDK) is a very good idea, and congrats to who implemnted it. It might be cheap but it can save alot of time, and hassle of localasting a map, when you cant get strings pointers to work fully. Adam --- Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What a concidence :D I was just looking at how they put it together. There is a file called d2_lostcoast_commentary.txt in the GCF and it looks quite simple on how to set it all up. Heres an example. Commentary { entity { classname point_commentary_node origin 1351.290771 2388.777588 -10.452896 commentaryfile #lostcoast\commentary\comm_intro.wav speakers Gabe Newell targetname comm_node_1 } } There is probably an entity in the world which hooks it up and away you go, but I have not looked at d2_lostocast.bsp yet. On 10/28/05, Jurgen Knops [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, With great expectations I've been waiting for the Half-Life 2 Lost Coast release.. Today was the release of it. With large admiration I've looked at the new commentary system, that will tell us about the whole happening with the HDR system.. My question about this is.. Will this commentary system also being available ( in the future ) for mod developers. Like the Pulse! mod.. So like mods with a learning environment. - Jurgen -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Start your day with Yahoo! - Make it your home page! http://www.yahoo.com/r/hs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Lost Coast Commentary System
Here's something for someone to try. Given the pretty generic look of the file format, one has to wonder if other entity types would work in there? Quoting Benjamin Davison [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] Tommorow i'll try and get a map with commentary running. On 10/28/05, Adam amckern Mckern [EMAIL PROTECTED] wrote: Yeah It looks like its an entity refrence outside of the map (prob for quick updates, and loacalstion) One of the ents tells the game to do some con vars, and another one tells the game to hook the player to a point camrea, and move them betwen to tracks. This idea (and i hope its part of LC SDK) is a very good idea, and congrats to who implemnted it. It might be cheap but it can save alot of time, and hassle of localasting a map, when you cant get strings pointers to work fully. Adam --- Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What a concidence :D I was just looking at how they put it together. There is a file called d2_lostcoast_commentary.txt in the GCF and it looks quite simple on how to set it all up. Heres an example. Commentary { entity { classname point_commentary_node origin 1351.290771 2388.777588 -10.452896 commentaryfile #lostcoast\commentary\comm_intro.wav speakers Gabe Newell targetname comm_node_1 } } There is probably an entity in the world which hooks it up and away you go, but I have not looked at d2_lostocast.bsp yet. On 10/28/05, Jurgen Knops [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, With great expectations I've been waiting for the Half-Life 2 Lost Coast release.. Today was the release of it. With large admiration I've looked at the new commentary system, that will tell us about the whole happening with the HDR system.. My question about this is.. Will this commentary system also being available ( in the future ) for mod developers. Like the Pulse! mod.. So like mods with a learning environment. - Jurgen -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Start your day with Yahoo! - Make it your home page! http://www.yahoo.com/r/hs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.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