Re: [hlcoders] some problems runing mod

2005-10-28 Thread Ignacio Martín
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.
 
  ___
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  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

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Re: [hlcoders] some problems runing mod

2005-10-28 Thread Dan Stevens (IAmAI)
--
[ 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.
 
 
 
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Re: [hlcoders] some problems runing mod

2005-10-28 Thread Adam \amckern\ Mckern
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 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.
   
   
 ___
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[hlcoders] Lost Coast Commentary System

2005-10-28 Thread Jurgen Knops
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

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Re: [hlcoders] Lost Coast Commentary System

2005-10-28 Thread Benjamin Davison
--
[ 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

 --

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




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- http://www.shadow-phoenix.com
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[hlcoders] Ingame VGUI panel dosent close properly

2005-10-28 Thread fjulll
--
[ 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!
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Re: [hlcoders] Lost Coast Commentary System

2005-10-28 Thread Adam \amckern\ Mckern
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
 --

 ___
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   Lead Programer NightFall http://www.nightfallmod.net/
  Developer of CST and ZHLT 3.0 http://www.zhlt.tk

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that use my email address.

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Re: [hlcoders] Lost Coast Commentary System

2005-10-28 Thread Benjamin Davison
--
[ 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
  --
 
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  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.



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Re: [hlcoders] Lost Coast Commentary System

2005-10-28 Thread Tim Holt
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
   --
  
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   To unsubscribe, edit your list preferences, or view
   the list archives, please visit:
  
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  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.
 
 
 
  __
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