RE: [hlcoders] Vac

2006-07-11 Thread Chris Janes
A number of admins on the hidden forums found that rolling back their srcds
files allowed them to run secured servers - though I'm not sure if VAC is
running in a complete sense or if it's just indicating a false secure status
in the server browser, I can provide a link to 'rolled back' linux files if
anyone wants them for testing.

Could someone at valve comment on the official situation regarding VAC and
third party mods?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Charles Solar
Sent: 12 July 2006 02:25
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Vac

--
[ Picked text/plain from multipart/alternative ] Well thats what I thought
too, but then I created a new mod from scratch, and copied the dods's dlls
into it.  Then I started it and presto, no vac either...  Which is what led
me to beleive that it has to be configured valve side like the steam stats.


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RE: [hlcoders] Client Crash in GetStudioHdr sometimes.

2006-07-11 Thread Alfred Reynolds
modelinfo pointer null??? Or this pointer null?

- Alfred

[EMAIL PROTECTED] wrote:
> Hi, playing my Mod, rarely made a client crash. When i show the .mdmp
> file, always crash at studio_shared.cpp in client.dll in this
> function:
>
> const studiohdr_t *virtualgroup_t::GetStudioHdr( ) const
> {
>   return modelinfo->FindModel( this->cache );
> }
>
> This is the call:
>
>>  client.dll!virtualgroup_t::GetStudioHdr()  Line 28 + 0x6
C++
>   client.dll!studiohdr_t::pSeqdesc(int i=1023)  Line 459  C++
>   client.dll!C_BaseAnimating::DoAnimationEvents()  Line 2498 + 0xe
C++
>   client.dll!C_BaseAnimatingOverlay::DoAnimationEvents()  Line 417
C++
>   client.dll!C_BaseAnimating::Simulate()  Line 3688   C++
>   client.dll!C_BasePlayer::Simulate()  Line 1377 + 0x7C++
>   client.dll!SimulateEntities()  Line 1086 + 0xa  C++
>   client.dll!OnRenderStart()  Line 1210   C++
>   client.dll!CHLClient::FrameStageNotify(ClientFrameStage_t
> curStage=)  Line 1263 C++
>
> Can you help me?. Thanks in advance
>
> --
> This message was sent on behalf of [EMAIL PROTECTED] at
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>
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opic.html
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[hlcoders] Client Crash in GetStudioHdr sometimes.

2006-07-11 Thread jl
Hi, playing my Mod, rarely made a client crash. When i show the .mdmp file, 
always crash at studio_shared.cpp in client.dll in this function:

const studiohdr_t *virtualgroup_t::GetStudioHdr( ) const
{
return modelinfo->FindModel( this->cache );
}

This is the call:

>   client.dll!virtualgroup_t::GetStudioHdr()  Line 28 + 0x6C++
client.dll!studiohdr_t::pSeqdesc(int i=1023)  Line 459  C++
client.dll!C_BaseAnimating::DoAnimationEvents()  Line 2498 + 0xe
C++
client.dll!C_BaseAnimatingOverlay::DoAnimationEvents()  Line 417
C++
client.dll!C_BaseAnimating::Simulate()  Line 3688   C++
client.dll!C_BasePlayer::Simulate()  Line 1377 + 0x7C++
client.dll!SimulateEntities()  Line 1086 + 0xa  C++
client.dll!OnRenderStart()  Line 1210   C++
client.dll!CHLClient::FrameStageNotify(ClientFrameStage_t curStage=)  
Line 1263 C++

Can you help me?. Thanks in advance

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Re: [hlcoders] CUtlLinkedList overflow

2006-07-11 Thread John Sheu
On Tuesday 11 July 2006 8:56 pm, Alfred Reynolds wrote:
> Loading the minidump in windbg shows the assert coming out of
> client+0x67db62, so that would be your code (perhaps it comes from one
> of the libraries that you link with, in particular the VGUI2 one?) The
> call is inside the SolveTraverse() VGUI2 logic so it is applying scheme
> settings, doing the OnThink() calls and working out dialog positioning
> on the screen (which is separate to the rendering pass).  Check your
> ApplySchemeSettings() and OnThink() VGUI2 calls.

Whoops, wrong dump.  And I conveniently can't find the right one.  I'll post
up the new one when I get it again.

Thanks for the heads-up on this, though.  That's one more bug to tick off :)

-John Sheu

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RE: [hlcoders] CUtlLinkedList overflow

2006-07-11 Thread Alfred Reynolds
Loading the minidump in windbg shows the assert coming out of
client+0x67db62, so that would be your code (perhaps it comes from one
of the libraries that you link with, in particular the VGUI2 one?) The
call is inside the SolveTraverse() VGUI2 logic so it is applying scheme
settings, doing the OnThink() calls and working out dialog positioning
on the screen (which is separate to the rendering pass).  Check your
ApplySchemeSettings() and OnThink() VGUI2 calls.

- Alfred

John Sheu wrote:
> --
> I'm having an issue with random crashing with the "CUtlLinkedList
> overflow!" dialog.  The stack trace has got quite a bit of engine
> code, and a look at
> our mod code isn't helping.  I was wondering if I could get a pointer
> or two
> from somebody who has access to engine code (we know who you are...).
> Thanks.  Don't need a hand-holding, just some idea of what kind of
> errors
> we're coming up against.
>
> Memory dump attached.
>
> -John Sheu
> --
> [ dump.mdmp of type application/octet-stream deleted ]
> --
>
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Re: [hlcoders] CUtlLinkedList overflow

2006-07-11 Thread John Sheu
On Tuesday 11 July 2006 8:20 pm, Justin Krenz wrote:
> The last time I was getting an error along these lines, I was creating a
> new BitmapImage in a HUD each frame instead of reusing the same object
> or deleting the old one first.  You should be able to place a breakpoint
> somewhere in "utllinkedlist.h" to watch for when the list becomes filled.

Tried that already, and it never breaks.  I think it's in the version of the
Utl classes that's compiled into the engine DLL.

-John Sheu

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Re: [hlcoders] Vac

2006-07-11 Thread Charles Solar
--
[ Picked text/plain from multipart/alternative ]
Well thats what I thought too, but then I created a new mod from scratch,
and copied the dods's dlls into it.  Then I started it and presto, no vac
either...  Which is what led me to beleive that it has to be configured
valve side like the steam stats.

On 7/11/06, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> That's because the dlls need to be instrumented with VAC calls.
> Like all fileio and stuff, go through vac.
> So you need to actually add support for it, into the dlls.
>
> At least that's the way it was last time I tried to get vac support.
>
>
> --
> -- omega
> Heroes of Excelsior
> http://www.heroesofexcelsior.com
> Blackened Interactive
> http://www.blackened-interactive.com
>
> > -Original Message-
> > From: Charles Solar [mailto:[EMAIL PROTECTED]
> > Sent: July 11, 2006 9:01 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Vac
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I can never get my mod, nor any mods I create new from scratch to become
> > vac
> > enabled.  I always get "Connection to steam servers successful" "vac
> > secure
> > mod disabled"
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>
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Re: [hlcoders] CUtlLinkedList overflow

2006-07-11 Thread Justin Krenz

The last time I was getting an error along these lines, I was creating a
new BitmapImage in a HUD each frame instead of reusing the same object
or deleting the old one first.  You should be able to place a breakpoint
somewhere in "utllinkedlist.h" to watch for when the list becomes filled.

John Sheu wrote:

--
I'm having an issue with random crashing with the "CUtlLinkedList overflow!"
dialog.  The stack trace has got quite a bit of engine code, and a look at
our mod code isn't helping.  I was wondering if I could get a pointer or two
from somebody who has access to engine code (we know who you are...).
Thanks.  Don't need a hand-holding, just some idea of what kind of errors
we're coming up against.

Memory dump attached.

-John Sheu
--
[ dump.mdmp of type application/octet-stream deleted ]
--

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RE: [hlcoders] Vac

2006-07-11 Thread Tony \"omega\" Sergi
That's because the dlls need to be instrumented with VAC calls.
Like all fileio and stuff, go through vac.
So you need to actually add support for it, into the dlls.

At least that's the way it was last time I tried to get vac support.


--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com

> -Original Message-
> From: Charles Solar [mailto:[EMAIL PROTECTED]
> Sent: July 11, 2006 9:01 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Vac
>
> --
> [ Picked text/plain from multipart/alternative ]
> I can never get my mod, nor any mods I create new from scratch to become
> vac
> enabled.  I always get "Connection to steam servers successful" "vac
> secure
> mod disabled"
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>



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Re: [hlcoders] Vac

2006-07-11 Thread Charles Solar
--
[ Picked text/plain from multipart/alternative ]
I can never get my mod, nor any mods I create new from scratch to become vac
enabled.  I always get "Connection to steam servers successful" "vac secure
mod disabled"
--

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Re: [hlcoders] Vac

2006-07-11 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
I believe that mods are already vac enabled, when you play on steam servers
and such.
--

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Re: [hlcoders] VGUI features

2006-07-11 Thread Emiel Regis

Could you possibly ask him how he did that?



Yeah you can definitely play movies in there - I know someone that has
that working (He's rendering to a vgui screen so it shows in the world
on TV screens and stuff).

Not sure what the button animate thing means - but you can easily make
it swap different textures in there.


On 7/11/06, Emiel Regis <[EMAIL PROTECTED]> wrote:

Hey,

I've been wondering about some features of VGUI and maybe you can help
me.
I particulary want to know whether it's possible to play videos in main
menu and to animate buttons (like after one menu is chosen, a new
animation occures and it swaps to another menu).
Thanks in advance

Emiel Regis
www.moviebattles.com
thenewera.invisiongamez.com

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Re: [hlcoders] CUtlLinkedList overflow

2006-07-11 Thread John Sheu
I see that the mailing list despises attachments.  Download link below:

http://www.eternal-silence.net/forums/index.php?act=Attach&type=post&id=42562

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[hlcoders] CUtlLinkedList overflow

2006-07-11 Thread John Sheu
--
I'm having an issue with random crashing with the "CUtlLinkedList overflow!"
dialog.  The stack trace has got quite a bit of engine code, and a look at
our mod code isn't helping.  I was wondering if I could get a pointer or two
from somebody who has access to engine code (we know who you are...).
Thanks.  Don't need a hand-holding, just some idea of what kind of errors
we're coming up against.

Memory dump attached.

-John Sheu
--
[ dump.mdmp of type application/octet-stream deleted ]
--

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[hlcoders] Vac

2006-07-11 Thread Charles Solar
--
[ Picked text/plain from multipart/alternative ]
Hi guys, I asked this question a while back and didn't get a response.  I am
wondering how I am to go about getting vac enabled on my game servers.  Do I
have to talk to valve, or set something up code wise.  I am not completly
sure, but I look at other mods and it seems that only a very few amount of
servers actually have vac enabled so I don't really know.

Any information helps.

Charles
--

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Re: [hlcoders] VGUI features

2006-07-11 Thread Garry Newman

Yeah you can definitely play movies in there - I know someone that has
that working (He's rendering to a vgui screen so it shows in the world
on TV screens and stuff).

Not sure what the button animate thing means - but you can easily make
it swap different textures in there.


On 7/11/06, Emiel Regis <[EMAIL PROTECTED]> wrote:

Hey,

I've been wondering about some features of VGUI and maybe you can help me.
I particulary want to know whether it's possible to play videos in main
menu and to animate buttons (like after one menu is chosen, a new
animation occures and it swaps to another menu).
Thanks in advance

Emiel Regis
www.moviebattles.com
thenewera.invisiongamez.com

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[hlcoders] VGUI features

2006-07-11 Thread Emiel Regis

Hey,

I've been wondering about some features of VGUI and maybe you can help me.
I particulary want to know whether it's possible to play videos in main
menu and to animate buttons (like after one menu is chosen, a new
animation occures and it swaps to another menu).
Thanks in advance

Emiel Regis
www.moviebattles.com
thenewera.invisiongamez.com

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Re: [hlcoders] sin -- valve? ritual?

2006-07-11 Thread Andrew (Bromfitsen)
--
[ Picked text/plain from multipart/alternative ]
That's whole point though isn't it?  If you own the game then you'll get to
use that content where as if you don't own the game, what right do you have
to use the assests?  So if you make a mod using a couple of different Games
contents, ie. HL2 and Sin, both of which can be mounted easier than say
extracting and recompiling RO stuff for use in HL2, then wouldn't it make
sense that at the VERY least you'd be required to own both games.  I'm not a
legal expert, hell I'm not even a legal novice, but I'd imagine that common
sense would prevail here, and that would be : If you don't own the game or
your clients won't own the game, don't use that games content. :D

Just my 2 cents
--

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Re: [hlcoders] Missing HUD on single-player mod

2006-07-11 Thread Adam \"amckern\" Mckern
You need to give the player an 'item_suit'

Its easy to not know this, if you have only made mp
maps before.

Adam

--- Lachlan Gunn <[EMAIL PROTECTED]> wrote:

> Hi.
>
> I have started working on a single-player Half-Life
> 2 mod, but when I
> play it there is no HUD, and no way to change
> weapons.  Whether I
> press a number key, or manually type slot$x into the
> console, nothing
> will happen, and the HUD remains unavailable.
>
> Has anyone else had this problem? Could anyone
> please recommend a solution?
>
> --
> Thanks,
> Lachlan
>
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>



My Website http://www.ammahls.com
Developer of CST and ZHLT 3.0 http://www.zhlt.info
Studio Manager - Nigredo Studios http://www.nigredostudios.com

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[hlcoders] Missing HUD on single-player mod

2006-07-11 Thread Lachlan Gunn

Hi.

I have started working on a single-player Half-Life 2 mod, but when I
play it there is no HUD, and no way to change weapons.  Whether I
press a number key, or manually type slot$x into the console, nothing
will happen, and the HUD remains unavailable.

Has anyone else had this problem? Could anyone please recommend a solution?

--
Thanks,
Lachlan

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Re: [hlcoders] sin -- valve? ritual?

2006-07-11 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
Yea, people would need to own SIN Eps to play your mod.

On 7/10/06, Scott Loyd <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> If you can setup the 'Search Path' for the game in gameinfo.txt, then it
> should be no diff. than using content from hl2/hl2mp/CSS.  You shouldn't
> export/copy/paste the content into your mod though.
>
> On 7/10/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Thats a big no. Rituals Content is not the property of Valve.
> >
> > On 7/10/06, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> > >
> > > Welp, now that hlcoders is working again, I'll re-post this.
> > >
> > > If the original post goes through, sorry. ;)
> > >
> > >
> > > Are we allowed to use SiN models in our hl2 mods?
> > >
> > >
> > >
> > > There's a couple weapon models I'd like to use for now in one of my
> > mods,
> > > plus some other props. I know that there are a number of hl2 props
> used
> > in
> > > sin, but ritual licensed the engine.
> > >
> > > Are we, as modders of hl2 itself, allowed to use any of ritual's
> > content,
> > > or
> > > has the licensing changed since hl1
> > >
> > >
> > > --
> > > -- omega
> > > Heroes of Excelsior
> > > http://www.heroesofexcelsior.com
> > > Blackened Interactive
> > > http://www.blackened-interactive.com
> > >
> > >
> > >
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> > >
> > >
> >
> >
> > --
> > ~skidz
> > --
> >
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--
~skidz
--

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