Re: [hlcoders] Is there a fix for the player speed?
Yep. I'm going back to old school for a while. Thanks Omega. I'll try that out.> Date: Sat, 5 Jul 2008 06:43:19 -0700> From: [EMAIL PROTECTED]> To: hlcoders@list.valvesoftware.com> Subject: Re: [hlcoders] Is there a fix for the player speed?> > What is this, HL1?> > Tony "omega" Sergi wrote:> > just go into pm_shared and make it not cap speed when +use is used.> > It's not a bug, it was intentional to make it easier to push and pull boxes.> >> >> > On Sat, Jul 5, 2008 at 4:36 AM, Tan Theodore <[EMAIL PROTECTED]>> > wrote:> >> > > >> Hi! I haven't been touching the HL SDK for quite sometime now I'm a bit> >> rusty in some areas. While play-testing, I realized that the 'use' bug> >> hasn't been fixed. It's when the player holds the 'use' key and his speed> >> would be half when he runs. I'm using HL SDK 2.3 (old school, I know).> >>> >> Is there a fix for this or is there an updated version for the HL SDK?> >> Thanks in advance. Any help would be appreciated.> >> _> >> Check out Barclays Premier League exclusive video clips here!> >> http://fc.sg.msn.com/index.aspx> >> ___> >> 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> _ Easily publish your photos to your Spaces with Photo Gallery. http://get.live.com/photogallery/overview ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] beta crash related to FinishClientPutInServer
Hi, thanks for the tip. I deleted the pairs and did a "rebuild" but ofcourse I got a bunch of linker errors. Were those files supposed to be replaced by something? Thanks. I'm so close to getting this ~M > yes i had about the same problem. > > it seems to crash without reason in initalspawn but the crashdump did > not point to anything of value. > > i later tracked it to the gamestats system calls. > > all odd crashes and problems were fixed by deleting the files: > game/client/statgather.(h/cpp) > game/server/gamestats.(h/cpp) > > the project points to the gamestats files within game/shared so it > seems it was including the items from the server folder causing the > odd crashing. > > so if anyone else is having a odd problem like this make sure those > files are deleted then rebuild the solution. > > On Sat, Jul 5, 2008 at 5:13 AM, Garry Newman <[EMAIL PROTECTED]> wrote: > > I had this problem for about 2 days. It was crashing in InitialSpawn. > > At first I thought it was something to do with the call to gamestats > > in InitialSpawn. > > > > What I think fixed it for me was this. I compared all of Valve's files > > with all of mine, and deleted the files that Valve had deleted but > > were still hanging around in my local svn. After that it worked. So > > I'm guessing maybe Valve moved a .h and something in my code was > > including the old header instead of the new, updated moved one, > > resulting in some crazy undebuggable corruption. > > > > garry > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debug linux server crash ?
LOL ! ^^ Andrew Ritchie a écrit : > last time you asked a question > > On Sat, Jul 5, 2008 at 10:16 PM, Nick <[EMAIL PROTECTED]> wrote: > > >> Thanks! I cannot remember the last time someone posted so much good >> information.. >> >> On Sat, Jul 5, 2008 at 3:03 PM, Bombela <[EMAIL PROTECTED]> wrote: >> >>> Yes, it's called coredump. >>> >>> On many GNU/Linux distribution, coredump is disabled by default, for >>> security reason. >>> An simple command can be change this limitation : >>> ulimit -c 2000 >>> >>> 2000 is in kilo bytes. >>> >>> This command must be applied before launch the server. >>> >>> Furthermore Valve provide facility, when you add -debug parameter to >>> srcds_run >>> the ulimit is called with 2000 kilo bytes (like my example). >>> >>> When the server crash, a new file appear, called "core". >>> >>> You can launch gdb on this coredump like that : >>> >>> gdm ./srcds_i686 core >>> >>> Replace srcds_i686 by the executable really used on your system. >>> >>> Bye. >>> >>> vivoli a écrit : >>> Hi, I have a crash with my Linux dedicated server (running my mod). There is a tool to debug a crash with Linux servers ? (like .mdmp files for Windows server) Thanks. ___ 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 > > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] beta crash related to FinishClientPutInServer
Hi. This is as much of the callstack as the memdump would give me: server.dll!CBasePlayer::PlayerRunCommand(CUserCmd * ucmd=0x0468e5a0, IMoveHelper * moveHelper=0x11b9cce4) Line 3522 + 0x13 bytesC++ server.dll!CHL2_Player::PlayerRunCommand(CUserCmd * ucmd=0x0468e5a0, IMoveHelper * moveHelper=0x11b9cce4) Line 1102 + 0x13 bytesC++ server.dll!CBasePlayer::PhysicsSimulate() Line 3253C++ server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x19063370) Line 2006C++ server.dll!Physics_RunThinkFunctions(bool simulating=true) Line 2060 + 0x9 bytesC++ >server.dll!CServerGameDLL::GameFrame(bool simulating=true) Line 1076 + 0xa bytesC++ Again, like garry and others said, this could be something valve changed. AFAIK my mod code never touches any of these except for CBasePlayer, and only lightly. I traced, line by line (using if(true) return; lol) to RunPostThink( player ); in player_command.cpp. I don't know if I have to do any serious code surgery here, or if it's simply some silly header file included wrong or a #define / precompiled header messed up. ~M > We need a little more information about your crash. If you could give us > the call stack and the actual error, that would help :) > > // mem > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] beta crash related to FinishClientPutInServer
yes i had about the same problem. it seems to crash without reason in initalspawn but the crashdump did not point to anything of value. i later tracked it to the gamestats system calls. all odd crashes and problems were fixed by deleting the files: game/client/statgather.(h/cpp) game/server/gamestats.(h/cpp) the project points to the gamestats files within game/shared so it seems it was including the items from the server folder causing the odd crashing. so if anyone else is having a odd problem like this make sure those files are deleted then rebuild the solution. On Sat, Jul 5, 2008 at 5:13 AM, Garry Newman <[EMAIL PROTECTED]> wrote: > I had this problem for about 2 days. It was crashing in InitialSpawn. > At first I thought it was something to do with the call to gamestats > in InitialSpawn. > > What I think fixed it for me was this. I compared all of Valve's files > with all of mine, and deleted the files that Valve had deleted but > were still hanging around in my local svn. After that it worked. So > I'm guessing maybe Valve moved a .h and something in my code was > including the old header instead of the new, updated moved one, > resulting in some crazy undebuggable corruption. > > garry > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debug linux server crash ?
last time you asked a question On Sat, Jul 5, 2008 at 10:16 PM, Nick <[EMAIL PROTECTED]> wrote: > Thanks! I cannot remember the last time someone posted so much good > information.. > > On Sat, Jul 5, 2008 at 3:03 PM, Bombela <[EMAIL PROTECTED]> wrote: > > Yes, it's called coredump. > > > > On many GNU/Linux distribution, coredump is disabled by default, for > > security reason. > > An simple command can be change this limitation : > > ulimit -c 2000 > > > > 2000 is in kilo bytes. > > > > This command must be applied before launch the server. > > > > Furthermore Valve provide facility, when you add -debug parameter to > > srcds_run > > the ulimit is called with 2000 kilo bytes (like my example). > > > > When the server crash, a new file appear, called "core". > > > > You can launch gdb on this coredump like that : > > > > gdm ./srcds_i686 core > > > > Replace srcds_i686 by the executable really used on your system. > > > > Bye. > > > > vivoli a écrit : > >> Hi, > >> > >> I have a crash with my Linux dedicated server (running my mod). > >> There is a tool to debug a crash with Linux servers ? (like .mdmp files > >> for Windows server) > >> > >> Thanks. > >> > >> ___ > >> 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] Debug linux server crash ?
Thanks! I cannot remember the last time someone posted so much good information.. On Sat, Jul 5, 2008 at 3:03 PM, Bombela <[EMAIL PROTECTED]> wrote: > Yes, it's called coredump. > > On many GNU/Linux distribution, coredump is disabled by default, for > security reason. > An simple command can be change this limitation : > ulimit -c 2000 > > 2000 is in kilo bytes. > > This command must be applied before launch the server. > > Furthermore Valve provide facility, when you add -debug parameter to > srcds_run > the ulimit is called with 2000 kilo bytes (like my example). > > When the server crash, a new file appear, called "core". > > You can launch gdb on this coredump like that : > > gdm ./srcds_i686 core > > Replace srcds_i686 by the executable really used on your system. > > Bye. > > vivoli a écrit : >> Hi, >> >> I have a crash with my Linux dedicated server (running my mod). >> There is a tool to debug a crash with Linux servers ? (like .mdmp files >> for Windows server) >> >> Thanks. >> >> ___ >> 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] Debug linux server crash ?
I've posted that on VDC: http://developer.valvesoftware.com/wiki/Debugging_under_Linux Any corrections welcome. :-) Bombela wrote: > Yes, it's called coredump. > > On many GNU/Linux distribution, coredump is disabled by default, for > security reason. > An simple command can be change this limitation : > ulimit -c 2000 > > 2000 is in kilo bytes. > > This command must be applied before launch the server. > > Furthermore Valve provide facility, when you add -debug parameter to > srcds_run > the ulimit is called with 2000 kilo bytes (like my example). > > When the server crash, a new file appear, called "core". > > You can launch gdb on this coredump like that : > > gdm ./srcds_i686 core > > Replace srcds_i686 by the executable really used on your system. > > Bye. > > vivoli a écrit : > >> Hi, >> >> I have a crash with my Linux dedicated server (running my mod). >> There is a tool to debug a crash with Linux servers ? (like .mdmp files >> for Windows server) >> >> Thanks. >> >> ___ >> 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] Debug linux server crash ?
On 05.07.2008, at 22:03, Bombela <[EMAIL PROTECTED]> wrote: > gdm ./srcds_i686 core >> >> >> >> >> >> >> ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debug linux server crash ?
Yes, it's called coredump. On many GNU/Linux distribution, coredump is disabled by default, for security reason. An simple command can be change this limitation : ulimit -c 2000 2000 is in kilo bytes. This command must be applied before launch the server. Furthermore Valve provide facility, when you add -debug parameter to srcds_run the ulimit is called with 2000 kilo bytes (like my example). When the server crash, a new file appear, called "core". You can launch gdb on this coredump like that : gdm ./srcds_i686 core Replace srcds_i686 by the executable really used on your system. Bye. vivoli a écrit : > Hi, > > I have a crash with my Linux dedicated server (running my mod). > There is a tool to debug a crash with Linux servers ? (like .mdmp files > for Windows server) > > Thanks. > > ___ > 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] Debug linux server crash ?
Hi, I have a crash with my Linux dedicated server (running my mod). There is a tool to debug a crash with Linux servers ? (like .mdmp files for Windows server) Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] beta crash related to FinishClientPutInServer
We need a little more information about your crash. If you could give us the call stack and the actual error, that would help :) // mem Michael Chang wrote: > Hey all > Thanks for suggesting that I switch to the new Beta SDK. > > I just merged my code with the new SDK, an OB HL2MP game. > > As soon as the player loads into the game, a crash occurs in > hl2mp_client.cpp as shown from the dump: > > void FinishClientPutInServer( CHL2MP_Player *pPlayer ) > { > pPlayer->InitialSpawn(); > pPlayer->Spawn(); > > > > It gets weird. I tried this right before that line: > > > if(pPlayer == NULL) > return; > > And it still crashes. > > Any idea if this is an SDK issue? Or did I do something wrong with my code > merge? What might possible cause this crash? > > Thanks. > > ~M > ___ > 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] beta crash related to FinishClientPutInServer
Did it give you a real error? Mine crashed because someone made "Client.dll" instead of "client.dll". This is the error I gothttp://img225.imageshack.us/img225/6398/screenshot013xe9.jpg proof ...http://img68.imageshack.us/img68/7045/screenshot026gs1.jpg On Sat, Jul 5, 2008 at 7:13 AM, Garry Newman <[EMAIL PROTECTED]> wrote: > I had this problem for about 2 days. It was crashing in InitialSpawn. > At first I thought it was something to do with the call to gamestats > in InitialSpawn. > > What I think fixed it for me was this. I compared all of Valve's files > with all of mine, and deleted the files that Valve had deleted but > were still hanging around in my local svn. After that it worked. So > I'm guessing maybe Valve moved a .h and something in my code was > including the old header instead of the new, updated moved one, > resulting in some crazy undebuggable corruption. > > garry > > On Sat, Jul 5, 2008 at 12:55 PM, Mark Chandler <[EMAIL PROTECTED]> wrote: >> A friend had the same problem. Turn optimization of and it should work fine. >> >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Michael Chang >> Sent: Saturday, July 05, 2008 7:24 PM >> To: hlcoders@list.valvesoftware.com >> Subject: [hlcoders] beta crash related to FinishClientPutInServer >> >> Hey all >> Thanks for suggesting that I switch to the new Beta SDK. >> >> I just merged my code with the new SDK, an OB HL2MP game. >> >> As soon as the player loads into the game, a crash occurs in >> hl2mp_client.cpp as shown from the dump: >> >> void FinishClientPutInServer( CHL2MP_Player *pPlayer ) >> { >>pPlayer->InitialSpawn(); >>pPlayer->Spawn(); >> >> >> >> It gets weird. I tried this right before that line: >> >> >>if(pPlayer == NULL) >>return; >> >> And it still crashes. >> >> Any idea if this is an SDK issue? Or did I do something wrong with my code >> merge? What might possible cause this crash? >> >> Thanks. >> >> ~M >> ___ >> 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] Is there a fix for the player speed?
What is this, HL1? Tony "omega" Sergi wrote: > just go into pm_shared and make it not cap speed when +use is used. > It's not a bug, it was intentional to make it easier to push and pull boxes. > > > On Sat, Jul 5, 2008 at 4:36 AM, Tan Theodore <[EMAIL PROTECTED]> > wrote: > > >> Hi! I haven't been touching the HL SDK for quite sometime now I'm a bit >> rusty in some areas. While play-testing, I realized that the 'use' bug >> hasn't been fixed. It's when the player holds the 'use' key and his speed >> would be half when he runs. I'm using HL SDK 2.3 (old school, I know). >> >> Is there a fix for this or is there an updated version for the HL SDK? >> Thanks in advance. Any help would be appreciated. >> _ >> Check out Barclays Premier League exclusive video clips here! >> http://fc.sg.msn.com/index.aspx >> ___ >> 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] Is there a fix for the player speed?
just go into pm_shared and make it not cap speed when +use is used. It's not a bug, it was intentional to make it easier to push and pull boxes. On Sat, Jul 5, 2008 at 4:36 AM, Tan Theodore <[EMAIL PROTECTED]> wrote: > > Hi! I haven't been touching the HL SDK for quite sometime now I'm a bit > rusty in some areas. While play-testing, I realized that the 'use' bug > hasn't been fixed. It's when the player holds the 'use' key and his speed > would be half when he runs. I'm using HL SDK 2.3 (old school, I know). > > Is there a fix for this or is there an updated version for the HL SDK? > Thanks in advance. Any help would be appreciated. > _ > Check out Barclays Premier League exclusive video clips here! > http://fc.sg.msn.com/index.aspx > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New MP mod gets "Client missing DT classCTeamTrainWatcher" error
Thanks guys, I didn't even think about checking the folder for it. Just added c_team_train_watcher.cpp and it's header file to the project from the src files folder and it rain fine. -- From: "Nick" <[EMAIL PROTECTED]> Sent: Friday, July 04, 2008 11:52 PM To: "Discussion of Half-Life Programming" Subject: Re: [hlcoders] New MP mod gets "Client missing DT classCTeamTrainWatcher" error > Yep. Glad I am not the only one who found this bug :P > > > c_team_train_watcher.cpp and c_team_train_watcher.h are not > included in the clienside project file sdk(hl2mp ep2 sdk) > http://img301.imageshack.us/my.php?image=screenshot017zn9.jpg > Causes this error::: > http://img300.imageshack.us/img300/8887/screenshot015cf8.jpg > > > > also multiplayer options menu has been broken since last year... > http://img168.imageshack.us/img168/7247/screenshot022gm9.jpg > > > On Fri, Jul 4, 2008 at 7:54 PM, Tony omega Sergi <[EMAIL PROTECTED]> > wrote: >> add c_teamtrainwatcher.cpp to the client project. >> >> >> On Fri, Jul 4, 2008 at 8:28 PM, Ryan Matthew Paterson >> <[EMAIL PROTECTED]> >> wrote: >> >>> Hey all, >>> I'm messing around with coding in the Source SDK. I successfully created >>> mod of singleplayer HL2, and had no problem getting it up and running. >>> However, I tried to create a new mod of HL2 multiplayer, and when >>> trying to >>> load a map I get the following error in the console: >>> >>> DataTable warning: No matching RecvTable for SendTable >>> 'DT_TeamTrainWatcher'. >>> Client missing DT class CTeamTrainWatcher >>> Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed. >>> >>> The console says the server starts, the background goes black, and then >>> it >>> instantly drops me. Apparently that's the TF2 entity for the payload >>> style >>> maps. Anyone have any suggestions for a fix, I'm stumped.(I'm fluent in >>> Java >>> and know a bit of C#, but C++ is a bit different so I'm just diving in >>> as a >>> side hobby) >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >> >> >> -- >> -Tony >> ___ >> 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] beta crash related to FinishClientPutInServer
I had this problem for about 2 days. It was crashing in InitialSpawn. At first I thought it was something to do with the call to gamestats in InitialSpawn. What I think fixed it for me was this. I compared all of Valve's files with all of mine, and deleted the files that Valve had deleted but were still hanging around in my local svn. After that it worked. So I'm guessing maybe Valve moved a .h and something in my code was including the old header instead of the new, updated moved one, resulting in some crazy undebuggable corruption. garry On Sat, Jul 5, 2008 at 12:55 PM, Mark Chandler <[EMAIL PROTECTED]> wrote: > A friend had the same problem. Turn optimization of and it should work fine. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Michael Chang > Sent: Saturday, July 05, 2008 7:24 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] beta crash related to FinishClientPutInServer > > Hey all > Thanks for suggesting that I switch to the new Beta SDK. > > I just merged my code with the new SDK, an OB HL2MP game. > > As soon as the player loads into the game, a crash occurs in > hl2mp_client.cpp as shown from the dump: > > void FinishClientPutInServer( CHL2MP_Player *pPlayer ) > { >pPlayer->InitialSpawn(); >pPlayer->Spawn(); > > > > It gets weird. I tried this right before that line: > > >if(pPlayer == NULL) >return; > > And it still crashes. > > Any idea if this is an SDK issue? Or did I do something wrong with my code > merge? What might possible cause this crash? > > Thanks. > > ~M > ___ > 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] beta crash related to FinishClientPutInServer
A friend had the same problem. Turn optimization of and it should work fine. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Chang Sent: Saturday, July 05, 2008 7:24 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] beta crash related to FinishClientPutInServer Hey all Thanks for suggesting that I switch to the new Beta SDK. I just merged my code with the new SDK, an OB HL2MP game. As soon as the player loads into the game, a crash occurs in hl2mp_client.cpp as shown from the dump: void FinishClientPutInServer( CHL2MP_Player *pPlayer ) { pPlayer->InitialSpawn(); pPlayer->Spawn(); It gets weird. I tried this right before that line: if(pPlayer == NULL) return; And it still crashes. Any idea if this is an SDK issue? Or did I do something wrong with my code merge? What might possible cause this crash? Thanks. ~M ___ 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] beta crash related to FinishClientPutInServer
Hey all Thanks for suggesting that I switch to the new Beta SDK. I just merged my code with the new SDK, an OB HL2MP game. As soon as the player loads into the game, a crash occurs in hl2mp_client.cpp as shown from the dump: void FinishClientPutInServer( CHL2MP_Player *pPlayer ) { pPlayer->InitialSpawn(); pPlayer->Spawn(); It gets weird. I tried this right before that line: if(pPlayer == NULL) return; And it still crashes. Any idea if this is an SDK issue? Or did I do something wrong with my code merge? What might possible cause this crash? Thanks. ~M ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Is there a fix for the player speed?
Hi! I haven't been touching the HL SDK for quite sometime now I'm a bit rusty in some areas. While play-testing, I realized that the 'use' bug hasn't been fixed. It's when the player holds the 'use' key and his speed would be half when he runs. I'm using HL SDK 2.3 (old school, I know). Is there a fix for this or is there an updated version for the HL SDK? Thanks in advance. Any help would be appreciated. _ Check out Barclays Premier League exclusive video clips here! http://fc.sg.msn.com/index.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders