Re: [hlcoders] Preprocessor Trouble
This can happen when you define a datadesc table in the header. Perhaps it's the same for network tables? Øystein Dale wrote: > Just got a new error: > > Error1error LNK2001: unresolved external symbol "class RecvTable > DT_CWeaponAK74::g_RecvTable" ([EMAIL PROTECTED]@@3VRecvTable@@A) > weapon_ak74.obj > > > _ > Med MSN på mobilen holder du deg oppdatert. > http://info.mobile.no.msn.com/pc/default.aspx?ocid=30032 > ___ > 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] Preprocessor Trouble
It's hotmail. Everyone who uses hotmail on this list, screws up threads ;) -Tony On Wed, Aug 6, 2008 at 8:38 PM, Jeffrey botman Broome < [EMAIL PROTECTED]> wrote: > Øystein Dale wrote: > > > > BTW, I'm not sure if I'm replying to this mailing list correctly. The > > address I'm sending to is [EMAIL PROTECTED] Can > > someone confirm or correct this? > > hlcoders@list.valvesoftware.com is the correct email address. > > The threaded or not-threaded issue is more than likely due to which > email client you use (some less-than-awesome email clients don't support > threaded emails properly when replying to emails). You are using > "Reply" to respond to messages, right? > > -- > Jeffrey "botman" Broome > > ___ > 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] Preprocessor Trouble
Øystein Dale wrote: > > BTW, I'm not sure if I'm replying to this mailing list correctly. The > address I'm sending to is [EMAIL PROTECTED] Can > someone confirm or correct this? hlcoders@list.valvesoftware.com is the correct email address. The threaded or not-threaded issue is more than likely due to which email client you use (some less-than-awesome email clients don't support threaded emails properly when replying to emails). You are using "Reply" to respond to messages, right? -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Preprocessor Trouble
You are replying fine. Just ignore him. Keeper -Original Message- From: Øystein Dale [mailto:[EMAIL PROTECTED] Sent: Wednesday, August 06, 2008 8:22 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Preprocessor Trouble Never mind, it was a ghost error that went away by just copy/pasting the code around a little. Silly stuff... Anyway thanks for the great help. BTW, I'm not sure if I'm replying to this mailing list correctly. The address I'm sending to is [EMAIL PROTECTED] Can someone confirm or correct this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Preprocessor Trouble
Never mind, it was a ghost error that went away by just copy/pasting the code around a little. Silly stuff... Anyway thanks for the great help. BTW, I'm not sure if I'm replying to this mailing list correctly. The address I'm sending to is [EMAIL PROTECTED] Can someone confirm or correct this? _ Finn dine favorittklipp på MSN Video. http://video.msn.com/?mkt=nb-no&from=HMTAG ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Preprocessor Trouble
I suspect it is my fault. I reply to hlcoders at list.valvesoftware.com, is this wrong? _ Hold kontakten med Windows Live Messenger. http://clk.atdmt.com/GBL/go/msnnkdre001003gbl/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Preprocessor Trouble
to you're own threads On Wed, Aug 6, 2008 at 6:47 PM, Nick <[EMAIL PROTECTED]> wrote: > four your replies > > On Wed, Aug 6, 2008 at 6:46 PM, Nick <[EMAIL PROTECTED]> wrote: >> i keep getting new threads >> >> On Wed, Aug 6, 2008 at 6:46 PM, Nick <[EMAIL PROTECTED]> wrote: >>> something is wrong >>> >>> On Wed, Aug 6, 2008 at 6:30 PM, Øystein Dale <[EMAIL PROTECTED]> wrote: Just got a new error: Error1error LNK2001: unresolved external symbol "class RecvTable DT_CWeaponAK74::g_RecvTable" ([EMAIL PROTECTED]@@3VRecvTable@@A) weapon_ak74.obj _ Med MSN på mobilen holder du deg oppdatert. http://info.mobile.no.msn.com/pc/default.aspx?ocid=30032 ___ 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] Preprocessor Trouble
four your replies On Wed, Aug 6, 2008 at 6:46 PM, Nick <[EMAIL PROTECTED]> wrote: > i keep getting new threads > > On Wed, Aug 6, 2008 at 6:46 PM, Nick <[EMAIL PROTECTED]> wrote: >> something is wrong >> >> On Wed, Aug 6, 2008 at 6:30 PM, Øystein Dale <[EMAIL PROTECTED]> wrote: >>> Just got a new error: >>> >>> Error1error LNK2001: unresolved external symbol "class RecvTable >>> DT_CWeaponAK74::g_RecvTable" ([EMAIL PROTECTED]@@3VRecvTable@@A) >>> weapon_ak74.obj >>> >>> >>> _ >>> Med MSN på mobilen holder du deg oppdatert. >>> http://info.mobile.no.msn.com/pc/default.aspx?ocid=30032 >>> ___ >>> 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] Preprocessor Trouble
i keep getting new threads On Wed, Aug 6, 2008 at 6:46 PM, Nick <[EMAIL PROTECTED]> wrote: > something is wrong > > On Wed, Aug 6, 2008 at 6:30 PM, Øystein Dale <[EMAIL PROTECTED]> wrote: >> Just got a new error: >> >> Error1error LNK2001: unresolved external symbol "class RecvTable >> DT_CWeaponAK74::g_RecvTable" ([EMAIL PROTECTED]@@3VRecvTable@@A) >> weapon_ak74.obj >> >> >> _ >> Med MSN på mobilen holder du deg oppdatert. >> http://info.mobile.no.msn.com/pc/default.aspx?ocid=30032 >> ___ >> 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] Preprocessor Trouble
something is wrong On Wed, Aug 6, 2008 at 6:30 PM, Øystein Dale <[EMAIL PROTECTED]> wrote: > Just got a new error: > > Error1error LNK2001: unresolved external symbol "class RecvTable > DT_CWeaponAK74::g_RecvTable" ([EMAIL PROTECTED]@@3VRecvTable@@A) > weapon_ak74.obj > > > _ > Med MSN på mobilen holder du deg oppdatert. > http://info.mobile.no.msn.com/pc/default.aspx?ocid=30032 > ___ > 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] Preprocessor Trouble
Just got a new error: Error1error LNK2001: unresolved external symbol "class RecvTable DT_CWeaponAK74::g_RecvTable" ([EMAIL PROTECTED]@@3VRecvTable@@A) weapon_ak74.obj _ Med MSN på mobilen holder du deg oppdatert. http://info.mobile.no.msn.com/pc/default.aspx?ocid=30032 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Preprocessor Trouble
and that's your problem. It should be like this. IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAK74, DT_WeaponAK74 ) the C and C_ gets tacked onto the beginning, and you also had DT_CWeaponAK74, but everywhere else was using DT_WeaponAK74. On Wed, Aug 6, 2008 at 7:16 PM, Øystein Dale <[EMAIL PROTECTED]>wrote: > The offending line is this: > > IMPLEMENT_NETWORKCLASS_ALIASED( CWeaponAK74, DT_CWeaponAK74 ) > -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Preprocessor Trouble
IMPLEMENT_NETWORKCLASS_ALIASED( CWeaponAK74, DT_CWeaponAK74 ) change to: IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAK74, DT_CWeaponAK74 ) Note the missing C in CWeaponAK74 in my version. The _ALIASED macro adds the C_ and C automatically Regards, Paul On Wed, Aug 6, 2008 at 7:16 PM, Øystein Dale <[EMAIL PROTECTED]>wrote: > //= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. > // > // > // Purpose: > // > > //=// > > #include "cbase.h" > #include "npcevent.h" > #include "in_buttons.h" > > #ifdef CLIENT_DLL >#include "c_hl2mp_player.h" > #else >//#include "grenade_ar2.h" //We dont have the nade >#include "hl2mp_player.h" >//#include "basegrenade_shared.h" > #endif > > #include "weapon_hl2mpbase.h" > #include "weapon_hl2mpbase_machinegun.h" > > #ifdef CLIENT_DLL >#define CWeaponAK74 C_WeaponAK74 > #endif > > // memdbgon must be the last include file in a .cpp file!!! > #include "tier0/memdbgon.h" > > /* > #define SMG1_GRENADE_DAMAGE 100.0f > #define SMG1_GRENADE_RADIUS 250.0f > */ > > class CWeaponAK74 : public CHL2MPMachineGun > { > public: >DECLARE_CLASS( CWeaponAK74, CHL2MPMachineGun ); > >CWeaponAK74(); > >DECLARE_NETWORKCLASS(); >DECLARE_PREDICTABLE(); > > >voidPrecache( void ); >voidAddViewKick( void ); > >//We wont need this yet >//voidSecondaryAttack( void ); > >intGetMinBurst() { return 2; } >intGetMaxBurst() { return 5; } > >virtual void Equip( CBaseCombatCharacter *pOwner ); > >boolReload( void ); > >//Modified for VI, the rate for ak47u is 735/min (at most) > 60/735=~0.082/sec between bullets > >floatGetFireRate( void ) { return 0.082f; }// 12.2 Hz > >ActivityGetPrimaryAttackActivity( void ); > >virtual const Vector& GetBulletSpread( void ) >{ >//The SMG sprays enough? >static const Vector cone = VECTOR_CONE_5DEGREES; >return cone; >} > >const WeaponProficiencyInfo_t *GetProficiencyValues(); > > #ifndef CLIENT_DLL >DECLARE_ACTTABLE(); > #endif > > protected: > >Vectorm_vecTossVelocity; >floatm_flNextGrenadeCheck; > > private: >CWeaponAK74( const CWeaponAK74 & ); > }; > > IMPLEMENT_NETWORKCLASS_ALIASED( CWeaponAK74, DT_CWeaponAK74 ) //<---Faulty > line of code > > BEGIN_NETWORK_TABLE( CWeaponAK74, DT_WeaponAK74 ) > END_NETWORK_TABLE() > > BEGIN_PREDICTION_DATA( CWeaponAK74 ) > END_PREDICTION_DATA() > > LINK_ENTITY_TO_CLASS( weapon_ak74, CWeaponAK74 ); > PRECACHE_WEAPON_REGISTER(weapon_ak74); > > > //--- > > The above is my code > > The offending line is this: > > IMPLEMENT_NETWORKCLASS_ALIASED( CWeaponAK74, DT_CWeaponAK74 ) > > > _ > Få Windows Live Messenger på mobilen. > http://windowslivemobile.msn.com/Homepage.aspx?lang=nb-no&ocid=30032 > ___ > 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] Preprocessor Trouble
//= Copyright © 1996-2005, Valve Corporation, All rights reserved. // // // Purpose: // //=// #include "cbase.h" #include "npcevent.h" #include "in_buttons.h" #ifdef CLIENT_DLL #include "c_hl2mp_player.h" #else //#include "grenade_ar2.h" //We dont have the nade #include "hl2mp_player.h" //#include "basegrenade_shared.h" #endif #include "weapon_hl2mpbase.h" #include "weapon_hl2mpbase_machinegun.h" #ifdef CLIENT_DLL #define CWeaponAK74 C_WeaponAK74 #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" /* #define SMG1_GRENADE_DAMAGE 100.0f #define SMG1_GRENADE_RADIUS 250.0f */ class CWeaponAK74 : public CHL2MPMachineGun { public: DECLARE_CLASS( CWeaponAK74, CHL2MPMachineGun ); CWeaponAK74(); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); voidPrecache( void ); voidAddViewKick( void ); //We wont need this yet //voidSecondaryAttack( void ); intGetMinBurst() { return 2; } intGetMaxBurst() { return 5; } virtual void Equip( CBaseCombatCharacter *pOwner ); boolReload( void ); //Modified for VI, the rate for ak47u is 735/min (at most) 60/735=~0.082/sec between bullets floatGetFireRate( void ) { return 0.082f; }// 12.2 Hz ActivityGetPrimaryAttackActivity( void ); virtual const Vector& GetBulletSpread( void ) { //The SMG sprays enough? static const Vector cone = VECTOR_CONE_5DEGREES; return cone; } const WeaponProficiencyInfo_t *GetProficiencyValues(); #ifndef CLIENT_DLL DECLARE_ACTTABLE(); #endif protected: Vectorm_vecTossVelocity; floatm_flNextGrenadeCheck; private: CWeaponAK74( const CWeaponAK74 & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( CWeaponAK74, DT_CWeaponAK74 ) //<---Faulty line of code BEGIN_NETWORK_TABLE( CWeaponAK74, DT_WeaponAK74 ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponAK74 ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_ak74, CWeaponAK74 ); PRECACHE_WEAPON_REGISTER(weapon_ak74); //--- The above is my code The offending line is this: IMPLEMENT_NETWORKCLASS_ALIASED( CWeaponAK74, DT_CWeaponAK74 ) _ Få Windows Live Messenger på mobilen. http://windowslivemobile.msn.com/Homepage.aspx?lang=nb-no&ocid=30032 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Preprocessor Trouble
Show us the offending lines. It sounds like your network table declarations are wrong. -Tony On Wed, Aug 6, 2008 at 6:47 PM, Øystein Dale <[EMAIL PROTECTED]>wrote: > I'm coding a weapon for the HL2MP, but I'm having serious issues with the > preprocessor blocks. I'm getting the wrong blocks on both server/client > project > > All the weapon .cpp files used in HL2MP lies in src\game_shared\hl2mp. The > default weapons are fine, the preprocessor blocks are correct on both > projects. > > However, in my file, weapon_ak74.cpp (Not a typo, it really is AK74) the > preprocessor blocks are either reversed or both projects has the CLIENT_DLL > as the active block. > This means that when compiling i get several errors stating: > > Error C2653: 'C_CWeaponAK74' : is not a class or namespace nameg:\viral > outbreak\src\game_shared\hl2mp\weapon_ak74.cpp102 > > and if I let it go all the way to the server build too: > > Error2error C2653: 'CCWeaponAK74' : is not a class or namespace > nameg:\viral outbreak\src\game_shared\hl2mp\weapon_ak74.cpp102 > > Not sure if the last one is correct, the real name of the class is > "CWeaponAK74" (without quotes of course). > > I've based the file on the weapon_smg1.cpp file, the standard HL2 SMG > > Thanks for any help in advance, > Øystein > > > > > > > > _ > Med MSN på mobilen holder du deg oppdatert. > http://info.mobile.no.msn.com/pc/default.aspx?ocid=30032 > ___ > 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
[hlcoders] Preprocessor Trouble
I'm coding a weapon for the HL2MP, but I'm having serious issues with the preprocessor blocks. I'm getting the wrong blocks on both server/client project All the weapon .cpp files used in HL2MP lies in src\game_shared\hl2mp. The default weapons are fine, the preprocessor blocks are correct on both projects. However, in my file, weapon_ak74.cpp (Not a typo, it really is AK74) the preprocessor blocks are either reversed or both projects has the CLIENT_DLL as the active block. This means that when compiling i get several errors stating: Error C2653: 'C_CWeaponAK74' : is not a class or namespace nameg:\viral outbreak\src\game_shared\hl2mp\weapon_ak74.cpp102 and if I let it go all the way to the server build too: Error2error C2653: 'CCWeaponAK74' : is not a class or namespace name g:\viral outbreak\src\game_shared\hl2mp\weapon_ak74.cpp102 Not sure if the last one is correct, the real name of the class is "CWeaponAK74" (without quotes of course). I've based the file on the weapon_smg1.cpp file, the standard HL2 SMG Thanks for any help in advance, Øystein _ Med MSN på mobilen holder du deg oppdatert. http://info.mobile.no.msn.com/pc/default.aspx?ocid=30032 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bizarre prediction related "framerate" issue in new SDK
Hi again, By the way, in case it helps those of you who are using HL2MP OB SDK, here is what I did taking care of what Sergi explained and did for scratch SDK (thank you very much once again Sergi). It is compiling fine and movement are definitely more smooth but I really don't know if there is missing variables or not: In hl2mp_player.cpp *After LINK_ENTITY_TO_CLASS( info_player_rebel, CPointEntity ); I have added the following lines:* void* SendProxy_SendNonLocalDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { pRecipients->SetAllRecipients(); pRecipients->ClearRecipient( objectID - 1 ); return ( void * )pVarData; } REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendNonLocalDataTable ); BEGIN_SEND_TABLE_NOBASE( CHL2MP_Player, DT_HL2MPLocalPlayerExclusive ) // send a hi-res origin to the local player for use in prediction SendPropVector(SENDINFO(m_vecOrigin), -1, SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ), SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8, SPROP_CHANGES_OFTEN, -90.0f, 90.0f ), //SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10, SPROP_CHANGES_OFTEN ), END_SEND_TABLE() BEGIN_SEND_TABLE_NOBASE( CHL2MP_Player, DT_HL2MPNonLocalPlayerExclusive ) // send a lo-res origin to other players SendPropVector(SENDINFO(m_vecOrigin), -1, SPROP_COORD_MP_LOWPRECISION|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ), SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8, SPROP_CHANGES_OFTEN, -90.0f, 90.0f ), SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10, SPROP_CHANGES_OFTEN ), END_SEND_TABLE() *And in IMPLEMENT_SERVERCLASS_ST(CHL2MP_Player, DT_HL2MP_Player) I have added:* // Data that only gets sent to the local player. SendPropDataTable( "hl2mplocaldata", 0, &REFERENCE_SEND_TABLE(DT_HL2MPLocalPlayerExclusive), SendProxy_SendLocalDataTable ), // Data that gets sent to all other players SendPropDataTable( "hl2mpnonlocaldata", 0, &REFERENCE_SEND_TABLE(DT_HL2MPNonLocalPlayerExclusive), SendProxy_SendNonLocalDataTable ), In c_hl2mp_player.cpp *After LINK_ENTITY_TO_CLASS( player, C_HL2MP_Player ); I have added:* BEGIN_RECV_TABLE_NOBASE( C_HL2MP_Player, DT_HL2MPLocalPlayerExclusive ) RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ), RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ), //RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ), END_RECV_TABLE() BEGIN_RECV_TABLE_NOBASE( C_HL2MP_Player, DT_HL2MPNonLocalPlayerExclusive ) RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ), RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ), RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ), END_RECV_TABLE() *And in IMPLEMENT_CLIENTCLASS_DT(C_HL2MP_Player, DT_HL2MP_Player, CHL2MP_Player) I have added:* RecvPropDataTable( "hl2mplocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_HL2MPLocalPlayerExclusive) ), RecvPropDataTable( "hl2mpnonlocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_HL2MPNonLocalPlayerExclusive) ), Again I really have doubt on the fact there are missing variables or not. Feel free to comment and add your 2cents especially if there's something missing (yes again :-D). J. 2008/8/6 Janek <[EMAIL PROTECTED]> > Hi, > > Few months ago, Sergi was giving this SDK from scrath. As Maurino I'm using > HL2MP SDK and I have to say that even if Sergi said that it is exactly the > same fix for HL2MP and we only have to do a copy/paste, till now I didn't > succeed to do the right "copy/paste". For me it is definitely not as easy as > mentioned by Sergi. If somebody in here succeed to do this copy/paste > properly, I have to say i'm very very interested to konw what as to be done > for HL2MP SDK. > > Thank you in advance. > > J. > 2008/7/31 Leon Oskam <[EMAIL PROTECTED]> > > 'tis here: >> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23814.html >> >> -Leon >> >> >> On Tue, Jul 29, 2008 at 2:36 PM, Tobias Kammersgaard < >> [EMAIL PROTECTED]> wrote: >> >> > Is this fix available anywhere? >> > (I think I recall it being mentioned here earlier!?) >> > >> > /ScarT >> > >> > >> > On 29/07/2008, Tony omega Sergi <[EMAIL PROTECTED]> wrote: >> > > >> > > This is actually something i've fixed. >> > > It has to do with the players network tables. >> > > >> > > >> > > On Tue, Jul 22, 2008 at 2:26 PM, Tom Edwards < >> [EMAIL PROTECTED] >> > > >wrote: >> > > >> > > > I get something like this effect if I turn on multi-core features >> that >> > > > are disabled by default. >> > > > >> > > > Maurino Berry wrote: >> > > > > Hi guys. After extracting the new OB sdk for hl2mp It felt as if I >> > was >> > > > > playing at something like 30fps although the net_graph said i was >> > > > > getting 200. >> > > > > >> > > > > So after some research I realized it doesn't happen if you turn >> > > > > prediction OFF (cl_predict 0) >> > > > > >> > > > > Try going up
Re: [hlcoders] Bizarre prediction related "framerate" issue in new SDK
Hi, Few months ago, Sergi was giving this SDK from scrath. As Maurino I'm using HL2MP SDK and I have to say that even if Sergi said that it is exactly the same fix for HL2MP and we only have to do a copy/paste, till now I didn't succeed to do the right "copy/paste". For me it is definitely not as easy as mentioned by Sergi. If somebody in here succeed to do this copy/paste properly, I have to say i'm very very interested to konw what as to be done for HL2MP SDK. Thank you in advance. J. 2008/7/31 Leon Oskam <[EMAIL PROTECTED]> > 'tis here: > http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23814.html > > -Leon > > > On Tue, Jul 29, 2008 at 2:36 PM, Tobias Kammersgaard < > [EMAIL PROTECTED]> wrote: > > > Is this fix available anywhere? > > (I think I recall it being mentioned here earlier!?) > > > > /ScarT > > > > > > On 29/07/2008, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > > > > > > This is actually something i've fixed. > > > It has to do with the players network tables. > > > > > > > > > On Tue, Jul 22, 2008 at 2:26 PM, Tom Edwards <[EMAIL PROTECTED] > > > >wrote: > > > > > > > I get something like this effect if I turn on multi-core features > that > > > > are disabled by default. > > > > > > > > Maurino Berry wrote: > > > > > Hi guys. After extracting the new OB sdk for hl2mp It felt as if I > > was > > > > > playing at something like 30fps although the net_graph said i was > > > > > getting 200. > > > > > > > > > > So after some research I realized it doesn't happen if you turn > > > > > prediction OFF (cl_predict 0) > > > > > > > > > > Try going up to a wall with some detail on it and strafing left > and > > > > > right, and then turning cl_predict to 0 and do the same thing, I > > think > > > > > you'll notice the difference. Everything else in the game happens > at > > > > > the correct framerates though, including aiming around (turning) > but > > > > > the actual camera position seems to update very infrequently... > > > > > > > > > > Can anyone else see if they can detect this issue? > > > > > > > > > > ___ > > > > > 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 > > > > > > > > > > > > > > > > > -- > > > -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 > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- --- [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CWeapon__ not overriding CBaseCombatWeapon
Just to clarify, you only need to mark the *declaration *of a member function virtual and only in the base class: class X { public: virtual float f() { return 0; } }; class Y : public X { public: float f(); }; // 'virtual' can be omitted here float Y::f() { return 1; } // 'virtual' is illegal here Regards, Paul On Wed, Aug 6, 2008 at 6:32 AM, Ondřej Hošek <[EMAIL PROTECTED]> wrote: > Provided that is the actual code... > > You will have to mark the CBaseCombatWeapon::AccuracyValues function as > virtual (in both the header and the implementation). The AccuracyValues > functions further down the line (i.e. the weapon-specific ones) do not > have to be marked as virtual (but I doubt this will have any adverse > effects). > > ~~ Ondra > > On 06.08.08 11:16 Uhr, Tom Leighton wrote: > > http://forums.steampowered.com/forums/showthread.php?t=708384 > > > > I believe this is his also, scroll down for the first indication he > > wants help :P lol > > > > Code is posted on Page 2 IIRC > > > > ___ > 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] CWeapon__ not overriding CBaseCombatWeapon
Provided that is the actual code... You will have to mark the CBaseCombatWeapon::AccuracyValues function as virtual (in both the header and the implementation). The AccuracyValues functions further down the line (i.e. the weapon-specific ones) do not have to be marked as virtual (but I doubt this will have any adverse effects). ~~ Ondra On 06.08.08 11:16 Uhr, Tom Leighton wrote: > http://forums.steampowered.com/forums/showthread.php?t=708384 > > I believe this is his also, scroll down for the first indication he > wants help :P lol > > Code is posted on Page 2 IIRC > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CWeapon__ not overriding CBaseCombatWeapon
http://forums.steampowered.com/forums/showthread.php?t=708384 I believe this is his also, scroll down for the first indication he wants help :P lol Code is posted on Page 2 IIRC Paul Peloski wrote: > Probably easier if you post the relevant code. I read what you wrote twice > and I still don't know how to help. > > Regards, > > Paul > > On Tue, Aug 5, 2008 at 8:45 PM, James C Lea <[EMAIL PROTECTED]> wrote: > > >> Hey guys, >> >> This issue has been plaguing me for a week. >> >> Anyways, in my dynamic crosshair code in "hud_crosshair.cpp" I cast >> BaseCombatWeapon and then get the active weapon, which returns a float. >> In my BaseCombatWeapon cpp file, I've just got a float that returns 0, and >> in the basecombatweapon header file it's defined as a virtual float. >> Finally, In my actual weapon_*.cpp file, I'm calling it as a standard >> float and then this is where my complex code goes. >> >> It all works, except it never reads the induvidual weapon_*.cpp files that >> would override the basecombatweapon. I'm not sure if I need to include it >> in some #ifdef CLIENT_DLL. >> >> 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] CWeapon__ not overriding CBaseCombatWeapon
Probably easier if you post the relevant code. I read what you wrote twice and I still don't know how to help. Regards, Paul On Tue, Aug 5, 2008 at 8:45 PM, James C Lea <[EMAIL PROTECTED]> wrote: > Hey guys, > > This issue has been plaguing me for a week. > > Anyways, in my dynamic crosshair code in "hud_crosshair.cpp" I cast > BaseCombatWeapon and then get the active weapon, which returns a float. > In my BaseCombatWeapon cpp file, I've just got a float that returns 0, and > in the basecombatweapon header file it's defined as a virtual float. > Finally, In my actual weapon_*.cpp file, I'm calling it as a standard > float and then this is where my complex code goes. > > It all works, except it never reads the induvidual weapon_*.cpp files that > would override the basecombatweapon. I'm not sure if I need to include it > in some #ifdef CLIENT_DLL. > > 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