[hlcoders] Client File Download
Is there a way I can make the client download certain custom files(like lua scripts) from the server? Or would I have to write my own code to send the custom files to the client? Cheers, Haza ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Client File Download
You can use the map res files which will initiate the download of those files. There is a way in code (I believe) to control this aswell, however, I do not know how to do it exactly. Haza wrote: Is there a way I can make the client download certain custom files(like lua scripts) from the server? Or would I have to write my own code to send the custom files to the client? Cheers, Haza ___ 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] Client File Download
I believe the lua extension is blocked from being downloaded due to issues of abuse by server admins forcing bad scripts on the clients. On Tue, Sep 9, 2008 at 4:29 AM, Haza [EMAIL PROTECTED] wrote: Is there a way I can make the client download certain custom files(like lua scripts) from the server? Or would I have to write my own code to send the custom files to the client? Cheers, Haza ___ 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] Client File Download
Oh yeah, forgot to mention that. It was done so to prevent Lua viruses downloading on gmod 9 (Garry uses a custom download thing in gmod 10) LDuke wrote: I believe the lua extension is blocked from being downloaded due to issues of abuse by server admins forcing bad scripts on the clients. On Tue, Sep 9, 2008 at 4:29 AM, Haza [EMAIL PROTECTED] wrote: Is there a way I can make the client download certain custom files(like lua scripts) from the server? Or would I have to write my own code to send the custom files to the client? Cheers, Haza ___ 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
[hlcoders] Question about CUtlVector.
Hi, my mod is suffering random crashes each certain amount of time and the mini dumps don't point to any useful piece of code. Well, the call stack traces parts of the code I never modified and I had a similar experience previously which confirmed such call stacks are trash basically. Here is: server.dll!CNetworkVarBaseint,CBaseEntity::NetworkVar_m_nNextThinkTick::Set(const int val=-1) Line 204 C++ server.dll!CBaseEntity::SetNextThink(int nContextIndex=-1, float thinkTime=-1.#QNAN00) Line 1037 + 0x34 bytes C++ server.dll!CBaseEntity::PhysicsRunSpecificThink(int nContextIndex=1147464990, void (void)* thinkFunc=0x0dc282f0) Line 2092 C++ server.dll!CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t thinkMethod=THINK_FIRE_ALL_FUNCTIONS) Line 1890 C++ server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x0adcf000) Line 2009 + 0x9 bytes C++ server.dll!Physics_RunThinkFunctions(bool simulating=true) Line 2060 + 0x9 bytes C++ server.dll!CServerGameDLL::GameFrame(bool simulating=) Line 1076 + 0xa bytes C++ So it seems there is a leak somewhere, and I'd say it has to do with a few CUtlVector I use in CBasePlayer to store info. None of these stores pointers, but I'm confused about what to do when that player is removed. Such arrays require any special treatment as it happens when they store pointers? I'm looking for similar cases in the code and I couldn't conclude anything. So should I do something to deallocate the memory they in CBasePlayer destructor, or something else? BTW, such server crashes happens always immediately after a player has been killed. It has been running in Ep1 engine (HL2MP based) until I ported it to OB, only took 3 days but I ported this bug as well... I have a question regarding some default entities not working properly in OB, but that'd go better in another post I guess. These crashes are becoming a nightmare, they are dragging down the whole development.If you need more info please let me know, and sorry if I'm asking something basic. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Question about CUtlVector.
A.Oliver wrote: Hi, my mod is suffering random crashes each certain amount of time and the mini dumps don't point to any useful piece of code. Well, the call stack traces parts of the code I never modified and I had a similar experience previously which confirmed such call stacks are trash basically. Here is: server.dll!CNetworkVarBaseint,CBaseEntity::NetworkVar_m_nNextThinkTick::Set(const int val=-1) Line 204 C++ server.dll!CBaseEntity::SetNextThink(int nContextIndex=-1, float thinkTime=-1.#QNAN00) Line 1037 + 0x34 bytes C++ server.dll!CBaseEntity::PhysicsRunSpecificThink(int nContextIndex=1147464990, void (void)* thinkFunc=0x0dc282f0) Line 2092 C++ server.dll!CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t thinkMethod=THINK_FIRE_ALL_FUNCTIONS) Line 1890 C++ server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x0adcf000) Line 2009 + 0x9 bytes C++ server.dll!Physics_RunThinkFunctions(bool simulating=true) Line 2060 + 0x9 bytes C++ server.dll!CServerGameDLL::GameFrame(bool simulating=) Line 1076 + 0xa bytes C++ So it seems there is a leak somewhere, and I'd say it has to do with a few CUtlVector I use in CBasePlayer to store info. None of these stores pointers, but I'm confused about what to do when that player is removed. Such arrays require any special treatment as it happens when they store pointers? I'm looking for similar cases in the code and I couldn't conclude anything. So should I do something to deallocate the memory they in CBasePlayer destructor, or something else? BTW, such server crashes happens always immediately after a player has been killed. It has been running in Ep1 engine (HL2MP based) until I ported it to OB, only took 3 days but I ported this bug as well... I have a question regarding some default entities not working properly in OB, but that'd go better in another post I guess. These crashes are becoming a nightmare, they are dragging down the whole development.If you need more info please let me know, and sorry if I'm asking something basic. This, thinkTime=-1.#QNAN00 looks bad to me. Are you passing in a bad floating point value (possibly dividing by zero)? -- 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] Question about CUtlVector.
If you run your server from the debugger, then you can get a full memory dump with heap when the crash occurs. That's a lot more help than a vague mini dump. On Tue, Sep 9, 2008 at 2:57 PM, botman [EMAIL PROTECTED] wrote: A.Oliver wrote: Hi, my mod is suffering random crashes each certain amount of time and the mini dumps don't point to any useful piece of code. Well, the call stack traces parts of the code I never modified and I had a similar experience previously which confirmed such call stacks are trash basically. Here is: server.dll!CNetworkVarBaseint,CBaseEntity::NetworkVar_m_nNextThinkTick::Set(const int val=-1) Line 204 C++ server.dll!CBaseEntity::SetNextThink(int nContextIndex=-1, float thinkTime=-1.#QNAN00) Line 1037 + 0x34 bytes C++ server.dll!CBaseEntity::PhysicsRunSpecificThink(int nContextIndex=1147464990, void (void)* thinkFunc=0x0dc282f0) Line 2092 C++ server.dll!CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t thinkMethod=THINK_FIRE_ALL_FUNCTIONS) Line 1890 C++ server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x0adcf000) Line 2009 + 0x9 bytes C++ server.dll!Physics_RunThinkFunctions(bool simulating=true) Line 2060 + 0x9 bytes C++ server.dll!CServerGameDLL::GameFrame(bool simulating=) Line 1076 + 0xa bytes C++ So it seems there is a leak somewhere, and I'd say it has to do with a few CUtlVector I use in CBasePlayer to store info. None of these stores pointers, but I'm confused about what to do when that player is removed. Such arrays require any special treatment as it happens when they store pointers? I'm looking for similar cases in the code and I couldn't conclude anything. So should I do something to deallocate the memory they in CBasePlayer destructor, or something else? BTW, such server crashes happens always immediately after a player has been killed. It has been running in Ep1 engine (HL2MP based) until I ported it to OB, only took 3 days but I ported this bug as well... I have a question regarding some default entities not working properly in OB, but that'd go better in another post I guess. These crashes are becoming a nightmare, they are dragging down the whole development.If you need more info please let me know, and sorry if I'm asking something basic. This, thinkTime=-1.#QNAN00 looks bad to me. Are you passing in a bad floating point value (possibly dividing by zero)? -- Jeffrey botman Broome ___ 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] Client File Download
This isn't for Garry's mod, I was wondering how I can send them using source sdk, and I'd rather use valve's download handling code. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Question about CUtlVector.
CUtlVector's destructor calls the destructors of all its elements. There should be no memory leaks when using a CUtlVector or CUtlMap. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Client File Download
What we've just told you. Valve blocks .lua files at the engine level. You need to think of another extension, and use whatever the map res files use to send them over. Haza wrote: This isn't for Garry's mod, I was wondering how I can send them using source sdk, and I'd rather use valve's download handling code. ___ 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] Client File Download
USE WGET. On Tue, Sep 9, 2008 at 6:53 PM, Tom Leighton [EMAIL PROTECTED] wrote: What we've just told you. Valve blocks .lua files at the engine level. You need to think of another extension, and use whatever the map res files use to send them over. Haza wrote: This isn't for Garry's mod, I was wondering how I can send them using source sdk, and I'd rather use valve's download handling code. ___ 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