Re: [hlcoders] Anyone want to start a What to do while compiling hl2 list?

2005-03-16 Thread DOOManiac
Knifa wrote:
 Make people on IRC be excited that you're compiling it.
Glad I'm not the only one who does this. :P
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Re: [hlcoders] Spectate in HL2MP SDK

2005-03-11 Thread DOOManiac
I don't think its in it since HL2MP doesn't have traditional spectator
mode. Probably have to port it from the SDK code. It was mostly
functional there so it won't be too buggy.
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r00t 3:16 wrote:
Does spectate work in the HL2MP SDK?
spectate command does not give an error but I do not seem to go into spec
mod?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] STOPP FUCKING

2005-02-23 Thread DOOManiac
That explains the whole 'subtract from the infinite solid' thing.
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jeff broome wrote:
On Wed, 23 Feb 2005 10:14:31 -0600, Rob Lach [EMAIL PROTECTED] wrote:
jesus chill out

I don't think he reads this email list.  I think Jesus is an Unreal coder.  :)
Jeffrey botman Broome
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Re: [hlcoders] VTF Exploration within a .gcf - done

2005-02-22 Thread DOOManiac
Awesome. Good work. :D
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Vyacheslav Djura wrote:
Hello! For those who are interested in VTF exploration within .gcf
files I am glad to tell that VTF Explorer 1.0 is finished - read one
of the latest news at http://collective.valve-erc.com
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Re: [hlcoders] VTF Viewer 1.0 beta released

2005-02-01 Thread DOOManiac
Nice.
Don't suppose support to read straight from a GCF would be in the works
would it?
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Vyacheslav Djura wrote:
Yesterday I've released beta of my new tool - VTF Viewer. It allows to
browse folders for unpacked VTF files and view them. More details
here:
http://collective.valve-erc.com
http://www.hl2source.com/?content=projectsid=vtftool
http://www.hl2source.com
I hope someone will find it useful - I remember one guy from here asked me for
such a tool.
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Best regards,
 Vyacheslav  mailto:[EMAIL PROTECTED]
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Re: [hlcoders] VTF Viewer 1.0 beta released

2005-02-01 Thread DOOManiac
Neat. Best of luck to you. :)
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Vyacheslav Djura wrote:
Hello DOOManiac,
Tuesday, February 1, 2005, 4:43:52 PM, you wrote:
D Don't suppose support to read straight from a GCF would be in the works
D would it?
That will be done in the next release. Current release is just a BETA. We
also plan on adding VTF creation.
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Best regards,
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Re: [hlcoders] moveable Spawnpoints

2005-01-31 Thread DOOManiac
Perhaps you could use non-player-controllable vehicles (either though AI
or a pre-set path) instead. There is no other way to prevent BF1942
style drive-the-carrier-off-the-map smacktards.
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Andrew Foss wrote:
The issue I see here is that if it were attached to the sides of an
APC, a malicious player could park the APC up against a wall and have
players spawn into the void or into a solid wall, or into places in
the map that they shouldn't be in (spawn on the other side of a wall
where an objective is? into protected spawn areas?)
On Thu, 27 Jan 2005 09:51:23 +, British_Bomber [EMAIL PROTECTED] 
wrote:
Couldnt you acctually make an entity in and of itself that is a spawn
point, but instead of attaching it to another entity,  you used
something similar to parent but it's based on loacational objects.
Rofl sorry perhaps an example would be a little clearer,
If you have a game play that is based on capturing specific locations,
you start out at a base and with each new flag you capture, the spawn
points all move to that flag, or a few of them do.
Yes it could be done in a different way, but I think that should bring
the topic back into the realm of coding :D
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Re: [hlcoders] HL2DM SDK in January or February?

2005-01-18 Thread DOOManiac
I get the impression that most people are wanting the standard things
to be there already for them, like scoreboards and teamplay systems
(including voice icons and chat coloring and stuff), rather than coding
their own.
For some beginners (I consider myself once, so perhaps I can speak for
them, since I'm a dumbass) I also think a lot of it has to do with just
fear of putting work into something now, and not knowing what to do to
merge the code later.
I just want a fully working spectator mode cause I don't feel like
fixing the broken one. heh
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Alfred Reynolds wrote:
The code for HL2DM won't be until February at the earliest. I am
interested as to why people want it. It doesn't contain anything more
that the current SDK.
The only real difference is has some HL2 weapons predicted (the current
SDK has all its weapons predicted also) and it has a some more examples
to work from. If you want to make a HL2DM clone or get more examples
then it will be useful, otherwise...
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez Sent: Sunday, January 16, 2005 11:40 PM To:
hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM SDK in
January or February?

This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ] The one million
dollar question. Will Valve release HL2DM this month ??, any news
about it??

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[hlcoders] Debugging a Linux server?

2005-01-15 Thread DOOManiac
Anyone have luck w/ debugging a Linux server?
For some reason my segfaults upon startup under linux. Says the error is
line 134, but doesn't say what file it came from, so I have no clue how
to go about fixing it.
I found some tips on gdb (a GNU debugger) here:
http://users.actcom.co.il/~choo/lupg/tutorials/debugging/debugging-with-gdb.html
along with one HL2 page mentioning specifics on sourceWiki:
http://www.sourcewiki.org/wiki/index.php/Linux_SDK#Things_That_Go_Wrong
but I'm not smart enough to figure it out.
I addedgdb --args ./srcds_i486 -game modname -norestartto my
srcds_run (actually, I copied that as srcds_run_debug and edited the
copy). I run the command and it leaves me at a gdb prompt, but from
there I have no idea what to do.
Anyone have any advice?
(oh, and I need a prompt-only solution if at all possible, cause SSH is
the only way I have into the linux box right now).
Thanks.
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Re: [hlcoders] Debugging a Linux server?

2005-01-15 Thread DOOManiac
Thanks for the help. That's the -g option correct? If so, then yes.
I tried r at the (gbd) prompt, and it tried to startup, but then said
there was no process. Here's a copy  paste:
[EMAIL PROTECTED] steam]$ ./srcds_run_debug -console -game espionage
-IP jmetcalf.2y.net -port 27017 +map esp_test +maxplayers 10
GNU gdb Red Hat Linux (6.1post-1.20040607.43rh)
Copyright 2004 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain
conditions.
Type show copying to see the conditions.
There is absolutely no warranty for GDB.  Type show warranty for details.
This GDB was configured as i386-redhat-linux-gnu...Using host
libthread_db library /lib/tls/libthread_db.so.1.
(gdb) r
Starting program: /usr/steam/hlds_l/srcds_i486 -game espionage -norestart
warning: Child process unexpectedly missing: No child processes
Program terminated with signal ?, Unknown signal.
The program no longer exists.
You can't do that without a process to debug.
(gdb)
(srcds_run_debug is a copy of srcds_run modified to have DEBUG=yes and
also point to the gdb library thingy.)
when I type 'quit' at the (gdb) prompt it exits and then the server
starts up, then immediately segfaults.

I tried starting a server w/o the srcds_run script and got the following
error:
[EMAIL PROTECTED] steam]$ ./srcds_i486 -console -game espionage -IP
jmetcalf.2y.net -port 27017 +map esp_test +maxplayers 10
Failed to open bin/dedicated_i486.so (vstdlib_i486.so: cannot open
shared object file: No such file or directory)
But there is a bin/dedicated_i486.so. The server runs hl2mp just fine...
Any ideas?
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Jeffrey botman Broome wrote:
DOOManiac wrote:
I addedgdb --args ./srcds_i486 -game modname -norestartto my
srcds_run (actually, I copied that as srcds_run_debug and edited the
copy). I run the command and it leaves me at a gdb prompt, but from
there I have no idea what to do.

The gbx command 'r' will run the executable.  When it crashes enter the
command 'where' to get a stack traceback.  I hope you compiled with
debug symbols enabled.
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Jeffrey botman Broome
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Re: [hlcoders] Debugging a Linux server?

2005-01-15 Thread DOOManiac
Still can't get it working :(
[EMAIL PROTECTED] steam]$ gdb srcds_i486
GNU gdb Red Hat Linux (6.1post-1.20040607.43rh)
*SNIP*
This GDB was configured as i386-redhat-linux-gnu...Using host
libthread_db library /lib/tls/libthread_db.so.1.
(gdb) set args -console -game espionage -IP jmetcalf.2y.net -port 27017
+map esp_test +maxplayers 10
(gdb) r
Starting program: /usr/steam/hlds_l/srcds_i486 -console -game espionage
-IP jmetcalf.2y.net -port 27017 +map esp_test +maxplayers 10
warning: Child process unexpectedly missing: No child processes
Program terminated with signal ?, Unknown signal.
The program no longer exists.
You can't do that without a process to debug.
And when I try to just run srcds_i486 straight from the command line I get:
[EMAIL PROTECTED] steam]$ /usr/steam/hlds_l/srcds_i486 -console -game
espionage -IP jmetcalf.2y.net -port 27017 +map esp_test +maxplayers 10
Failed to open bin/dedicated_i486.so (vstdlib_i486.so: cannot open
shared object file: No such file or directory)
However, I don't think this one is mod specific, because if I run
regular HL2MP I get the same error...
[EMAIL PROTECTED] steam]$ /usr/steam/hlds_l/srcds_i486 -console -game
hl2mp -IP jmetcalf.2y.net -port 27017 +map dm_lockdown +maxplayers 10
Failed to open bin/dedicated_i486.so (vstdlib_i486.so: cannot open
shared object file: No such file or directory)
If I run via the srcds_run script for hl2mp though, everything loads
just fine...
[EMAIL PROTECTED] steam]$ ./srcds_run -console -game hl2mp -IP
jmetcalf.2y.net -port 27017 +map dm_lockdown +maxplayers 10
However the same thing w/ my mod results in the segfault mentioned in
the first e-mail...
Also, in case its of any matter, Windows Srcds runs the mod just fine. I
haven't really added anything too specific yet so I am at a loss as to
why this isn't running.
Thanks for the help, I really do appreciate it.
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jeff broome wrote:
On Sat, 15 Jan 2005 15:44:15 -0600, DOOManiac
[EMAIL PROTECTED] wrote:
Thanks for the help. That's the -g option correct? If so, then yes.
I tried r at the (gbd) prompt, and it tried to startup, but then said
there was no process. Here's a copy  paste:

I suspect your script to run gdb is giving gdb command line arguments.
 You don't want to do that.  You want to start gdb from the command
line by only providing the executable name (i.e
cd /usr/steam/hlds_l
gdb srcds_i486
...you shouldn't need the ./ part before srcds_i486
Then once you get inside gdb, you use set args to set the command
line arguments that you want to pass to the debugged program.  Then
use 'r' or 'run' to run the program.  See this...
http://sources.redhat.com/gdb/current/onlinedocs/gdb_5.html
Jeffrey botman Broome
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Re: [hlcoders] Debugging a Linux server?

2005-01-15 Thread DOOManiac
Hm... Okay, well then I guess I can't debug till the kernel is updated.
Still I wonder why the mod crashes in the first place. I went ahead and
did a compile of the fresh,unaltered,straight-from-the-wizard SDK and it
crashes on startup too...
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Jeffrey botman Broome wrote:
DOOManiac wrote:
Still can't get it working :(
[EMAIL PROTECTED] steam]$ gdb srcds_i486
GNU gdb Red Hat Linux (6.1post-1.20040607.43rh)
*SNIP*
This GDB was configured as i386-redhat-linux-gnu...Using host
libthread_db library /lib/tls/libthread_db.so.1.
(gdb) set args -console -game espionage -IP jmetcalf.2y.net -port 27017
+map esp_test +maxplayers 10
(gdb) r
Starting program: /usr/steam/hlds_l/srcds_i486 -console -game espionage
-IP jmetcalf.2y.net -port 27017 +map esp_test +maxplayers 10
warning: Child process unexpectedly missing: No child processes

Here's a tip...
ANYTIME you see an error message that you don't know what it means, go
to this website...
www.google.com
...then enter in the error message inside double quotes...
Child process unexpectedly missing
You will find that the first link that it comes up with, someone has
asked that question and the third reply (from Andrew Cagney) has an answer.
This link also has some info...
https://www.redhat.com/archives/fedora-devel-list/2005-January/msg00104.html

Use google my friend.  It's the quickest way to find answers to all your
questions.  For example, what's the meaning of life has about 7,700
answers.  :)
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Re: [hlcoders] Linux- Compiled VCPM runtime eror

2005-01-14 Thread DOOManiac
I ran into this same problem too. Found this page:
http://article.gmane.org/gmane.comp.gis.gdal.devel/3469
which suggested to run
/sbin/ldconfig
to fix the problem.
I don't have root access on the box I have SSH for, so I asked the guy
who does to run this and then it all worked.
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Paradigm Lozt wrote:
Hi Gang,
I haven't read through the last couple of weeks'
submissions, so I hope I am not repeating a prior
question...
In trying to compile the SDK for HL2 in Linux, I
Plugged in the relevant values into the initial
makefile per the valve-erc linux compile guide.
the make runs and creates the links to tier0, etc
and creates the vcpm program, then it attempts
to execute the vcpm and fails saying it cannot
open shared libraries tier0_i486, etc. I don't
see any permission issues...
I have gcc 3.4.4, Xercecs 2.6.0, Glibc, etc,
all the requirements in the linux compile
guidelines and can't think of what the problem
might be as it is not really clear to me what the
vcpm is trying to do.
Has anyone got any ideas, fixes? Or perhaps
I can manually do whatever this vcpm program
is trying to do?
G. Sparken Sparks
Oz Deathmatch
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Re: [hlcoders] Difference between loading the third party game via steam first and running run_mod.bat

2005-01-06 Thread DOOManiac
The batch file has -allowdebug in the command line, which (as you may
have guess) allows debug dll's to be ran. This command line parameter
isn't there when you double click from the 3rd party games list.
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Mark Ingram wrote:
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
Hi, what happens after you run your game for the first time via the steam
menu? Because i got the latest code, compiled it, then tried to run
run_mod.bat and it crashed with the following error:
Failed to load the launcher DLL:
The specified module could not be found.
After speaking on wavelength someone told me to load it first from the steam
menu, i tried that, it crashed out saying that i was running a debug build,
then gave me an unhandled exception. After that i ran the mod via
run_bat.bat again and it worked fine! Loaded up first time and went into the
sdk_vehicles test map.
So what happens after you load it via the steam menu for the first time?
Cheers
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