Re: [hlcoders] Anyone want to start a What to do while compiling hl2 list?
Knifa wrote: Make people on IRC be excited that you're compiling it. Glad I'm not the only one who does this. :P -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Spectate in HL2MP SDK
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. -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- 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 ___ 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] STOPP FUCKING
That explains the whole 'subtract from the infinite solid' thing. -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- 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 ___ 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] VTF Exploration within a .gcf - done
Awesome. Good work. :D -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- 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 ___ 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] VTF Viewer 1.0 beta released
Nice. Don't suppose support to read straight from a GCF would be in the works would it? -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- 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. -- Best regards, Vyacheslav mailto:[EMAIL PROTECTED] ___ 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] VTF Viewer 1.0 beta released
Neat. Best of luck to you. :) -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- 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. -- Best regards, Vyacheslavmailto:[EMAIL PROTECTED] ___ 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] moveable Spawnpoints
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. -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- 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 ___ 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] HL2DM SDK in January or February?
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 -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- 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. -- [ Picked text/plain from multipart/alternative ] The one million dollar question. Will Valve release HL2DM this month ??, any news about it?? ___ 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] Debugging a Linux server?
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. -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugging a Linux server?
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? -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- 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. -- 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] Debugging a Linux server?
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. -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- 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 ___ 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] Debugging a Linux server?
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... -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- 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. :) -- 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] Linux- Compiled VCPM runtime eror
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. -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- 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 ___ 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] Difference between loading the third party game via steam first and running run_mod.bat
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. -- Russell DOOManiac Weed -- [EMAIL PROTECTED] -- Mark Ingram wrote: This is a multi-part message in MIME format. -- [ 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 -- ___ 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