Re: [hlcoders] Access Violation in SDK 2013

2014-02-09 Thread Giancarlo Rivas
is most likely you screwed somewhere, since the last you see is that, start
with a breakpoint there and go from there

and/or remove code until it works, then add it back again

and/or try memory leak debug methods, I usually just read the whole thing
and fix all issues I see on the way


On Sun, Feb 9, 2014 at 2:45 PM, James J. Kelly Jr. james...@gmail.comwrote:

 I tediously merged the files manually, rather than using a tool to do it
 automatically, and was careful not to alter the SDK 2013 codebase except to
 add what was added in to the SDK 2007 version of the mod.

 I only used WinMerge as a guide to show me what had changed between
 vanilla SDK 2007 and the mod.



 *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jacob J*Rod
 Salas
 *Sent:* Sunday, February 09, 2014 2:37 PM

 *To:* Discussion of Half-Life Programming
 *Subject:* Re: [hlcoders] Access Violation in SDK 2013



 What's possible is that you when you merged the branches, there were some
 files improperly overwritten. Especially if vital public interfaces were
 left in a different branch.

 Do you see if some of them were left in 2007 when you followed the
 procedure you found?

 --
 Jacob J*Rod Salas
 jsmedia.tk | @czfjrod
 Sent from my Samsung Galaxy S4 on Verizon

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Re: [hlcoders] SMG model affects player rendercolor

2010-12-26 Thread Giancarlo Rivas
Whats weirder is that I unsubscribed from this list years ago, whats going
on.

On Sun, Dec 26, 2010 at 12:01 PM, jetscope jetsc...@gmail.com wrote:

 (apologies if this is a duplicate, I got a delivery error on the first one)

 Hi folks, this is a very strange issue. I recently implemented this effect
 into my mod: http://i56.tinypic.com/2cqo45k.jpg

 I'm doing it by overriding the player's texture with a solid white one and
 then changing their rendercolor (which is defined by a brush trigger).

 So far so good, but there's one very strange problem: whenever I pull out
 the SMG, the player's color turns to white - and switching to another weapon
 fixes it and reverts to the actual rendercolor. I have no code in this
 effect related to weapons so far, and here's something even stranger - when
 I open up the SMG's script file and replace its models with different ones
 (e.g. the AR2's models), the problem goes away. Furthermore, if I only
 replace the SMG's worldmodel and leave it using its default viewmodel, the
 player keeps flickering between white and the real rendercolor with the SMG
 out.

 What's going on here?

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Re: [hlcoders] SMG model affects player rendercolor

2010-12-26 Thread Giancarlo Rivas
Also, I might be completely off, but the SMG has the laser thing, maybe that
has an effect. I have had render effect issues when using attachments with
different render parameters than the parent model.

On Sun, Dec 26, 2010 at 12:01 PM, jetscope jetsc...@gmail.com wrote:

 (apologies if this is a duplicate, I got a delivery error on the first one)

 Hi folks, this is a very strange issue. I recently implemented this effect
 into my mod: http://i56.tinypic.com/2cqo45k.jpg

 I'm doing it by overriding the player's texture with a solid white one and
 then changing their rendercolor (which is defined by a brush trigger).

 So far so good, but there's one very strange problem: whenever I pull out
 the SMG, the player's color turns to white - and switching to another weapon
 fixes it and reverts to the actual rendercolor. I have no code in this
 effect related to weapons so far, and here's something even stranger - when
 I open up the SMG's script file and replace its models with different ones
 (e.g. the AR2's models), the problem goes away. Furthermore, if I only
 replace the SMG's worldmodel and leave it using its default viewmodel, the
 player keeps flickering between white and the real rendercolor with the SMG
 out.

 What's going on here?

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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Giancarlo Rivas
The solution is that valve hires Jed as Tools programmer.
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Re: [hlcoders] Looping .mp3 music

2009-03-03 Thread Giancarlo Rivas
It is possible using just the tools provided by valve, sorry can't be of
much more help since it was long ago. I added a bgm, a death bgm, and a sped
up one for when the timer is running out. and did the required transitions,
looping and other checks. I do recall I did this client side since its much
simpler and music doesn't have to be synchronized, most likely used a
cautomanager (was that the name?)..

On Tue, Mar 3, 2009 at 2:42 AM, Jay Stelly j...@valvesoftware.com wrote:

 So you want to loop the entire file?  Not from the end back to the middle
 (what we support on waves)?  Or between two arbitrary points (more general
 looping)?

 I'll have to double check, but I think we did hook up GetSoundDuration()
 for mp3s at some point :)  I'm pretty sure L4D has it actually (at least
 client side, maybe not server side), Orange Box probably does too.  So you
 could use that to loop entire files crudely by just re-triggering after the
 playtime has elapsed.

 Jay



  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
  Christopher Harris
  Sent: Monday, March 02, 2009 7:45 PM
  To: 'Discussion of Half-Life Programming'
  Subject: Re: [hlcoders] Looping .mp3 music
 
  If you link in FMod which is free for non-commercial you can
  loop mp3 among other things.
 
  Chris
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
  Ryan Sheffer
  Sent: Monday, March 02, 2009 10:29 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Looping .mp3 music
 
  I cant think of any other way cept loading your own sound library.
 
  Wanna hook up
 
  // Just loads the file header and checks for duration
  (not hooked up for .mp3's yet)
  // Is accessible to server and client though
  virtual float GetSoundDuration( const char *pSample ) = 0;
 
  for us Jay? ;)
 
 
  On Sun, Mar 1, 2009 at 12:19 PM, Jay Stelly
  j...@valvesoftware.com wrote:
 
   We don't support looping mp3 files.  You can loop PCM waves
  and ADPCM
  waves
   though using CUE chunks or Sampler chunks to specify the
  loop point.
   Lots of tools will write those chunks.
  
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On
  Behalf Of ][akep
nuxdie
Sent: Sunday, March 01, 2009 7:16 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Looping .mp3 music
   
maybe this will help you:
http://www.interlopers.net/tutorials/27356
   
On Sun, Mar 1, 2009 at 1:59 AM, Walter Gray
  chrysal...@gmail.com
wrote:
 Hey again list,
A member of my team's been a little stumped on this, and
I've done
 some quick checking around the wiki and hlcoders archives, but
 I've been unable to find anything on looping music, or more
 specifically looping
 .mp3 sound files.  Does anyone know of any good references
or if it's
 even possible to loop .mp3s?

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  --
  ~Ryan ( skidz )
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Re: [hlcoders] pickup entity respawning at center of map

2009-01-12 Thread Giancarlo Rivas
g_pgamerules is a pointer to the class CGameRules @ gamerules.h/cpp, about
spawning at the center of the map I forgot but its related to sthe pickup
setting the original origin (a variable) of the item to 0,0,0 and then when
it moves to somewhere else it has a timer that when triggers resets the
origin to the original one. That is so when you shoot an ammo pickup it goes
back to its original spot later on.

Im gonna bet since you dont make it fall the fall routine doesnt get called
and its at the end of the fall routine that this original origin gets set to
something different than 0,0,0

On Mon, Jan 12, 2009 at 12:35 PM, Yorg Kuijs yorg.ku...@home.nl wrote:

 Hey list,

 sorry about the lot of posts but I have no idea what's wrong.
 after doing my changes so my pickup worked properly and has animations
 the entity eventually turned out to be respawning in the center of the map.

 I tried reverting the changes related to making my item float in the sky
 rather then fall to the ground, but it still ended up respawning in the
 center...

 I doubt the animation code is doing it, so anyone has an idea what could
 cause it?

 also there's this code:
UTIL_SetOrigin( this, g_pGameRules-VecItemRespawnSpot( this ) );//
 blip to whereever you should respawn.

 that seems like it's for setting the place to respawn, how do I make
 sure the correct location is used here?
 Also I can't seem to trace where this g_pGameRules stuff is coming from,
 when I try things like go to definition or declaration or find all
 references the compiler says it's not defined/declared/referenced, is
 that engine level stuff?

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[hlcoders] ILocalize Find return

2009-01-05 Thread Giancarlo Rivas
Hi, I haven't seen the latest sdk, I only merged the first upgrade ever
whatever that is called. When using  localize()-Find( tempvar ) I wanted to
know whether to delete the result or not after using it, the usual would be
not to delete the result. But the prototype says wchar_t* Find() without
const so I assume I must handle the deletion myself, am I correct or is it
actually a const and the engine will handle the deletion?
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Re: [hlcoders] Re: Beta SourceSDK does not start

2008-02-13 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
I can't launch any source games (hl2, hl2dm, sdk base) or any mods since
orange box, is that a bug too? Launch game, Preparing to launch, hl2.exe at
task manager, dissappears, nothing.

I complained at steam support and haven't received response since december /
early january after the third exchange (they on vacations?), basically the
only thing that works is the create-a-mod option.
--

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Re: [hlcoders] Head Bobbing

2008-01-15 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
There is a function called something like calcviewmodelbob, and
addviewmodelbob, check them then create a calc and addviewbob. Now where to
plug it I forgot but there's a function that gets called after all view
calculations are done and asks for the final view, must be something like
calcviewoverride or calcview.

Since you can't shoot you can keep it client side, to prevent the view from
dragging into a direction, you should not modify the view angles variable
with your viewbob deltas, add them to a temp variable which gets sent for
display.

On Jan 15, 2008 4:47 AM, Kushan Gunasekera [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hello,

 I was wondering how you could get head bobbing into a mod. I've seen it in
 a
 couple of other mods (Dark Messiah). Does anyone know how to get it while
 running ? Its realistic and the weapon will be down while sprinting so you
 can't shoot or anything just sprint. It is a nice feature. Anyone know how
 to do it? I was told that someone here was working on something like this,
 or are there tutorials on how to do it? Thanks.
 --

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Re: [hlcoders] Crounching Override problem

2007-05-31 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
All the ducking code is in gamemovement.cpp. By default the game uses
m_bDucked and m_flDuckingTime, without rewriting it you'd hack it by using
negative timer values for unducking and positive for ducking but you'll add
to the if/else mess. It's a lot of ifs but it isn't hard to get what they
try to do and then rewrite it in a way you might be able to read later while
doing what you want.
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Re: [hlcoders] How do I set bodygroups in player model after is dead?

2007-04-20 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
search for ragdoll in the player classes, something like C_HL2MPRagdoll

On 4/18/07, A.Oliver [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hi, well, that's the question. I want to make some changes to player model
 when it's ragdoll. Don't know exactly where is created so I can set
 Bodygroups there.

 ---
 Ángel RYell Oliver
 --



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[hlcoders] Get system time

2007-04-06 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
Hi, I wanted to get the local time of the system to save a file with that
data but noticed time() shouldn't be used (USE_VCR_MODE), so what's the
alternate way to get the value?, couldn't find any alternate call.
--

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Re: [hlcoders] Get system time

2007-04-06 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
Cool, i was using #undef then include ctime in the meantime but thought it
looked ugly. I'll see option 2, hopefully the hook is always on, thanks.
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Re: [hlcoders] Some problems

2007-03-05 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
The ony place the CBlue pointer is is inside a comment so it doesn't exist,
and then it has a null value since it is not being initialized, so even if
you uncommented it your mod would crash.

There's a redefinition:
flagblue.h - class CFlagBlue : public CItem
flagblue.cpp -class CFlagBlue : public CItem again

You edit the compile, compile new dlls, and place the new dlls in your mod
folder. Then you place the models, sounds and stuff on their respective
folders. Then you edit your mod's fgd, load hammer, place your new entities
and compile the map. The fgd is just so hammer allows you to place the
entities so later your dlls can load them from the map.
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Re: [hlcoders] Some problems

2007-03-05 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
you edit the code*
--

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Re: [hlcoders] Some problems

2007-03-05 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
Keep it inside the .h, the new class variables and functions you create in
the cpp move them to the h. Plus fix that ifdef problem.
I'd delete the if #hl2mp and their endifs since they are most likely useless
on your code.

You must have seen a client then a server file, they can appear twice
because they are in different projects (client and server), so they are
actually showing up once in their project.

On 3/5/07, Emiel Regis [EMAIL PROTECTED] wrote:

  There's a redefinition:
  flagblue.h - class CFlagBlue : public CItem
  flagblue.cpp -class CFlagBlue : public CItem again

 When I try using 'class CFlagBlue' alone in one of files I get the same
 error again. I might be stupid, but it's how it's set in other header
 files and they work all ok :/

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Re: [hlcoders] Inverse Vector

2007-02-14 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
v *= -1.0f
v2 = -v1 etc
--

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Re: [hlcoders] Can't make Touch work with the player

2006-12-12 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
Where you do SetOwner, comment that and do something like SetThrower, you
will have to add a variable m_hThrower to store the player. After that, the
grenade will try to explode when it spawns since it will touch the player,
add a new variable m_flArmedTime set to some time in the future and do the
proper check on the Touch func so it only tries to explode once the current
time is past this variables value.
--

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[hlcoders] Loading server so on Linux fails

2006-11-25 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
Hi, I read a previous topic where you had this problem on the august sdk. I
have merged up to november (although I'm not using the -2003/-2005 versions
of the vcproj files. I use visual 2003, on windows I got a lot of missing
and duplicate symbol errors so I added the force multiple flag, ignored some
base libraries, and had to add mathlib.lib, choreo and tier to the project
files. It compiles, links and runs.

Xod, a french coder from my team, got it to compile on Linux, but the ds
shows this problem:
#0  0x in ?? ()
#1  0x40d0f683 in CModAppSystemGroup::Create () from bin/engine_i686.so
#2  0x40e10b4f in CAppSystemGroup::Run () from bin/engine_i686.so
#3  0x40d0ffef in CDedicatedServerAPI::ModInit () from bin/engine_i686.so
#4  0x4020b24a in CDedicatedAppSystemGroup::Main () from
bin/dedicated_i686.so
#5  0x40238d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so
#6  0x40238d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so
#7  0x4020b60f in main () from bin/dedicated_i686.so
#8  0x0804909e in main ()

According to the other thread it would mean the mod did not link fully (?).
The fix
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_link_fully_on_Linuxhas
been applied though.

He uses:
gcc-3.4.1
xerces 2.7 (he says there's no link to 2.6 anymore)
GLIBC 2.3.3
on mandrake 10.1

This is the makefile:
http://www.wikiupload.com/comment.php?id=32562

Does anyone have an idea of what is going wrong?
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Re: [hlcoders] Help identify crash cause on closed source please

2006-11-23 Thread Giancarlo Rivas
--
--
[ Picked text/plain from multipart/alternative ]
- That crash has been forever.

- To reproduce it I load a map and start strafing and firing until it
crashes. I was aiming this more at a valve rep since they could tell me
it's trying to play a missing sound or something.
--
X-Attachment-Id: f_euvay5nx

[ Steam_23_2006_11.mdmp of type application/octet-stream deleted ]
--

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[hlcoders] Help identify crash cause on closed source please

2006-11-21 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
Hi, I keep getting crashes randomly when playing my mod, the mdmps all agree
on the same stack trace, but it's on the closed side so I don't know how to
fix it.

Almost all the mdmps I had said the stack was:
kernel32.dll!7c812a5b()
 kernel32.dll!7c812a5b()
 user32.dll!77d50577()
 tier0.dll!009124e9()
 tier0.dll!00901db0()
 engine.dll!0db6dbad()

Except one, which was the oldest one:
kernel32.dll!7c812a5b()
 kernel32.dll!7c812a5b()
 user32.dll!77d50577()
 tier0.dll!009124e9()
 tier0.dll!00901db0()
 filesystem_steam.dll!0d1696ab()
 filesystem_steam.dll!0d15dd0a()
 filesystem_steam.dll!0d15be43()
 filesystem_steam.dll!0d15329d()
 filesystem_steam.dll!0d1532e6()

When it crashes it says it failed on DirectX Present() - pure virtual
function call.
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[hlcoders] missing symbols

2006-11-06 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
Hi, I am trying to merge my mod code to the 'new sdk' (the one that still
can't compile on vc2k5). I cleared all compiler errors on the client but the
linker is giving me missing symbols like:

_info::vftable on tier1.lib vgui_controls.lib libcpd.lib and seevral of the
obj files of the project.

After that it looks like if goes crazy and reports missing base functions
like _stricmp, _atexit, _fltused, _CIfmod, _RTDynamicCast, _finite, _chkstk,
_atof, _atoi, _strchr, _ftol2, _CIacos, _floor, _strstr, _alloca_probe,
_RTtypeid, _sscanf, _qsort, _assert, _wcslen, _CIpow, _memmove, _isalnum,
_CxxFrameHandler, _except_list, _vsnprintf, etc

(er, with double _ at thebeginning of their names)
Anyone know what did I delete or am missing?
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Re: [hlcoders] HUD animations

2006-10-31 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
I havent done animations with scripts but search for CPanelAnimationVar
(IIRC), it is a member definition macro like CNetworkVar.

The classes you inherit from already have some animation vars defined, like
x/y pos or alpha. Then you did that startanimation call and included the
name of the variable, the final value, the time to get to that value and a
constant how to interpolate. You just called it once and it worked. I'd
post but I think you can get it from the sdk, not at home right now.
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Re: [hlcoders] Error at engine.dll!0x0DDDDAF2

2006-06-01 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
Pretty sure that was the cause, I recoded CTeam so it was a shared file and
also made it Array3 + Steam update and the error dissapeared. Couldn't test
Array2 because the code was already modified by then. Hmm I'll make it
Array2 again and see what happens.
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Re: [hlcoders] Error at engine.dll!0x0DDDDAF2

2006-06-01 Thread Giancarlo Rivas
--
[ Picked text/plain from multipart/alternative ]
Yup no crash.
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[hlcoders] Error at engine.dll!0x0DDDDAF2

2006-05-30 Thread Giancarlo Rivas
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[ Picked text/plain from multipart/alternative ]
Hi, I am having trouble debugging my code since it crashes on the closed
source so I get no symbols :(
May someone tell me what does that address points to so I can have an idea
what is causing the crash? Some network variable maybe?

I have changed code from C/C_GameRules and C/C_Team, added a function
GetTeamDef that works like GetAmmoDef, I noticed the server creates CTeam
but the C_Team versions aren't created by the time the crash occurs (the
client doesn't explicity create C_Team instances, they add themselves to the
client cutlvector via their constructor, C_Team() was never reached).

Also modified some the team gui components but they survive past the
constructors, the game crashes at about the time the map would finish
loading.
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[hlcoders] Think Func not in table, GetDataDescMap Crash

2006-05-11 Thread Giancarlo Rivas
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[ Picked text/plain from multipart/alternative ]
Don't quote the whole thing :)

Hello, I have a Server side Logical Entity that uses a Think func:
CWeaponSetEnt::SpawnNewItem, I also have a ConCommand that eventually
triggers a SetThink(CWeaponSetEnt::SpawnNewItem).

After loading the mod, and starting a map I can call this command whithout
problems, and the Think and everything works like a charm. The problem is
after disconnecting and loading a second (or third, etc) -different- map, on
Release it crashes, and on Debug I get the following:

X 0043()  -  GetDataDescMap()
server.dll!CBaseEntity::FunctionCheck(void * pFunction=0x222eda77, char
* name=0x228beb18)  Línea 2699 + 0x19
  pFunction0x222eda77 CWeaponSetEnt::SpawnNewItem(void)void *
  name0x228beb18 BaseThinkFuncchar *
server.dll!CBaseEntity::ThinkSet(void (void)* func=0x222eda77, float
thinkTime=0., const char * szContext=0x)  Línea 593
server.dll!CWeaponSetEnt::InitSpawnNewItem(bool delayed=false)  Línea
440
(...)
server.dll!CWeaponSetManager::ModifySlotOfWeaponSet(int weaponset=0,
int slot=1, Item_t * item=0x22a0b998)  Línea 190 //concommand


I thought I was declaring a datadesc so I don't get it, am I missing some
macro? What is a think context?

I include the code, I left one member variable and other Macro-using lines.
Also included the code for the functions called so you don't have to search
for them :)
Not Linux or dedicated server, it is a listen server no-lan under W2K.

Thanks.



//Code
class CWeaponSetEnt : public CLogicalEntity
{
public:
DECLARE_CLASS( CWeaponSetEnt, CLogicalEntity );
DECLARE_DATADESC();

intm_iWeaponSlot;

void Spawn( void );

void InitSpawnNewItem( bool delayed );
void SpawnNewItem( void );

void InputPickedUp( inputdata_t inputData );

private:
COutputEventm_OnPlayerPickUp;
COutputEventm_OnNPCPickUp;
COutputEventm_OnPlayerUse;
};

LINK_ENTITY_TO_CLASS( item_weaponset, CWeaponSetEnt );

BEGIN_DATADESC( CWeaponSetEnt )
DEFINE_KEYFIELD( m_iWeaponSlot, FIELD_INTEGER, weaponsetslot ),

DEFINE_THINKFUNC( SpawnNewItem ),

// Links our input name from Hammer to our input member function
DEFINE_INPUTFUNC(FIELD_STRING, PickedUp, InputPickedUp ),

// Links our output member to the output name used by Hammer
DEFINE_OUTPUT( m_OnPlayerPickUp, OnPlayerPickUp ),
DEFINE_OUTPUT( m_OnNPCPickUp, OnNPCPickUp ),
DEFINE_OUTPUT( m_OnPlayerUse, OnPlayerUse ),
END_DATADESC()


void CWeaponSetEnt::InitSpawnNewItem( bool delayed )
{
float f = 0.1f;
(...)

SetThink( CWeaponSetEnt::SpawnNewItem ); //Crash
SetNextThink( gpGlobals-curtime + f );
}

BASEPTRCBaseEntity::ThinkSet( BASEPTR func, float thinkTime, const char
*szContext )
{
#if !defined( CLIENT_DLL )
#ifdef _DEBUG
COMPILE_TIME_ASSERT( sizeof(func) == 4 );
#endif
#endif

// Old system?
if ( !szContext )
{
m_pfnThink = func;
#if !defined( CLIENT_DLL )
#ifdef _DEBUG
FunctionCheck( (void *)*((int *)((char *)this + (
offsetof(CBaseEntity,m_pfnThink, BaseThinkFunc ); //Crash
#endif
#endif
return m_pfnThink;
}
(...)
}


#ifdef _DEBUG
void CBaseEntity::FunctionCheck( void *pFunction, char *name )
{
#ifdef USES_SAVERESTORE
// Note, if you crash here and your class is using multiple inheritance,
it is
// probably the case that CBaseEntity (or a descendant) is not the first
// class in your list of ancestors, which it must be.
if (pFunction  !UTIL_FunctionToName( GetDataDescMap(), pFunction ) )
//Crash on GetDataDescMap()
{
Warning( FUNCTION NOT IN TABLE!: %s:%s (%08lx)\n,
STRING(m_iClassname), name, (unsigned long)pFunction );
Assert(0);
}
#endif
}
#endif
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