Re: [hlcoders] Compiling under Linux for BSD
Any further thoughts on this? Would still like to see our stuff work under BSD. On Apr 27, 2005, at 9:11 PM, Jonathan Dance wrote: My mistake, it does actually call /usr/bin/gcc-3.4, not ld (I just assumed it was ld since it uses ld-like options). I don't believe we've modified the Makefile much at all from what was provided in linux_sdk, other than changing the necessary paths. Wish it was that easy... On Apr 27, 2005, at 4:43 PM, Alfred Reynolds wrote: You should be using gcc for the linking, not ld directly (gcc inserts some extra entries to the ld command line essentially). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Wednesday, April 27, 2005 1:37 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Compiling under Linux for BSD -- [ Picked text/plain from multipart/alternative ] OK, pardon my ignorance, but I'm not sure what this is supposed to show. I have a fairly long list of undefined symbols (88 to be exact) under linux, and it runs fine here. Should I do this under FreeBSD instead? Included in the list are the Q_ functions (like Q_strncpy, etc), DevWarning(), DevMsg(), as well as a bunch of other things like CVProfNode functions, some std functions and typedefs, and some globals like g_pMemAlloc, g_pVCR, and vtune. Would a full list be useful? It seems these are mostly things that would only be used in a Debug build. Are there not supposed to be any? If so, how do you fix them? I am compiling against glibc 2.3.2. I believe I'm doing so statically... the ld line looks like this: ld -shared -o ./server_i486.so all the mod object files -lm -ldl tier0_i486.so vstdlib_i486.so /usr/lib/gcc/i486-linux/3.4.4/libstdc+ +.a /usr/lib/gcc/i486-linux/3.4.4/libgcc.a Thoughts? Wish I knew more about how this all works. On Apr 26, 2005, at 4:01 PM, Alfred Reynolds wrote: Run: export LD_LIBRARY_PATH=.:bin:$LD_LIBRARY_PATH nm -g -C mod dir/bin/server_i486.so | grep U | grep -v GLIBC And see what undefined symbols remain. You may also be having a GLIBC versioning problem, you need at least 2.3.2 to run your mod, and you should compile your mod on a machine with 2.3.2 installed. - Alfred -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HitBoxes ?
We are noticing this too. The hitboxes seem like they should work using sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass right through the hitbox, particularly the head hitbox. Anyone know what the root cause of this is? --JD On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote: Anyone notice when you run / crouch / jump etc The hit box is off? It seemed to do this is CS:S also and I thought it was a CS:S bug. However it is also doing the same thing in the MP SDK.. Anyone else notice this? 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] Compiling under Linux for BSD
-- [ Picked text/plain from multipart/alternative ] OK, pardon my ignorance, but I'm not sure what this is supposed to show. I have a fairly long list of undefined symbols (88 to be exact) under linux, and it runs fine here. Should I do this under FreeBSD instead? Included in the list are the Q_ functions (like Q_strncpy, etc), DevWarning(), DevMsg(), as well as a bunch of other things like CVProfNode functions, some std functions and typedefs, and some globals like g_pMemAlloc, g_pVCR, and vtune. Would a full list be useful? It seems these are mostly things that would only be used in a Debug build. Are there not supposed to be any? If so, how do you fix them? I am compiling against glibc 2.3.2. I believe I'm doing so statically... the ld line looks like this: ld -shared -o ./server_i486.so all the mod object files -lm -ldl tier0_i486.so vstdlib_i486.so /usr/lib/gcc/i486-linux/3.4.4/libstdc+ +.a /usr/lib/gcc/i486-linux/3.4.4/libgcc.a Thoughts? Wish I knew more about how this all works. On Apr 26, 2005, at 4:01 PM, Alfred Reynolds wrote: Run: export LD_LIBRARY_PATH=.:bin:$LD_LIBRARY_PATH nm -g -C mod dir/bin/server_i486.so | grep U | grep -v GLIBC And see what undefined symbols remain. You may also be having a GLIBC versioning problem, you need at least 2.3.2 to run your mod, and you should compile your mod on a machine with 2.3.2 installed. - Alfred -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling under Linux for BSD
My mistake, it does actually call /usr/bin/gcc-3.4, not ld (I just assumed it was ld since it uses ld-like options). I don't believe we've modified the Makefile much at all from what was provided in linux_sdk, other than changing the necessary paths. Wish it was that easy... On Apr 27, 2005, at 4:43 PM, Alfred Reynolds wrote: You should be using gcc for the linking, not ld directly (gcc inserts some extra entries to the ld command line essentially). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Wednesday, April 27, 2005 1:37 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Compiling under Linux for BSD -- [ Picked text/plain from multipart/alternative ] OK, pardon my ignorance, but I'm not sure what this is supposed to show. I have a fairly long list of undefined symbols (88 to be exact) under linux, and it runs fine here. Should I do this under FreeBSD instead? Included in the list are the Q_ functions (like Q_strncpy, etc), DevWarning(), DevMsg(), as well as a bunch of other things like CVProfNode functions, some std functions and typedefs, and some globals like g_pMemAlloc, g_pVCR, and vtune. Would a full list be useful? It seems these are mostly things that would only be used in a Debug build. Are there not supposed to be any? If so, how do you fix them? I am compiling against glibc 2.3.2. I believe I'm doing so statically... the ld line looks like this: ld -shared -o ./server_i486.so all the mod object files -lm -ldl tier0_i486.so vstdlib_i486.so /usr/lib/gcc/i486-linux/3.4.4/libstdc+ +.a /usr/lib/gcc/i486-linux/3.4.4/libgcc.a Thoughts? Wish I knew more about how this all works. On Apr 26, 2005, at 4:01 PM, Alfred Reynolds wrote: Run: export LD_LIBRARY_PATH=.:bin:$LD_LIBRARY_PATH nm -g -C mod dir/bin/server_i486.so | grep U | grep -v GLIBC And see what undefined symbols remain. You may also be having a GLIBC versioning problem, you need at least 2.3.2 to run your mod, and you should compile your mod on a machine with 2.3.2 installed. - Alfred -- ___ 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] HitBoxes ?
OK, if I could take that back, found a back post on it. Bounding boxes = collision bounds? Sample code was... bool CreateVPhysics() { SetSolid( SOLID_BBOX ); SetCollisionBounds( -Vector(12,12,12), Vector(12,12,12); So I imagine I can find this for players as well. On Apr 27, 2005, at 10:19 PM, Jonathan Dance wrote: Hmm... Where / how are the bounding boxes defined? On Apr 27, 2005, at 4:17 PM, Matt Boone wrote: Do your hitboxes extend outside of the bounding box? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Wednesday, April 27, 2005 1:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HitBoxes ? We are noticing this too. The hitboxes seem like they should work using sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass right through the hitbox, particularly the head hitbox. Anyone know what the root cause of this is? --JD On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote: Anyone notice when you run / crouch / jump etc The hit box is off? It seemed to do this is CS:S also and I thought it was a CS:S bug. However it is also doing the same thing in the MP SDK.. Anyone else notice this? 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 ___ 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] HitBoxes ?
Hmm... Where / how are the bounding boxes defined? On Apr 27, 2005, at 4:17 PM, Matt Boone wrote: Do your hitboxes extend outside of the bounding box? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Wednesday, April 27, 2005 1:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HitBoxes ? We are noticing this too. The hitboxes seem like they should work using sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass right through the hitbox, particularly the head hitbox. Anyone know what the root cause of this is? --JD On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote: Anyone notice when you run / crouch / jump etc The hit box is off? It seemed to do this is CS:S also and I thought it was a CS:S bug. However it is also doing the same thing in the MP SDK.. Anyone else notice this? 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 ___ 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] Compiling under Linux for BSD
Hey everyone, I was wondering if anyone knew anything about compiling for BSD--when we distributed our server SO's for linux, some guys are running FreeBSD with linux emulation and it wouldn't work for them. They can run CS:S just fine though. Is there anything we can do to make the SOs compile under BSD? Thanks, --JD ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Linux - Debugging srcds Core Dumps
Hi, I've been having a hell of a time trying to debug a core dump. Everything works well if you run srcds through gdb, you can get a backtrace with symbols and everything. But core dumps don't work at all -- there are no symbols for the crash (you just get memory addresses and question marks). I've tried many things, but from what I've read gdb core should do everything necessary to load the SOs and the binary. So, does anyone know how to debug a core dump from srcds? Thanks, --JD ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OptionsSubMultiplayer.res
Is it possible to create code-driven UI here? For example, HL2DM and CS:S have model selection and spray support on this tab. How do these work? (I swear I found a document on how to do this once.. maybe it was for HL1...) --JD On Apr 7, 2005, at 4:32 PM, Matt Boone wrote: I don't think its possible to add controls to this panel with just a .res file change. You should add your cvar checkbox to the multiplayer advanced dialog, which is scriptable via cfg/settings.scr. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of kingkoozime Sent: Thursday, April 07, 2005 12:43 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] OptionsSubMultiplayer.res Anyone have any experience with editing OptionsSubMultiplayer.res? I'd like to add a checkbox to change a convar. All I can see is a field in each object called Command, but I can't find where the commands are defined. -kingk __ Yahoo! Messenger Show us what our next emoticon should look like. Join the fun. http://www.advision.webevents.yahoo.com/emoticontest ___ 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] OptionsSubMultiplayer.res
OK, to summarize, what can we / how should we edit this stuff? Matt said cfg/settings.scr... we've used this to allow people creating listen servers to easily customize their server settings by setting server cvars. What we are looking for now is a user-friendly way to set client-side settings. How do we do this? --JD On Apr 7, 2005, at 9:14 PM, Alfred Reynolds wrote: You shouldn't be editing that file, I bet its having a problem because that file exists entirely inside the steam cache and it can't write to it (we only use steam caches in read only mode). If you extracted that file to disk then it should work, but as I said before tis a hack :) - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Thursday, April 07, 2005 6:05 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] OptionsSubMultiplayer.res Alfred (some what offtopic) when I try to modify some of the elements of the multiplayer tab in the HL2DM code, I cannot delete the picture of the player or model selector drop down list using the VGUI editor that's inbuilt into source. Do I have to do some voodoo magic with the ui code? On Apr 8, 2005 1:54 AM, Alfred Reynolds [EMAIL PROTECTED] wrote: No, Mods do not have the ability to add code to the GameUI. There are a couple hacks that will let you change the layout, but they are not recommended. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Thursday, April 07, 2005 4:44 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] OptionsSubMultiplayer.res Is it possible to create code-driven UI here? For example, HL2DM and CS:S have model selection and spray support on this tab. How do these work? (I swear I found a document on how to do this once.. maybe it was for HL1...) --JD On Apr 7, 2005, at 4:32 PM, Matt Boone wrote: I don't think its possible to add controls to this panel with just a .res file change. You should add your cvar checkbox to the multiplayer advanced dialog, which is scriptable via cfg/settings.scr. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of kingkoozime Sent: Thursday, April 07, 2005 12:43 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] OptionsSubMultiplayer.res Anyone have any experience with editing OptionsSubMultiplayer.res? I'd like to add a checkbox to change a convar. All I can see is a field in each object called Command, but I can't find where the commands are defined. -kingk __ Yahoo! Messenger Show us what our next emoticon should look like. Join the fun. http://www.advision.webevents.yahoo.com/emoticontest ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OptionsSubMultiplayer.res
Yup, I believe we have the same problem, the dropdown keeps getting re-added to the .res file. --JD On Apr 7, 2005, at 9:34 PM, Ben Davison wrote: Eh, ok scratch that. I created a file called optionssubmultiplayer.res it must of been reading from that. Ok, I extracted from the GCF files and now im going directly into the .res file and delete Model Image and Player Model(IIRC) but for some reason it comes back really small. Even though I have deleted Model Image in the .res file, and when I try to find it again, it's gone :| On Apr 8, 2005 2:21 AM, Ben Davison [EMAIL PROTECTED] wrote: Weird, it lets me delete, add and move everything. On Apr 8, 2005 2:14 AM, Alfred Reynolds [EMAIL PROTECTED] wrote: You shouldn't be editing that file, I bet its having a problem because that file exists entirely inside the steam cache and it can't write to it (we only use steam caches in read only mode). If you extracted that file to disk then it should work, but as I said before tis a hack :) - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: Thursday, April 07, 2005 6:05 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] OptionsSubMultiplayer.res Alfred (some what offtopic) when I try to modify some of the elements of the multiplayer tab in the HL2DM code, I cannot delete the picture of the player or model selector drop down list using the VGUI editor that's inbuilt into source. Do I have to do some voodoo magic with the ui code? On Apr 8, 2005 1:54 AM, Alfred Reynolds [EMAIL PROTECTED] wrote: No, Mods do not have the ability to add code to the GameUI. There are a couple hacks that will let you change the layout, but they are not recommended. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Thursday, April 07, 2005 4:44 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] OptionsSubMultiplayer.res Is it possible to create code-driven UI here? For example, HL2DM and CS:S have model selection and spray support on this tab. How do these work? (I swear I found a document on how to do this once.. maybe it was for HL1...) --JD On Apr 7, 2005, at 4:32 PM, Matt Boone wrote: I don't think its possible to add controls to this panel with just a .res file change. You should add your cvar checkbox to the multiplayer advanced dialog, which is scriptable via cfg/settings.scr. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of kingkoozime Sent: Thursday, April 07, 2005 12:43 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] OptionsSubMultiplayer.res Anyone have any experience with editing OptionsSubMultiplayer.res? I'd like to add a checkbox to change a convar. All I can see is a field in each object called Command, but I can't find where the commands are defined. -kingk __ Yahoo! Messenger Show us what our next emoticon should look like. Join the fun. http://www.advision.webevents.yahoo.com/emoticontest ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.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 -- - Ben Davison - http://www.shadow-phoenix.com -- - Ben Davison - http://www.shadow-phoenix.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] Linux server crash when changing level
After long last we've gotten the Windows server stable. However the linux crash problem remains nearly exactly the same (everything else is OK now though). When it tries to destruct the SDKGameRules object it crashes. It tries to do this when we change level where at least 1 person has been in the game. GDB output follows. Any thoughts? I'm not very good with GDB so working with this crash is becoming a nightmare. --JD --- changelevel test Program received signal SIGSEGV, Segmentation fault. [Switching to Thread -1208231040 (LWP 17705)] 0xb7ef8b3e in mallopt () from /lib/tls/libc.so.6 (gdb) bt #0 0xb7ef8b3e in mallopt () from /lib/tls/libc.so.6 #1 0xb7ef7a4b in free () from /lib/tls/libc.so.6 #2 0xb7e1c813 in CStdMemAlloc::Free () from ./bin/tier0_i486.so #3 0xb2f0f3f4 in operator delete (pMem=0x81d2748) at /home/mitch/src/dlls/../public/tier0/memoverride.cpp:268 #4 0xb2f2aa6e in ~CSDKGameRules (this=0x81d2748) at /home/mitch/src/dlls/../game_shared/sdk/sdk_gamerules.cpp:197 #5 0xb2ea7abf in ~CWorld (this=0x81d8ce0) at /home/mitch/src/dlls/world.cpp:462 #6 0xb2e629d9 in CServerNetworkProperty::Release (this=0x81d8e54) at /home/mitch/src/dlls/ServerNetworkProperty.cpp:92 #7 0xb2d6957d in CGlobalEntityList::CleanupDeleteList (this=0xb3127a40) at /home/mitch/src/dlls/entitylist.cpp:354 #8 0xb2d6972b in CGlobalEntityList::Clear (this=0xb3127a40) at /home/mitch/src/dlls/entitylist.cpp:403 #9 0xb2d9bf03 in CServerGameDLL::LevelShutdown (this=0xb313e284) at /home/mitch/src/dlls/gameinterface.cpp:940 #10 0xb79e28f7 in CHostState::FrameUpdate () from /home/mitch/srcds/bin/engine_i486.so #11 0xb79e2af0 in HostState_Frame () from /home/mitch/srcds/bin/engine_i486.so #12 0xb7a221a3 in CEngine::Frame () from /home/mitch/srcds/bin/engine_i486.so #13 0xb7a2195e in CDedicatedServerAPI::RunFrame () from /home/mitch/srcds/bin/engine_i486.so #14 0xb7e4a379 in RunServer () from bin/dedicated_i486.so #15 0xb7e4a760 in main () from bin/dedicated_i486.so #16 0x0804902d in main () --JD On Mar 4, 2005, at 4:52 PM, Alfred Reynolds wrote: Have you tried running a windows dedicated server to see if you get the same problems? (If you are familiar with windows then it may be easier for you to debug that rather than under linux with a different tool set). - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of kingkoozime Sent: Friday, March 04, 2005 1:39 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Linux server build is up, but not quite working... I have a Linux server build up and running for my mod, but there are still a few bugs I can't seem to get rid of. First, everyone moves really fast. In my mod there are different speeds for every player, but the server code works fine under Windows. Furthermore, when the players move, their movement is not very smooth. Second, I have trouble changing levels. Usually I get this error first: SOLID_VPHYSICS static prop with no vphysics model! (models/props_lab/corkboard001.mdl) couldn't exec skill1.cfg Executing dedicated server config file And then it switches the level. But trying it agian yields this error: free(): invalid pointer 0x8c313e8! ./srcds_run: line 426: 23356 Segmentation fault (core dumped) $HL_CMD Failed to read a valid object file image from memory. Cannot access memory at address 0xb8000e28 debug.cmds:1: Error in sourced command file: Cannot access memory at address 0xbfffda4c email debug.log to [EMAIL PROTECTED] Fri Mar 4 13:33:03 EST 2005: Server restart in 10 seconds Finally, when I exit the server, I get this: quit File /home/joe/srcds/hl2/navplace.db was never closed File /home/joe/srcds/hl2/navplace.db was never closed Memory leak: mempool blocks left in memory: 37 Memory leak: mempool blocks left in memory: 395 Fri Mar 4 13:34:07 EST 2005: Server Quit I've been trying to debug it in GDB, and I'm pretty sure that the seg fault is coming from a bad call to mallopt(). backtrace in GDB gives me: #0 0xb7ef8b43 in mallopt () from /lib/tls/libc.so.6 #1 0xb7ef7a4b in free () from /lib/tls/libc.so.6 #2 0xb7e1c813 in CStdMemAlloc::Free () from ./bin/tier0_i486.so #3 0xb2f8e625 in operator delete () from /home/joe/srcds/modname/bin/server_i486.so #4 0xb2f324ec in CWorld::~CWorld () from /home/joe/srcds/modname/bin/server_i486.so #5 0xb2de7dfb in CGlobalEntityList::CleanupDeleteList () from /home/joe/srcds/modname/bin/server_i486.so #6 0xb2de7f95 in CGlobalEntityList::Clear () from /home/joe/srcds/modname/bin/server_i486.so #7 0xb2e1a466 in CServerGameDLL::LevelShutdown () from /home/joe/srcds/modname/bin/server_i486.so #8 0xb79e28f7 in CHostState::FrameUpdate () from /home/joe/srcds/bin/engine_i486.so #9 0xb79e2af0 in HostState_Frame () from /home/joe/srcds/bin/engine_i486.so #10 0xb7a221a3 in CEngine::Frame () from /home/joe/srcds/bin/engine_i486.so #11 0xb7a2195e in CDedicatedServerAPI::RunFrame () from
Re: [hlcoders] Freeing VGUI Textures / Texture IDs
Even so, how do you destroy VGUI textures? The VGUI texture system (i.e. TextureIDs) is independent of panels, so they don't go away when the panel is destroyed. --JD On Feb 16, 2005, at 2:18 PM, British_Bomber wrote: VGUI has always been my down fall, but all VGUI panels are present at any given time, but hidden correct? If that is the case then my assumtion would be that in order to move the textures anywhere there would only be 1 place to go, destruction, but then you would have to reload them when they were called again. ___ 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] Freeing VGUI Textures / Texture IDs
Hi, I am working on a HUD and menus in VGUI that makes use of many textures. I was looking at showbudget_texture and our VGUI textures were pretty high. It seems that the engine keeps VGUI textures loaded (in VRAM?) whether or not they are in use. Is there any way to indicate to VGUI that these textures are not currently in use (i.e., store them in RAM instead of VRAM)? Alternately, is there a way to free a texture completely? If not, do you have any suggestions on how we might keep our VGUI texture memory usage down (apart from using smaller/less textures)? Thanks in advance for your help. --JD ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] can't debug!
Hi, I'm having this problem too.. I can't debug through steam.exe and can't seem to figure out a way to debug otherwise (in HL1, you had to use a steamapp.cfg file and run hl.exe). Any help would be appreciated. --JD On Dec 3, 2004, at 1:09 AM, Hasan Aljudy wrote: VS .NET 2003 doesn't want to debug because steam.exe doesn't contain debug information .. I tell it to gnore and proceed .. and it does proceed, but not in debug mode. (like .. I can't go through step by step .. break points don't work .. etc) What do I have to do? ___ 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] Sniper Drift/Sway
Hi, I've been looking to implement sniper drift and have been having some trouble trying to find a good reference. I've been playing around with pev in the weapon code (pev-v_angle), but it doesn't have any effect. I'm guessing that this is because this isn't sent to the client--although the client executes the code also. I considered doing an event or something but I'm not sure what I'd put there anyway. I read through the archives and post from one of the Firearms guys. He said he based it off the concussion effect in TFC; is this code in the SDK or available somewhere? Overall just looking for a general direction in getting this implemented. Any help would be greatly appreciated! TIA, --JD ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Sniper Drift/Sway
Thanks, this was very helpful. I am having a new problem; I added some code to view.cpp and now when its run HL complains could not link client.dll function V_CalcRefdef. I know that this is the function that is called by the engine. From searching the web it seems that you should turn off inline function expansion; I'm using VS7 so I changed it to Only __inline, but this didn't help (anyway, optimizations are disabled in Debug mode). I figured that maybe it was a new function I added, so I took that out (did my change directly in V_CalcNormalRefdef instead); didn't help. However, I also added several header files and an extern. Any ideas on how to make this work? --JD On Oct 18, 2004, at 1:15 PM, Jeffrey botman Broome wrote: Jonathan Dance wrote: Hi, I've been looking to implement sniper drift and have been having some trouble trying to find a good reference. I've been playing around with pev in the weapon code (pev-v_angle), but it doesn't have any effect. I'm guessing that this is because this isn't sent to the client--although the client executes the code also. I considered doing an event or something but I'm not sure what I'd put there anyway. Try looking at the head bob stuff in the client (as that effects the view offset). It's in the view.cpp file of the cl_dll folder. -- 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] Sniper Drift/Sway
Nevermind, finally got it. It was using the wrong #define of DLLEXPORT. --JD On Oct 18, 2004, at 4:21 PM, Jonathan Dance wrote: Thanks, this was very helpful. I am having a new problem; I added some code to view.cpp and now when its run HL complains could not link client.dll function V_CalcRefdef. I know that this is the function that is called by the engine. From searching the web it seems that you should turn off inline function expansion; I'm using VS7 so I changed it to Only __inline, but this didn't help (anyway, optimizations are disabled in Debug mode). I figured that maybe it was a new function I added, so I took that out (did my change directly in V_CalcNormalRefdef instead); didn't help. However, I also added several header files and an extern. Any ideas on how to make this work? --JD On Oct 18, 2004, at 1:15 PM, Jeffrey botman Broome wrote: Jonathan Dance wrote: Hi, I've been looking to implement sniper drift and have been having some trouble trying to find a good reference. I've been playing around with pev in the weapon code (pev-v_angle), but it doesn't have any effect. I'm guessing that this is because this isn't sent to the client--although the client executes the code also. I considered doing an event or something but I'm not sure what I'd put there anyway. Try looking at the head bob stuff in the client (as that effects the view offset). It's in the view.cpp file of the cl_dll folder. -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders