Re: [hlcoders] Steam update has broken debugging
Kester, Did you first uninstall steam? I tried installing over my current copy with no luck. I still get the steamclient.dll error. -Tim Kester wrote: I had the same error, but it happened whilst trying to compile one of my maps. I fixed it by reinstalling steam (no need to delete anything, just run the installer, and install in the exact same place). Now it works normally again. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alex Thomson Sent: 10 August 2005 10:42 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update has broken debugging Yes, we're experiencing the same problems here with a multiplayer mod. Attempting to run the mod through Visual Studio's debugger produces the errors below. - Deleting steamclient.dll, tier0_s.dll, vstdlib_s.dll from the Half-Life 2 Deathmatch/Bin directory gives the steamclient.dll not found, server communication disabled error. - Running Steam again then restores these 3 files back and gives the original The procedure entry point ... error. - Deleting steam.dll does force an update. Unfortunately it doesn't help with the debugging (even after running the game through Steam again). I'm guessing that there have been some changes to the DLLMain function within these DLLs which has caused them to stop running when running from a debugger. Is that any help? -Original Message- From: Alfred Reynolds [mailto:[EMAIL PROTECTED] Sent: 10 August 2005 06:05 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update has broken debugging Oh, make sure you have tried launch HL2 through Steam at least once since the update (just to make sure all the on disk binaries are up to date). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Tuesday, August 09, 2005 9:58 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Steam update has broken debugging You can copy the 3 files I mentioned to \Steam\SteamApps\USERNAME\Half-Life 2\bin\, mark them as read only and then you should be able to debug. Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Tuesday, August 09, 2005 9:45 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam update has broken debugging I tried both of those, still no dice. I quit steam, deleted the files in Half-Life 2\bin and \Steam\Steam.dll, restarted steam, let it update, ran hl2, then tried to debug, same error. -Teddy On 8/10/05, Alfred Reynolds [EMAIL PROTECTED] wrote: Delete the ones in \Steam\SteamApps\USERNAME\Half-Life 2\bin\. If that fails quit Steam, delete Steam.dll from your base Steam directory and run Steam again (this will force it to reload the base Steam binaries). And it only happens on map load because that is the only time it tries to enable this binary (it is connected to VAC2). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Tuesday, August 09, 2005 9:17 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam update has broken debugging Thanks for replying so quickly Alfred :-) I checked my SourceMods\dystopia\bin directory, the only files in there is the server, client and shader dlls. I did a search for steamclient.dll/tier0_s.dll/vstdlib_s.dll, the only place they show up is in my \Steam\SteamApps\USERNAME\Half-Life 2\bin\ directory and in the \Steam directory. Any ideas? -Teddy On 8/10/05, Alfred Reynolds [EMAIL PROTECTED] wrote: Looks like you may have copied steamclient.dll/tier0_s.dll/vstdlib_s.dll to your games bin/ directory. Delete them, they shouldn't be there. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Tuesday, August 09, 2005 8:52 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Steam update has broken debugging Since the last steam update, i can't debug my mod. Running it with the following command line: \Steam\SteamApps\USERNAME\Half-Life 2\hl2.exe -dev -allowdebug -novid -game \steam\SteamApps\SourceMods\dystopia Causes the following errors: The procedure entry point ?? 1CScopedCriticalSection@@[EMAIL PROTECTED] could not be located in the dynamic link library tier0_s.dll. then i get this Enginer Error: steamclient.dll not found, server communication disabled. Anyone else having this problem, and more importantly, anyone found a fix for it? Cheers, Teddy ___ 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,
[hlcoders] Order preservation of ServerCmd messages
Does anyone know if order is preserved for calls to engine-ServerCmd if the reliable flag is set to true? In other words, if I send message 1 before message 2 is the server guarenteed to received them in the order they were sent? Thanks, -Tim ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Drawing panels outside of a game
Hi all, I'm trying to display a configuration menu of sorts in my mod without requiring the user to start/join a server. My setup right now involves a ConCommand that tells gViewportInterface to ShowPanel. Sure enough the ShowPanel method of my panel is called however it doesn't seem like the Paint method is ever called. I'm not particularly surprised since my stuff is probably sitting under a different PaintTraverse than the main menu or something like that. At any rate, does anyone know of a way to get a panel to paint itself without starting a game/server (eg. in the main menu)? Is this even possible? Thanks, -Tim ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resetting entites on round restart.
I realize this is an old thread but I'm running into problems getting the system you've described to work. It seems to work ok for maps with a limited number of entities but when the number increases to roughly 550 entities I get an ED_Alloc: no free edicts error. Basically I run through the current list of entities and delete those that I don't need. Then I call MapEntity_ParseAllEntities to get them all back using a cached version of the original map string. My first thought was that UTIL_Remove wasn't actually clearing stuff out until the next frame so I tried waiting to call Map...Entities() but no luck. I've also tried calling SetFree() on every edict that's deleted. Does anyone have any insight? Thanks, -Tim Chris Janes wrote: Ok, I got this sorted (pretty much) recently - it may not be the tidiest way of doing it, but it works! What I did was create a filter class (I found it while looking through the verc forums - http://www.chatbear.com/board.plm?a=viewthreadt=549,1104207081,14733b=4991 id=767996v=flatolds=20) which lets me track the entities that I want to *keep* through a restart. Once I had that, I needed access to the list of entities that the current map contains, which is as far as I can tell, only available when the map loads, so I put in a couple of extra procedures in the IGameSystem class (a global singleton interface to the game rules). These let me cache a copy of the entity list from CServerGameDLL::LevelInit_ParseAllEntities() (found in sdk_gameinterface.cpp). With that information, I was able to loop through all the entities, check if I they needed deleting - use UTIL_Remove on them to do so. Once the entity list was clear, I call MapEntity_ParseAllEntities with the map entity list and the filter. Then it's just a case of calling the spawn function on the players. A full list of the changes - new procedures etc can be found here : http://www.hidden-source.com/round-restart.php One thing to note, it doesn't remove decals or debris, I assume they're temporary effects on the client side - not that big a deal. Ging -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison Sent: 24 February 2005 23:35 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Resetting entites on round restart. I belive mapenties.h is a start, but I would like to hear frm people who have already done it or done work on it. I'm having a hard time getting my head around it. On Thu, 24 Feb 2005 15:19:04 -0800, Stephen Micheals [EMAIL PROTECTED] wrote: Im also interested on how to do this. ___ 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
[hlcoders] Dedicated Servers
Hey folks, Just wondering if anyone has had any luck with dedicated servers. My team and I recently started testing both windows and linux versions and have had limited success. While most things seem to work properly there are some major issues with time, player speed, and client updates. In the windows build players skip from point to point as if the clients are not receiving positioning information about other players on a regular basis. In the linux build players move fluidly but can do so at extremely high speeds. Another interesting symptom is that the client's hud timers skip around. Sometimes the number of seconds remaining in a round will increase and sometimes it will decrease! This seems to indicate the bug is related to gpGlobals-curtime... Has anyone encountered anything similar? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making Usable Ladders
I have managed to get func_useable_ladders working in multiplayer. Per Yahn's suggestion I ported the HL2 gamemovement code to the sdk. The tricky part is networking the ladders so that the client does bounce when climbing. But yes, it is possible with relatively little work. I'd provide you with more info with regards to the code required to make the modification but the changes involved were all over the place and would be difficult to show via this list. Good luck! Josh Ferguson wrote: He mirrored my sentiments on the subject, but didn't provide a solution. Have other coders fixed this by simply switching over to using the HL2 code, even though it's not optimal for multiplayer? It would seem easier to me to simply use the old style ladders, if only I had the source code (could it be adapted from the HL SDK?). I was curious how everyone else has solved this problem. On Mon, 31 Jan 2005 14:32:23 -0600, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Did you see this post in the archive that Yahn replied to earlier?... http://list.valvesoftware.com/mailman/private/hlcoders/2005-January/011615.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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] func_useableladders Broken
There was a post about this a few days ago but no one responded... Entities of type func_useableladder do not seem to work in builds from the original sdk code. They appear in game when using the sv_showladders var but they are non-functional. Has anyone found a fix for this? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Tracer Fire
Has anyone had any luck getting tracer fire to work in a multiplayer game? Currently I'm making a call to MakeTrace in CSDKPlayer::FireBullet. The call is made shortly after the check for bDoEffects. BasePlayer then hands this call off to the currently active weapon. At any rate, I get crashes at seemingly random spots shortly after the code executes. These crashes happen in Attachment related code as well as DispatchEffects among others. Sometimes I can get one or two tracers to fire off before it dies. Anyone have any suggestions? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders