Re: [hlcoders] Steam update has broken debugging

2005-08-10 Thread Tim Jones

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

2005-07-18 Thread Tim Jones

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

2005-07-18 Thread Tim Jones

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.

2005-06-23 Thread Tim Jones

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

2005-03-10 Thread Tim Jones
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

2005-02-01 Thread Tim Jones
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

2005-01-19 Thread Tim Jones
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

2005-01-12 Thread Tim Jones
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