Re: [hlcoders] patch to update to SDK as of 2008-06-08
Ondr(ej Hoek wrote: On 09.06.08 6:43 Uhr, [EMAIL PROTECTED] wrote: That's the regular SDK update, not the OB SDK. That whole wiki page only concerns the regular SDK. Regular SDK is misleading here. The concerned SDK is currently known as the Episode 1 SDK. I don't see any Episode 1 SDK. My Steam only has Source SDK, Source SDK Base and Source SDK Base - Orange Box. There are two flavors of the regular SDK, the real regular one, and the regular Base one, which stripped out some of the normal gameplay stuff. Do you see an Episode 1 SDK in your Steam? If not, I assume you mean that both the regular non-OB SDKs are the EP1 ones. (I'm not really clear on why there are two SDKs, but as I understand it you can't use the OB SDK unless your users have OB, whereas the regular SDK can be used by anyone, so I haven't looked at the OB SDK at all.) This assumption is not completely correct -- IIRC, the Orange Box Source SDK Base is available to anyone to whom the EP1 Source SDK Base (the regular one) is available (i.e. everybody who has the Source SDK). Unfortunately, I've heard of people having problems with the current OB SDK Base revision and being asked to use TF2 as a platform instead until the next OB SDK update (which, by the way, IS TAKING TOO LONG, DAMMIT), so at the moment, OB mods are unintentionally limited to TF2 buyers. Well, it's true that I do not have OB, but I do have access in Steam to the OB SDK. I haven't tried to use it though. Eventually (hopefully not sooner than the next engine incarnation, which will probably drop on projected_ep3_release_date + 14 months), the EP1 SDK Base will be nuked (and an EP3 SDK Base shall take its place sometime later). According to a Valve employee (sorry for the lacking research; I'm lazy at 7 AM), they plan to always keep the current engine incarnation as well as the preceding one. The two SDKs are there to allow mod teams a relatively painless transition from the EP1 engine to the OB engine, as well as enable content development for decidedly outdated games like CS: S until they are ported to the OB engine. (There might have been some large modifications to the BSP format between EP1 and OB...) Thanks for the info and/or speculation. :) Well I would like to be able to upgrade and get bug fixes. Is the EP3 SDK going to have a regular version, or will it only have the Base version? That would be an unfortunate regression to remove the regular non-Base version. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] extract detail model positions from a .bsp file?
Yes, in fact I believe that's how Richard Stallman does it [1 #4], since Steam is not GPL. [1] http://www.stallman.org/stallman-computing.html Tony omega Sergi wrote: I wonder if you can extract detail model positions via email? On Fri, Mar 14, 2008 at 8:25 PM, Dylan [EMAIL PROTECTED] wrote: I wonder if the Windows Live Mail client does the same as the webmail. well I guess this message will show. ___ 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] patch to update to SDK as of 2008-06-08
*As I promised a couple people a while back, here's the patch and instructions to upgrade to the SDK as of today (2008-06-08): http://tinyurl.com/59aqtl* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] patch to update to SDK as of 2008-06-08
Hmm - those asterisks were add by my mail client and should not have been there. Correct URL below: [EMAIL PROTECTED] wrote: As I promised a couple people a while back, here's the patch and instructions to upgrade to the SDK as of today (2008-06-08): http://tinyurl.com/59aqtl ___ 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] Get a Player's SteamID?
According to the latest comment in: http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=132 this is fixed in the OB SDK, but the normal SDK I guess has been abandoned as far as updates go. Mark Chandler wrote: There is a call back function that gets called once a users id gets validated. Ill have to find it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mulchman Sent: Saturday, February 23, 2008 10:44 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Get a Player's SteamID? There's also some latency involved with it getting resolved as well. It can take several seconds after a player joins before the steam id is something you would want to use / check. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford Sent: Sunday, February 17, 2008 17:44 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Get a Player's SteamID? -- [ Picked text/plain from multipart/alternative ] Providing that the user has joined an MP game, won't work otherwise On Feb 18, 2008 8:09 AM, Hyperjag 3 [EMAIL PROTECTED] wrote: All you need to do is get a pointer to the player and call the GetNetworkIDString() function. It returns the full SteamID of the client. Jory From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Get a Player's SteamID? Date: Sun, 17 Feb 2008 14:46:23 -0500 This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is there a way preferably on the server side to get a client's SteamID? Thanks Chris -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Shed those extra pounds with MSN and The Biggest Loser! http://biggestloser.msn.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.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] patch to update to SDK as of 2008-06-08
That's the regular SDK update, not the OB SDK. That whole wiki page only concerns the regular SDK. (I'm not really clear on why there are two SDKs, but as I understand it you can't use the OB SDK unless your users have OB, whereas the regular SDK can be used by anyone, so I haven't looked at the OB SDK at all.) I put the patch on fileplanet since the Valve wiki doesn't allow text file uploads. If you know of a better place to mirror it, feel free of course to do so. Nick wrote: my comments are below On Sun, Jun 8, 2008 at 4:47 PM, [EMAIL PROTECTED] wrote: Hmm - those asterisks were add by my mail client and should not have been there. Correct URL below: [EMAIL PROTECTED] wrote: As I promised a couple people a while back, here's the patch and instructions to upgrade to the SDK as of today (2008-06-08): http://tinyurl.com/59aqtl -- this is a good idea, but the op didn't put the link in a good place tbh, also, why would anyone want to work with OB in the state that it is in anyway? ___ 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] CUtlVector*... Memory management?
There are only a few sections where the gains were at all significant. Rather than a divergent library they probably could've realized a few optimization patches and gotten the same benefit. The thing I don't understand though is why so many software companies to this day still try to do so much low-level memory management themselves, as if the OS was incapable of it. It's not just gaming software either: case in point, Firefox and its insane memory management that bloats to using hundreds of megabytes over time. Paul Peloski wrote: -- [ Picked text/plain from multipart/alternative ] In the algorithms they made some significant gains on Windows and Xbox, but not so much on Mac and Linux. I guess libstdc++ is faster than Microsoft's STL implementation. Since a lot of games will target Microsoft platforms I guess it was a good move to rewrite their STL implementation. I wonder if Valve has a similar benchmark comparison for CUtl* and the equivalent operations using STL. Regards, Paul On Fri, Feb 15, 2008 at 11:23 AM, Nate Nichols [EMAIL PROTECTED] wrote: That is a really interesting article. How did you find it? Also, they do have some performance benchmarks buried at the bottom: http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html#Appendix_20 Nate On Fri, Feb 15, 2008 at 9:55 AM, Paul Peloski [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Interesting, thanks for finding that. I wonder if eastl is actually faster, more portable, etc. I'm sure it satisfies their desire for a simpler std::allocator. But, I would have liked to see some performance comparisons in this paper. There's nothing like hard numbers to justify the time they spent rewriting/redesigning the STL. Regards, Paul On Fri, Feb 15, 2008 at 4:56 AM, Justin Krenz [EMAIL PROTECTED] wrote: I found a good site that details EA's own version of STL and why game companies don't use STL. http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html Paul Peloski wrote: -- [ Picked text/plain from multipart/alternative ] Why doesn't Valve use the STL, anyways? I've always wondered. I really like the STL (and Boost). Is there some important consideration I missed about their usage with the Source SDK? Regards, Paul ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper mod versioning?
Well Valve dodges the issue entirely because Steam enforces client updates prior to the client HL2 even being launched. If there was no client/server mod version identification system implemented, then simplified third-party integration with Steam would be a solution. Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] Haven't been modding long? Because mod versioning has generally been exposed to the modders, such as in the Q3 engine. Foxbot didn't need versioning for HL1, being server side only so I don't know if HL1 was missing the functionality too. From the Q3 source // check version s = CG_ConfigString( CS_GAME_VERSION ); if ( strcmp( s, GAME_VERSION ) ) { CG_Error( Client/Server game mismatch: %s/%s, GAME_VERSION, s ); } Appreciate the responses, but none of them really address the core issue. That being that there doesn't appear to be any exposed versioning support. A proper solution shouldn't be that difficult to add. The entire point of this question for valve is that they have the ability to add something relatively easily and more 'proper' than any of the do it yourself solutions mentioned thus far. Notifying them that theres a more recent version doesn't solve our problem. As I already mentioned, our clients are generally updated. It's a number of the servers who are slow to update. It's a little late to change game folders for each version change(and a hack as well). Nowhere do I expect valve to provide update notification to clients. Servers being generally unattended kinda ruin the usefulness of a nag message, and I'd question how useful a command line nag message would even be on the server side. To me the only real solution is real versioning. Clients should not see nor be able to join incompatible servers, period. It's common sense. Given that versioning depends very much on the mod, there should be a hook for that provided somewhere in the mod, like quake 3 did 8-9 years ago. Until then each release of a mod does significant damage to itself with user frustrations of not knowing what servers on a long list of them is compatible. Frustrated users don't stick with a game long. A response from Valve would be most useful. How does Valve do it? Maybe there's some way that hasn't been mentioned yet. J On Dec 10, 2007 5:07 AM, Tobias Kammersgaard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Why not make some sort of huge label, element or whatever on the Main Menu screen that tells you if there's been released a new version (maybe a flashing sign that would annoy the crap out of the users ;D)? Bet you could turn this into something usable :-) http://developer.valvesoftware.com/wiki/Custom_Menu_Screen /ProZak On 10/12/2007, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The thing that gets me: Mod versioning has been up to the mod author for the past 11-12 years..without problem.. yet now it's all of a sudden an issue.. -Tony On Dec 10, 2007 1:13 AM, Stephen Micheals [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] yes but the end effect is just about the same. (minus the wasted time the user spends loading/connecting to the game before the warning is shown) the idea i posted is just a simple method that should work, other fixes can be more complex then needed. a proper version system would be a hell of a lot better. On Dec 9, 2007 9:51 PM, Mark Chandler [EMAIL PROTECTED] wrote: Think they are talking about before that function ever gets called ( i.e . in the processes of connecting) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ 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] Linux srcds crashes with DevMsg and CNetworkVars
This is easy to verify at compile time if the proper __attribute__ ((__format__ (__printf__, 2, 3))) tags were added to DevMsg in the public/tier0/dbg.h. Unfortunately as mentioned on the wiki and the mailing list in the past, there's a lot of effort involved in getting the SDK to compile with standard warnings enabled. You could do a grep for those particular errors though, and then revert to get the compile to succeed. Nick wrote: Hi again... LOL this might be one of the longest times you have ever gotten a reply back from someone... but, is it possible to force windows to crash when this bug happens? I primarily code/debug/test on windows (because there is no linux client).. It would be easier if it crashed on windows so then I wouldn't have to hunt around in linux for such bugs. On Aug 3, 2005 12:49 PM, Alfred Reynolds [EMAIL PROTECTED] wrote: Try m_iHealth.Get(). It is just pure dumb luck that it works on windows (it happens to work because msdev puts the int value of the CNetworkVar() at the very start of the class, Linux has its type information there instead). - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Wednesday, August 03, 2005 11:43 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Linux srcds crashes with DevMsg and CNetworkVars There seems to be a problem with the linux srcds, that isn't in the windows srcds. For example: DevMsg(Health: %d\n, m_iHealth); This will work on all windows servers with no problems. But will crash a linux server every single time with a segementation fault. Is there currently a workaround, has anyone else encountered this problem before? ___ 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] Mod not showing up in the Steam-Servers-Internet-Game selector
FYI all, just for the sake of accurate historical records, one of the Steam updates around Jan 2008 fixed this issue, and it has not reoccurred since. There was no gameinfo.txt problem, or any problem of any kind on the mod's side - it was purely a temporary Steam bug. [EMAIL PROTECTED] wrote: Well I tried using 215, and what able to get the mod to load and connect to a server. I then restarted Steam multiple times and relaunched the mod multiple times, but AoA still never showed up in the server selector. Since ProZak got my GameInfo.txt to work, it seems that it's not a matter of needing a different number. I'm starting to suspect this is just a bug in Steam. Anyone have advice on how to get support for Steam issues? At 2007/11/11 08:05 PM, Adam Maras (memzero) wrote: You can use the SDK Base SteamAppId but mount the HL2DM content in your mod. [EMAIL PROTECTED] wrote: As far as I know, you should be basing your current mods off the Source SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId. ~~ Ondra I need some of the HL2DM content, such as models, so I don't think 215 would be appropriate? No idea at all. Just tried copying yours into a mod of mine, and it shows up just fine! http://img158.imageshack.us/img158/9404/serverbrowserartofascenjz7.png /ProZak Hmm I guess the problem could be elsewhere in my mod, but I can't really imagine where. Does anyone know exactly how Steam populates that list? On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well, I won't discount the possibility that I've done something wrong there, but it seems fairly simple. Here's my gameinfo.txt - I only removed the // comments so it would be easier to read via email clients. Any ideas of what I might try changing/adding/deleting? GameInfo { gameArt of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http://aoa.gamemod.net/; hidden_maps { test_speakers 1 test_hardware 1 } FileSystem { SteamAppId 320 ToolsAppId 211 SearchPaths { Game |gameinfo_path|. Gamehl2mp Gamehl2 } } } At 2007/11/11 12:47 PM, Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] All of my mods show up just fine here, weird! Perhaps something in your GameInfo.txt is breaking this? /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] sdk buffer overrun
FYI this was originally documented on the wiki known issues list in mid 2006. See http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List For what it's worth, however, that code doesn't actually seem to be used... at least it never came up in my mod. I added an assert(0) there long ago and it's never been an issue. At 2007/09/21 09:27 AM, Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] Doesn't look harmful at the moment, but there's a buffer overrun in SpectatorGUI.cpp I got the warning MSVC2005 in a fresh sdk checkout a while back but forgot to mention anything till now. In SpectatorGUI.cpp, CSpectatorGUI.Update wchar_t playerText[ 80 ], playerName[ 64 ], health[ 10 ]; wcscpy( playerText, LUnable to find #Spec_PlayerItem* ); memset( playerName, 0x0, sizeof( playerName ) * sizeof( wchar_t ) ); doesn't need the * sizeof(wchar_t) spectatorgui.cpp(508) : warning C4789: destination of memory copy is too small Presumably it's only overrunning to un-used stack space at the moment, but a bug nonetheless, however minor. J -- ___ 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] Help with server crash please.
Either the heap/stack is corrupt or Physics_RunThinkFunctions() has been modified from the Valve SDK default to not do it's if ( pPlayer ) check. At 2007/11/19 08:03 AM, RYell wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, this is an error that has been happening for some time in my mod, it's a rare server crash which only happens in a map. The exact cause is not known at all by me, but there is only one thing in my mind: this map is the only one using a specific prop breakable (planks walkable by players). If someone shoots the plank it breaks in several pieces, if there is a player walking over it (touching) then it falls. This seems to be related with the crash. As far I can tell the last thing in call stack is a touchlink error in physics_main_shared.cpp: server.dll!AllocTouchLink() Line 361 + 0x41 bytes C++ server.dll!CBaseEntity::PhysicsMarkEntityAsTouched(CBaseEntity * other=0x0d1ff200) Line 850 + 0x5 bytes C++ server.dll!CBaseEntity::PhysicsMarkEntitiesAsTouching(CBaseEntity * other=0x, CGameTrace trace={...}) Line 892 + 0x8 bytes C++ server.dll!CMoveHelperServer::ProcessImpacts() Line 241 + 0x2b bytes C++ server.dll!CPlayerMove::RunCommand(CBasePlayer * player=0x, CUserCmd * ucmd=0x, IMoveHelper * moveHelper=) Line 411 C++ server.dll!CBasePlayer::PlayerRunCommand(CUserCmd * ucmd=0x11572620, IMoveHelper * moveHelper=0x22712cd0) Line 3337 + 0xf bytes C++ server.dll!CBasePlayer::PhysicsSimulate() Line 3210 + 0x34 bytes C++ server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x) Line 2109 C++ server.dll!Physics_RunThinkFunctions(bool simulating=true) Line 2161 + 0x5 bytes C++ server.dll!CServerGameDLL::GameFrame(bool simulating=true) Line 995 C++ Probably there is more, also don't understand why player is null in that playerruncommand. Any help will be appreciated, I haven't enough experience to track this alone. BTW, in parallel to this issue, I tried to replace those prop_physic_respawnable models with func_breakable brushes. Only needed to make them respawn too once destroyed. That addition seemed easy, just a think function to call Spawn() once needed again, however those func_breakable aren't even spawning for first time. Hmm, can I even respawn such brush based entity? Thanks. -- Ángel Oliver (RYell) - Project Lead Fistful of Frags. -- ___ 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] Simple stealth effect
For what it's worth, all the HL2DM weapons work fine (I do this in my mod), with the slight exception of the shining lights on the gravgun/stun baton. I never really looked into whether that might be fixable though, since it still looks ok, IMO. At 2007/11/11 05:10 PM, Ryan Sheffer wrote: I believe there is a problem with trying to fade / change alpha on certain materials. On Nov 10, 2007 8:48 PM, OvermindDL1 [EMAIL PROTECTED] wrote: I have noticed the same thing in a few places, like GMod. Anytime something nearby (perhaps just on the hud?) is changing opacity, it flickers instead. I figured it was just due to my drivers (using an old version as newer ones have issues with something on my install) since I have seen no mention of it elsewhere (and such things are generally driver related). On 11/10/07, Richard Slaughter [EMAIL PROTECTED] wrote: Hi List, I'm trying to create a simple stealth effect on the player by setting the render mode to kRenderTransTexture and then setting the render colour with a low alpha value: m_nRenderMode = kRenderTransTexture; SetRenderColor( 255, 255, 255, m_flCurrentAlpha ); This is called in void CHL2MP_Player::PreThink( void ) (server side) and works fine on the player model, but I'm having problems trying to fade out the players weapon view model: GetViewModel()-SetRenderMode( kRenderTransTexture ); GetViewModel()-SetRenderColor( 255, 255, 255, 80 ); This is called in void C_HL2MP_Player::PreThink( void ) (client side) and whilst it does half work, it leads to a flickering effect where the weapon model seems to flicker between solid and opaque. Any ideas why this would be happening and what I should do to fix it? Cheers, Rich ___ 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 -- ~skidz ___ 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] Proper mod versioning?
Indeed, that example falls in to the category of new version interpretations, or client/server havoc from differing incompatible code bases. I think we (and all the other modders out there) are in violent agreement on this one. It's just a question at this point as to what Valve's planning to do about it, since it's really out of the modders hands to have a reasonable solution here. At 2007/11/20 12:48 PM, Jeremy wrote: It was a simple example, but it illustrates the trivial nature of what it needs, which is simply a way for the engine to ask the mod for a version number. Same thing as your example. It doesn't mean it corresponds to the public release version number, just breaking changes would need to change that, and not just class table changes or user messages. Anything that alters the behavior of a game entities, like our FF 1.1 to 1.11 we tweaked the assault cannon spinup time. While technically not a breaking change in the sense that clients can join 1.1 servers and not get an error, the different values on each side result in awkward behavior, and the newer client would appear to be shooting ineffectively earlier if the server was still using the longer spinup time. It's not just a way to catch table mismatches early, it's a way to keep client and servers in sync, and more importantly, give clients an error message that means something. There's no alternative to doing this but for the engine to ask the mod. It's a bit short sighted that something like that doesn't already exist. J On Nov 20, 2007 9:53 AM, [EMAIL PROTECTED] wrote: Your example is a bit misleading as to what would be needed. You shouldn't include version numbers in the description of the mod. You can always just add an sv_version cvar if you want a stringified representation of the version. The version that the srcds.exe/HL2.exe closed-source side of things would be concerned with would only be incremented when the new version was not backwards-compatible with the old version. Usually this would occur when class tables changed. It might also occur if usermessages needed to be interpreted differently, or perhaps if there were a critical bug of some sort in a client previous version and you wanted to prevent it from connecting to a new server and causing havoc. If the compatibility_version of the server differed from the client, then it would just pop up a message with a link to the manual or developer_url websites as defined in gameinfo.txt. ConVar sv_version(sv_version, v6.1a beta); void GameRules::GetGameDescription(char* description, int compatibility_version) { description = My Mod; compatibility_version = 4; } Another possibility would be to leverage some of the sv_pure functionality to allow for specification of a list of sha1sums of acceptable client.dll/server.dll on the client, for a given version of the server. The only downside there would be that you'd need to inform server hosts to add a new sha1sum to their server list every time a new client version was released. At 2007/11/17 02:05 PM, Jeffrey \botman\ Broome wrote: Jorge Rodriguez wrote: -- [ Picked text/plain from multipart/alternative ] On 11/17/07, Jeremy [EMAIL PROTECTED] wrote: It's a bit hard to believe something so trivial as client-server versioning ... trivial? I don't know where you got that idea. It could be trivial if GameRules::GetGameDescription() returned a version number as well as a string... GameRules::GetGameDescription(char *Description, int *Version) { strcpy(Description, My Mod v.83); *Version = 83; } The client would also need some way to return the version number to the engine so that it could check this when displaying servers (filtering out servers that weren't running the same version as the client). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SendProxy_String_tToString can't send wide-char string data
I can see how from that perspective it would have been thought that there'd be no need for sending wchar data across. That's a good explanation. Of course in my case what I'm sending isn't really localized string data, I just used wchar as a description because it has lots of embedded 0s in it. As I mentioned previously, in reality it's an array of 1000+ integers. Like I said though, it's possible to work around this limitation with base-128 trickery, so it's not a big deal. At 2007/11/18 07:00 PM, Yahn Bernier wrote: Again, the sending of a binary blob is discouraged, and instead, it's better to go with the EMBEDDED stuff and define the subfields using the known SendProp* primitives. In general, we don't support arbitrary sizes for sending stuff. You could always use a usermessage for that if you can't refactor it to use the existing architecture. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of OvermindDL1 Sent: Saturday, November 17, 2007 11:34 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data Isn't there a way to just send your own pre-built binary stream and have it received and deserialized manually in your classes? On 11/17/07, Yahn Bernier [EMAIL PROTECTED] wrote: We haven't added this to the server side since the preferred method is to network the internal string (or better yet, an index, etc.) and use it as a look up (vgui::localize()-Find) in the xxx_language.txt files since each connected client can be using a different language. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Saturday, November 17, 2007 10:41 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data Unfortunately using the array of items is not possible here. As noted on http://developer.valvesoftware.com/wiki/Networking_Entities a single array of X items count X times towards the 1024 limit on the number of variables associated with a single entity. So if you wanted to send a manual array string of size 1025, it won't work. As far as base-128 goes - if you look at the code snippet I pasted previously you may notice I cheated slightly because I'm sending data in groups of 16bits, so I lose very few permutations. So actually it's not really base-128, but base-128 would be the simplest way to explain it. Oh well, it's possible to work around in client-code, but it's surprising with all the internationalization garbage in the SDK that they don't support this. At 2007/11/12 05:14 PM, OvermindDL1 wrote: Well since no one else seemed to bother looking (and I actually got some time to look), the only thing the above function does is just fill in the passed in variant setting it as a string. Looking at the varient it supports an array of a base type (such as wchar/Int16, like you would use). Will have to do the serialization manually (but that will be what... less then 10 lines of code for what you are doing, just put it into your own function to encapsulate it), but if the array in the variant works (I do not see many places it is used) then it would be perfect. Honostly though, SendProxy_String_tToString seems like a rather weird function to use, I only see it defined in one place and only used in that class's prop definition. Still that is a hack, it seems like it would be far *far* better to juse serialize it fully and hand it off manually (as a binary stream, usual term being a binary blob) instead of using a variant, that way you could set up string compression, string tables, etc... etc... for effective and easy network bandwidth reduction. There would be no sendblob function as you just give it a char array with a length to let it send across the network. Also, you should not need a base-128 converter, but rather a base-255 converter would be best if you wanted to continue doing it your method. On 11/11/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well there is no SendBlob sort of function anywhere in the dt_send and various other networking files. It's not a huge deal, I just had to write my own base-128 encoder, so that there wouldn't be any 0s in the data that went over the wire. It just seems that Valve would want to support this natively. At 2007/11/10 10:53 PM, OvermindDL1 wrote: Could just send it as a binary blob and not as a string (pretend it is opaque binary data, and not a string, use binary functions, not string functions). On 11/10/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well it would be nice if there were a version of string networking that was binary-safe. At 2006/09/03 08:33 PM, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] You could use a networked string table as well as the index of the
Re: [hlcoders] Proper mod versioning?
Your example is a bit misleading as to what would be needed. You shouldn't include version numbers in the description of the mod. You can always just add an sv_version cvar if you want a stringified representation of the version. The version that the srcds.exe/HL2.exe closed-source side of things would be concerned with would only be incremented when the new version was not backwards-compatible with the old version. Usually this would occur when class tables changed. It might also occur if usermessages needed to be interpreted differently, or perhaps if there were a critical bug of some sort in a client previous version and you wanted to prevent it from connecting to a new server and causing havoc. If the compatibility_version of the server differed from the client, then it would just pop up a message with a link to the manual or developer_url websites as defined in gameinfo.txt. ConVar sv_version(sv_version, v6.1a beta); void GameRules::GetGameDescription(char* description, int compatibility_version) { description = My Mod; compatibility_version = 4; } Another possibility would be to leverage some of the sv_pure functionality to allow for specification of a list of sha1sums of acceptable client.dll/server.dll on the client, for a given version of the server. The only downside there would be that you'd need to inform server hosts to add a new sha1sum to their server list every time a new client version was released. At 2007/11/17 02:05 PM, Jeffrey \botman\ Broome wrote: Jorge Rodriguez wrote: -- [ Picked text/plain from multipart/alternative ] On 11/17/07, Jeremy [EMAIL PROTECTED] wrote: It's a bit hard to believe something so trivial as client-server versioning ... trivial? I don't know where you got that idea. It could be trivial if GameRules::GetGameDescription() returned a version number as well as a string... GameRules::GetGameDescription(char *Description, int *Version) { strcpy(Description, My Mod v.83); *Version = 83; } The client would also need some way to return the version number to the engine so that it could check this when displaying servers (filtering out servers that weren't running the same version as the client). -- 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] Error on compile on linux
Make sure you haven't corrupted your Makefile.vcpm file, for instance by replacing tabs with spaces. At 2007/11/10 12:11 PM, David van der Staak wrote: -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper mod versioning?
For what it's worth the last few times I asked this, the answer was basically no. At 2007/11/15 10:39 AM, Jeremy wrote: Is there a way to do proper mod versioning? Disconnect: Server uses different class tables. isn't a very useful error message when clients try to join wrong version servers. ___ 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] Mod not showing up in the Steam-Servers-Internet-Game selector
Well I tried using 215, and what able to get the mod to load and connect to a server. I then restarted Steam multiple times and relaunched the mod multiple times, but AoA still never showed up in the server selector. Since ProZak got my GameInfo.txt to work, it seems that it's not a matter of needing a different number. I'm starting to suspect this is just a bug in Steam. Anyone have advice on how to get support for Steam issues? At 2007/11/11 08:05 PM, Adam Maras (memzero) wrote: You can use the SDK Base SteamAppId but mount the HL2DM content in your mod. [EMAIL PROTECTED] wrote: As far as I know, you should be basing your current mods off the Source SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId. ~~ Ondra I need some of the HL2DM content, such as models, so I don't think 215 would be appropriate? No idea at all. Just tried copying yours into a mod of mine, and it shows up just fine! http://img158.imageshack.us/img158/9404/serverbrowserartofascenjz7.png /ProZak Hmm I guess the problem could be elsewhere in my mod, but I can't really imagine where. Does anyone know exactly how Steam populates that list? On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well, I won't discount the possibility that I've done something wrong there, but it seems fairly simple. Here's my gameinfo.txt - I only removed the // comments so it would be easier to read via email clients. Any ideas of what I might try changing/adding/deleting? GameInfo { gameArt of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http://aoa.gamemod.net/; hidden_maps { test_speakers 1 test_hardware 1 } FileSystem { SteamAppId 320 ToolsAppId 211 SearchPaths { Game|gameinfo_path|. Gamehl2mp Gamehl2 } } } At 2007/11/11 12:47 PM, Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] All of my mods show up just fine here, weird! Perhaps something in your GameInfo.txt is breaking this? /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ 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 ___ 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] Proper mod versioning?
Well, you can always put the version number in the name of the server, which may be what he's doing? Really though what you want, per previous discussions, is a way to alert users to the existence of a new version when they try to connect and fail. And ideally a way to seamlessly perform the update via Steam. At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote: Garry's Mod beta (somehow) has [BETA] preceding the Game column contents in the server, if I'm correct. Perhaps you could put the version in that data field so that people can look specifically for servers of their version. // Adam Maras (memzero) [EMAIL PROTECTED] wrote: For what it's worth the last few times I asked this, the answer was basically no. At 2007/11/15 10:39 AM, Jeremy wrote: Is there a way to do proper mod versioning? Disconnect: Server uses different class tables. isn't a very useful error message when clients try to join wrong version servers. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data
Unfortunately using the array of items is not possible here. As noted on http://developer.valvesoftware.com/wiki/Networking_Entities a single array of X items count X times towards the 1024 limit on the number of variables associated with a single entity. So if you wanted to send a manual array string of size 1025, it won't work. As far as base-128 goes - if you look at the code snippet I pasted previously you may notice I cheated slightly because I'm sending data in groups of 16bits, so I lose very few permutations. So actually it's not really base-128, but base-128 would be the simplest way to explain it. Oh well, it's possible to work around in client-code, but it's surprising with all the internationalization garbage in the SDK that they don't support this. At 2007/11/12 05:14 PM, OvermindDL1 wrote: Well since no one else seemed to bother looking (and I actually got some time to look), the only thing the above function does is just fill in the passed in variant setting it as a string. Looking at the varient it supports an array of a base type (such as wchar/Int16, like you would use). Will have to do the serialization manually (but that will be what... less then 10 lines of code for what you are doing, just put it into your own function to encapsulate it), but if the array in the variant works (I do not see many places it is used) then it would be perfect. Honostly though, SendProxy_String_tToString seems like a rather weird function to use, I only see it defined in one place and only used in that class's prop definition. Still that is a hack, it seems like it would be far *far* better to juse serialize it fully and hand it off manually (as a binary stream, usual term being a binary blob) instead of using a variant, that way you could set up string compression, string tables, etc... etc... for effective and easy network bandwidth reduction. There would be no sendblob function as you just give it a char array with a length to let it send across the network. Also, you should not need a base-128 converter, but rather a base-255 converter would be best if you wanted to continue doing it your method. On 11/11/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well there is no SendBlob sort of function anywhere in the dt_send and various other networking files. It's not a huge deal, I just had to write my own base-128 encoder, so that there wouldn't be any 0s in the data that went over the wire. It just seems that Valve would want to support this natively. At 2007/11/10 10:53 PM, OvermindDL1 wrote: Could just send it as a binary blob and not as a string (pretend it is opaque binary data, and not a string, use binary functions, not string functions). On 11/10/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well it would be nice if there were a version of string networking that was binary-safe. At 2006/09/03 08:33 PM, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] You could use a networked string table as well as the index of the string in the entity network table. Then you can specify the string length in AddString for the user data. On 9/3/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I thought there was a forum or mailing list thread on this once before but I can't find it. Basically it seems that the close-source side of the networking does a 0x00-truncated data copy. So you can't send strings along the wire that contain a 0x00 byte in them, such as wide-char strings etc. Anyone know of a work-around? (Short of encoding the base64ing the strings or something like that.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ 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 ___ 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
Re: [hlcoders] Proper mod versioning?
No, as far as I can tell, the imbedded closed-source srcds.exe and hl2.exe class table checking stuff occurs before any user-controlled mod code is run. So you have no control over that process or that message. At 2007/11/17 12:34 PM, Adam Maras (memzero) wrote: Well pardon my lack of knowledge on the situation, but couldn't you: 1. Set a version constant in the code 2. Check to see if the server and connecting client's version match 3. If they don't, disconnect with a custom message? Could all this occur before class table checking, like right on connect? // Adam Maras (memzero) [EMAIL PROTECTED] wrote: Well, you can always put the version number in the name of the server, which may be what he's doing? Really though what you want, per previous discussions, is a way to alert users to the existence of a new version when they try to connect and fail. And ideally a way to seamlessly perform the update via Steam. At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote: Garry's Mod beta (somehow) has [BETA] preceding the Game column contents in the server, if I'm correct. Perhaps you could put the version in that data field so that people can look specifically for servers of their version. // Adam Maras (memzero) [EMAIL PROTECTED] wrote: For what it's worth the last few times I asked this, the answer was basically no. At 2007/11/15 10:39 AM, Jeremy wrote: Is there a way to do proper mod versioning? Disconnect: Server uses different class tables. isn't a very useful error message when clients try to join wrong version servers. ___ 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] Proper mod versioning?
Yes, now that would be possible, but perhaps misleading in some scenarios. (It would of course require the mod author to maintain some globally-available server with the latest version, and then write the client code to do that check.) It's a slightly different scenario though than the one originally described, though. For instance if you had a beta version as mentioned below, you wouldn't get that message when on beta and connecting to non-beta, or you would get it erroneously when not on beta, etc. At 2007/11/17 12:40 PM, Christopher Harris wrote: Or in the dll init function check for new version then display a message box saying there is a new version out. - Original Message - From: Adam Maras (memzero) [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, November 17, 2007 1:34 PM Subject: Re: [hlcoders] Proper mod versioning? Well pardon my lack of knowledge on the situation, but couldn't you: 1. Set a version constant in the code 2. Check to see if the server and connecting client's version match 3. If they don't, disconnect with a custom message? Could all this occur before class table checking, like right on connect? // Adam Maras (memzero) [EMAIL PROTECTED] wrote: Well, you can always put the version number in the name of the server, which may be what he's doing? Really though what you want, per previous discussions, is a way to alert users to the existence of a new version when they try to connect and fail. And ideally a way to seamlessly perform the update via Steam. At 2007/11/17 11:54 AM, Adam Maras (memzero) wrote: Garry's Mod beta (somehow) has [BETA] preceding the Game column contents in the server, if I'm correct. Perhaps you could put the version in that data field so that people can look specifically for servers of their version. // Adam Maras (memzero) [EMAIL PROTECTED] wrote: For what it's worth the last few times I asked this, the answer was basically no. At 2007/11/15 10:39 AM, Jeremy wrote: Is there a way to do proper mod versioning? Disconnect: Server uses different class tables. isn't a very useful error message when clients try to join wrong version servers. ___ 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] SendProxy_String_tToString can't send wide-char string data
Well there is no SendBlob sort of function anywhere in the dt_send and various other networking files. It's not a huge deal, I just had to write my own base-128 encoder, so that there wouldn't be any 0s in the data that went over the wire. It just seems that Valve would want to support this natively. At 2007/11/10 10:53 PM, OvermindDL1 wrote: Could just send it as a binary blob and not as a string (pretend it is opaque binary data, and not a string, use binary functions, not string functions). On 11/10/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well it would be nice if there were a version of string networking that was binary-safe. At 2006/09/03 08:33 PM, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] You could use a networked string table as well as the index of the string in the entity network table. Then you can specify the string length in AddString for the user data. On 9/3/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I thought there was a forum or mailing list thread on this once before but I can't find it. Basically it seems that the close-source side of the networking does a 0x00-truncated data copy. So you can't send strings along the wire that contain a 0x00 byte in them, such as wide-char strings etc. Anyone know of a work-around? (Short of encoding the base64ing the strings or something like that.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ 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] Mod not showing up in the Steam-Servers-Internet-Game selector
Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector
Well, I won't discount the possibility that I've done something wrong there, but it seems fairly simple. Here's my gameinfo.txt - I only removed the // comments so it would be easier to read via email clients. Any ideas of what I might try changing/adding/deleting? GameInfo { gameArt of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http://aoa.gamemod.net/; hidden_maps { test_speakers 1 test_hardware 1 } FileSystem { SteamAppId 320 ToolsAppId 211 SearchPaths { Game|gameinfo_path|. Gamehl2mp Gamehl2 } } } At 2007/11/11 12:47 PM, Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] All of my mods show up just fine here, weird! Perhaps something in your GameInfo.txt is breaking this? /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ 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] Re: SendProxy_String_tToString can't send wide-char
In my case it is quite possible for 0xFF to occur, so I ended up doing, as I mentioned previously, a sort of base-128 workaround like below. It works, it's just really lame. Oh well, thanks though. my_uint16_t my_htons(my_uint16_t i) { assert(i 255*255); my_uint16_t encoded_i = 0; my_uint16_t rem_i; rem_i = i % 255; i /= 255; assert(rem_i = 254); *((unsigned char*)(encoded_i) + 0) = (unsigned char)(rem_i + 1); assert(*((unsigned char*)(encoded_i) + 0) != 0); rem_i = i % 255; assert(i 255); assert(rem_i = 254); *((unsigned char*)(encoded_i) + 1) = (unsigned char)(rem_i + 1); assert(*((unsigned char*)(encoded_i) + 1) != 0); return encoded_i; } At 2007/11/11 03:32 PM, Haza wrote: Try these two functions. Just wrote them then in like 3min, haven't tested them. It allows you to send wchar_t strings. All it really does is substitutes 0x00 for 0xFF. So you loose the use of 0x00FF and 0x characters. I think I forgot to check for wchar_t string ending in the Encode function, but I'm sure you can do it. ~Haza void NetSafe16Encode( wchar_t *in, char *out ) { char ZeroByte = (char)0xFF; int out_counter = 0; for(int i = 0; i (sizeof(in)/sizeof(wchar_t)); i++) { // Use bit shifting operations to clean up data. char right = (char)((in[i] 8) 8); if( right == (char)0x00 ) right = ZeroByte; char left = (char)(in[i] 8); if( left == (char)0x00 ) left = ZeroByte; out[out_counter] = left; out_counter++; out[out_counter] = right; out_counter++; } } void NetSafe16DeEncode( char *in, wchar_t *out ) { char ZeroByte = (char)0xFF; int out_counter = 0; for(int i = 0; i sizeof(in); i++) { unsigned short left; if(in[i] == ZeroByte) left = 0x; else left = ((unsigned short)in[i]) 8; i++; unsigned short right; if(in[i] == ZeroByte) right = 0x; else right = ((unsigned short)in[i]); wchar_t final = (wchar_t)(left + right); out[out_counter] = final; out_counter++; } } ___ 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] Mod not showing up in the Steam-Servers-Internet-Game selector
As far as I know, you should be basing your current mods off the Source SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId. ~~ Ondra I need some of the HL2DM content, such as models, so I don't think 215 would be appropriate? No idea at all. Just tried copying yours into a mod of mine, and it shows up just fine! http://img158.imageshack.us/img158/9404/serverbrowserartofascenjz7.png /ProZak Hmm I guess the problem could be elsewhere in my mod, but I can't really imagine where. Does anyone know exactly how Steam populates that list? On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well, I won't discount the possibility that I've done something wrong there, but it seems fairly simple. Here's my gameinfo.txt - I only removed the // comments so it would be easier to read via email clients. Any ideas of what I might try changing/adding/deleting? GameInfo { gameArt of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http://aoa.gamemod.net/; hidden_maps { test_speakers 1 test_hardware 1 } FileSystem { SteamAppId 320 ToolsAppId 211 SearchPaths { Game|gameinfo_path|. Gamehl2mp Gamehl2 } } } At 2007/11/11 12:47 PM, Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] All of my mods show up just fine here, weird! Perhaps something in your GameInfo.txt is breaking this? /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data
Well it would be nice if there were a version of string networking that was binary-safe. At 2006/09/03 08:33 PM, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] You could use a networked string table as well as the index of the string in the entity network table. Then you can specify the string length in AddString for the user data. On 9/3/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I thought there was a forum or mailing list thread on this once before but I can't find it. Basically it seems that the close-source side of the networking does a 0x00-truncated data copy. So you can't send strings along the wire that contain a 0x00 byte in them, such as wide-char strings etc. Anyone know of a work-around? (Short of encoding the base64ing the strings or something like that.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ 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] Why is copy constructor disallowed for CGameTrace?
Why is copy constructor disallowed for CGameTrace? This forces you to do weird things like: trace_t tr; tr = CBaseEntity::GetTouchTrace(); instead of: trace_t tr = CBaseEntity::GetTouchTrace(); Seemingly this is a legacy mistake or something? (It's annoying since lots of functions such as DispatchTraceAttack incorrectly take a non-const trace_t instead of a const trace_t like they should.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Custom GameMovement class
You should be able to expose it by doing something like: IGameMovement *g_pGameMovement = ( IGameMovement * )g_GameMovement; I've never actually tried it myself though, gamemovement is one of a few rare spots I actually just hacked on the base classes in order to add my own game code. The way it's currently written, the only function I've ever needed to add to is FullWalkMove, and if I abstracted it, I'd just have to copy/paste that entire function and then add my edits inside, so abstracting it seems counterproductive. :-/ At 2007/06/02 07:11 PM, Nial Giacomelli wrote: I'm trying to create my own GameMovement class that inherits from CGameMovement. This is for a multiplayer modification. I have the class code written, and it compiles correctly. But I'm unsure of how and where the current GameMovement class is defined and linked with the code. How would I go about hooking up my new GameMovement class? ___ 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] SteamId
You could wait until the ID is valid before allowing the connect, unfortunately for now you'd have to poll constantly to check for this. See: http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=132 At 2007/06/01 09:32 AM, Mulchman wrote: A steam ID sometimes isn't known immediately upon connecting - it has to be resolved. We have a ff_betalist.txt file we compare username/steam ID combos with. Our first immediate check is when the player joins we compare whatever name they're connecting with to that text file; if the name is found then fine they can join (so they can technically spoof a valid persons name). The second thing we do is run a validation check every x seconds that tries y times to compare a player's playing name to a corresponding steam id (defined in the ff_betalist.txt file). If the steam id can't be resolved within y tries the player is kicked. If the steam id doesn't match the corresponding playing name defined in the ff_betalist.txt file the player is kicked. So technically someone not in the beta could spoof a name and play for a very short time until being kicked. And they could repeat this over and over playing for a very short time each time until being kicked again. Also, we don't distribute our linux server .so and for beta builds tons of functions in the win32 server.dll (since players HAVE to have this file) don't even get compiled (through #ifdef's) so the beta testers can only run the game connected to our linux server (as starting up a local server/game will just crash from the code missing). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: Thursday, May 31, 2007 07:34 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SteamId Is there any easy way to get clients steam id when you load up the game. Im looking into locking my mod for beta testing because we had huge problems last time with leaks. I have managed to encrypt the list of ids using md5 just need to find a way to get the clients steamed. Mark ___ 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] hl2mp fresh source compilation for linux crashingon startup
I went back in my cvs logs and see that I fixed that bug at the same time that I fixed the buggy lack of a version script. I forgot to post the former. For the latter, see: http://developer.valvesoftware.com/wiki/Compiling_under_Linux At 2007/05/03 03:43 PM, OndÅej Hoek wrote: Yay. :-) It's in Bugzilla as #147; fix is, as I have shown, trivial. Pretty please get it out with the next SDK drop, Valve people. ;-) ~~ Ondra [EMAIL PROTECTED] wrote: Yes that worked! Thanks a lot Sent from my BlackBerry device on the Rogers Wireless Network -Original Message- From: OndÅej Hoek [EMAIL PROTECTED] Date: Thu, 03 May 2007 19:19:56 To:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] hl2mp fresh source compilation for linux crashing on startup (If any Valve people are reading this: sorry, but it seems you screwed up slightly on the Makefile generation... I'll Bugzillize this straight away.) You can probably see the absolute link paths in the list (/home/johnt/...). They are evil; srcds crashed on me too before I got them relativised. Change the following line in the Makefile: LDFLAGS=-lm -ldl $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a into: LDFLAGS=-lm -ldl tier0_i486.so vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a Do a rm server_i486.so and run make. Once it's done, check ldd server_i486.so again. It should show lines like this: tier0_i486.so = not found vstdlib_i486.so = not found If it does, all is good. (There must be no absolute path in front of their names.) The dynlinker might not be able to find the two libs now, but the Source engine will make sure they are available and loadable in due time. (It did in my case.) Good luck with your progress, ~~ Ondra John Tsakok wrote: -- [ Picked text/plain from multipart/alternative ] here's my link stuff: [EMAIL PROTECTED]:~/decloak/linux_sdk$ ldd server_i486.so linux-gate.so.1 = (0xe000) libm.so.6 = /lib/tls/i686/cmov/libm.so.6 (0xb6f25000) libdl.so.2 = /lib/tls/i686/cmov/libdl.so.2 (0xb6f21000) /home/johnt/srcds/bin/tier0_i486.so (0xb6eeb000) /home/johnt/srcds/bin/vstdlib_i486.so (0xb6ed7000) libc.so.6 = /lib/tls/i686/cmov/libc.so.6 (0xb6da9000) /lib/ld-linux.so.2 (0x8000) libpthread.so.0 = /lib/tls/i686/cmov/libpthread.so.0 (0xb6d95000 -- ___ 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] Client Side Text
In all of this, did anyone find a more thorough solution to: http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=108 At 2007/04/24 07:59 PM, Mark Chandler wrote: No I dont know whats going on there. My mod has changed how text is displayed so im not sure if I can be of any help. Oh and ive changed my code heaps to optimize it since I posted that up so if any one wants a look ill repost it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dest Romano Sent: Wednesday, April 25, 2007 5:35 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Client Side Text Yes, I do have a hud element that goes across full screen, but I am not sure if that is the problem. _ MSN is giving away a trip to Vegas to see Elton John. Enter to win today. http://msnconcertcontest.com?icid-nceltontagline ___ 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] Base Bot
Unfortunately bot development for HL2 has been seemingly all but squashed due to: http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=16 At 2007/04/23 08:52 AM, Jeffrey \botman\ Broome wrote: Mark Chandler wrote: Is there any base multiplayer bot code out there? I haven't looked in a long while, but if there is, you'd probably find it here... http://bots-united.com/ ...check their Forums. -- 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] FW: SDK Needs to be fixed
Why do most mods never see this issue? At 2007/04/12 08:43 PM, Justin Krenz wrote: Prediction-IsFirstTimePredicted() did not fix the problem as the problem is not with simulating a command multiple times. The problem is with the m_flNextPrimaryAttack variable. Take a look at this: CMD#m_flNextPrimaryAttack gpGlobals-curtime CLIENT: 8255125.99979 126.22500 8258126.26978 126.27000 8261126.26978 126.31499 8264126.35978 126.36000 SERVER: 8255126.26978 126.31499 8258126.35978 126.36000 CLIENT: 8268126.26978 126.42000 8270126.44978 126.45000 8275126.44978 126.52499 8276126.53977 126.54000 SERVER: 8270126.44978 126.45000 8276126.53977 126.54000 This is information taken from just before PrimaryAttack() is called. As you can see, the extra weapon firings are from commands that are not being predicted multiple times. They're from commands that only see the weapon as firing on the client. What is not included here is information from just after PrimaryAttack() is called. If I included that information, you would see that m_flNextPrimaryAttack is being updated to a time in the future as it should be during PrimaryAttack() and then has been reverted to an earlier time sometime inbetween the calls to PrimaryAttack. That's the source of the problem and causes the client to fire the weapon multiple times. Yahn Bernier wrote: This might not be the best fix. Because of the way prediction works, it's expected that variables from the server are set back and re-simulated multiple times if there's latency in the connection. You have to make sure that you only create effects, etc., the first time you predict a weapon firing on the client. You can determine whether this is the first time predicted by asking prediction-IsFirstTimePredicted(). The discrepency with ammo sounds like a bug in the mod where the server and the client are not simulating the exact same # of bullets to deduct from the clip. There are shared random # generators and other means to make sure that the same CUserCmd which causes firing should deduct the same # of bullets on both client and server (SharedRandomInt, etc.) Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: Thursday, April 12, 2007 4:22 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] FW: SDK Needs to be fixed Not sure but only half of this worked for ge:S source. But its given me idea how to fix the rest so ill post up when im done. Mark [aka Lodle] -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Friday, April 13, 2007 4:31 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FW: SDK Needs to be fixed I was contacted personally by the Goldeneye Source team about this bug, and I had fixed this already in Empires. I assume since this is a bug inherent in the HL2DM sdk that everyone will want to fix this bug in their code. This is the e-mail including the fix I sent to the GE team: The bug is caused by the networked variable m_flNextPrimaryAttack being reset after the client has simulated firing, but the server has not fired the weapon yet. The client will fire their weapon and increase m_flNextPrimaryAttack to a time in the future. When the client receives the next server update, this variable is reset to the server's value of m_flNextPrimaryAttack which has not recorded that a shot has been fired yet. With the value now being less than curtime, it's ok to fire the weapon again which is much sooner than it should be. This bug was also related to another bug we had where our ammo counter would count down with each shot and then jump back up because the client was firing shots and the server was correcting the client on how many bullets had actually been fired. This was also causing the client to begin reloading their weapon when it did not need reloading. How to fix the first bug: In basecombatweapon_shared.h, add the following (create a variable to store the last time the client fired): #ifdef CLIENT_DLL float m_flPrevPrimaryAttack; #endif In basecombatweapon_shared.cpp, CBaseCombatWeapon::CBaseCombatWeapon(), add the following (start the new variable off as 0): #ifdef CLIENT_DLL m_flPrevPrimaryAttack = 0; #endif In basecombatweapon_shared.cpp, CBaseCombatWeapon::ItemPostFrame( void ), find the lines that read: if ( ( pOwner-m_afButtonPressed IN_ATTACK ) || ( pOwner-m_afButtonReleased IN_ATTACK2 ) ) { m_flNextPrimaryAttack = gpGlobals-curtime; } PrimaryAttack(); Change the PrimaryAttack(); line to the following: #ifdef CLIENT_DLL if (m_flPrevPrimaryAttack = gpGlobals-curtime) { #endif PrimaryAttack(); #ifdef CLIENT_DLL m_flPrevPrimaryAttack = m_flNextPrimaryAttack; } #endif This
RE: [hlcoders] ClientActive Bots
I can confirm that there's a bug where ClientDisconnect doesn't always get called. There are various bugs with that, seemingly all involving map changes or the client disconnecting during startup negotiation. At 2007/03/30 01:19 PM, Spencer 'voogru' MacDonald wrote: Maybe my question is too hard? Or nobody loves me? Anyways, it seems like a bug to me. ClientActive is normally never called on a bot. However, if a player connects and then immediately disconnects, the next bot to join the game will have ClientActive called on them, seemingly before even CreateFakeClient is called. And unfortunately for us, there seems to be no way to tell if a client disconnected in this case because ClientDisconnect isn't called this early. - voogru. -Original Message- From: Kevin 'Poof' Gerry [mailto:[EMAIL PROTECTED] Sent: Thursday, March 29, 2007 11:07 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] ClientActive Bots Is there any response to this? Or was it given to Spencer off-list? Thanks! I'd like to know as well. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' MacDonald Sent: Wednesday, March 28, 2007 8:23 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] ClientActive Bots *Crickets* -Original Message- From: Spencer 'voogru' MacDonald [mailto:[EMAIL PROTECTED] Sent: Tuesday, March 27, 2007 2:50 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] ClientActive Bots Hi all, I have noticed that the ClientActive function does not seem to be called by bots. Is this supposed to be the case all of the time? I just ran into a case where it's being called on a bot if special conditions are met and I want to know if this is a bug. - voogru. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Model Problem; Error Ingame
OUCH! At 2007/03/22 06:40 PM, Adam \amckern\ Mckern wrote: The mail list strips all attachments Adam --- Mukkan Yhtio [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- The attached zip file contains a 3D model I am trying to port into HL2 DM. It is a penis yes; but let's try and be serious about this. It afterall does have a serious purpose and we are all mature people here. It shows up in game as the big red Error model; but when viewed through the model viewer it's fine. Anyone know what could be wrong with this model of mine? Thanks -- [ penismodel.zip of type application/octet-stream deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com Food fight? Enjoy some healthy debate in the Yahoo! Answers Food Drink QA. http://answers.yahoo.com/dir/?link=listsid=396545367 ___ 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] Disconnect: This Steam account does not own this game. message
I've seen that before by the way, dozens of times over the last 6 months or so. It occurs seemingly at random for me however. Shutting down steam and srcds and then reloading both has always fixed the problem so I never mentioned it. I assumed it was just another bug in steam, like the one where it can't update if you have srcds running. At 2007/03/21 11:56 AM, Janek Le_Vert wrote: Oh Mike, you can't imagine how I am excited and happy to read such an answer. I pray for you. From: Mike Durand [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Disconnect: This Steam account does not own this game. message Date: Wed, 21 Mar 2007 09:51:35 -0700 Hi Janek- I have spent a little time looking into this but didn't want to respond until I had something useful to report. I'll let you know. -Mike Durand Valve -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Janek Le_Vert Sent: Wednesday, March 21, 2007 1:07 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Disconnect: This Steam account does not own this game. message I was expecting an answer from a Valve's guy like Yahn or Alfred. But nothing ? Is my problem odd ? Or is it so trivial that you don't want to answer ? Your help will be more than appreciated ;-( From: Janek Le_Vert [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Disconnect: This Steam account does not own this game. message Date: Tue, 20 Mar 2007 17:02:51 +0100 I made many tests. I checked everything and I have only 215 in my gameinfo.txt. I did a fresh install in a linux server. Starting Linux server is ok. Starting a game using create a server in my windows is ok. Connecting from my windows to the linux server failt with the message does not own. I don't understand where and when steam is doing this check. I neither understand how it did this control. My code has been merged with the last SDK. To be honest, I don't understand. I 'm expecting a miracle. How is it possible ? Maybe I have done a mistake when merging my code. Is there somebody in here who can help me identifying if this control is part of the SDK or not ? Thank you in advance. From: Tobias Kammersgaard [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Disconnect: This Steam account does not own this game. message Date: Tue, 20 Mar 2007 14:11:37 +0100 -- [ Picked text/plain from multipart/alternative ] Make sure you've installed Source SDK Base, which can be found under the Tools tab in Steam. /ProZak On 20/03/07, Janek Le_Vert [EMAIL PROTECTED] wrote: My gameinfo.txt contains a 215 and no 320/220 or anything else. Thank you very much for trying to help. From: Adam \amckern\ Mckern [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Disconnect: This Steam account does not own this game. message Date: Tue, 20 Mar 2007 05:10:29 -0700 (PDT) Janek, Check that 315 is the only appid in the gameinfo.txt if there is a line that says 220, then you may need to remove it. Adam --- Janek Le_Vert [EMAIL PROTECTED] wrote: My mod is based on hl2mp. As HL2 is not required to play HL2MP, normally it is not required to play my mod. The problem is that guys who have HL (solo) can play my mod but guys who only have the multiplayer pack (not the HL2 solo) have a message saying Disconnect: This Steam account does not own this game. Please login to the correct Steam account.. What is the fix to be able to play my mod ony with the multiplayer pack ? thank you in advance for your help. _ Personnalisez votre Messenger avec Live.com http://www.windowslive.fr/livecom/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com Expecting? Get great news right away with email Auto-Check. Try the Yahoo! Mail Beta. http://advision.webevents.yahoo.com/mailbeta/newmail_tools.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Découvrez le Blog heroic Fantaisy d'Eragon! http://eragon-heroic-fantasy.spaces.live.com/ ___ To
RE: [SPAM] [hlcoders] callback when steamid becomes valid?
Thanks. http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=132 has been filed for tracking. At 2007/03/10 04:44 PM, Alfred Reynolds wrote: There isn't one currently which is an oversight, I will see if we can get it added for ya. In the meantime the ugly solution is to poll inside of your gameframe() function and detect the change yourself. - Alfred [EMAIL PROTECTED] wrote: Is there a server callback when a client's steamid becomes valid? Strangely there seems to be a server plugin interface for this called NetworkIDValidated, but I can find no analogous interface for a server callback. ___ 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] callback when steamid becomes valid?
Is there a server callback when a client's steamid becomes valid? Strangely there seems to be a server plugin interface for this called NetworkIDValidated, but I can find no analogous interface for a server callback. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes
255 is maybe a reasonable cap, I dunno. Mainly I'd be most interested in the API exporting whatever values are needed so that the user code can programmatically ensure the DLL_MessageEnd never occurs. At 2007/03/04 11:52 PM, Yahn Bernier wrote: The internal buffer's are much larger (~2500 bytes) since they are used for other possible messages. I'll see about setting the exact sizes so the GetBytesRemaining would be correct. We can see about raising the limit on UserMessage sizes at the same time. Still, the splitting thing you mentioned is a good workaround for very large payloads. The limit is enforced on the server, so I think you'll get all 255 for payload. The bf_read sounds like it has been pre-parsed up to the start of the payload. I'll check this out in the next few days since I've been messing around with the public code a bit. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Sunday, March 04, 2007 12:14 PM To: hlcoders@list.valvesoftware.com; hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes Thanks - can that internal value be exported somehow? bf_write::GetNumBitsLeft() doesn't seem to know about it, for instance, and thinks the limit is much higher. The first 3 bytes of bf_read::m_pData always contain some seemingly somewhat random bytes of data, although if I recall correctly the first two were always 0x17 and 0x03 or something like that. bf_read::Read*() ignore those first few bytes because the m_iCurBit data member always starts out just past those bytes at 24 or so, so the API functions correctly from that perspective. It's just a concern that that extra data might steal at random from the 255 limit. At 2007/03/04 02:03 PM, Yahn Bernier wrote: The internal #define is 255 characters. Not sure what the 3 bytes of overhead is. Are you saying that when you parse a message out of the bf_read, you have to discard the first three bytes, or that the payload is only 252 bytes or less? Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Sunday, March 04, 2007 10:33 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes I worked around this issue by implementing a queue system which sends a max of X bytes in each user message per server frame, along with client functionality to collect all the tiny messages and reassemble the original larger message. There also seems to be 3 bytes of overhead at the beginning of bf_read data buffer. So seemingly the max size available to the user is 252, not 255? Those 3 bytes are unreferenced in the SDK as far as I can tell, and seem to be internal to the closed-source size of things. I chose 200 for X to be safe since the 255 limit is seemingly undocumented, and the scary extra bytes at the beginning might possibly change at any time. It'd be nice if someone (Valve?) would confirm what the max value really is, and/or what constant to use for the max size. At 2007/03/03 11:54 PM, you wrote: Well in this particular case I am sending an arbitrarily-sized list of RPG character related data to the user. Any fixed limit would be undesirable. A larger limit (4K) would be acceptable, since, in practice the maximum amount of data is probably about 1K. As I understand it, the string tables are sent to all clients. I don't want to spam every client with this data, since it's only useful to the client that it's directed at. At 2007/03/03 11:31 PM, LDuke wrote: -- [ Picked text/plain from multipart/alternative ] What kind of user message is this? The MOTD messages are limited to 255 bytes for TYPE_TEXT. To use more than that, you have to add the text to be displayed to the string tables and use TYPE_INDEX (this method has a limit of around 4kb). On 3/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Whenever an attempt is made to send anything but the very smallest of user messages, the following error occurs: DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes It doesn't have anything to do with the usermessages-Register specified limit. It also seems completely unrelated to the value the bf_write::GetNumBytesLeft reports, which is typically in the 2600 range or so. So the question is, where is this number coming from, and can it be increased? ___ 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:
Re: [hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes
I worked around this issue by implementing a queue system which sends a max of X bytes in each user message per server frame, along with client functionality to collect all the tiny messages and reassemble the original larger message. There also seems to be 3 bytes of overhead at the beginning of bf_read data buffer. So seemingly the max size available to the user is 252, not 255? Those 3 bytes are unreferenced in the SDK as far as I can tell, and seem to be internal to the closed-source size of things. I chose 200 for X to be safe since the 255 limit is seemingly undocumented, and the scary extra bytes at the beginning might possibly change at any time. It'd be nice if someone (Valve?) would confirm what the max value really is, and/or what constant to use for the max size. At 2007/03/03 11:54 PM, you wrote: Well in this particular case I am sending an arbitrarily-sized list of RPG character related data to the user. Any fixed limit would be undesirable. A larger limit (4K) would be acceptable, since, in practice the maximum amount of data is probably about 1K. As I understand it, the string tables are sent to all clients. I don't want to spam every client with this data, since it's only useful to the client that it's directed at. At 2007/03/03 11:31 PM, LDuke wrote: -- [ Picked text/plain from multipart/alternative ] What kind of user message is this? The MOTD messages are limited to 255 bytes for TYPE_TEXT. To use more than that, you have to add the text to be displayed to the string tables and use TYPE_INDEX (this method has a limit of around 4kb). On 3/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Whenever an attempt is made to send anything but the very smallest of user messages, the following error occurs: DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes It doesn't have anything to do with the usermessages-Register specified limit. It also seems completely unrelated to the value the bf_write::GetNumBytesLeft reports, which is typically in the 2600 range or so. So the question is, where is this number coming from, and can it be increased? ___ 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] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes
Thanks - can that internal value be exported somehow? bf_write::GetNumBitsLeft() doesn't seem to know about it, for instance, and thinks the limit is much higher. The first 3 bytes of bf_read::m_pData always contain some seemingly somewhat random bytes of data, although if I recall correctly the first two were always 0x17 and 0x03 or something like that. bf_read::Read*() ignore those first few bytes because the m_iCurBit data member always starts out just past those bytes at 24 or so, so the API functions correctly from that perspective. It's just a concern that that extra data might steal at random from the 255 limit. At 2007/03/04 02:03 PM, Yahn Bernier wrote: The internal #define is 255 characters. Not sure what the 3 bytes of overhead is. Are you saying that when you parse a message out of the bf_read, you have to discard the first three bytes, or that the payload is only 252 bytes or less? Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Sunday, March 04, 2007 10:33 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes I worked around this issue by implementing a queue system which sends a max of X bytes in each user message per server frame, along with client functionality to collect all the tiny messages and reassemble the original larger message. There also seems to be 3 bytes of overhead at the beginning of bf_read data buffer. So seemingly the max size available to the user is 252, not 255? Those 3 bytes are unreferenced in the SDK as far as I can tell, and seem to be internal to the closed-source size of things. I chose 200 for X to be safe since the 255 limit is seemingly undocumented, and the scary extra bytes at the beginning might possibly change at any time. It'd be nice if someone (Valve?) would confirm what the max value really is, and/or what constant to use for the max size. At 2007/03/03 11:54 PM, you wrote: Well in this particular case I am sending an arbitrarily-sized list of RPG character related data to the user. Any fixed limit would be undesirable. A larger limit (4K) would be acceptable, since, in practice the maximum amount of data is probably about 1K. As I understand it, the string tables are sent to all clients. I don't want to spam every client with this data, since it's only useful to the client that it's directed at. At 2007/03/03 11:31 PM, LDuke wrote: -- [ Picked text/plain from multipart/alternative ] What kind of user message is this? The MOTD messages are limited to 255 bytes for TYPE_TEXT. To use more than that, you have to add the text to be displayed to the string tables and use TYPE_INDEX (this method has a limit of around 4kb). On 3/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Whenever an attempt is made to send anything but the very smallest of user messages, the following error occurs: DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes It doesn't have anything to do with the usermessages-Register specified limit. It also seems completely unrelated to the value the bf_write::GetNumBytesLeft reports, which is typically in the 2600 range or so. So the question is, where is this number coming from, and can it be increased? ___ 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 ___ 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] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes
Whenever an attempt is made to send anything but the very smallest of user messages, the following error occurs: DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes It doesn't have anything to do with the usermessages-Register specified limit. It also seems completely unrelated to the value the bf_write::GetNumBytesLeft reports, which is typically in the 2600 range or so. So the question is, where is this number coming from, and can it be increased? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes
Well in this particular case I am sending an arbitrarily-sized list of RPG character related data to the user. Any fixed limit would be undesirable. A larger limit (4K) would be acceptable, since, in practice the maximum amount of data is probably about 1K. As I understand it, the string tables are sent to all clients. I don't want to spam every client with this data, since it's only useful to the client that it's directed at. At 2007/03/03 11:31 PM, LDuke wrote: -- [ Picked text/plain from multipart/alternative ] What kind of user message is this? The MOTD messages are limited to 255 bytes for TYPE_TEXT. To use more than that, you have to add the text to be displayed to the string tables and use TYPE_INDEX (this method has a limit of around 4kb). On 3/3/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Whenever an attempt is made to send anything but the very smallest of user messages, the following error occurs: DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes It doesn't have anything to do with the usermessages-Register specified limit. It also seems completely unrelated to the value the bf_write::GetNumBytesLeft reports, which is typically in the 2600 range or so. So the question is, where is this number coming from, and can it be increased? ___ 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] SetHearingOrigin and sound spatialization
Sounds worthy of a zilla or a KI. At 2007/02/25 11:23 PM, Jared Combs wrote: Congrats, you're now the second guy I know of who found this problem. Dan was the first: http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/msg16953.html -John Sheu That is unfortunate. Once I finish the game, I suppose I'll have to go back and write my own sound emitter. It seems strange that valve would make the assumption that no players would ever roll in a 3D engine. Thank you for your rapid response. -Jared Combs, eggman ___ 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] Re: Open Source Mods (again)
If there was supposed to be an attachment, it didn't make it. If there wasn't supposed to be an attachment then ... huh? :) At 2007/02/06 11:13 AM, Mike Durand wrote: Whoops! Actually I meant 1.07.00. It was the version that existed before I 8/4/2006 release, just in case anyone was interested in that much SDK history. Here's the historical release notes so that you can see what was in that release of the SDK. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Monday, February 05, 2007 7:08 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: Open Source Mods (again) Great idea! This should help all coders a great deal. Small question, version 1.06, I searched throughout the VDC and I could not find when 1.06 was released. This is the closest thing I could find. http://developer.valvesoftware.com/wiki/SDK_Code_Updates Which exactly is version 1.06? On 2/5/07, Mike Durand [EMAIL PROTECTED] wrote: Hi All- I'm pleased to announce that Valve is going to set up a Subversion server that contains snapshots of the SDK source code going back to the 1.06 version of the Source SDK. Steam will continue to distribute the SDK as it has in the past - only the latest versions of the code and tools will be available via Steam. And Steam will remain the only way that Hammer, Faceposer, etc. are distributed. This should provide you with the baselines you need to come up with a sane system for exchanging diffs of our SDK code, which will hopefully make your lives easier. I hope to have the repository up and going by March 1st. I will let you know the details as they become available. -Mike Durand Valve ___ 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] FW: [hlds_apps] Half-Life 1/2 master servers
My guess is that he wasn't talking about mods. He was talking about like a PHP page or whatever that queries the master server and shows a list of game servers. At 2007/02/09 03:12 PM, Greg Scott wrote: -- [ Picked text/plain from multipart/alternative ] Question on as this applying to Mods:: Does steam take care of the master server tracking for mods from the steam browser, or is there a code section that will need to be changed? did a quick serch through code for the old IP and came up with nothing, but better to make sure than run into unexpected errors. On 2/9/07, Alfred Reynolds [EMAIL PROTECTED] wrote: Alfred Reynolds wrote: We are doing some network re-arrangements and the external master servers for Half-Life 1 and Half-Life 2 games are moving to a new location. You should now use: Half-Life 1 games (CS 1.6, HLDM, DoD, etc): hl1master.steampowered.com:27010 Half-Life 2 games (CS:S, DoD:S, HL2DM, etc) and 3rd party games (The Ship, Dark Messiah): hl2master.steampowered.com:27011 We expect to move the location of the master servers on a more regular basis going forward so it is important that you update any software requesting details from these servers to uses these DNS entries to track the correct endpoints to use (and have them check that the entry has not changed on a daily basis). The existing server on 207.173.177.11 will cease answering requests at the end of this month. - Alfred ___ hlds_apps mailing list hlds_apps@list.valvesoftware.com http://list.valvesoftware.com/mailman/listinfo/hlds_apps ___ 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] Couple Bugs, can anyone help?
That sound issue exists in HL2:DM with the RPG. Occasionally missiles leave a sound spot behind for the remainder of the map. At 2007/02/08 04:30 PM, Adam \amckern\ Mckern wrote: I would be hacky and add a stopsound xxx to the area of code that the body is removed from the world. Adan --- Jeremy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] We've got a couple issues that have been somewhat of a pain to track down, was hoping others could maybe help out or at the least steer us in the right direction. 1) Door/elevator prediction is pretty bad. Anyone managed to smooth out or fix the prediction issues in door like entities? For example, when running on a server doors seem to propagate really badly. Twitching, interpolating too far, not opening enough, etc. Apparently it's even worse with a tickrate of 100. 2) Leftover sounds. We have a flamethrower that leaves flame effects on bodies and stuff, but sometimes even after the body is removed from the game the flame sound remains where the corpse was. How do you debug these sorts of issues? Any help is appreciated. J -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com Expecting? Get great news right away with email Auto-Check. Try the Yahoo! Mail Beta. http://advision.webevents.yahoo.com/mailbeta/newmail_tools.html ___ 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] VAC keeps booting me from my own listen server! :(
I've never launched my client from anything other than steam. I've never launched my server from anything other than srcds.exe. Therefore I don't think the below response was in any way relevant to the VAC bugs that appeared a week ago for me and all of my mod's players. Perhaps there were multiple unlrelated VAC bugs around the same time? At 2007/02/05 01:30 PM, Mike Durand wrote: Hi All- I have some additional details on this issue. Here is an excerpt of an e-mail I got from one of our engineers: VAC enforement for Source Mods has become a bit more strict last week (week of 1/22). Mod teams get a Disconnect: Response timed out if they connect to their game without using Steam (eg starting hl2.exe right from dev studio, even with -steam ). Also if they attach a debugger they get kicked. If they don't want to start the client through Steam, they can still run their test server with sv_lan 1, which doesn't enforce VAC. I hope that this helps explain what's been going on with mods and VAC. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Tuesday, January 30, 2007 8:31 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] VAC keeps booting me from my own listen server! :( We had the VAC problem a few weeks ago (where we had to run our servers with -insecure), but it's since resolved itself. We've never had any problems with the latest SDK causing the server to crash or shutdown. -Teddy On 1/31/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Unfortunately I can confirm this. I ported from the 8/4 code from last year to the most recent version this weekend, and ever since whenever I load a map with sv_lan 0, the engine.dll calls LevelShutdown() almost immediately. sv_lan 1 allows playing. I really hope for an answer/fix soon, since this is about the 6th time we can't continue developing/playtesting due to external causes. best regards, -- Maarten ___ 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] PostRenderVGui unstable?
Per http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=108#c1 I'm more convinced now that it's an internal VGUI bug. At 2007/01/26 08:00 PM, [EMAIL PROTECTED] wrote: I trimmed it all down to just a call like this, and the bug still occured: g_pMatSystemSurface-DrawColoredText( font, 100, 100, 255, 255, 255, col_a, %s, text ); It's definitely a bug in somebody's code, the only question is whether you're supposed to be able to render 2D stuff at that point. At 2007/01/26 03:33 PM, Nick wrote: I do not think that this is a bug. Can you post what you have in ClientModeShared::PostRenderVGui()? On 1/26/07, Jed [EMAIL PROTECTED] wrote: Just thought I'd mention, I tried your fix in my mod and it stopped my models on a VGUI panel from working. - Jed On 26/01/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Since no one ever responded, I filed this zilla for tracking... http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=108 At 2007/01/15 01:06 AM, [EMAIL PROTECTED] wrote: I noticed that when using PostRenderVGui, the 2D items I rendered would be offset vertically down whenever the Centerprint VGUI panel activated. I eventually tracked down this as a fix. I haven't filed a zilla on it though because I'm wondering if maybe I'm using it inappropriately? --- ./mod/src/cl_dll/view_scene.cpp 10 Dec 2006 02:28:39 - 1.5 +++ ./mod/src/cl_dll/view_scene.cpp 15 Jan 2007 07:05:03 - @@ -3485,6 +3485,8 @@ // The crosshair, etc. needs to get at the current setup stuff AllowCurrentViewAccess( true ); + g_pClientMode-PostRenderVGui(); + // Draw the in-game stuff based on the actual viewport being used render-VGui_Paint( PAINT_INGAMEPANELS ); @@ -3492,7 +3494,6 @@ VGui_PostRender(); - g_pClientMode-PostRenderVGui(); materials-Flush(); } ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Open Source Mods (again)
As far as CVS goes, you can create a tag on an initial import, so for instance I have a tag called valve_2005_02_17 which was the first real Valve SDK. (Holy cow almost at the two year anniversery already!) So the following command gives the diff between that SDK and my mod as it exists right now: cvs diff -uN -rvalve_2005_02_17 The problem is that Valve has added a large amount of brand new files since then, and all those files would now show up, which might violate the request to not have large parts of the SDK available publicly. At 2007/02/03 02:00 AM, Nikolaos Tzimoulis wrote: What do you mean so that it is all modified, Nate? And now that I think about it, it's not an option to start from a specific version of the SDK and diff that. How would everyone coordinate with that since you don't get to choose which version of the SDK Steam downloads? Also, it wouldn't be in accordance to Valve's policy of not having large portions of their code public. I don't see a way of not having to redo the patches every time an update comes out for the SDK. If the code management utility (like CVS) saves projects in a diff way, then I guess that would be a viable option. The online project could consist of CVS project files, and if one were to apply it to the latest SDK he would get the mod's code. Is that possible? Nicholas ___ 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] Re: Open Source Mods (again)
I use CVS for all my project's code, so I'm certainly very familiar with it. If you haven't had access to the Valve SDK since day one, however, you have no way of checking out that original version of the SDK from Steam, though. At 2007/02/01 11:16 PM, you wrote: -- [ Picked text/plain from multipart/alternative ] You should read a bit about revision control systems. You should be using one anyways. A good versioning system can make keeping track of these diffs and patch files much more manageable. (note that I didn't say easy). Most of them will let you pull patchs from branchs and apply them to other branchs. Simply keep one branch made of nothing but the unmodified SDK code. When valve puts out a new version of the SDK, copy that into this unmodified branch as a new version. Then later you can make a diff from your mod's own development branch, of everything you've changed from from the original unmodified SDK as part of your mod. In most VCS this is just one command. And finally you can merge that diff into a copy of the latest version of the unmodified SDK branch. You'll have tons of conflicts to work out and testing to do, but its better than manually merging every single change. You can also use that unmodified SDK branch your keeping to make the official release diffs of your mod's source. Most VCS can generate and read unified diffs or several other common diff formats. On 2/1/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Agreed wholeheartedly. Thankfully I've archived every SDK update from Valve, so when they introduce new features or bugs I'm able to track things more easily. It would be a royal pain if I lost those. At 2007/02/01 07:06 AM, Nick wrote: Yes, you are correct thats why I suggested there be some sort of way for valve to allow users to select which version of the codebase they wish to install. It would be much easier for all coders( open source coders, and closed source coders) if Valve allowed sdk users to download previous codebases. On 1/31/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Yeah this would be an extremely difficult problem. When Valve releases SDK version N+1, you suddenly have to create a patch for your mod to take you from N to N+1. That patch file is going to contain all the brand new files in the SDK. Maybe I'm reading to much in to the earlier statements on this thread, but it sounds like the patch files I posted on the wiki http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List_Fixed a while back are not kosher, since they contain all the new SDK files? If that's not the case, then an open source mod could conceivably maintain an ongoing patch listing, given some known SDK as the starting point. At 2007/01/30 10:43 AM, Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] Not sure how well that is going to work. I don't know how patch files would deal the base SDK being changed during updates, and then users applying the patches to a slightly different codebase than the patch was built from. It's unfortunate they don't allow the code to be more public. Could open up some neat opportunities like this. J On 1/30/07, Nikolaos Tzimoulis [EMAIL PROTECTED] wrote: Hello (again), I've started my open source mod on sourceforge. I figured out their terrifying way of dealing with code submissions and now I'm working on a way to manage the code using diff files. I downloaded sfk (as Mike suggested) and I understand that it can be used to apply patch files to the original SDK files to generate the mod's source code. The problem is that I can't find a way to automate the process of creating the patch file. Sfk needs a particular format and I need to get a tool that finds differences between files and saves the output in that particular format. Should I try to make one on my own or is there a tool to do that already out there? Also, to clarify on more thing: I'll just have to create an unmodified copy of the SDK code to use as a basis to create the patch, right? Thanks for the help and sorry for being a pest and asking questions that aren't directly related to hlcoding. Nicholas ___ 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:
Re: [hlcoders] Re: Open Source Mods (again)
Agreed wholeheartedly. Thankfully I've archived every SDK update from Valve, so when they introduce new features or bugs I'm able to track things more easily. It would be a royal pain if I lost those. At 2007/02/01 07:06 AM, Nick wrote: Yes, you are correct thats why I suggested there be some sort of way for valve to allow users to select which version of the codebase they wish to install. It would be much easier for all coders( open source coders, and closed source coders) if Valve allowed sdk users to download previous codebases. On 1/31/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Yeah this would be an extremely difficult problem. When Valve releases SDK version N+1, you suddenly have to create a patch for your mod to take you from N to N+1. That patch file is going to contain all the brand new files in the SDK. Maybe I'm reading to much in to the earlier statements on this thread, but it sounds like the patch files I posted on the wiki http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List_Fixed a while back are not kosher, since they contain all the new SDK files? If that's not the case, then an open source mod could conceivably maintain an ongoing patch listing, given some known SDK as the starting point. At 2007/01/30 10:43 AM, Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] Not sure how well that is going to work. I don't know how patch files would deal the base SDK being changed during updates, and then users applying the patches to a slightly different codebase than the patch was built from. It's unfortunate they don't allow the code to be more public. Could open up some neat opportunities like this. J On 1/30/07, Nikolaos Tzimoulis [EMAIL PROTECTED] wrote: Hello (again), I've started my open source mod on sourceforge. I figured out their terrifying way of dealing with code submissions and now I'm working on a way to manage the code using diff files. I downloaded sfk (as Mike suggested) and I understand that it can be used to apply patch files to the original SDK files to generate the mod's source code. The problem is that I can't find a way to automate the process of creating the patch file. Sfk needs a particular format and I need to get a tool that finds differences between files and saves the output in that particular format. Should I try to make one on my own or is there a tool to do that already out there? Also, to clarify on more thing: I'll just have to create an unmodified copy of the SDK code to use as a basis to create the patch, right? Thanks for the help and sorry for being a pest and asking questions that aren't directly related to hlcoding. Nicholas ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Open Source Mods (again)
Yeah this would be an extremely difficult problem. When Valve releases SDK version N+1, you suddenly have to create a patch for your mod to take you from N to N+1. That patch file is going to contain all the brand new files in the SDK. Maybe I'm reading to much in to the earlier statements on this thread, but it sounds like the patch files I posted on the wiki http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List_Fixed a while back are not kosher, since they contain all the new SDK files? If that's not the case, then an open source mod could conceivably maintain an ongoing patch listing, given some known SDK as the starting point. At 2007/01/30 10:43 AM, Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] Not sure how well that is going to work. I don't know how patch files would deal the base SDK being changed during updates, and then users applying the patches to a slightly different codebase than the patch was built from. It's unfortunate they don't allow the code to be more public. Could open up some neat opportunities like this. J On 1/30/07, Nikolaos Tzimoulis [EMAIL PROTECTED] wrote: Hello (again), I've started my open source mod on sourceforge. I figured out their terrifying way of dealing with code submissions and now I'm working on a way to manage the code using diff files. I downloaded sfk (as Mike suggested) and I understand that it can be used to apply patch files to the original SDK files to generate the mod's source code. The problem is that I can't find a way to automate the process of creating the patch file. Sfk needs a particular format and I need to get a tool that finds differences between files and saves the output in that particular format. Should I try to make one on my own or is there a tool to do that already out there? Also, to clarify on more thing: I'll just have to create an unmodified copy of the SDK code to use as a basis to create the patch, right? Thanks for the help and sorry for being a pest and asking questions that aren't directly related to hlcoding. Nicholas ___ 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] VAC keeps booting me from my own listen server! :(
I don't think this has anything to do with any particular version of the SDK, or anything to do with the SDK at all. The issue is seemingly just that Valve can't keep the VAC servers online and stable, and whenever they go down, this issue resurfaces. At 2007/01/30 10:31 PM, Teddy wrote: We had the VAC problem a few weeks ago (where we had to run our servers with -insecure), but it's since resolved itself. We've never had any problems with the latest SDK causing the server to crash or shutdown. -Teddy On 1/31/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Unfortunately I can confirm this. I ported from the 8/4 code from last year to the most recent version this weekend, and ever since whenever I load a map with sv_lan 0, the engine.dll calls LevelShutdown() almost immediately. sv_lan 1 allows playing. I really hope for an answer/fix soon, since this is about the 6th time we can't continue developing/playtesting due to external causes. best regards, -- Maarten ___ 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] VAC keeps booting me from my own listen server! :(
Crash? There's no crash for me, VAC just disconnects me (and all other players out there) at random sometimes. At 2007/01/27 12:46 PM, Ben Everett wrote: Also, running sv_lan 0 at the moment is causing a crash. The error occurs when trying to retrieve a ConVar's value. I also get booted from a server immediately if I'm not using -insecure where it says Response timed out. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Friday, January 26, 2007 8:24 PM To: hlcoders@list.valvesoftware.com; hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] VAC keeps booting me from my own listen server! :( Strangely I'm still getting booted off with -insecure, but it least it seems to be taking slightly longer before it boots me. At 2007/01/26 08:19 PM, Minh wrote: ahhh thank you! That helps heaps! funny how that parameter adequately describes my mood.. - Original Message - From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 26, 2007 6:02 PM Subject: Re: [hlcoders] VAC keeps booting me from my own listen server! :( This is not something you broke in code, as it's happening to me right now as well. The VAC servers seem to be offline right now. Use -insecure on the command line. At 2007/01/26 07:39 PM, Minh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is something going on with the VAC server because lately, I've been getting booted out of my own listen server out of the blue. It usually happens after a minute of running around the server by myself. I've seen the error msg before but recently, it seems to come up more often and I'm not sure if it's because of a Steam thing or if it's something I did with my code Here's the error msg: Secure Connection Failed: A connection to the Steam VAC Servers could not be made. For troubleshooting network issues, please click link below... also, in faded text, there's the phrase, Parsing game info... -- ___ 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 __ NOD32 2011 (20070127) Information __ This message was checked by NOD32 antivirus system. http://www.eset.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] PostRenderVGui unstable?
I trimmed it all down to just a call like this, and the bug still occured: g_pMatSystemSurface-DrawColoredText( font, 100, 100, 255, 255, 255, col_a, %s, text ); It's definitely a bug in somebody's code, the only question is whether you're supposed to be able to render 2D stuff at that point. At 2007/01/26 03:33 PM, Nick wrote: I do not think that this is a bug. Can you post what you have in ClientModeShared::PostRenderVGui()? On 1/26/07, Jed [EMAIL PROTECTED] wrote: Just thought I'd mention, I tried your fix in my mod and it stopped my models on a VGUI panel from working. - Jed On 26/01/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Since no one ever responded, I filed this zilla for tracking... http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=108 At 2007/01/15 01:06 AM, [EMAIL PROTECTED] wrote: I noticed that when using PostRenderVGui, the 2D items I rendered would be offset vertically down whenever the Centerprint VGUI panel activated. I eventually tracked down this as a fix. I haven't filed a zilla on it though because I'm wondering if maybe I'm using it inappropriately? --- ./mod/src/cl_dll/view_scene.cpp 10 Dec 2006 02:28:39 - 1.5 +++ ./mod/src/cl_dll/view_scene.cpp 15 Jan 2007 07:05:03 - @@ -3485,6 +3485,8 @@ // The crosshair, etc. needs to get at the current setup stuff AllowCurrentViewAccess( true ); + g_pClientMode-PostRenderVGui(); + // Draw the in-game stuff based on the actual viewport being used render-VGui_Paint( PAINT_INGAMEPANELS ); @@ -3492,7 +3494,6 @@ VGui_PostRender(); - g_pClientMode-PostRenderVGui(); materials-Flush(); } ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VAC keeps booting me from my own listen server! :(
This is not something you broke in code, as it's happening to me right now as well. The VAC servers seem to be offline right now. Use -insecure on the command line. At 2007/01/26 07:39 PM, Minh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is something going on with the VAC server because lately, I've been getting booted out of my own listen server out of the blue. It usually happens after a minute of running around the server by myself. I've seen the error msg before but recently, it seems to come up more often and I'm not sure if it's because of a Steam thing or if it's something I did with my code Here's the error msg: Secure Connection Failed: A connection to the Steam VAC Servers could not be made. For troubleshooting network issues, please click link below... also, in faded text, there's the phrase, Parsing game info... -- ___ 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] VAC keeps booting me from my own listen server! :(
Strangely I'm still getting booted off with -insecure, but it least it seems to be taking slightly longer before it boots me. At 2007/01/26 08:19 PM, Minh wrote: ahhh thank you! That helps heaps! funny how that parameter adequately describes my mood.. - Original Message - From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 26, 2007 6:02 PM Subject: Re: [hlcoders] VAC keeps booting me from my own listen server! :( This is not something you broke in code, as it's happening to me right now as well. The VAC servers seem to be offline right now. Use -insecure on the command line. At 2007/01/26 07:39 PM, Minh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is something going on with the VAC server because lately, I've been getting booted out of my own listen server out of the blue. It usually happens after a minute of running around the server by myself. I've seen the error msg before but recently, it seems to come up more often and I'm not sure if it's because of a Steam thing or if it's something I did with my code Here's the error msg: Secure Connection Failed: A connection to the Steam VAC Servers could not be made. For troubleshooting network issues, please click link below... also, in faded text, there's the phrase, Parsing game info... -- ___ 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] PostRenderVGui unstable?
Since no one ever responded, I filed this zilla for tracking... http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=108 At 2007/01/15 01:06 AM, [EMAIL PROTECTED] wrote: I noticed that when using PostRenderVGui, the 2D items I rendered would be offset vertically down whenever the Centerprint VGUI panel activated. I eventually tracked down this as a fix. I haven't filed a zilla on it though because I'm wondering if maybe I'm using it inappropriately? --- ./mod/src/cl_dll/view_scene.cpp 10 Dec 2006 02:28:39 - 1.5 +++ ./mod/src/cl_dll/view_scene.cpp 15 Jan 2007 07:05:03 - @@ -3485,6 +3485,8 @@ // The crosshair, etc. needs to get at the current setup stuff AllowCurrentViewAccess( true ); + g_pClientMode-PostRenderVGui(); + // Draw the in-game stuff based on the actual viewport being used render-VGui_Paint( PAINT_INGAMEPANELS ); @@ -3492,7 +3494,6 @@ VGui_PostRender(); - g_pClientMode-PostRenderVGui(); materials-Flush(); } ___ 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] console woes
The zilla is here: http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=69 Feel free to add you me toos so that Valve is aware that people really do exist that don't own American qwerty keyboards. At 2007/01/18 02:51 AM, Jed wrote: Yeah it's in bugzilla and it's been there since Source came out. I have a Swedish keyboard and can't get the console up no matter what and have to edit the config file everytime to use F10. Would be nice if by default the console key was included in the keyboard configuration menu so you can change it without having to result to notepad - or just make the console a normal key like F12 or something. - Jed On 18/01/07, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Theres a bug on QWERTZ keyboards not being able to use the console button, you'll have to add it on your config.cfg to another button or something. -- ___ 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] VPhysics Crash Dump
Uh-oh, if you've followed this mailing list for a while, you'll know I sure don't envy you! :) At 2007/01/21 04:11 PM, Daniel Menard wrote: -- [ Picked text/plain from multipart/alternative ] Hey, I have this vphysics crash dump which I am getting only in a specific map with the spacecraft from Eternal-Silence. This map is the only one with displacements. The crash seems almost random and the call stack offers no information whatsoever, the whole thing is in vphysics.dll. I was wondering if someone at valve could tell me in what part of the physics code it is crashing so I can make appropriate modifications. Here is the file: http://www.eternal-silence.net/vphysics_crash.mdmp Thanks, Dan -- ___ 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] Asserts thrown when trying to debug debugging in VS2003
If any of the asserts you get are not in that list, please add them to the list, or if you are unsure, reply with more specifics here. Or alternatively file a zilla, like I just did with http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=98 ... At 2007/01/16 01:05 PM, Mike Durand wrote: Yes, those asserts are a known issue. The community has documented them here: http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Richard Sent: Tuesday, January 16, 2007 3:12 AM To: 'hlcoders@list.valvesoftware.com' Subject: [hlcoders] Asserts thrown when trying to debug debugging in VS2003 -- [ Picked text/plain from multipart/alternative ] Hi, I'm trying to debug my mod to find out why it crashes when a 2nd player joins, but keep getting a bunch of asserts thrown. Should I expect this, or does it mean things aren't right somewhere? I get one assert before I even get into the game, and when I add a bot, a whole heap start flooding in. Is this normal? I've set up debugging as suggested here: http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Sou rce_Code and am running in VS 2003, and my mod is based on HL2MP. Any help appreciated, Thanks, R. -- ___ 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] Code File Structure
http://www.youtube.com/watch?v=Af1OxkFOK18 At 2007/01/10 02:20 PM, John Sheu wrote: On Wednesday 10 January 2007 1:57 pm, Nick wrote: Hard work and determination beats experience hands down. Well, generally, hard work and determination lead to experience... -John Sheu ___ 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] PostRenderVGui unstable?
I noticed that when using PostRenderVGui, the 2D items I rendered would be offset vertically down whenever the Centerprint VGUI panel activated. I eventually tracked down this as a fix. I haven't filed a zilla on it though because I'm wondering if maybe I'm using it inappropriately? --- ./mod/src/cl_dll/view_scene.cpp 10 Dec 2006 02:28:39 - 1.5 +++ ./mod/src/cl_dll/view_scene.cpp 15 Jan 2007 07:05:03 - @@ -3485,6 +3485,8 @@ // The crosshair, etc. needs to get at the current setup stuff AllowCurrentViewAccess( true ); + g_pClientMode-PostRenderVGui(); + // Draw the in-game stuff based on the actual viewport being used render-VGui_Paint( PAINT_INGAMEPANELS ); @@ -3492,7 +3494,6 @@ VGui_PostRender(); - g_pClientMode-PostRenderVGui(); materials-Flush(); } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] min/max errors with Linux compile [SOLUTION]
See http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#First_big_pass_at_-Wall_and_consistent_code for a more thorough and robust elimination of Valve's bad practice of using min/max macros, which I posted a year or so ago (probably where some of yall remember this discussion going on before.) At 2007/01/02 05:53 PM, you wrote: Sorry, i have forgotten to had this in my mail ! I have writed : #ifndef _WIN32 #undef min #undef max #endif Because only windows sdk don't compatible with stdc++ ^^ In a dream it's possible to compile on Solaris, GNU/Hurd system, HP-UX etc... (It's not possible because any specific asm code used into source). I don't have any other problems. Check your case filename and #include. You can process many modification of sdk source with my script. _ rename all directory and .cpp and .h to low case. _ all #include foo are rewrite in lowcase. _ all .vcproj modified for convert filename to lowcase. _ hl_sdk.vcproj corrected (the bad ; converted to ,) _ Makefile.vcpm modified for use lowcase _ info_darknessmode_lightsource.cpp corrected _ add #undef... to stdstring.h This script can be run with sdk already modified (Perfect Dark Mod have used it succefully). And it can detect if action already processed. Download here : http://bombela.free.fr/data/LowCaseAndPatchSourceSDK.sh Good play ;) @+ Bombela. PS: Sorry for my bad english. Jed a écrit : Thanks, That worked for me, althoug I had to do it like this: #ifdef _LINUX #undef min #undef max #endif or my Windows build wouldn't compile. Well thats one problem solved. Now I have a big error with memoverride.cpp but I belive thats already logged in bugzilla. - Jed On 30/12/06, Bombela [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, The problem is a conflit with valve definition of min/max in public/minmax.h and the definition in stdc++ (file limits). Tank for your tip Garry. For resolve it's simple. In file public/stdstring.h of your Source SDK, you can add : #undef min #undef max before : #include string The include string use limits and others files when use stdc++ min/max definition. The compilation with gcc 3.4.6 is now possible. $ gcc-3.4 -dumpversion 3.4.6 $ du -h server_i486.so du: cannot access `server_i486.so': No such file or directory $ time make -j5 -f Makefile [...] ccache g++-3.4 -w -I../dlls/. -I../dlls/../utils... [...] /usr/local/lib/libstdc++.so.6.0.1 /usr/local/lib/gcc/i486-linux-gnu/3.4.1/libgcc_eh.a make[1]: Leaving directory `/media/fast/pdark/code/src/linux_sdk' real1m23.312s user2m45.022s sys 0m27.522s $ du -h server_i486.so 14M server_i486.so Coool ;) Bombela (Pssst' : Sorry for my bad english !) Garry Newman a écrit : -- [ Picked text/plain from multipart/alternative ] I came across this about a year ago too. It was a pretty common problem - not sure why there isn't more info on it (there was back then). From what I remember it's something in stdstring.h. It includes some file that re-defines min and max in linux. The fix was to just #undef min and #undef max and then include another file (I think). Wish I could find where I found out how to fix it. garry On 12/23/06, Jed [EMAIL PROTECTED] wrote: Well after solving all the other problems I've managed to get the current HL2MP SDK to start compiling but I've hit an error regarding min/max. I've searched the archives and found mention to it but no definate answer on how to fix it. I've looked at the KI list for Linux on the SDK but it's really confusing as to what issues are from the old SDK, which are just with the new or what remain from both. So, in short - I'm compiling the current 31st Oct 2006 HL2MP codebase with GCC 3.4.6. Everything is set-up and running as far as a build environment is concerned and the compile begins before stopping with this: /usr/bin/g++34 -w -I../dlls/../game_shared/hl2 -I../dlls/. -I../dlls/../public -I../dlls/../public/tier1 -I../dlls/../game_shared -I../dlls/../utils/common -I../dlls/../dlls -I../dlls/../../dlls -I../dlls/../dlls/hl2_dll -I../dlls/../dlls/hl2mp_dll -I../dlls/../game_shared/hl2mp -I../dlls/./episodic -DHL2_EPISODIC -DHL2MP -DHL2_DLL -DUSES_SAVERESTORE -DNDEBUG -DGAME_DLL -Dsprintf=use_Q_snprintf_instead_of_sprintf -DVECTOR -Dstrncpy=use_Q_strncpy_instead -D_snprintf=use_Q_snprintf_instead -DPROTECTED_THINGS_ENABLE -mtune=i686 -march=pentium3 -mmmx -O3 -fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcasecmp -D_stricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_snprintf=snprintf -D_vsnprintf=vsnprintf -D_alloca=alloca -Dstrcmpi=strcasecmp -Usprintf=use_Q_snprintf_instead_of_sprintf -Ustrncpy=use_Q_strncpy_instead -UPROTECTED_THINGS_ENABLE -o obj/server_i486/dlls/npc_talker.o -c ../dlls/npc_talker.cpp In file included from /usr/lib/gcc/i386-redhat-linux/3.4.6/../../../../include/c++/3.4.6/memory:61, from
Re: [hlcoders] Linux DS Build problem
I saw a vcpm crasher on an older version of linux that had an pre-requirements version of glibc in the lib path. It's probably something like that, if not that exact issue. See the SDK Linux wiki page. At 2007/01/05 01:42 PM, Sylvain Rochette wrote: Ok done, i downloaded the latest source from public/utils and builded vcpm. I still got the same error when building my mod make: *** [mod] Segmentation fault - Original Message - From: Alfred Reynolds [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 05, 2007 1:41 PM Subject: RE: [hlcoders] Linux DS Build problem Try rm ./vcpm make vcpm and then run your make again. Sylvain Rochette wrote: I having hard time to build the linux version of our mod. One year ago, the linux build was building fine, but we did not use the linux the last year (2006). With the big sdk update from the last summer, stuff probably changed. But i am not sure if its related to that (i think not) Here the error, i am not sure if its related to the parsing with hl_sdk or its because i really miss the compiler. But i did not change anything on this computer, the last time i open it (one year ago) was to compile the mod and was working fine. make if [ -z /usr/bin/gcc-3.4 ]; then echo Compiler not defined.; exit; fi if [ ! -d /home/srochette/srcds_l/ii/src/linux_ii];then mkdir /home/srochette/srcds_l/ii/src/linux_ii;fi cd /home/srochette/srcds_l/ii/src/linux_ii if [ ! -f tier0_i486.so ]; then ln -s ./bin/tier0_i486.so .; fi if [ ! -f vstdlib_i486.so ]; then ln -s ./bin/vstdlib_i486.so .; fi ./vcpm /mnt/ii_source/dlls/hl_sdk.vcproj make: *** [mod] Segmentation fault ___ 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] Some linux questions *groan*
Regarding #4, I filed a zilla on one apparent issue: http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=85 At 2006/12/21 06:30 PM, Nick wrote: I thought someone would have replied to this message by now. I don't know all of the answers to the questions, so if anyone could help that would be great. 1. I don't think you need a working version of HLDS to compile the sdk for linux. It isn't needed for windows so I don't know why it would be needed for linux. You would need a working HLDS to test on linux though. 2. I am not quite aware of such a patchfile for all of the bugs, I believe you can get some fixes for specific issues from the valve wiki and the valve bugzilla . 3. Don't know. 4. I don't know, but would like to know the answer if anyone has it. 5. Perhaps this might help: http://www.diy-linux.org/pipermail/diy-linux-dev/2005-June/000556.html On 12/14/06, Jed [EMAIL PROTECTED] wrote: I've trawled the archive and the Wiki for Linux info and while I've got a grounding in whats needed to compile the SDK for Linux, I've still some outstanding questions. I'm not a Linux guru but have some experience from running a NOC with a bunch of Linux boxes so I'm comfortable in the command-line and compiling stuff where I've not had to make too many config changes. In short, we're using the currently release SDK build, the one that works with AppID 215, etc. and has the VS2005 solution files. I've set-up a Fedora Core 6 box under VMWare Workstation which is up and running and working fine and I've installed versions of GCC, GLIBC and Xerces which I *think* are compatible with the SDK - notes on that here: http://developer.valvesoftware.com/wiki/User:Wunderboy/Sandbox Theres a couple of generic questions and a few relating directly to the Makefile so i'll try and keep these brief. 1) Because I'm running Linux under a VM I'm having problems running HLDS due to the NAT/Network issues. Do I need a working copy of HLDS on the build machine for the compile or can I get away without it? Forget testing for now, I just wonder if anything in HLDS is needed to make the compile work. 2) I'm aware theres some diff/patch files floating around to fix a lot of bugs in the SDK. Is there one for the current SDK and a pure HL2DM project? 3) How relevant is the known issues list on the Wiki for the current SDK build? Makefile questions... 4) We're using VS2005 for this, but I noticed that default Makefile points to the VS2003 vcproj file. Any issues/problems if I just make this point to the VS2005 one instead? 5) I dont seem to have libgcc_eh.a anywhere on my system - any idea what package it might be in? I think thats it! - Jed ___ 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] What is the purpose of the client's server.dll?
I just noticed something else that the client's server.dll is apparently responsible for: command line auto-completion of command names. At 2006/11/30 11:15 AM, Yahn Bernier wrote: Structures in memory exported from the .dll The server defines the SendPropxxx with the number of bits and ranges, so that's why it has to be networked or copied down from the server .dll to the client. The client only connects to those with the RecvProps, which don't define the network encoding Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, November 29, 2006 8:15 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] What is the purpose of the client's server.dll? Ok, so it is correct that the actual code is basically unused, and that's intentional. What exactly is it checksumming? The .dll file on disk, or the structures in memory? I hope it's not the .dll, since I release server updates for my mod more frequently than client updates, so the client's server.dlls will almost always differ from the server's server.dll. If it's just the structures in memory, it seems like the client.dll already knows all of the structure sizes, what with all the stuff like IMPLEMENT_CLIENTCLASS_DT, so I still don't get what the purpose of the server.dll could be. (In response to the other email about file sizes - well, reducing executable size bloat is always a good thing, even if it's just a few megs.) At 2006/11/29 09:35 PM, you wrote: The client uses the class definitions from the server to see if it can avoid having to request the networked class tables from the remote host at signon time. It checksums it's version of the servers and if that matches what the server sends down, then it just builds its client side network setup directly from the server data. It saves a bunch of bandwidth. The system assumes that the client and server .dlls are in sync. We could probably investigate unloading the server.dll after verifying the tables and getting what we need, but since we don't call any methods in it, I think the code would get paged out pretty effectively anyway. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, November 29, 2006 6:31 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] What is the purpose of the client's server.dll? I've asked before, but no one seemed to know. It's been about a year so I figured I'd try my luck again. :) What is the purpose of the client's server.dll? Basically, if I ever forget to copy over the latest version, then I get weird Valve server uses different class tables errors. But the mod code in it seemingly serves no actual purpose, as I've added large numbers of asserts, tested on the client, and seen that almost none of the mod code is ever called. So there's this 5 megs or so of unused code, but somewhere in it is a magic few bytes that causes server uses different class tables errors. I would like to trim down the file size more for my mod-downloaders, but I'm also just curious. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New SDK impossibly buggy.
I continue to use that - without it, Asserts are constantly hit, on top of which the old code seems functionally incorrect. Mike Durand had indicated at one point he'd be reviewing those breakages but I don't think anything's come of it yet, so the wiki is still the latest on that assert crasher. I continue to suspect that Valve just doesn't use debug builds in QA, so assert crashers are probably going to be low on their priority list. At 2006/12/18 06:54 PM, Eric Van Huss wrote: The page helped me a lot as well. Although there is one that doesn't seem to work any more for the mp sdk or maybe it was just a fix for the single player sdk? http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Server:_util.cpp_.28531.29_:_Assertion_Failed:_.21.22UTIL_GetLocalPlayer.22 I 'fixed' it but don't know if it's totally correct. Here's the changes: else if ( pEvent-pObjects[index]-GetGameFlags() FVPHYSICS_PLAYER_HELD ) { // if the player is holding the object, use it's real mass (player holding reduced the mass) CBasePlayer *pPlayer = NULL, *temp_player = NULL; temp_player = ToBasePlayer(pEvent-pEntities[index]-GetOwnerEntity()); if(temp_player temp_player-edict()){ pPlayer = temp_player; } Assert(pPlayer object with FVPHYSICS_PLAYER_HELD but no player holding it); if (pPlayer) { float mass = pPlayer-GetHeldObjectMass( pEvent-pObjects[index] ); Assert((mass 0) player was holding object so mass should be non-zero); if (mass 0) { invMass = 1.0f / mass; } } } From: Jorge Rodriguez [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] New SDK impossibly buggy. Date: Mon, 18 Dec 2006 13:35:15 +0900 [EMAIL PROTECTED] wrote: Yeah I don't think Valve QA uses debug builds... See http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List and the bugzilla page for asserts. Although I can't seem to find the first one you mention at the moment. I thought I'd filed it though so I'm holding off on re-filing it. Yes, I use that page to fix many of the problems in my SDK. I check it semi regularly to fix the more recent ones. It's very helpful. -- Jorge Vino Rodriguez ___ 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] Missing Entry Point??
Yes I have not seen this in many days, since updating my srcds, so I'd say this is fixed. At 2006/11/29 09:19 PM, Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] Looks like this was fixed in the latest update. On 11/28/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I don't have such a file and yet I still get this error every time I launch the mod. According to process explorer it's loading the tier0_s.dll from source\bin\tier0_s.dll under the srcds install directory. At 2006/11/24 03:25 PM, you wrote: Thanks to Joel's help this problem has been tracked down. A workaround is to delete this file: SteamApps\user name\source sdk base\bin\tier0_s.dll Note that this file will appear back on disk every time you run the Source SDK (but it won't come up if you are just debugging the game server/client). We will work on a SDK update to permanently remove this problem. - Alfred Skillet wrote: -- [ Picked text/plain from multipart/alternative ] I get the message both using the pre VS2005 compatibility update code on VS2003, and the new code on VS2005 (two separate projects). On 11/24/06, Nick [EMAIL PROTECTED] wrote: I am also getting it..(using the new code) On 11/24/06, Oliver [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This may have something to do with it. I get these error messages when compiling: tier1.lib(datamanager.obj) : warning LNK4204: 'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging information for referencing module; linking object as if no debug info tier1.lib(generichash.obj) : warning LNK4204: 'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging information for referencing module; linking object as if no debug info tier1.lib(strtools.obj) : warning LNK4204: 'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging information for referencing module; linking object as if no debug info On 11/24/06, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Same here. On 11/24/06, Jeremy Swigart [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm getting that too. Very annoying. On 11/23/06, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yes, I received this too, just after restarting steam and grabbing the new update. I thought it was something I did with my code. I'll try your fix, it's really annoying having it pop up 2 times as my server loads, and I load it up a lot for testing my mod. On 11/24/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: I normaly get it if i run the game on a screen size my lcd wont support in windowed mode - just make a new mod, export the reigestry key, and change the path, install the key, and it should work. It might be another entry point for you, but this fixed my error Adam --- Daniel Menard [EMAIL PROTECTED] wrote: Is anybody else getting this error when starting their mod? It also happens while loading a map (after getting it on startup). hl2.exe - Entry Point Not Found The procedure entry point IsLogActive could not be located in the dynamic link library tier0_s.dll It started cropping up right around the SDK Update being rolled in. I updated our codebase but it hasn't disappeared. It's pretty intermittent, but happens more often while running with the debugger. I have reports from at least 1 tester having it by starting from the steam menu. It's not a fatal error, the mod still runs fine, but it's very annoying. It happens while the main menu is loading, and also while the map loads. Is there some way to get rid of this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com Do you Yahoo!? Everyone is raving about the all-new Yahoo! Mail beta. http://new.mail.yahoo.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
Re: [hlcoders] New SDK impossibly buggy.
Yeah I don't think Valve QA uses debug builds... See http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List and the bugzilla page for asserts. Although I can't seem to find the first one you mention at the moment. I thought I'd filed it though so I'm holding off on re-filing it. At 2006/12/13 05:25 PM, Jorge Rodriguez wrote: - I hit the Assert(0) in gamemovement.cpp near line 3903 (just above Restoring player view height\n) all the time, which shouldn't happen at all. - I hit other asserts fairly often. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] What is the purpose of the client's server.dll?
I've asked before, but no one seemed to know. It's been about a year so I figured I'd try my luck again. :) What is the purpose of the client's server.dll? Basically, if I ever forget to copy over the latest version, then I get weird Valve server uses different class tables errors. But the mod code in it seemingly serves no actual purpose, as I've added large numbers of asserts, tested on the client, and seen that almost none of the mod code is ever called. So there's this 5 megs or so of unused code, but somewhere in it is a magic few bytes that causes server uses different class tables errors. I would like to trim down the file size more for my mod-downloaders, but I'm also just curious. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] What is the purpose of the client's server.dll?
Ok, so it is correct that the actual code is basically unused, and that's intentional. What exactly is it checksumming? The .dll file on disk, or the structures in memory? I hope it's not the .dll, since I release server updates for my mod more frequently than client updates, so the client's server.dlls will almost always differ from the server's server.dll. If it's just the structures in memory, it seems like the client.dll already knows all of the structure sizes, what with all the stuff like IMPLEMENT_CLIENTCLASS_DT, so I still don't get what the purpose of the server.dll could be. (In response to the other email about file sizes - well, reducing executable size bloat is always a good thing, even if it's just a few megs.) At 2006/11/29 09:35 PM, you wrote: The client uses the class definitions from the server to see if it can avoid having to request the networked class tables from the remote host at signon time. It checksums it's version of the servers and if that matches what the server sends down, then it just builds its client side network setup directly from the server data. It saves a bunch of bandwidth. The system assumes that the client and server .dlls are in sync. We could probably investigate unloading the server.dll after verifying the tables and getting what we need, but since we don't call any methods in it, I think the code would get paged out pretty effectively anyway. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, November 29, 2006 6:31 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] What is the purpose of the client's server.dll? I've asked before, but no one seemed to know. It's been about a year so I figured I'd try my luck again. :) What is the purpose of the client's server.dll? Basically, if I ever forget to copy over the latest version, then I get weird Valve server uses different class tables errors. But the mod code in it seemingly serves no actual purpose, as I've added large numbers of asserts, tested on the client, and seen that almost none of the mod code is ever called. So there's this 5 megs or so of unused code, but somewhere in it is a magic few bytes that causes server uses different class tables errors. I would like to trim down the file size more for my mod-downloaders, but I'm also just curious. ___ 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] Missing Entry Point??
I don't have such a file and yet I still get this error every time I launch the mod. According to process explorer it's loading the tier0_s.dll from source\bin\tier0_s.dll under the srcds install directory. At 2006/11/24 03:25 PM, you wrote: Thanks to Joel's help this problem has been tracked down. A workaround is to delete this file: SteamApps\user name\source sdk base\bin\tier0_s.dll Note that this file will appear back on disk every time you run the Source SDK (but it won't come up if you are just debugging the game server/client). We will work on a SDK update to permanently remove this problem. - Alfred Skillet wrote: -- [ Picked text/plain from multipart/alternative ] I get the message both using the pre VS2005 compatibility update code on VS2003, and the new code on VS2005 (two separate projects). On 11/24/06, Nick [EMAIL PROTECTED] wrote: I am also getting it..(using the new code) On 11/24/06, Oliver [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This may have something to do with it. I get these error messages when compiling: tier1.lib(datamanager.obj) : warning LNK4204: 'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging information for referencing module; linking object as if no debug info tier1.lib(generichash.obj) : warning LNK4204: 'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging information for referencing module; linking object as if no debug info tier1.lib(strtools.obj) : warning LNK4204: 'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging information for referencing module; linking object as if no debug info On 11/24/06, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Same here. On 11/24/06, Jeremy Swigart [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm getting that too. Very annoying. On 11/23/06, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yes, I received this too, just after restarting steam and grabbing the new update. I thought it was something I did with my code. I'll try your fix, it's really annoying having it pop up 2 times as my server loads, and I load it up a lot for testing my mod. On 11/24/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: I normaly get it if i run the game on a screen size my lcd wont support in windowed mode - just make a new mod, export the reigestry key, and change the path, install the key, and it should work. It might be another entry point for you, but this fixed my error Adam --- Daniel Menard [EMAIL PROTECTED] wrote: Is anybody else getting this error when starting their mod? It also happens while loading a map (after getting it on startup). hl2.exe - Entry Point Not Found The procedure entry point IsLogActive could not be located in the dynamic link library tier0_s.dll It started cropping up right around the SDK Update being rolled in. I updated our codebase but it hasn't disappeared. It's pretty intermittent, but happens more often while running with the debugger. I have reports from at least 1 tester having it by starting from the steam menu. It's not a fatal error, the mod still runs fine, but it's very annoying. It happens while the main menu is loading, and also while the map loads. Is there some way to get rid of this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com Do you Yahoo!? Everyone is raving about the all-new Yahoo! Mail beta. http://new.mail.yahoo.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 -- ___ 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:
Re: [hlcoders] Loading server so on Linux fails
Either your symbols are broken, or Valve's code is executing a null function pointer. At 2006/11/25 01:13 PM, Giancarlo Rivas wrote: -- [ 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? -- ___ 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] Still need this assert?
Yeah I commented out that assert as well. I thought I'd makde a KI list entry or zilla on this one but maybe not. The assert occurs almost every time you duck, so clearly Valve's assert is just totally meaningless right there. It's not clear what the intent was. At 2006/11/09 06:08 AM, Eric Van Huss wrote: [ Converted text/html to text/plain ] I've been able to fix a few of the other asserts by using http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List[1] . Thanks to all who contributed! It was just this last one with Duck() that I was unsure about. Also I just found out if you add a bot you get a bunch of asserts, so gonna look at that too. A 'dumb' bot still appears despite the asserts. Didn't seem to respawn after I killed em though. EJ -- From: Nick [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Still need this assert? Date: Wed, 8 Nov 2006 15:05:27 -0600 When I find any asserts i just comment them out. On 11/8/06, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] It happens for me every time the duck key is released as well. There's a nearby comment that says it should rarely or never happen. I assume something changed (or something that was supposed to change didn't) between when the assert was added and now. Anyway, I doubt there's any harm in removing it. On 11/7/06, Eric Van Huss [EMAIL PROTECTED] wrote: [ Converted text/html to text/plain ] This is for the recently released sdk update. I'm new and playing around with the sdk so I'll probably sound as such. I'm using 2005 Express. At the end of CGameMovement::Duck there's a hack check to make sure the viewoffset z value is correct. In the comments about this check it says it might not be needed but it's there to make sure people know if a certain bug is happening. I'm getting this assert after letting go of duck almost every time. If I comment out 'SetDuckedEyeOffset(0.0f)' ,at the end of the assert check, the code still works and the player's viewoffset z value gets changed to the correct value on it's own(64.0). In case anyone wants to know...! FinishUnDuck() sets the player's viewoffset(z = 64.0). It then goes back to engine.dll(which is a pain to debug :) ). Engine.dll calls CHLClient::FrameStageNotify - OnRenderStart(), which down the line calls C_BaseEntity::Interp_Interpolate(). The for loop in this method changes the z value of the player's viewoffset. Then Duck() gets called again and the assert happens. I guess this check/assert is not letting interpolation run its course? So do we still need this check/assert. Or maybe a better conditional check? Thanks, EJ ___ 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 ===References:=== 1. http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List ___ 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] memory leak
Valgrind, and it is cheap. (Free.) At 2006/10/31 07:52 PM, Ben Everett wrote: BoundsChecker, but it isn't cheap. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Darnell Sent: Tuesday, October 31, 2006 4:57 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] memory leak -- [ Picked text/plain from multipart/alternative ] Big :) That's one of the problems. We know there is a leak, but we are unsure just how big we are talking. Which is why we are interested in hearing what programs, libraries some of you may use to debug, detect these things. -Nick On 10/31/06, Nick [EMAIL PROTECTED] wrote: how big is the leak? On 11/1/06, Oliver [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] We've got a memory leak in our code somewhere. I've looked through the wiki articles on memory leaks and haven't been able to fix it. Does anyone know a memory manager viewer debugger tool for HL2? Thanks. -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Raw Sound Input
Well this came up once before -- the topic was being able to pass microphone data into a localized sound emitter, ie, so that conversations could take place whereever you were -- and the answer was basically, no it's currently impossible. At 2006/10/26 06:31 PM, Adam \amckern\ Mckern wrote: You will have to talk to valve, and see how much of the Miles API they have open to the community. You can try and use the API call's found at http://www.radgametools.com/ if you cant wait for them to get back to you, or they go 'i Dont know'. Adam --- Nick Darnell [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Does anyone know if the SDK allows us input a raw array of bytes to play, instead of providing a sound name? Because I want to still employee the engines 3d sound techniques, but I'm trying to build upon my procedural material article on the wiki. So if they want to play an AVI, or another movie format, they can include the sound also, but in a localized fashion that you only hear when you get close. -Nick -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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] Problems with latest hl2dm sdk update:
It looks like he probably tried to use the generic semi-useless mode instead of HL2DM gcf mode. (I forget the official name for it.) At 2006/10/26 03:44 PM, Garry Newman wrote: -- [ Picked text/plain from multipart/alternative ] You're just missing a bunch of material files from the hldm install. It is a bit crappy that this isn't already fixed for you when you start a new mod but all you have to do is copy them from the hl2dm gcf. On 10/26/06, enriched [EMAIL PROTECTED] wrote: there are some problems with the latest sdk update for hl2 mulitiplayer. It seems to be code related issues. Using our old binaries instead of the new binares caused all of the problems to disappear. when you startup a server you don't get the normal grey transparency you get this instead http://img204.imageshack.us/my.php?image=brokenstartuphl2dmsdkno1.jpg the gravity gun's effects are all messed up http://img204.imageshack.us/my.php?image=dmrunoffbrokenphyscannoqb1.jpg the stunstick's icon is completey broken. It is replaced by stunstick icon in text only. http://img204.imageshack.us/my.php?image=dmrunoffhl2dmsdkstunstims7.jpg I wanted to make sure that the gravity gun wasn't isolated so i loaded a new map (dm_steamlabs). The gravity gun was still broken, and also dm_steamlabs appeared to be broken as well. the map dm_steamlabs was extracted directly from the gcf. http://img204.imageshack.us/my.php?image=dmsteamlabshl2dmsdkle4.jpg Has anyone encountered this problem? Does anyone know how to fix it? If you want to reproduce these bugs please compile a fresh hl2:multiplayer mod. ___ 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] poorer prediction with new SDK?
I'd never seen those http://www.steampowered.com/status/ep1/ things, Mike - neat. But yea that sort of stuff should be implemented purely in mod code and does not warrant an SDK change. As you can see from that URL I posted for my mod, it's easy enough to roll your own. I've filed http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=61 for the Steam enhancement. Garry, the need to differentiate/sort on bots is a strong use-case for me as well. At 2006/10/11 01:10 PM, Garry Newman wrote: -- [ Picked text/plain from multipart/alternative ] Oh yeah - one thing that really really fries me with CS/DoD:S servers is when it says the server is 31/32 and you join and there's no-one there.. and status shows that there's 29 bots waiting to join the game or something. There's tons of servers pulling that crap. That's nothing to do with the sdk though - just wanted to rant. -- ___ 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] poorer prediction with new SDK?
What kind of stats are you talking about? Like in game stats like the gamespy program sort of allowed or aggregate game stats like http://aoa.planethalflife.gamespy.com/stats/frag-stats.html or something? I guess I should zilla this, but what I'd really like is the ability for a mod to show some more stats on the game in steam, ie add another few columns to the Steam server list page. At 2006/10/10 07:57 PM, Mike Durand wrote: Well, there is a gamestats.cpp and a gamestats.h in our production build we kinda left that out on purpose for now because we don't mods to cause stats traffic problems on our Steam servers. Our stats implementation is very much bound to Steam at this point and we would potentially be opening ourselves up for a security problem if we expose those APIs. I talked to the engineer who implemented the game stats and he says that he thinks the best thing to do would be for mods to roll their own stats solution since there isn't anything miraculous in the gamestats.cpp and gamestats.h files that we are excluding. All that we're doing is creating an object that can serialize itself over a the wire, unserializing it on the other side, and inserting data into a SQL database. We happen to be doing this through the engine, but there's no reason you couldn't implement this completely in the server. You could even make SQL calls from the server DLL if you didn't want to bother with the serialization bit. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Tuesday, October 10, 2006 5:27 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] poorer prediction with new SDK? -- [ Picked text/plain from multipart/alternative ] Good to know Mike, but I have a request to make :) Is there any chance we could get the stats upload code? And the corresponding webpage code you guys use? I think that would be interesting to have a look at and to be able to use :D On 10/11/06, Mike Durand [EMAIL PROTECTED] wrote: Hi All- I'm working through the Visual Studio 2005 SDK work. So once I'm done making sure that it works using both 2003 and 2005 I will put it out. Probably some time next week. With regard to the lag compensation - that code will be back in the SDK with the next release. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Tuesday, October 10, 2006 1:13 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] poorer prediction with new SDK? I wonder when the next sdk code update will be released? On 10/7/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well I've added back the lag compensation calls in player_command.cpp that the old SDK had. Seemingly 100% of the players that were complaining before now agree that everything is much better (as it was prior to the SDK update). At 2006/09/24 08:40 AM, Robbie Groenewoudt wrote: -- [ Picked text/plain from multipart/alternative ] Ah yes, you are right. Interpolation plays a roll. Are there any other situations that needs lagcompensation? Also, if you do it in player_command, player's physics position also gets updated with the lagcompensated-position, which may give funny results... On 9/23/06, Paul Peloski [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I have to disagree. Right in the StartLagCompensation function you will see that the amount of time to back track the enemy player is calculated like this: back track time = cmd transit time (net. latency) + cl_interp value Check the first 10-15 lines of StartLagCompensation to see that in action (note that player-m_fLerpTime is elswhere set to the player's value for cl_interp.) cl_interp is the determining factor in how far behind the client renders an entity vs. the servers position data. The amount the player is moved back is not simply the players ping, its a composite of how far behind their rendering is (cl_interp) and how long it took for their ucmd to reach the server. And yes, like I said you can do it in FireBullets if you use IsPlayer and cast the entity to CBasePlayer, but you can also do it in RunCommand and catch other situations where you use tracelines but are not necessarily calling FireBullets. On 9/23/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] In fact, I already moved it to CBaseEntity::FireBullets and I tested it and it works. player_command.cpp sets the last usercmd in the player class, which you can get via CBasePlayer::GetLastUserCommand(). Also, func_tank gives the player as an argument to FireBullets() so in the class itself I do a pAttacker-IsPlayer() check, which works for everything. You are forgetting something. It's ping. And if you have a ping
[hlcoders] player-child Touch causes player-self Touch
I noticed in my mod, due to some asserts I had added, that under certain circumstances I don't fully understand, the vphysics engine would report a child object (ie, a weapon) touching a player, which when caused the player to touch itself. I don't think Valve could've really intended this - anyone have any ideas on why it might ever have been a good thing to do? Here's the fix if not... --- mod/src/dlls/baseentity.cpp 26 Aug 2006 21:24:28 - 1.8 +++ mod/src/dlls/baseentity.cpp 7 Oct 2006 18:00:57 - @@ -1787,8 +1787,9 @@ void CBaseEntity::StartTouch( CBaseEntity *pOther ) { // notify parent - if ( m_pParent != NULL ) + if ((m_pParent != NULL) (m_pParent != pOther)) { m_pParent-StartTouch( pOther ); +} } void CBaseEntity::Touch( CBaseEntity *pOther ) @@ -1797,15 +1798,15 @@ (this-*m_pfnTouch)( pOther ); // notify parent of touch - if ( m_pParent != NULL ) +if ((m_pParent != NULL) (m_pParent != pOther)) { m_pParent-Touch( pOther ); +} } void CBaseEntity::EndTouch( CBaseEntity *pOther ) { // notify parent - if ( m_pParent != NULL ) - { + if ((m_pParent != NULL) (m_pParent != pOther)) { m_pParent-EndTouch( pOther ); } } @@ -1825,8 +1826,7 @@ // // Forward the blocked event to our parent, if any. // - if ( m_pParent != NULL ) - { + if ((m_pParent != NULL) (m_pParent != pOther)) { m_pParent-Blocked( pOther ); } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] player-child Touch causes player-self Touch
I went to great lengths to try to avoid that. My original subject line was parent touching child causes parent to touch himself... Anyway! ... any comments on the CODING part of the email? At 2006/10/07 05:37 PM, John Sheu wrote: On Saturday 07 October 2006 1:47 pm, Paul Peloski wrote: -- [ Picked text/plain from multipart/alternative ] The subject of your message gave me a good laugh, and upon reading the message I laughed even harder when I read .. caused the player to touch itself. Thanks, Paul Well, it had to happen sooner or later. With all the effort that Valve put into realistic characters, _somebody_ was going to start a porn mod... -John Sheu ___ 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] poorer prediction with new SDK?
Well I've added back the lag compensation calls in player_command.cpp that the old SDK had. Seemingly 100% of the players that were complaining before now agree that everything is much better (as it was prior to the SDK update). At 2006/09/24 08:40 AM, Robbie Groenewoudt wrote: -- [ Picked text/plain from multipart/alternative ] Ah yes, you are right. Interpolation plays a roll. Are there any other situations that needs lagcompensation? Also, if you do it in player_command, player's physics position also gets updated with the lagcompensated-position, which may give funny results... On 9/23/06, Paul Peloski [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I have to disagree. Right in the StartLagCompensation function you will see that the amount of time to back track the enemy player is calculated like this: back track time = cmd transit time (net. latency) + cl_interp value Check the first 10-15 lines of StartLagCompensation to see that in action (note that player-m_fLerpTime is elswhere set to the player's value for cl_interp.) cl_interp is the determining factor in how far behind the client renders an entity vs. the servers position data. The amount the player is moved back is not simply the players ping, its a composite of how far behind their rendering is (cl_interp) and how long it took for their ucmd to reach the server. And yes, like I said you can do it in FireBullets if you use IsPlayer and cast the entity to CBasePlayer, but you can also do it in RunCommand and catch other situations where you use tracelines but are not necessarily calling FireBullets. On 9/23/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] In fact, I already moved it to CBaseEntity::FireBullets and I tested it and it works. player_command.cpp sets the last usercmd in the player class, which you can get via CBasePlayer::GetLastUserCommand(). Also, func_tank gives the player as an argument to FireBullets() so in the class itself I do a pAttacker-IsPlayer() check, which works for everything. You are forgetting something. It's ping. And if you have a ping of 250ms, you don't hit anything because the location of players are different 250ms ago. Lagcompensation fixes this by moving all other players, that the player could shoot, back in time (amount is equivalent to the player's ping ) and then execute the tracelines to check if a bullet has hit someone. Interpolation has nothing to do with lagcompensation. On 9/23/06, Paul Peloski [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What Teddy said is probably the best place. CBaseEntity::FireBullets is probably not good because StartLagCompensation takes CBasePlayer and CUserCmd as parameters so passing the this pointer from within CBaseEntity::FireBullets won't compile, you'd have to wrap it in IsPlayer(), so there's no benefit to func_tank. Garry's right, the lag compensation moves the player back to match what the client would have been shooting at since the client is behind the server. Client rendering is always kept (cl_interp 0.1, ~100 ms) behind the server so that the client can keep enough data ahead of the actual rendering to smoothly interpolate movement. You can get a really good idea what's going on by adding a bot, turning on sv_showhitboxes 2 sv_showlagcompensation 1 host_timescale 0.1 Now you should see some colorful hitboxes that are the servers position, the rendered enemy player is the clients which lags behind those hitboxes because of cl_interp, and when you shoot at the bot, you should see a bunch of blue hitboxes which are the lag compensated hitboxes that are actually used when tracing your shots. In slowmo you can see that the blue boxes overlap the client-rendered player pretty well. Hope that helps, BK Robbie. On 9/23/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Let me rephrase that last. Maybe the best place to lagcompensate would be CBaseEntity:FireBullets(). Then you are sure no other things get messed up... (there's some other stuff in CBasePlayer::PostThink that may not like changing positions). Also, it's possible that the func_tank has no lagcompensation at the moment (I'm not sure) so moving it to FireBullets() would do lagcompensation for everything that fires bullets ;) I doubt that it's called more then once in a frame so moving it shouldn't be harmfull. Just thinking out loud here... Please tell me if I am wrong :) On 9/23/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: FX_FireBullets() calls CSDKPlayer::FireBullet() and that's where the bullet-code is done. However, with mods based
RE: [hlcoders] missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW
Thanks looks good - no more errors so far - I filed for this: http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=53 At 2006/09/17 02:32 PM, Hyperjag 3 wrote: This error happens because Valve never made crossbow reload animations for the playermodels, but told it to use ACT_HL2MP_GESTURE_RELOAD_CROSSBOW in the acttable anyway. In my mod, I just changed the acttable so that it uses ACT_HL2MP_GESTURE_RELOAD_AR2 like most of the other weapons do. It has nothing to do with episodic content as far as I know. From: [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW Date: Sun, 17 Sep 2006 13:23:56 -0500 I thought this came up before, but maybe not. Anyone know how to get rid of these? CBaseAnimatingOverlay::AddGesture: model models/humans/Group03/Male_01.mdl missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW CBaseAnimatingOverlay::AddGesture: model models/humans/Group03/female_03.mdl missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW Is this an Episodic vs non-Episodic model issue maybe? ___ 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] Initial player health value?
Look at the Spawn code. At 2006/09/30 07:45 PM, Adam \amckern\ Mckern wrote: Hi! I cant seem to find the correct '100' value when i grep the entire source folder for the inital, and maxuim player health value there are heaps of pHealth but when i ask VS2003 to find the defintion, it says 'none found'. Can you please tell me where the inital, and maxuim value is? I also looked in skill.cfg's sk values, all i can find is how much chargers, and med packs can give the player. Thanks Adam Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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] poorer prediction with new SDK?
Ah I think I'm starting to see how the pieces fit together then. I was thrown off by all the FX code, thinking it was a client-side function, but there's a surprisingly useful comment at the top of FX_FireBullets: // This runs on both the client and the server. // On the server, it only does the damage calculations. // On the client, it does all the effects. So client-rendering prediction is completely unrelated to all of this. It looks like bullet weapons should still be fine (which is what I tested previously, and they did seem fine) but that bludgeon weapons in the SDK are no broken with respect to lag-compensated hit detection. I'll look into that more. At 2006/09/23 04:18 AM, Garry Newman wrote: -- [ Picked text/plain from multipart/alternative ] I think it's the other way around. The server is moving the other players back to where it thinks they were when you fired the bullets, then tracing and seeing if you hit then, then moving them back. On 9/23/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Forgive my perhaps naive question, but if you only lag compensate during bullet firing, and not the rest of the time, won't you be rendering your opponents on screen in the wrong position? At 2006/09/22 06:48 PM, Teddy wrote: In the new SDK, StartLagCompensation happens on line #193 of sdk_fx_shared.cpp, during the FX_FireBullets() function. It's done here so it doesn't effect player movement (aka sticky player collisions). The problem with this is if your weapon needs unlagged positions for anything other than firing bullets, it won't work. I would recommend you instead StartLagCompensation before RunPostThink( player ) in the CPlayerMove::RunCommand() function. On 9/23/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Damn, you are right. There's no StartLagCompensation-call in the entire code. I don't see any reason why it isn't because it worked good. In the new SDK-code the lagcompensation-code is even expended... It's a bug I guess On 9/22/06, Paul Peloski [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm at home now, sv_showlagcompensation the right name, it's implemented in player_lagcompensation.cpp with the following description: Show lag compensated hitboxes whenever a player is lag compensated. If you compare the file player_command.cpp between the old SDK source and the Aug 11 source, you should notice that the call to StartLagCompensation is missing from CPlayerMove::StartCommand in player_command.cpp I wondered about this when I merged the new SDK, and decided to keep the startLagCompensation for our mod and haven't had any problems with shots registering. Maybe this is a bug in the new SDK? On 9/22/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Closest I see is player_showpredictedposition, but it doesn't seem to visually change anything at all. At 2006/09/21 08:41 AM, Paul Peloski wrote: -- [ Picked text/plain from multipart/alternative ] Check that the lag compensation system is still being used to move entities when a player is shooting, IIRC you can use sv_showlagcompensation 1 or something similar to show some hitboxes when a player is being lag compensated (ie, you have to be shooting at him and lag compensation has to be turned on, etc.) I remember the lagcompensation-StartLagCompensation was missing in the player command code on the server side with regard to the lag compensation system when I first merged with the new SDK. Sorry I can't be more specific, I'm at work and don't have access to the SDK right now. On 9/21/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I'm getting lots of complaints from my user base that, following the SDK update, lag prediction has gotten worse. Has anyone else experienced this? I haven't really experienced much of a change, but then I don't have as large of a ping to any of my mod's servers as some of my users do. After receiving complaints a few days ago I reviewed SDK changes and noticed massive amounts of code changes around prediction. But most of it seems to be centered around the creation of a seemingly unused and pointless NO_ENTITY_PREDICTION define to segregate out the prediction code. Maybe it's used by Valve for debugging or something? It's unclear whether any behavioral changes exist - anyone found evidence of any? Unfortunately we got a years worth of SDK code thrash in one patch, so it's a bit much to try to code review. -bk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders --
Re: [hlcoders] poorer prediction with new SDK?
Forgive my perhaps naive question, but if you only lag compensate during bullet firing, and not the rest of the time, won't you be rendering your opponents on screen in the wrong position? At 2006/09/22 06:48 PM, Teddy wrote: In the new SDK, StartLagCompensation happens on line #193 of sdk_fx_shared.cpp, during the FX_FireBullets() function. It's done here so it doesn't effect player movement (aka sticky player collisions). The problem with this is if your weapon needs unlagged positions for anything other than firing bullets, it won't work. I would recommend you instead StartLagCompensation before RunPostThink( player ) in the CPlayerMove::RunCommand() function. On 9/23/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Damn, you are right. There's no StartLagCompensation-call in the entire code. I don't see any reason why it isn't because it worked good. In the new SDK-code the lagcompensation-code is even expended... It's a bug I guess On 9/22/06, Paul Peloski [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm at home now, sv_showlagcompensation the right name, it's implemented in player_lagcompensation.cpp with the following description: Show lag compensated hitboxes whenever a player is lag compensated. If you compare the file player_command.cpp between the old SDK source and the Aug 11 source, you should notice that the call to StartLagCompensation is missing from CPlayerMove::StartCommand in player_command.cpp I wondered about this when I merged the new SDK, and decided to keep the startLagCompensation for our mod and haven't had any problems with shots registering. Maybe this is a bug in the new SDK? On 9/22/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Closest I see is player_showpredictedposition, but it doesn't seem to visually change anything at all. At 2006/09/21 08:41 AM, Paul Peloski wrote: -- [ Picked text/plain from multipart/alternative ] Check that the lag compensation system is still being used to move entities when a player is shooting, IIRC you can use sv_showlagcompensation 1 or something similar to show some hitboxes when a player is being lag compensated (ie, you have to be shooting at him and lag compensation has to be turned on, etc.) I remember the lagcompensation-StartLagCompensation was missing in the player command code on the server side with regard to the lag compensation system when I first merged with the new SDK. Sorry I can't be more specific, I'm at work and don't have access to the SDK right now. On 9/21/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I'm getting lots of complaints from my user base that, following the SDK update, lag prediction has gotten worse. Has anyone else experienced this? I haven't really experienced much of a change, but then I don't have as large of a ping to any of my mod's servers as some of my users do. After receiving complaints a few days ago I reviewed SDK changes and noticed massive amounts of code changes around prediction. But most of it seems to be centered around the creation of a seemingly unused and pointless NO_ENTITY_PREDICTION define to segregate out the prediction code. Maybe it's used by Valve for debugging or something? It's unclear whether any behavioral changes exist - anyone found evidence of any? Unfortunately we got a years worth of SDK code thrash in one patch, so it's a bit much to try to code review. -bk ___ 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 -- ___ 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] poorer prediction with new SDK?
Closest I see is player_showpredictedposition, but it doesn't seem to visually change anything at all. At 2006/09/21 08:41 AM, Paul Peloski wrote: -- [ Picked text/plain from multipart/alternative ] Check that the lag compensation system is still being used to move entities when a player is shooting, IIRC you can use sv_showlagcompensation 1 or something similar to show some hitboxes when a player is being lag compensated (ie, you have to be shooting at him and lag compensation has to be turned on, etc.) I remember the lagcompensation-StartLagCompensation was missing in the player command code on the server side with regard to the lag compensation system when I first merged with the new SDK. Sorry I can't be more specific, I'm at work and don't have access to the SDK right now. On 9/21/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I'm getting lots of complaints from my user base that, following the SDK update, lag prediction has gotten worse. Has anyone else experienced this? I haven't really experienced much of a change, but then I don't have as large of a ping to any of my mod's servers as some of my users do. After receiving complaints a few days ago I reviewed SDK changes and noticed massive amounts of code changes around prediction. But most of it seems to be centered around the creation of a seemingly unused and pointless NO_ENTITY_PREDICTION define to segregate out the prediction code. Maybe it's used by Valve for debugging or something? It's unclear whether any behavioral changes exist - anyone found evidence of any? Unfortunately we got a years worth of SDK code thrash in one patch, so it's a bit much to try to code review. -bk ___ 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] poorer prediction with new SDK?
I'm getting lots of complaints from my user base that, following the SDK update, lag prediction has gotten worse. Has anyone else experienced this? I haven't really experienced much of a change, but then I don't have as large of a ping to any of my mod's servers as some of my users do. After receiving complaints a few days ago I reviewed SDK changes and noticed massive amounts of code changes around prediction. But most of it seems to be centered around the creation of a seemingly unused and pointless NO_ENTITY_PREDICTION define to segregate out the prediction code. Maybe it's used by Valve for debugging or something? It's unclear whether any behavioral changes exist - anyone found evidence of any? Unfortunately we got a years worth of SDK code thrash in one patch, so it's a bit much to try to code review. -bk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW
I thought this came up before, but maybe not. Anyone know how to get rid of these? CBaseAnimatingOverlay::AddGesture: model models/humans/Group03/Male_01.mdl missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW CBaseAnimatingOverlay::AddGesture: model models/humans/Group03/female_03.mdl missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW Is this an Episodic vs non-Episodic model issue maybe? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] wasteful armor networking?
Although I'm not actively searching for this sort of thing, as some may have noticed from http://tinyurl.com/m2n5j I'm concerned about possible wasted bandwidth. So, is the armor network code more of a bandwidth hog, with the MsgFunc_Battery() message-passing, than the normal SendPropInt() networking? If so, why is it done this way? Is there some advantage in the closed-source side of things? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Interesting Hierarchy Bug
Not sure I understand what's bad about all of this. Do you have a concrete repro scenario from HL2DM, or does this only occur in mod code? At 2006/09/08 12:30 AM, Ben Everett wrote: Good catch! Add it to the bugzilla, as you have a better idea of what is going on than I do (busy bug fixing my own code). An interesting condition to say the least, anyone else w/ experience in this field wanting to comment? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Daniel Menard Sent: Friday, September 08, 2006 12:12 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Interesting Hierarchy Bug Well I've found an interesting hierarchy related bug. I figured I should notify the list about this one because it took me a while to wrap my head around it. I'm not sure if this has been fixed in the new SDK update (my mod is still running on the old codebase until we have time to merge in the new SDK), but I did a quick search in the known issues list and the new source and there doesnt appear to be a fix. It looks like a comment was left regarding parent attachments in the SDK update, but it doesnt resolve the parent issue. Anyways this bug occurs when a FL_EDICT_ALWAYS entity is parented to a PVSCHECK entity. When the PVS entity becomes dormant, it will call UnlinkFromHierarchy which will unlink it from its parent and do the same for all its children. The trouble comes when the PVSCHECK entity comes back into view. The entity loses its dormant state and it begins to move again, but the FL_EDICT_ALWAYS entity stops following (atleast client side). The reason being that the hierarchy system expects a full entity update from the server when it comes back into view (which would fix up the parent of the ALWAYS entity), but since the entity is always transmitted, it never receives the message to reset the parent because server side the parent never changed and the entity never went dormant. I have yet to find a concrete solution to the problem (though its only been about an hour or so since I figured it out), but I am beginning the think UnlinkHierarchy should never get called when an entity goes dormant in the first place. The EHandles would return NULL if the entity was ever removed and if anything is parented to an entity that is dormant it should stay where it is without unlinking. I'm weary of removing the call though, because it may break in some odd condition. I won't be able to make the change to my codebase until tomorrow, but some comments would be appreciated. I could add this to the Known Issues list in the wiki once a stable solution is found. ___ 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] vbsp no linux physics terrain, still present and misc questions
Get on the latest SDK - you're probably mixing some old and some new somehow in a bad way? See the KI list for the workaround for the mathlib thing. http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List At 2006/09/08 06:40 PM, Jochen Werner wrote: Hello everybody, I'm currently working on getting the linux version of my mod to run, so i wondered, is this still the case: vbsp.exe Does Not Create Linux Terrain Physics Data(Since 8/4/2006) In this version of the SDK the vbsp.exe tool does not create Linux-specific physics terrain data as it did in the the past. This causes a crash in the game DLL when an old mod runs a map compiled using the new vbsp.exe. This issue will be addressed in a patch SDK release. ? If so, since we have overwritten all previous compiles of our maps since that date, should I even bother trying to debug my server.so with gdb when it crashes on startup? has someone the old vbsp.exe? its interesting that, on 3 out of 4 maps it crashes on startup, but on the 4th map it runs but crashes as soon as the first client connects. On a sidenote, I currently have two versions, one based on an ancient SDK release (sometime during 2005), thats the one that compiles and that i tested with (maps are compiled with -novirtualmesh so that they still work), and a version ported to the latest SDK, which doesnt compile under linux, it errors out on the very first .cpp mocking about some Vector4d stuff i guess that has something to do with the mathlib? i tried before the .a's were released. also when i try and build the vcpm from my source (old or new sdk doesnt matter), it segfaults immediately, when i compile the BG2 source, it works, and i can actually compile my mod with the bg2-created vcpm binary. whats the changes in the vcpm code that causes that? a diff didnt help me too much there. I still tried to attach gdb to the running srcds process with the proper pid, but as soon as i do that, i dont see the server in the network anymore, whats the trick? I must admit i didnt use gdb before, and what i read from the manpage the syntax was correct. The linux I used is a gentoo with GCC 3.4.4 and GLIBC 2.3.5 regards, thanks and sorry for the long text Octi ___ 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] SDK Bug Tracking Web Page
Thanks much, Mike! I requested this on several occasions long ago. If only there'd been a bugzilla database at the time, in order to register my request for a bugzilla database... Unless we see a flood of bugzilla vandalism, allowing anyone to submit a zilla seems fine. In general, large public projects always have public bugzillas, and I've never seen them be abused so much that they had to be locked down. Bugzilla allows for fairly fine-grained control over who can reassign zillas and such, so it shouldn't be a problem. So Mike were you going to add a zilla for the other existing KIs, or what... I don't want to start filing and end up with wasted effort and zilla dupes. At 2006/09/06 03:26 AM, Robbie Groenewoudt wrote: -- [ Picked text/plain from multipart/alternative ] What about letting only the more experienced users on the VDC add bugs to bugzilla and the other users just use the wiki-pages. This would prevent that bugs are added that are not confirmed or just aren't undocumented well. On 9/6/06, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Great idea (although I'm a MantisBT man myself :P) On 9/6/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] There is also collective.valve-erc.com On 9/6/06, Nick [EMAIL PROTECTED] wrote: Bugzilla is a great idea! Is there someway to link bugzilla accounts to the hlcoders mailing list accounts? (btw: What boards? I thought that hlcoders mailing list and wiki was the only thing available?) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.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] Linux crashes on startup, anybody else getting this?
Mike emailed me some .a's which I QA'd on my RH FC5 box, and HL2 Linux is now functional again. http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_link_fully_on_Linux has been updated with the files if anyone can't wait for the next SDK update... At 2006/09/05 05:22 PM, Mike Durand wrote: OK. The problem is that I added the mathlib source to the SDK distribution but I haven't actually released the SDK since then. So in my mind I had addressed it, but since it was the engine that got updated three weeks ago and not the SDK the fix didn't get to you guys. Sorry about that. The issue that was addressed with the engine update was only the crash related to displacement physics. I am splitting time on fixing this issue and getting the shaders fixed and after these two are completed I will release an update to the SDK. Sorry it's taking so long. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Tuesday, September 05, 2006 11:41 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Linux crashes on startup, anybody else getting this? Linux is still DOA because of http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_l ink_fully_on_Linux I keep those KIs fairly up to date - certainly if it'd been fixed 3 weeks ago I would've updated it by now. If you can point to what you think might've fixed Linux, that might help to explain the disconnect. -bk At 2006/09/05 01:02 PM, Mike Durand wrote: No, I'm still here. I've had my head down doing work on getting working shaders back in the SDK as well as helping to figure out a problem with procedural textures. Regarding the Linux problems: I need to do some more testing because I thought that the engine update three weeks ago fixed all of the issues. It definitely (according to my testing) addressed the issue of older mods not working with the newer engine - that was the physics displacement issue. I'll do some more testing and get back to the thread. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Sunday, September 03, 2006 11:23 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux crashes on startup, anybody else getting this? I really feel sorry for Mike, improvements such as gcc4.0, vs2005, and -Wall, would really drive me insane. On 9/3/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I think the stress must've driven him to an early retirement. At 2006/09/03 08:15 AM, Teddy wrote: Any updates on this Mike? It's been a few weeks ;-P On 8/30/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: You must still be using the old mathlib code, because the new code is incomplete. Incidentally to whoever at Valve that maintains it, if you're reading this, the SDK page is incorrect, missing the 2006-08-11 update: http://www.steampowered.com/platform/update_history/Source%20SDK.ht m l Any ETA Valve on when the new code will be ready? I'm trying to decide whether to release a version of my mod without Linux support, or wait until the next SDK update. -bk At 2006/08/27 10:26 PM, Teddy wrote: I got mathlib and choreo stuff compiling and running fine, now when i ld server_i486.so it says all symbols are linked, yet it still crashes at the same spot (CModAppSystemGroup::Create) On 8/25/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: You reverse-engineered the missing functions? At 2006/08/24 03:25 AM, Teddy wrote: I've fixed up the choreo and mathlib linkers and made my .so, but it still crashes when i try to load it. Has anyone got their mod to load on linux after fixing all the linker problems? On 8/22/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Please ensure it also includes the choreo* stuff, per my entries on http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#W i ll_not_link_fully_on_Linux (... and anything else that might be missing ...) At 2006/08/21 08:33 PM, Mike Durand wrote: I just added it to the SDK branch. It will be included in the next SDK update. That should be coming out soon. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Loyd Sent: Monday, August 21, 2006 1:21 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux crashes on startup, anybody else getting this? Valve, can we have the source(s) to mathlib.lib? [EMAIL PROTECTED] wrote: FYI, I have confirmed that those missing symbols are present in the MSVC .lib files. I don't see why Valve would've done that unless they wanted to make them closed-source, but they'd already released previous versions open source, so this is one of their more mysterious breakages. At 2006/08/19 09:56 PM, [EMAIL PROTECTED] wrote: I thought there was a KI on this already but there wasn't... So I added a KI entry for the srcds dlopen bug:
RE: [hlcoders] Linux crashes on startup, anybody else getting this?
Linux is still DOA because of http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_link_fully_on_Linux I keep those KIs fairly up to date - certainly if it'd been fixed 3 weeks ago I would've updated it by now. If you can point to what you think might've fixed Linux, that might help to explain the disconnect. -bk At 2006/09/05 01:02 PM, Mike Durand wrote: No, I'm still here. I've had my head down doing work on getting working shaders back in the SDK as well as helping to figure out a problem with procedural textures. Regarding the Linux problems: I need to do some more testing because I thought that the engine update three weeks ago fixed all of the issues. It definitely (according to my testing) addressed the issue of older mods not working with the newer engine - that was the physics displacement issue. I'll do some more testing and get back to the thread. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Sunday, September 03, 2006 11:23 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux crashes on startup, anybody else getting this? I really feel sorry for Mike, improvements such as gcc4.0, vs2005, and -Wall, would really drive me insane. On 9/3/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I think the stress must've driven him to an early retirement. At 2006/09/03 08:15 AM, Teddy wrote: Any updates on this Mike? It's been a few weeks ;-P On 8/30/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: You must still be using the old mathlib code, because the new code is incomplete. Incidentally to whoever at Valve that maintains it, if you're reading this, the SDK page is incorrect, missing the 2006-08-11 update: http://www.steampowered.com/platform/update_history/Source%20SDK.htm l Any ETA Valve on when the new code will be ready? I'm trying to decide whether to release a version of my mod without Linux support, or wait until the next SDK update. -bk At 2006/08/27 10:26 PM, Teddy wrote: I got mathlib and choreo stuff compiling and running fine, now when i ld server_i486.so it says all symbols are linked, yet it still crashes at the same spot (CModAppSystemGroup::Create) On 8/25/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: You reverse-engineered the missing functions? At 2006/08/24 03:25 AM, Teddy wrote: I've fixed up the choreo and mathlib linkers and made my .so, but it still crashes when i try to load it. Has anyone got their mod to load on linux after fixing all the linker problems? On 8/22/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Please ensure it also includes the choreo* stuff, per my entries on http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Wi ll_not_link_fully_on_Linux (... and anything else that might be missing ...) At 2006/08/21 08:33 PM, Mike Durand wrote: I just added it to the SDK branch. It will be included in the next SDK update. That should be coming out soon. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Loyd Sent: Monday, August 21, 2006 1:21 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux crashes on startup, anybody else getting this? Valve, can we have the source(s) to mathlib.lib? [EMAIL PROTECTED] wrote: FYI, I have confirmed that those missing symbols are present in the MSVC .lib files. I don't see why Valve would've done that unless they wanted to make them closed-source, but they'd already released previous versions open source, so this is one of their more mysterious breakages. At 2006/08/19 09:56 PM, [EMAIL PROTECTED] wrote: I thought there was a KI on this already but there wasn't... So I added a KI entry for the srcds dlopen bug: http://developer.valvesoftware.com/wiki/SDK_Known_Issues_Lis t#srcds_d oes_not_inform_you_that_your_mod_failed_to_load At 2006/08/19 04:08 PM, Scott Loyd wrote: nice catch! (gdb) info sharedlibrary FromTo Syms Read Shared Object Library 0x00a09300 0x00a22604 Yes /lib/tls/libm.so.6 0x00a00bb0 0x00a018c4 Yes /lib/libdl.so.2 0x008e8c00 0x009d9a40 Yes /lib/tls/libc.so.6 0x008bb7a0 0x008cd59f Yes /lib/ld-linux.so.2 0x0011f100 0x0013a6d0 Yes bin/tier0_i486.so 0x00a812d0 0x00a89998 Yes /lib/tls/libpthread.so.0 0x00c05910 0x00c0eff0 Yes bin/vstdlib_i486.so 0x00b50960 0x00b9b6e0 Yes bin/dedicated_amd.so 0x003fa5a0 0x0041c0e0 Yes bin/soundemittersystem_i486.so 0x00199860 0x002292a0 Yes bin/materialsystem_i486.so 0x00448330 0x0049a7f0 Yes bin/studiorender_i486.so 0x00cc96a0 0x00e542d0 Yes bin/vphysics_i486.so 0x00271520 0x002a9ff0 Yes bin/datacache_i486.so 0x00ff8fe0 0x011e4020 Yes bin/engine_amd.so 0x03995410 0x03a5b040 Yes bin/libsteamvalidateuseridtickets_i486.so 0x002b85f0 0x002c3a50 Yes