Re: [hlcoders] patch to update to SDK as of 2008-06-08

2008-06-22 Thread bloodykenny
Ondr(ej Hošek 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 content development for decidedly outdated games like CS: S until they 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.

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Re: [hlcoders] extract detail model positions from a .bsp file?

2008-06-22 Thread bloodykenny
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.

 
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[hlcoders] patch to update to SDK as of 2008-06-08

2008-06-08 Thread bloodykenny
*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*

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Re: [hlcoders] patch to update to SDK as of 2008-06-08

2008-06-08 Thread bloodykenny
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

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Re: [hlcoders] Get a Player's SteamID?

2008-06-08 Thread bloodykenny
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

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Re: [hlcoders] patch to update to SDK as of 2008-06-08

2008-06-08 Thread bloodykenny
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?

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Re: [hlcoders] CUtlVector*... Memory management?

2008-05-31 Thread bloodykenny
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
   
  
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Re: [hlcoders] Proper mod versioning?

2008-04-12 Thread bloodykenny
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)
   --
  
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Re: [hlcoders] Linux srcds crashes with DevMsg and CNetworkVars

2008-03-16 Thread bloodykenny
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?
 
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Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2008-03-16 Thread bloodykenny
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.


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Re: [hlcoders] sdk buffer overrun

2008-01-13 Thread bloodykenny
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
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Re: [hlcoders] Help with server crash please.

2007-11-21 Thread bloodykenny
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.

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Re: [hlcoders] Simple stealth effect

2007-11-21 Thread bloodykenny
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
 
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Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread bloodykenny
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

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RE: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2007-11-20 Thread bloodykenny
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?

2007-11-20 Thread bloodykenny
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

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RE: [hlcoders] Error on compile on linux

2007-11-17 Thread bloodykenny
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:
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Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
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.

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Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-17 Thread bloodykenny
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.

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Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
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.

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Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2007-11-17 Thread bloodykenny
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.)
  
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  --
  ts2do
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Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
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.

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Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
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.

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Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2007-11-11 Thread bloodykenny
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.)
 
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[hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread bloodykenny
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.

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Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread bloodykenny
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.

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Re: [hlcoders] Re: SendProxy_String_tToString can't send wide-char

2007-11-11 Thread bloodykenny
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++;
}
}


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Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread bloodykenny

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
 
 
 --
 
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Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2007-11-10 Thread bloodykenny
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.)

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--
ts2do
--

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[hlcoders] Why is copy constructor disallowed for CGameTrace?

2007-06-02 Thread bloodykenny
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.)

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Re: [hlcoders] Custom GameMovement class

2007-06-02 Thread bloodykenny
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?

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Re: [hlcoders] SteamId

2007-06-02 Thread bloodykenny
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

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Re: [hlcoders] hl2mp fresh source compilation for linux crashingon startup

2007-05-05 Thread bloodykenny
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, Ondřej Hošek 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: Ondřej Hošek [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
--

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RE: [hlcoders] Client Side Text

2007-04-29 Thread bloodykenny
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 don’t 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


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Re: [hlcoders] Base Bot

2007-04-29 Thread bloodykenny
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

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Re: [hlcoders] FW: SDK Needs to be fixed

2007-04-18 Thread bloodykenny
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

2007-03-31 Thread bloodykenny
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.


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Re: [hlcoders] Model Problem; Error Ingame

2007-03-22 Thread bloodykenny
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 ]
 --


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RE: [hlcoders] Disconnect: This Steam account does not own this game. message

2007-03-21 Thread bloodykenny
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.
   
   
  _
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RE: [SPAM] [hlcoders] callback when steamid becomes valid?

2007-03-13 Thread bloodykenny
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.

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[hlcoders] callback when steamid becomes valid?

2007-03-10 Thread bloodykenny
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.

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RE: [hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes

2007-03-05 Thread bloodykenny
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?

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Re: [hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes

2007-03-04 Thread bloodykenny
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?

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RE: [hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes

2007-03-04 Thread bloodykenny
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?

 ___
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 archives, please visit:
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[hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes

2007-03-03 Thread bloodykenny
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?

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Re: [hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes

2007-03-03 Thread bloodykenny
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?

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Re: [hlcoders] SetHearingOrigin and sound spatialization

2007-02-25 Thread bloodykenny
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


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RE: [hlcoders] Re: Open Source Mods (again)

2007-02-09 Thread bloodykenny
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

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Re: [hlcoders] FW: [hlds_apps] Half-Life 1/2 master servers

2007-02-09 Thread bloodykenny
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
 
 
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  hlds_apps mailing list
  hlds_apps@list.valvesoftware.com
  http://list.valvesoftware.com/mailman/listinfo/hlds_apps

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Re: [hlcoders] Couple Bugs, can anyone help?

2007-02-09 Thread bloodykenny
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
 --

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RE: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-02-09 Thread bloodykenny
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


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Re: [hlcoders] PostRenderVGui unstable?

2007-02-04 Thread bloodykenny
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();
 }
 
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Re: [hlcoders] Re: Open Source Mods (again)

2007-02-03 Thread bloodykenny
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



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Re: [hlcoders] Re: Open Source Mods (again)

2007-02-02 Thread bloodykenny
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
 
 
 
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 archives,
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Re: [hlcoders] Re: Open Source Mods (again)

2007-02-01 Thread bloodykenny
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



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Re: [hlcoders] Re: Open Source Mods (again)

2007-01-31 Thread bloodykenny
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



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Re: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-01-30 Thread bloodykenny
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


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RE: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-01-28 Thread bloodykenny
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...
--


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__ NOD32 2011 (20070127) Information __

This message was checked by NOD32 antivirus system.
http://www.eset.com


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Re: [hlcoders] PostRenderVGui unstable?

2007-01-26 Thread bloodykenny
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();
 }
 
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Re: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-01-26 Thread bloodykenny
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...
--


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Re: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-01-26 Thread bloodykenny
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...
--


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Re: [hlcoders] PostRenderVGui unstable?

2007-01-25 Thread bloodykenny
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();
}

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Re: [hlcoders] console woes

2007-01-23 Thread bloodykenny
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.
--

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Re: [hlcoders] VPhysics Crash Dump

2007-01-23 Thread bloodykenny
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
--

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RE: [hlcoders] Asserts thrown when trying to debug debugging in VS2003

2007-01-16 Thread bloodykenny
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.


--

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Re: [hlcoders] Code File Structure

2007-01-15 Thread bloodykenny
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

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[hlcoders] PostRenderVGui unstable?

2007-01-14 Thread bloodykenny
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();
}

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Re: [hlcoders] min/max errors with Linux compile [SOLUTION]

2007-01-06 Thread bloodykenny
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

2007-01-06 Thread bloodykenny
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




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Re: [hlcoders] Some linux questions *groan*

2006-12-21 Thread bloodykenny
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

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RE: [hlcoders] What is the purpose of the client's server.dll?

2006-12-21 Thread bloodykenny
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.

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Re: [hlcoders] New SDK impossibly buggy.

2006-12-21 Thread bloodykenny
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


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Re: [hlcoders] Missing Entry Point??

2006-12-21 Thread bloodykenny
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
 
 
 
 
  
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Re: [hlcoders] New SDK impossibly buggy.

2006-12-17 Thread bloodykenny
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.

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[hlcoders] What is the purpose of the client's server.dll?

2006-11-29 Thread bloodykenny
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.

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RE: [hlcoders] What is the purpose of the client's server.dll?

2006-11-29 Thread bloodykenny
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.

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RE: [hlcoders] Missing Entry Point??

2006-11-28 Thread bloodykenny
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?

 ___
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Re: [hlcoders] Loading server so on Linux fails

2006-11-27 Thread bloodykenny
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?
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Re: [hlcoders] Still need this assert?

2006-11-12 Thread bloodykenny
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
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===References:===
 1. http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List

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RE: [hlcoders] memory leak

2006-10-31 Thread bloodykenny
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.
  --
 
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Re: [hlcoders] Raw Sound Input

2006-10-26 Thread bloodykenny
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
 --

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Re: [hlcoders] Problems with latest hl2dm sdk update:

2006-10-26 Thread bloodykenny
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.









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Re: [hlcoders] poorer prediction with new SDK?

2006-10-11 Thread bloodykenny
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.
--

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RE: [hlcoders] poorer prediction with new SDK?

2006-10-10 Thread bloodykenny
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

2006-10-07 Thread bloodykenny
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 );
}
 }

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Re: [hlcoders] player-child Touch causes player-self Touch

2006-10-07 Thread bloodykenny
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

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Re: [hlcoders] poorer prediction with new SDK?

2006-10-07 Thread bloodykenny
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

2006-10-01 Thread bloodykenny
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?



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Re: [hlcoders] Initial player health value?

2006-09-30 Thread bloodykenny
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

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Re: [hlcoders] poorer prediction with new SDK?

2006-09-23 Thread bloodykenny
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
   
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Re: [hlcoders] poorer prediction with new SDK?

2006-09-22 Thread bloodykenny
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
  
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 archives,
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Re: [hlcoders] poorer prediction with new SDK?

2006-09-21 Thread bloodykenny
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

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[hlcoders] poorer prediction with new SDK?

2006-09-20 Thread bloodykenny
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

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[hlcoders] missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW

2006-09-17 Thread bloodykenny
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?

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[hlcoders] wasteful armor networking?

2006-09-16 Thread bloodykenny
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?

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RE: [hlcoders] Interesting Hierarchy Bug

2006-09-09 Thread bloodykenny
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.

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Re: [hlcoders] vbsp no linux physics terrain, still present and misc questions

2006-09-08 Thread bloodykenny
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


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Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread bloodykenny
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?)
  
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  - Benjamin Davison
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 --
 Matt Stafford (Wraiyth)
 http://wraiyth.freesuperhost.com
 NightFall HL2 Mod - http://nightfall.nigredostudios.com
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RE: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-09-06 Thread bloodykenny
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?

2006-09-05 Thread bloodykenny
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

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