Re: [hlcoders] Linux dedicated game server won't load any sound scripts or soundscapes

2015-10-08 Thread Rebel Yell
Found the issue. Turns out the dedicated server depot for SDK 2013 lacks 2
libs:
scenefilecache.so and soundemittersystem.so. While games as CS:S work fine
without those, mods complain about those missing files and server shuts
down with this message:

AppFramework : Unable to load module soundemittersystem.so!
Unable to load interface VSoundEmitter002 from soundemittersystem.so

So I copied those from the client repository and that was my mistake. You
either create a symlink from their respective _srv versions or just copy
and rename them, never take the ones meant for clients.

That solves the error related to game_sounds_manifest.txt load, not the
soundscapes manifest one though.

TL:DR linux dedicated server is broken, it won't even load and trying to
fix it may cause further issues.



>
> File encoding was one of the things I looked at before posting here, in any
> case I repeat that linux client is able to load sound scripts and
> soundscapes when listen server is created. They are the same base sound
> scripts, same game libs, etc. The SDK bin directory may differ a bit I
> guess since dedicated servers require a few different libs.
>
> I tried a gcc 4.8 compile just in case. No improvement, the stock SDK build
> shows same issue. I don't really know what else to try.
>
> To be honest, I'd not care anymore about this mess if it wasn't because the
> current version of my mod on Steam is a nice engineered backdoor disguised
> as game. It's not my fault, I merged the fixes the first day they were
> available, I can't just ship a mod that gets near 2 million installs
> without sounds working properly.
>
> Thanks anyway.
>
>
>
> >It's probably the encoding of the txt file.
> >>>* On Tue, Oct 6, 2015 at 12:31 AM, Rebel Yell  >>> 
> >>> >>>>> wrote:
> *>>* >* I decided to compile the stock SDK 2013 code today and the linux build
> *>* *>* outputs the same error message when dedicate server is loading:
> *>* *>>* CSoundscapeSystem::Init:  Manifest 
> 'scripts/soundscapes_manifest.txt' with
> *>* *>* bogus file type 'ls/extinguish2_subrect', expecting 'file'
> *>* *>>* Also note that these message errors appear no matter if
> *>* *>* soundscapes_manifest.txt is present or not, it's like the actual file 
> isn't
> *>* *>* used at all.
> *>* *>>* My linux test machine uses Ubuntu 12.04.3 x86 and I compiled the 
> code with
> *>* *>* gcc 4.6
> *>* *>>* Do you guys think there's an error in my setup or this engine build 
> isn't
> *>* *>* functioning properly?
> *>* *
> *>>
>
>
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Re: [hlcoders] Linux dedicated game server won't load any sound scripts or soundscapes

2015-10-08 Thread Ben K.

Regarding the libraries scenefilecache and soundemittersystem:
Compile your dedicated server with -D_DLL_EXT=_srv.so instead of just 
".so". The server (game) lib loads those SOs using the file ending 
provided by the _DLL_EXT preprocessor define.


The loading of soundscapes is indeed broken. The game uses 
filesystem->LoadKeyValues(...) to parse the file but that function 
messes up the key names or whatever, I don't remember. You can get 
around that by instead using pMyKVPointer->LoadFromFile(...), as is used 
in most other places.

The offending function is used twice in game/server/soundscape_system.cpp.

It's also in game/client/c_soundscape.cpp, but I don't know if Linux 
clients suffer from the same issue, or OSX clients/servers for that 
matter as I've only compiled the Linux server thus far. Seems to work on 
Windows client/server, so I just added the workaround in an #ifdef _LINUX.


Anyway that should do it.

- Ben

Rebel Yell wrote:


Found the issue. Turns out the dedicated server depot for SDK 2013
lacks 2 libs:
scenefilecache.so and soundemittersystem.so. While games as CS:S
work fine without those, mods complain about those missing files
and server shuts down with this message:

AppFramework : Unable to load module soundemittersystem.so!
Unable to load interface VSoundEmitter002 from soundemittersystem.so

So I copied those from the client repository and that was my
mistake. You either create a symlink from their respective _srv
versions or just copy and rename them, never take the ones meant
for clients.

That solves the error related to game_sounds_manifest.txt load,
not the soundscapes manifest one though.

TL:DR linux dedicated server is broken, it won't even load and
trying to fix it may cause further issues.




File encoding was one of the things I looked at before posting here, in 
any
case I repeat that linux client is able to load sound scripts and
soundscapes when listen server is created. They are the same base sound
scripts, same game libs, etc. The SDK bin directory may differ a bit I
guess since dedicated servers require a few different libs.

I tried a gcc 4.8 compile just in case. No improvement, the stock SDK 
build
shows same issue. I don't really know what else to try.

To be honest, I'd not care anymore about this mess if it wasn't because 
the
current version of my mod on Steam is a nice engineered backdoor 
disguised
as game. It's not my fault, I merged the fixes the first day they were
available, I can't just ship a mod that gets near 2 million installs
without sounds working properly.

Thanks anyway.



>It's probably the encoding of the txt file.
>//>//>/On Tue, Oct 6, 2015 at 12:31 AM, Rebel Yell http://gmail.com>
>
wrote: />//>/>* I decided to compile the stock SDK 2013 code today and 
the
linux build />/*>* outputs the same error message when dedicate server 
is
loading: />/*>>* CSoundscapeSystem::Init: Manifest
'scripts/soundscapes_manifest.txt' with />/*>* bogus file type 
'ls/extinguish2_subrect', expecting 'file' />/*>>* Also note that these message errors 
appear no matter if />/*>* soundscapes_manifest.txt is present or not, it's like the
actual file isn't />/*>* used at all. />/*>>* My linux test machine 
uses Ubuntu 12.04.3 x86 and I
compiled the code with />/*>* gcc 4.6 />/*>>* Do you guys think there's 
an error in my setup or this
engine build isn't />/*>* functioning properly? />/*/



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Re: [hlcoders] Linux dedicated game server won't load any sound scripts or soundscapes

2015-10-06 Thread Rebel Yell
File encoding was one of the things I looked at before posting here, in any
case I repeat that linux client is able to load sound scripts and
soundscapes when listen server is created. They are the same base sound
scripts, same game libs, etc. The SDK bin directory may differ a bit I
guess since dedicated servers require a few different libs.

I tried a gcc 4.8 compile just in case. No improvement, the stock SDK build
shows same issue. I don't really know what else to try.

To be honest, I'd not care anymore about this mess if it wasn't because the
current version of my mod on Steam is a nice engineered backdoor disguised
as game. It's not my fault, I merged the fixes the first day they were
available, I can't just ship a mod that gets near 2 million installs
without sounds working properly.

Thanks anyway.



It's probably the encoding of the txt file.
>
>
> On Tue, Oct 6, 2015 at 12:31 AM, Rebel Yell  > wrote:
>
> >* I decided to compile the stock SDK 2013 code today and the linux build
> *>* outputs the same error message when dedicate server is loading:
> *>>* CSoundscapeSystem::Init:  Manifest 'scripts/soundscapes_manifest.txt' 
> with
> *>* bogus file type 'ls/extinguish2_subrect', expecting 'file'
> *>>* Also note that these message errors appear no matter if
> *>* soundscapes_manifest.txt is present or not, it's like the actual file 
> isn't
> *>* used at all.
> *>>* My linux test machine uses Ubuntu 12.04.3 x86 and I compiled the code 
> with
> *>* gcc 4.6
> *>>* Do you guys think there's an error in my setup or this engine build isn't
> *>* functioning properly?
> *
>
>
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Re: [hlcoders] Linux dedicated game server won't load any sound scripts or soundscapes

2015-10-05 Thread Rebel Yell
I decided to compile the stock SDK 2013 code today and the linux build
outputs the same error message when dedicate server is loading:

CSoundscapeSystem::Init:  Manifest 'scripts/soundscapes_manifest.txt' with
bogus file type 'ls/extinguish2_subrect', expecting 'file'

Also note that these message errors appear no matter if
soundscapes_manifest.txt is present or not, it's like the actual file isn't
used at all.

My linux test machine uses Ubuntu 12.04.3 x86 and I compiled the code with
gcc 4.6

Do you guys think there's an error in my setup or this engine build isn't
functioning properly?
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Re: [hlcoders] Linux dedicated game server won't load any sound scripts or soundscapes

2015-10-05 Thread Tony "omega" Sergi
It's probably the encoding of the txt file.


On Tue, Oct 6, 2015 at 12:31 AM, Rebel Yell  wrote:

> I decided to compile the stock SDK 2013 code today and the linux build
> outputs the same error message when dedicate server is loading:
>
> CSoundscapeSystem::Init:  Manifest 'scripts/soundscapes_manifest.txt' with
> bogus file type 'ls/extinguish2_subrect', expecting 'file'
>
> Also note that these message errors appear no matter if
> soundscapes_manifest.txt is present or not, it's like the actual file isn't
> used at all.
>
> My linux test machine uses Ubuntu 12.04.3 x86 and I compiled the code with
> gcc 4.6
>
> Do you guys think there's an error in my setup or this engine build isn't
> functioning properly?
>
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> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
>


-- 
-Tony
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[hlcoders] Linux dedicated game server won't load any sound scripts or soundscapes

2015-10-04 Thread Rebel Yell
I'm getting this new error after the code merge from latest push on github.
No sounds that originate from server will play for clients, and most
dedicated servers for my mod are Linux based so this is a critical bug for
me.

In essence: my Linux dedicated server build won't load any sound script.
Related console error:



*CSoundEmitterSystemBase::BaseInit:  Manifest
'scripts/game_sounds_manifest.txt' with bogus file type '', expecting
'declare_file' or 'precache_file'*
The returned string is null, right? The source script file itself is
perfectly normal. It doesn't make any sense, no related issues on Windows
OS and even the listen server on Linux works fine.

In a similar manner, soundscapes won't load either. This other issue isn't
new actually, it happened before the latest SDK update. Again, only in
Linux dedicated. Console error:

*CSoundscapeSystem::Init:  Manifest 'scripts/soundscapes_manifest.txt' with
bogus file type 't', expecting 'file'*
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