RE: [hlcoders] Debugin mods with steam
I think you should just use the regular standalone hl for now. Until the actual hl patch, it still works. Just run it in lan mode. Much simpler until the actual patch is out (that's what im using at the moment to do my devel stuff) -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Webrant Sent: September 12, 2003 1:46 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Debugin mods with steam HL.exe exits just after starting it and I have to reattach to to a new instance Anyone got a solution to that problem? /BulliT ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugin mods with steam
Problem is the mod crashes in GameUI.dll when I start a LAN server in steam. In regular HL everything works just fine :) - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, September 12, 2003 7:59 PM Subject: RE: [hlcoders] Debugin mods with steam I think you should just use the regular standalone hl for now. Until the actual hl patch, it still works. Just run it in lan mode. Much simpler until the actual patch is out (that's what im using at the moment to do my devel stuff) -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Webrant Sent: September 12, 2003 1:46 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Debugin mods with steam HL.exe exits just after starting it and I have to reattach to to a new instance Anyone got a solution to that problem? /BulliT ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugin mods with steam
He may want to be prepared and have a working version before the transition is forced upon us. The more he can sort out now the less pressure there is when the switch is final. Unfortunately I have no idea how to debug a steam mod and I haven't tried as I am in the fortunate position of my mod and the development version of my mod both working on steam. Are you launching hl via steam.exe or hl.exe in the steamapps\email addy\half-life\ dir? I'd try debugging with steam.exe as that is what the steam installed updated all my shortcuts to when moving mods across. Ben p.s I noticed some new params now that steam updated my shortcuts. They are -silent -applaunch 70. Not sure about the 70, but that should boot you into your mod rather than the steam menu and from their you should be able to debug, however like I said I haven't tried yet Tony omega Sergi wrote: Hence why I said, use regular hl until we're forced not to. -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Webrant Sent: September 12, 2003 4:04 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Debugin mods with steam Problem is the mod crashes in GameUI.dll when I start a LAN server in steam. In regular HL everything works just fine :) - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, September 12, 2003 7:59 PM Subject: RE: [hlcoders] Debugin mods with steam I think you should just use the regular standalone hl for now. Until the actual hl patch, it still works. Just run it in lan mode. Much simpler until the actual patch is out (that's what im using at the moment to do my devel stuff) -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Webrant Sent: September 12, 2003 1:46 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Debugin mods with steam HL.exe exits just after starting it and I have to reattach to to a new instance Anyone got a solution to that problem? /BulliT ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Debugin mods with steam
My point is, once the hl patch comes out, we'll then have a proper version to debug and test with. The current one in steam seems to be the same as it was in the beta, valve correct me if I'm wrong. -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Banfield Sent: September 12, 2003 4:53 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Debugin mods with steam He may want to be prepared and have a working version before the transition is forced upon us. The more he can sort out now the less pressure there is when the switch is final. Unfortunately I have no idea how to debug a steam mod and I haven't tried as I am in the fortunate position of my mod and the development version of my mod both working on steam. Are you launching hl via steam.exe or hl.exe in the steamapps\email addy\half-life\ dir? I'd try debugging with steam.exe as that is what the steam installed updated all my shortcuts to when moving mods across. Ben p.s I noticed some new params now that steam updated my shortcuts. They are -silent -applaunch 70. Not sure about the 70, but that should boot you into your mod rather than the steam menu and from their you should be able to debug, however like I said I haven't tried yet Tony omega Sergi wrote: Hence why I said, use regular hl until we're forced not to. -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Webrant Sent: September 12, 2003 4:04 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Debugin mods with steam Problem is the mod crashes in GameUI.dll when I start a LAN server in steam. In regular HL everything works just fine :) - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, September 12, 2003 7:59 PM Subject: RE: [hlcoders] Debugin mods with steam I think you should just use the regular standalone hl for now. Until the actual hl patch, it still works. Just run it in lan mode. Much simpler until the actual patch is out (that's what im using at the moment to do my devel stuff) -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Webrant Sent: September 12, 2003 1:46 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Debugin mods with steam HL.exe exits just after starting it and I have to reattach to to a new instance Anyone got a solution to that problem? /BulliT ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugin mods with steam
Thx Ben, but it didn't help. I'll give up and wait for the next patch as Tony is eagerly pushing for me to do :) If valve reads this, here is the crash... AppActive: active First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013ee70. First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013ee6c. First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013ee6c. First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013ee6c. First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013ee9c. First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013ed40. First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013ee68. First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013ee64. First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013ee64. First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013ee64. First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013ee94. First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013ed38. First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013f360. First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013f234. First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013f3a4. First-chance exception at 0x77e73887 in hl.exe: Microsoft C++ exception: common::CErrorCodeException @ 0x0013f428. First-chance exception at 0x0f1cee26 in hl.exe: 0xC005: Access violation reading location 0x. Unhandled exception at 0x0f1cee26 in hl.exe: 0xC005: Access violation reading location 0x. - Original Message - From: Ben Banfield [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, September 12, 2003 10:53 PM Subject: Re: [hlcoders] Debugin mods with steam He may want to be prepared and have a working version before the transition is forced upon us. The more he can sort out now the less pressure there is when the switch is final. Unfortunately I have no idea how to debug a steam mod and I haven't tried as I am in the fortunate position of my mod and the development version of my mod both working on steam. Are you launching hl via steam.exe or hl.exe in the steamapps\email addy\half-life\ dir? I'd try debugging with steam.exe as that is what the steam installed updated all my shortcuts to when moving mods across. Ben p.s I noticed some new params now that steam updated my shortcuts. They are -silent -applaunch 70. Not sure about the 70, but that should boot you into your mod rather than the steam menu and from their you should be able to debug, however like I said I haven't tried yet Tony omega Sergi wrote: Hence why I said, use regular hl until we're forced not to. -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Webrant Sent: September 12, 2003 4:04 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Debugin mods with steam Problem is the mod crashes in GameUI.dll when I start a LAN server in steam. In regular HL everything works just fine :) - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, September 12, 2003 7:59 PM Subject: RE: [hlcoders] Debugin mods with steam I think you should just use the regular standalone hl for now. Until the actual hl patch, it still works. Just run it in lan mode. Much simpler until the actual patch is out (that's what im using at the moment to do my devel stuff) -omega http://www.frontline2.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Webrant Sent: September 12, 2003 1:46 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Debugin mods with steam HL.exe exits just after starting it and I have to reattach to to a new instance Anyone got a solution to that problem? /BulliT ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders