Re: [hlcoders] Access Violation in SDK 2013

2014-02-09 Thread Giancarlo Rivas
is most likely you screwed somewhere, since the last you see is that, start with a breakpoint there and go from there and/or remove code until it works, then add it back again and/or try memory leak debug methods, I usually just read the whole thing and fix all issues I see on the way On Sun,

Re: [hlcoders] SMG model affects player rendercolor

2010-12-26 Thread Giancarlo Rivas
Whats weirder is that I unsubscribed from this list years ago, whats going on. On Sun, Dec 26, 2010 at 12:01 PM, jetscope jetsc...@gmail.com wrote: (apologies if this is a duplicate, I got a delivery error on the first one) Hi folks, this is a very strange issue. I recently implemented this

Re: [hlcoders] SMG model affects player rendercolor

2010-12-26 Thread Giancarlo Rivas
Also, I might be completely off, but the SMG has the laser thing, maybe that has an effect. I have had render effect issues when using attachments with different render parameters than the parent model. On Sun, Dec 26, 2010 at 12:01 PM, jetscope jetsc...@gmail.com wrote: (apologies if this is a

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Giancarlo Rivas
The solution is that valve hires Jed as Tools programmer. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Looping .mp3 music

2009-03-03 Thread Giancarlo Rivas
It is possible using just the tools provided by valve, sorry can't be of much more help since it was long ago. I added a bgm, a death bgm, and a sped up one for when the timer is running out. and did the required transitions, looping and other checks. I do recall I did this client side since its

Re: [hlcoders] pickup entity respawning at center of map

2009-01-12 Thread Giancarlo Rivas
g_pgamerules is a pointer to the class CGameRules @ gamerules.h/cpp, about spawning at the center of the map I forgot but its related to sthe pickup setting the original origin (a variable) of the item to 0,0,0 and then when it moves to somewhere else it has a timer that when triggers resets the

[hlcoders] ILocalize Find return

2009-01-05 Thread Giancarlo Rivas
Hi, I haven't seen the latest sdk, I only merged the first upgrade ever whatever that is called. When using localize()-Find( tempvar ) I wanted to know whether to delete the result or not after using it, the usual would be not to delete the result. But the prototype says wchar_t* Find() without

Re: [hlcoders] Re: Beta SourceSDK does not start

2008-02-13 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] I can't launch any source games (hl2, hl2dm, sdk base) or any mods since orange box, is that a bug too? Launch game, Preparing to launch, hl2.exe at task manager, dissappears, nothing. I complained at steam support and haven't received response

Re: [hlcoders] Head Bobbing

2008-01-15 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] There is a function called something like calcviewmodelbob, and addviewmodelbob, check them then create a calc and addviewbob. Now where to plug it I forgot but there's a function that gets called after all view calculations are done and asks for

Re: [hlcoders] Crounching Override problem

2007-05-31 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] All the ducking code is in gamemovement.cpp. By default the game uses m_bDucked and m_flDuckingTime, without rewriting it you'd hack it by using negative timer values for unducking and positive for ducking but you'll add to the if/else mess. It's

Re: [hlcoders] How do I set bodygroups in player model after is dead?

2007-04-20 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] search for ragdoll in the player classes, something like C_HL2MPRagdoll On 4/18/07, A.Oliver [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, well, that's the

[hlcoders] Get system time

2007-04-06 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] Hi, I wanted to get the local time of the system to save a file with that data but noticed time() shouldn't be used (USE_VCR_MODE), so what's the alternate way to get the value?, couldn't find any alternate call. --

Re: [hlcoders] Get system time

2007-04-06 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] Cool, i was using #undef then include ctime in the meantime but thought it looked ugly. I'll see option 2, hopefully the hook is always on, thanks. -- ___ To unsubscribe, edit your list preferences, or

Re: [hlcoders] Some problems

2007-03-05 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] The ony place the CBlue pointer is is inside a comment so it doesn't exist, and then it has a null value since it is not being initialized, so even if you uncommented it your mod would crash. There's a redefinition: flagblue.h - class CFlagBlue

Re: [hlcoders] Some problems

2007-03-05 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] you edit the code* -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Some problems

2007-03-05 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] Keep it inside the .h, the new class variables and functions you create in the cpp move them to the h. Plus fix that ifdef problem. I'd delete the if #hl2mp and their endifs since they are most likely useless on your code. You must have seen a

Re: [hlcoders] Inverse Vector

2007-02-14 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] v *= -1.0f v2 = -v1 etc -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Can't make Touch work with the player

2006-12-12 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] Where you do SetOwner, comment that and do something like SetThrower, you will have to add a variable m_hThrower to store the player. After that, the grenade will try to explode when it spawns since it will touch the player, add a new variable

[hlcoders] Loading server so on Linux fails

2006-11-25 Thread Giancarlo Rivas
-- [ 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

Re: [hlcoders] Help identify crash cause on closed source please

2006-11-23 Thread Giancarlo Rivas
-- -- [ Picked text/plain from multipart/alternative ] - That crash has been forever. - To reproduce it I load a map and start strafing and firing until it crashes. I was aiming this more at a valve rep since they could tell me it's trying to play a missing sound or something. -- X-Attachment-Id:

[hlcoders] Help identify crash cause on closed source please

2006-11-21 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] Hi, I keep getting crashes randomly when playing my mod, the mdmps all agree on the same stack trace, but it's on the closed side so I don't know how to fix it. Almost all the mdmps I had said the stack was: kernel32.dll!7c812a5b()

[hlcoders] missing symbols

2006-11-06 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] Hi, I am trying to merge my mod code to the 'new sdk' (the one that still can't compile on vc2k5). I cleared all compiler errors on the client but the linker is giving me missing symbols like: _info::vftable on tier1.lib vgui_controls.lib

Re: [hlcoders] HUD animations

2006-10-31 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] I havent done animations with scripts but search for CPanelAnimationVar (IIRC), it is a member definition macro like CNetworkVar. The classes you inherit from already have some animation vars defined, like x/y pos or alpha. Then you did that

Re: [hlcoders] Error at engine.dll!0x0DDDDAF2

2006-06-01 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] Pretty sure that was the cause, I recoded CTeam so it was a shared file and also made it Array3 + Steam update and the error dissapeared. Couldn't test Array2 because the code was already modified by then. Hmm I'll make it Array2 again and see

Re: [hlcoders] Error at engine.dll!0x0DDDDAF2

2006-06-01 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] Yup no crash. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Error at engine.dll!0x0DDDDAF2

2006-05-30 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] Hi, I am having trouble debugging my code since it crashes on the closed source so I get no symbols :( May someone tell me what does that address points to so I can have an idea what is causing the crash? Some network variable maybe? I have

[hlcoders] Think Func not in table, GetDataDescMap Crash

2006-05-11 Thread Giancarlo Rivas
-- [ Picked text/plain from multipart/alternative ] Don't quote the whole thing :) Hello, I have a Server side Logical Entity that uses a Think func: CWeaponSetEnt::SpawnNewItem, I also have a ConCommand that eventually triggers a SetThink(CWeaponSetEnt::SpawnNewItem). After loading the mod, and