Here's a stack trace: http://codepad.org/5IUFpgD4
Here's another: http://codepad.org/tz0nEpKd
Here's a third: http://codepad.org/kRUAaFFA
All unreliable of course since I don't have engine symbols but there you
have it.
Crash occurs on creating a listenserver and on connecting to existing
overflow) I maybe able to get to it by adding debug messages
around the player dying code. And infinite loop should easily spam the
console.
Jan
*Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Jorge Rodriguez
*Gesendet
Since it happens sometimes to servers and sometimes to clients that's a
clue that your crash is likely happening in shared code. Since its not
leaving a stack trace that tells me it's possibly an infinite loop or a
stack overflow, I would guess a stack overflow since you're not noticing
hard
GMT+02:00 Jorge Rodriguez bs.v...@gmail.com:
This may not convince you to use it but in fact valves template library
is faster than STL. It has a few gotchas as far as usage goes but standard
STL implementations tend to be somewhat slow especially in debug mode.
El jul 18, 2014 1:27 PM, Borzh
Isn't the nav mesh generation code available? No reason you shouldn't be
able to rewrite it with some new player only or mob only edge link
properties.
On Jun 21, 2014 3:00 PM, Ben Lubar ben.lu...@gmail.com wrote:
Here's a test map I made: http://i.imgur.com/UQndu8G.png
The dark gray areas
.
On Jun 11, 2014 9:10 AM, Jorge Rodriguez bs.v...@gmail.com wrote:
Thanks Joe, except that this is my gameinfo.txt
http://sync.doubleactiongame.com/dab/gameinfo.txt
Which includes the multiplayer only option but I still haven't seen the
multiplayer options screen. I'm traveling so I'll fiddle
*From:* hlcoders-boun...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jorge Rodriguez
*Sent:* Monday, June 09, 2014 5:37 AM
*To:* Discussion of Half-Life Programming
*Subject:* [hlcoders] Sdk 2013 multiplayer options
I think it was when we made
I think it was when we made the switch to 2013 that the multiplayer options
screen disappeared. We had put a few options in there that we wanted
players to be able to access, is there any chance of getting it back? I
guess I could write my own UI but I'd like to avoid that if possible.
...@list.valvesoftware.com] *On Behalf Of *Jorge Rodriguez
*Sent:* Monday, May 26, 2014 3:14 PM
*To:* Discussion of Half-Life Programming
*Subject:* Re: [hlcoders] Source SDK 2013 has been updated (with a
breaking change)
This was supposed to ship on the 22nd but I still have to be in the
upcoming
This was supposed to ship on the 22nd but I still have to be in the
upcoming beta for sdk 2013 multiplayer for it to work for me. Has this
shipped yet?
On May 15, 2014 8:03 PM, Joe Ludwig j...@valvesoftware.com wrote:
Details on the update are here:
Who knows what VAC does or doesn't do, I can't comment on that. Here's what
I can comment on:
Valve knows that people develop custom client.dll's for their engines.
Changes to client.dll for custom games are intended behavior.
VAC is an arms race that has progressed very much past modifying
.
On Sun, Feb 16, 2014 at 4:14 AM, Jorge Rodriguez bs.v...@gmail.comwrote:
If I'm understanding you correctly, you have a chest of many items that
has a single owner.
There should be no problem with the chest changing ownership during its
lifetime. I'm not sure why it's not working for you, perhaps
If I'm understanding you correctly, you have a chest of many items that has
a single owner.
There should be no problem with the chest changing ownership during its
lifetime. I'm not sure why it's not working for you, perhaps you can post
your data structures and supporting code in a pastebin?
I saw this item in the last Steam client update changelog:
http://store.steampowered.com/news/11597/
Does anybody know what this is all about? I sure would love to be able to
use the new content system to distribute my 3rd party Source mod :)
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I've received reports that some players can't use Hamachi to make VPN games
on SDK 2013, whereas they can with GMod. They get the restricted to class
C clients error:
http://t.co/O5Y0emFFuM
Any suggestions?
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My biggest wish for the Source Steam API is to be able to query what button
is bound to the screenshot button so that I can display that shortcut
in-game. It defaults to F12 so I've hard-coded F12 in my strings file, but
if the user changes it, it'll be wrong.
Either that, or a way to upload the
2013/9/9 Joe Ludwig j...@valvesoftware.com
Jorge, if you run through the same scenario with Team Fortress 2 does
the same thing happen? We haven't heard any such reports from the TF
community, and it uses the same engine as the SDK so it should also be
affected.
I'm too busy to test that
Is anybody else experiencing a problem where two people with different
steam accounts but the same IP address (eg roommates) can't connect to the
same remote dedicated server? I had this problem during a playtest today,
when the second person tries to connect the first person's connection is
I've been experiencing all of the problems that you describe, and as people
have mentioned dedicated servers can be addressed with some steam.inf
fiddling. Using this I've been able to have some games where people connect
manually. It's not a very nice solution though, and I hope both the server
Thanks for the new SDK Jay/Valve! Here are a few things I've noticed about
it:
* I got the Linux port running, and I must admit I found the sensation
strange to be building and playing a Source game client natively on Linux!
The files won't load though unless the names are in all lowercase. I
, and the server list problem will be resolved in the next SDK update
according to Alfred.
Thanks for all the help.
2013/7/30 Jorge Rodriguez bs.v...@gmail.com
Oh one more thing, a wishlist item:
* A fullscreen shader sample for this SDK would be great. I don't have one
from the old SDK that I
Oh one more thing, a wishlist item:
* A fullscreen shader sample for this SDK would be great. I don't have one
from the old SDK that I can port up to 2013 which leaves me without a place
to start as far as screen space shaders go.
2013/7/30 Jorge Rodriguez bs.v...@gmail.com
Thanks for the new
I have a crash related to vphysics.dll that is particularly nasty in its
difficulty to reproduce. I was hoping to post it here and get some feedback.
The crash seems to be somehow related to slow motion in multiplayer and
grenades. On Windows it spouts out these errors:
Valve probably just restored their single old mailing list server from a
backup or some other shenanigans. Just like old times eh fellas?
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I meant to reply to this earlier but I was sick. Here's some code from my
project that turns the player's skin blue if he's cold. The effect is ramped
in and out so that it's less abrupt. An important note is that in the vmt
file, the blend factor is set to .01 and it is ramped up to 1. If you
Color me pickled, it looks like they decided to make a Linux client after
all.
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No I saw it on N4G which linked here:
http://www.tomshardware.com/news/steam-linux-mac-os-x-half-life-team-fortress,10247.html
Back in March I suggested that a Linux port was unlikely and I think that's
still the case, especially given that Valve didn't announce one when they
announced the Mac
I think what you want to do would be done best not through thinking but with
the entity OnUse and OnTakeDamage functions. Check out how things like
buttons and breakables do that. To answer your question no I don't think
entities need to have a think function in order to process other things.
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Got me. I think there's a flag somewhere that turns OnTakeDamage on and off.
Look around in the base entity damage functions.
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There's a 7zip Linux client. 7zip is open source.
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If you avoid windows.h I find it easier to port C/C++ to other platforms
than Java. If you don't avoid windows.h it becomes more ambiguous but it's
still certainly not a Java advantage.
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Jeffrey,
I think what Valve is hoping to do is grow the Mac market with Steam and at
the same time take control as the dominant force in that market. While there
are a lot of households that have Macs and PC's, I think the data may be
betraying you. How many of those dual-computer households are
On Thu, Mar 11, 2010 at 10:43 AM, Adam Buckland adamjbuckl...@gmail.comwrote:
Valve aren't trying to move in on the existing market.
They're trying to create one.
Exactly!
Probably they didn't do it when Valve first came out with the Intels because
they were busy with other things and the
It's not a question of how easy it is to port to Linux, it's a question of
what kind of market there is for video games on Linux, and the answer to
that is not big.
Alfred, what engine would that be available on? Will the OSX support be
backported to Orange Box or would it require an update to
Looks like missing resources.
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There's also the IRC channel #hlcoders if you do the IRC thing, and there
are coding tutorials on a couple other sites as well.
Like they said take something small and get it working. I'd actually suggest
something smaller than what was previously suggested, for example switch the
pistol from
Gamesurge.
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I would be surprised if whatever Valve does next comes out without DX10 or
11 support.
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CBoundedCvar_Interp::GetFloat() in the stack trace is a red herring. The
problem is never with that function but something else. I don't know why it
always seems as if the stack trace passes through there, but it doesn't.
It's recommended that you find a way to reproduce the problem on a local
L4D2 made all their weather effects with particles. Rain is a pretty easy
particle to make. Open up the particle editor and give it a shot. Just throw
the particles down with some decent speed and remove them when they hit
something.
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I haven't seen how they actually do it but I doubt they would use anything
but particles. Either way it would be very easy for you to do it with
particles.
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People do it anyway, but Valve's lawyers will frown on you distributing the
SDK code.
As far as GPL goes, I'm pretty sure that GPL is incompatible with Valve's
license, and it's therefore not possible to make a GPL server plugin. You
can make an LGPL plugin though, no problem, as LGPL permits
Jonas makes a good point, you do own the copyright and you can make an
exception for the Source Engine code if you like, even if it's not really in
the spirit of the GPL license.
While this discussion is going on I would like to recommend a more
permissive license such as the MIT license.
You have a problem with your network tables somewhere. The fact that the
name string is null is rather odd. It means one of the entries in your send
or recv table is fucked up. It would be one of your array-type entries, so
one of the ones that start with SendPropArray3 or similar. I don't know
Well Chris could be right, could be just a plain old bug in the engine.
Might want to go back through your source control (you do have source
control right?) and see when the error started happening.
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I have no proof but my best instincts say this is untrue. From all of the
code I see there isn't any indication that just because one player has
higher ping than others that it takes any more resources to deal with that
player such that it would slow the server down for everybody else. The
reason
Guys guys guys. If they are working on Half-Life 3, do you think they're
going to announce it on this list?
Guys guys guys. Do you really think that Valve is sitting idly by letting
their engine get old? Use your head. They developed Half-Life 2 for years in
secret, and chances are they're doing
On Tue, Oct 6, 2009 at 1:18 AM, Minh minh...@telus.net wrote:
Imagine trying to make an
animation where the player switches the gun from one hand to another, or
he holds the gun from a different part of the gun at different part of
the animation. This sort of stuff is easy to do when the
Try adding them to your mod's language resource file. I don't know why
they're missing. The file is: yourmod/resources/yourmod_english.txt
As for the crash, you'll have to debug that yourself.
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On popular demand I took the time to document the order in which all of the
game library methods are called by engine.dll. The article is on the wiki
here:
http://developer.valvesoftware.com/wiki/Frame_Order
I'd appreciate input before I move on to the next thing on my to-do list. If
there's any
Looks good Adam. Valve doesn't need this kind of thing because they focus on
micro gameplay, while this is more of a macro thing. However, I'm sure
someone will find some use for it.
On the other hand, this thing has nothing to do with Half-Life, so you're a
little bit off topic.
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If it's just a regular sound, maybe you can just use EmitSound() on the
client?
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Well I don't know how Valve did it so I'm just making stuff up off the top
of my head, but perhaps you can have the vcd target an entity that plays the
sound on the client with EmitSound()? This way you keep the CC's.
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pTimer isn't NULL, its value is shown in that stack trace. Whatever
CBaseTeamObjectiveResource object he's using is what's null. Emiel, it looks
like ObjectiveResource() is returning NULL for you. You need to have your
game create an objective resource. Create a class that extends
The functionality probably wasn't taken out without adding another way to do
it. What are you trying to do?
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ShouldCollide is okay for that but my ShouldCollide shows the second
parameter as being a contents mask instead of another collision group. Maybe
you can use that? My quick research shows that the mask is set by
CGameMovement::PlayerSolidMask() so it should be pretty easy to overload
that in
There are some values which are not in an operator or initializer or
anything, but in the regular properties page of the particle, same page
where you set the particle's texture. Is this the max_particles property
that you're talking about?
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Right. How did you spawn those drips? Looks like you just assigned a control
point and had them spit out. Probably what Valve did was spawned the
particles from a particular entity (like the engineer player model) and
there is an initializer in the system called Position on model or some
such that
On Fri, Sep 25, 2009 at 4:07 AM, Michael Chang flux.black...@gmail.comwrote:
What's the relationship with GetIntervalMovement and user commands? I've
traced all the lines of code with Studio_Seq stuff and nothing seems to
care
about current speed or input. I'm at a total loss as to why
Xeno Clash isn't multiplayer, what Micheal is doing is.
Micheal, as you know I'm doing something rather similar. I've gotten it
working reasonably well, but in truth I don't like the way I have it
working. It's laggy and a bit jumpy, and plays terribly for players with
latency more than 50. But I
Those are NPC's though, not players. Players use a completely different set
of movement rules.
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Jay,
I'm not sure if this is even a coding question, which is why you probably
got all of the snarky replies.
I'm not a Valve employee, but it think I would be accurate if I said that
the reason fov is considered a cheat is because players used to set it to
ridiculously large values to be able
Why aren't you using CBaseAnimating? It does all that stuff for you.
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Maybe you can make a model, and have two skins on it, one with a material
with nocull and one without, (but the same texture) and then just flip the
skin when you want to have it do nocull?
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I really don't recommend doing this. There's no reason you can't modify
CSDKPlayer to do what you want it to do. Also the whole point of subclassing
is so that you can make the subclass have different behavior, or perhaps
multiple subclasses with different behaviors. However, the aforementioned
This is only slightly off topic, but:
Every version of Hammer (even back to Worldcraft and before) I've ever
worked with, the build window always stops updating about 20 or 30 seconds
into the process. All of Hammer then freezes up until the build is
completely done, so progress isn't visible.
For the love of God don't use SourceSafe. It's an abomination that will be
sent to the hell fires on judgment day. CVS isn't quite that bad but it's a
real pain to use anyway. Subversion, Perforce, and git are pretty much your
choices.
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You have a function definition, looking similar to:
void CBaseGrenade::HandleInteraction()
{
// ... blah blah
}
You must have copied a function from CBaseGrenade and tried to add it to
grenade_frag.cpp because the compiler is complaining. The function is
declared as a member of CBaseGrenade
The guys at Novint probably had something to do with it.
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A quick Find in Files for CWeaponInfo should find you a class
declaration in some file that ends in .h and that will be your file.
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100% sure the answer is no. Other than player resource of course.
You can change that with ShouldTransmit(). You can check it with
mat_wireframe or mat_overdraw or any other debug drawing cvar, or putting by
in some code to see if pPlayer-IsDormant().
I wonder what you're up to?
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Sure, they'll be completely isolated. Also you could make ShouldTransmit
make the firing range players invisible to other firing range players as
well. (With some game movement and firing code tweaks to make sure they
can't interact either, if that's what you actually want to do.)
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On Fri, Aug 7, 2009 at 5:58 AM, a...@watkins.to wrote:
* A crash where the call stack ONLY shows a memory address? Not even any
mention of a dll. This is our most common crash, and happens 1-2 times a day
on each server.
These are usually crashes dealing with the user's hardware. Video card
On Fri, Jul 24, 2009 at 2:41 AM, Minh minh...@telus.net wrote:
The .smd format is extremely robust the way accomodates reference meshes,
AND skeletal animation. So you want a method to go straight from 3d model /
animation - .mdl ?
How is that going to work with parametric animation? where
Valve's engine and toolset are perfect for what Valve does with it, and
Valve has a lot of tools that they don't distribute to the community that
make what they do easier. The limitations that exist are only because the
engine is focused for doing one thing and doing it well, that being the kind
Source engine works just fine for outdoors areas. Did you people forget that
half of HL2 and the episodes take place outdoors? Obviously it doesn't scale
up to GTA-size large areas, but it can handle some pretty large areas.
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If you have a quad core and you're having problems with the particle effects
being too expensive, probably you need to lighten up on those particle
effects. Not everybody has a quad core. Open up the showbudget panel to see
how long your particles are taking to render.
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Well the particle library isn't multithreaded as far as I know, so you can't
do that. It uses SIMD on one core.
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The way I do animated textures on the HUD:
CCFHudTexture* pDFATexture;
if (fmod(gpGlobals-curtime, 0.6f) 0.3f)
pDFATexture = m_pDFAUp;
else
pDFATexture = m_pDFADown;
int iSize = 200;
Good job :)
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Why don't you launch it directly from the IDE with F5 or F11?
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That's not quite what I meant, but if it works, good.
I meant to put similar code in the client-side portion of the flag entity.
For example, here's something out of my game:
int C_InfoObjective::DrawModel( int flags )
{
Vector vecDirection = CurrentViewOrigin() - GetAbsOrigin();
QAngle
I know of a memory manager by Paul Nettle I think that is pretty decent, but
I don't think it will cooperate with the Source Engine. There's also
valgrind, but that will only help you for the Linux binary. Bounds Checker
of course is an option, and as previously mentioned memoverride is where the
No. In reality Valve uses their money printing machine and both Valve and
Garry get $20 each.
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On Tue, Jun 16, 2009 at 7:25 PM, Mike Durand mik...@valvesoftware.comwrote:
The root cause of the crash was a missing resource file that Hammer relies
on and that is included in the same game cache file as the TF2 binaries.
Aw man I fixed this ages ago in my working copy, had I known that was
I don't remember actually, but I want to say mdlpicker.res and
mdlpickerrender.res
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I would think prediction would be causing the problem if anything. The
client thinks the object is being picked up (something prediction would do)
when the server disagrees.
Keeper, this sort of problem is difficult to diagnose without actually
debugging it, but probably the first place I would
Oh. Well I'm out of ideas then :) Sounds like a fun time in the debugger.
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It was Stavros.
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That is, it's a way to signal to the CVar system that a cvar only exists on
the client or on the server.
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Raphael,
This isn't really the appropriate list to ask that kind of question, this
list is for programming-related questions.
And most likely, no, we don't know.
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Oh I thought you were trying to get an achievement or something.
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I don't know about any of that.
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I've always wondered about this myself actually. Why don't you make a simple
prop with a couple different levels that are different in obvious ways and
stick a couple of them at different distances in the skybox?
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Why should I do that when you can do that for me? Bwahahaha
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On Mon, Jun 1, 2009 at 1:16 AM, Chris Marshall krizt...@comcast.net wrote:
First of all, what is the difference between CAM_Think() and
CAM_ThirdThink()? I was looking to see which one to override in the sdk
files but it appears that CAMThirdThink() is never called.
Again I don't know about
Christopher, with very large skyboxes it would make content creation much
simpler if an artist could place the same object close to the skybox camera
or far away and have the game automatically decide which LOD to use.
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Wow! Good job Minh, that will come in handy.
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My mod is far deviated from the standard sources and I don't have those
lying around, but in my sources the third person camera code is in:
void CSDKInput::CAM_ThirdPersonThink()
In your code it may be in CInput and you'd have to override it. The file
you're looking at should be
voice_enable 1
voice_loopback 1
Make sure your key is properly bound. Sometimes in a mod the icon that shows
that you are talking is broken, so voice_loopback 1 can let you hear what
other players would hear so you can see if it really is working.
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