[hlcoders] Some problems

2007-03-05 Thread Emiel Regis
Hey, I encountered some problems with my code and would ask any of you for some help. I've been trying to implement a CTF mode lately on following basis: -we got ctf_flag model entity that can be carried, gets you points,etc. -we got ctf_flagspawn brush entity, which handles flag respawns,

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 Mulchman
: [hlcoders] Some problems Hey, I encountered some problems with my code and would ask any of you for some help. I've been trying to implement a CTF mode lately on following basis: -we got ctf_flag model entity that can be carried, gets you points,etc. -we got ctf_flagspawn brush entity, which

Re: [hlcoders] Some problems

2007-03-05 Thread Emiel Regis
Dnia 05-03-2007 o 21:16:25 Mulchman [EMAIL PROTECTED] napisał(a): It looks like you're using the traditional ifndef/define/endif block wrong. It should be #ifndef SOME_STUFF_H #define SOME_STUFF_H // class definition here #endif // SOME_STUFF_H Yours is #ifndef SOME_STUFF_H #define

Re: [hlcoders] Some problems

2007-03-05 Thread Emiel Regis
There's a redefinition: flagblue.h - class CFlagBlue : public CItem flagblue.cpp -class CFlagBlue : public CItem again When I try using 'class CFlagBlue' alone in one of files I get the same error again. I might be stupid, but it's how it's set in other header files and they work all ok :/

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] some problems runing mod

2005-11-02 Thread Ignacio Martín
Still no luck... I haven´t changed anything (only steam has been updated) and whenever I try to debug get always this output (the mod doesn't even start): AppFramework : Unable to load module engine.dll! Unable to load interface VEngineCvar003 from engine.dll'hl2.exe': Unloaded 'C:\Archivos de

Re: [hlcoders] some problems runing mod

2005-10-28 Thread Ignacio Martín
Thank you for your reply! I´ll give it a try. I have tryed all but running a release build in VS. However, I don´t understand why the memory bug only happens running it in steam. ;) 2005/10/27, Adam amckern Mckern [EMAIL PROTECTED]: It sounds like its a bug in your code. Run the mod via a

Re: [hlcoders] some problems runing mod

2005-10-28 Thread Dan Stevens (IAmAI)
-- [ Picked text/plain from multipart/alternative ] If there are any syntactical errors, they should be picked up by the compiler, shouldn't they? On 28/10/05, Ignacio Martín [EMAIL PROTECTED] wrote: Thank you for your reply! I´ll give it a try. I have tryed all but running a release build in

Re: [hlcoders] some problems runing mod

2005-10-28 Thread Adam \amckern\ Mckern
As default, PCH (Pre Complied Headers) are on. These put all the header files into a projectname.PCH file, and some times dont update when you complie. The idea of the PCH is a partialy complied header file set (much like a .lib), to help speed the complier, and linker up. Thats why i said what

[hlcoders] some problems runing mod

2005-10-27 Thread Ignacio Martín
I don´t can´t remember exactly how long I´ve been experiencing this problem, but I try to explain it. Whenever the mod is launched (it doesn´t matter if it is debbuging from VS2003 or from steam) the painting of the menu and console and other gui elements (before loading) seems to be quite slow.

[hlcoders] some problems runing mod

2005-10-27 Thread Ignacio Martín
I don´t can´t remember exactly how long I´ve been experiencing this problem, but I try to explain it. Whenever the mod is launched (it doesn´t matter if it is debbuging from VS2003 or from steam) the painting of the menu and console and other gui elements (before loading) seems to be quite slow.

Re: [hlcoders] some problems runing mod

2005-10-27 Thread Adam \amckern\ Mckern
It sounds like its a bug in your code. Run the mod via a relase build in VS (same as debug but wont be laggy), and when the memory bug comes up, the debugger should dump you into the code, other wise, there might be a debug box that will come up where you can enter into the debugger. With your