[hlcoders] m_fFlags Player Specific
I was wondering if there is a flag for FL_RUNNING FL_WALKING If not what would be the best way to add a flag ? to the const.h ? r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] m_fFlags Player Specific
I'm guessing it's done the same way as HL1. I think its in const.h, just copy one of the flags and make the number on it bigger ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Struggling with pointers
-- [ Picked text/plain from multipart/alternative ] I've got a pretty decent programming background, but my math skills are lacking. This has not really been a problem for me until digging into the 3d math used by hl2. I'm having trouble with the vectors, matrixes, Qangles, etc. Can anyone suggest some resources to brush up on these topics? Would some of these algorithms be covered in a College Algebra course? Or are they more of a trig topic? On a side note, when it comes down to planning out some logical steps such as vector math, transforming local to world space coordinates should one map it out on paper first? Would a graphing calculator such as the TI-83 help with planning out these steps. Once you've got the math worked out on paper you'd then translate it to C++. Is this the recommended method? Thanks in advance for any inputs - Do you Yahoo!? Yahoo! Mail - You care about security. So do we. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Struggling with pointers
Crusty Jacks wrote: -- [ Picked text/plain from multipart/alternative ] I've got a pretty decent programming background, but my math skills are lacking. This has not really been a problem for me until digging into the 3d math used by hl2. I'm having trouble with the vectors, matrixes, Qangles, etc. Can anyone suggest some resources to brush up on these topics? Would some of these algorithms be covered in a College Algebra course? Or are they more of a trig topic? On a side note, when it comes down to planning out some logical steps such as vector math, transforming local to world space coordinates should one map it out on paper first? Would a graphing calculator such as the TI-83 help with planning out these steps. Once you've got the math worked out on paper you'd then translate it to C++. Is this the recommended method? GameDev.net has some wonderful articles on 3d mathematics... http://www.gamedev.net/reference/list.asp?categoryid=28 Like this one on Vectors and Matrices... http://www.gamedev.net/reference/articles/article1832.asp And this one on 3D rotations... http://www.gamedev.net/reference/articles/article1279.asp Once you get those down, jump into Quaternions (used quite a bit in skeletal animation)... http://www.gamedev.net/reference/articles/article428.asp -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shaders...
-- [ Picked text/plain from multipart/alternative ] would you mind taking me off your list.thankyou -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shaders...
[EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] would you mind taking me off your list.thankyou Read the bottom line of every email sent from this list... v-- That stuff down there ---v ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ^--- That stuff up there ^ -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re[2]: [hlcoders] Shaders...
Hallo Chris518281, Du schriebst: -- [ Picked text/plain from multipart/alternative ] would you mind taking me off your list.thankyou -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: ^^^ http://list.valvesoftware.com/mailman/listinfo/hlcoders ^^^ -- Grüße, Yarin [EMAIL PROTECTED] -BEGIN GEEK CODE BLOCK- Version: 3.12 GCS d-(++) s:+: a- c++(+++)$ UL++ P--(---) L+++(++)$ E--- W+++$ N+++ o? K? w++(---) !O M-- !V Y(+) PGP--- t+++ 5-- X R- tv++ b(+) DI@ D+ G++ e? h! r-- !y+ --END GEEK CODE BLOCK-- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Problems for a first timer, please read
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm using gentoo linux, I had a few problems with the build process for a server mod. I am not an expert with C++, but I know a thing or two, so after jumping over a few hurdles I'm stuck in a ditch. The first two are resolved problems I am sharing for informational purposes. 1. I had to add -lpthread to the Makefile.vcpm after getting some missing mutex symbols in xerces-c shared objects. xerces-c is compiled with threads by default. 2. had to add LD_LIBRARY_PATH=/usr/src/sourcemod/src/linux_sdk (my build dir) to my environment in order to get vcpm to run, because it was unable to find the two shared objects it created symbolic links for. and finally, I am stumped at this one. When the actual mod is compiling, what seems to be the very last step, I get this final error (scroll down to the bottom): /usr/bin/gcc -shared -o ./server_i486.so obj/server/dlls/game_shared/activityli st.o obj/server/dlls/game_shared/ammodef.o obj/server/dlls/game_shared/animation .o obj/server/dlls/game_shared/base_playeranimstate.o obj/server/dlls/game_share d/basecombatcharacter_shared.o obj/server/dlls/game_shared/basecombatweapon_shar ed.o obj/server/dlls/game_shared/baseentity_shared.o obj/server/dlls/game_shared /basegrenade_shared.o obj/server/dlls/game_shared/baseparticleentity.o obj/serve r/dlls/game_shared/baseplayer_shared.o obj/server/dlls/game_shared/baseviewmodel _shared.o obj/server/dlls/game_shared/beam_shared.o obj/server/dlls/game_shared/ choreoactor.o obj/server/dlls/game_shared/choreochannel.o obj/server/dlls/game_s hared/choreoevent.o obj/server/dlls/game_shared/choreoscene.o obj/server/dlls/ga me_shared/collisionproperty.o obj/server/dlls/game_shared/death_pose.o obj/serve r/dlls/game_shared/debugoverlay_shared.o obj/server/dlls/game_shared/decals.o ob j/server/dlls/game_shared/effect_dispatch_data.o obj/server/dlls/game_shared/eha ndle.o obj/server/dlls/game_shared/entitylist_base.o obj/server/dlls/game_shared /EntityParticleTrail_Shared.o obj/server/dlls/game_shared/env_wind_shared.o obj/ server/dlls/game_shared/eventlist.o obj/server/dlls/game_shared/func_ladder.o ob j/server/dlls/game_shared/gamemovement.o obj/server/dlls/game_shared/gamerules.o obj/server/dlls/game_shared/gamerules_register.o obj/server/dlls/game_shared/ga mestringpool.o obj/server/dlls/game_shared/gamevars_shared.o obj/server/dlls/gam e_shared/igamesystem.o obj/server/dlls/game_shared/interval.o obj/server/dlls/ga me_shared/mapentities_shared.o obj/server/dlls/game_shared/movevars_shared.o obj /server/dlls/game_shared/multiplay_gamerules.o obj/server/dlls/game_shared/physi cs_main_shared.o obj/server/dlls/game_shared/physics_saverestore.o obj/server/dl ls/game_shared/physics_shared.o obj/server/dlls/game_shared/precache_register.o obj/server/dlls/game_shared/predictableid.o obj/server/dlls/game_shared/predicte d_viewmodel.o obj/server/dlls/game_shared/props_shared.o obj/server/dlls/game_sh ared/ragdoll_shared.o obj/server/dlls/game_shared/rope_helpers.o obj/server/dlls /game_shared/saverestore.o obj/server/dlls/game_shared/sheetsimulator.o obj/serv er/dlls/game_shared/singleplay_gamerules.o obj/server/dlls/game_shared/SoundEmit terSystem.o obj/server/dlls/game_shared/soundenvelope.o obj/server/dlls/game_sha red/Sprite.o obj/server/dlls/game_shared/studio_shared.o obj/server/dlls/game_sh ared/takedamageinfo.o obj/server/dlls/game_shared/teamplay_gamerules.o obj/serve r/dlls/game_shared/test_ehandle.o obj/server/dlls/game_shared/usercmd.o obj/serv er/dlls/game_shared/util_shared.o obj/server/dlls/game_shared/voice_gamemgr.o ob j/server/dlls/game_shared/weapon_parse.o obj/server/dlls/game_shared/weapon_prof iciency.o obj/server/dlls/game_shared/SpriteTrail.o obj/server/dlls/game_shared/ usermessages.o obj/server/dlls/ai_activity.o obj/server/dlls/ai_baseactor.o obj /server/dlls/ai_basehumanoid.o obj/server/dlls/ai_basenpc.o obj/server/dlls/ai_b asenpc_flyer.o obj/server/dlls/ai_basenpc_flyer_new.o obj/server/dlls/ai_basenpc _movement.o obj/server/dlls/ai_basenpc_physicsflyer.o obj/server/dlls/ai_basenpc _schedule.o obj/server/dlls/ai_basenpc_squad.o obj/server/dlls/ai_behavior.o obj /server/dlls/ai_behavior_assault.o obj/server/dlls/ai_behavior_follow.o obj/serv er/dlls/ai_behavior_lead.o obj/server/dlls/ai_behavior_rappel.o obj/server/dlls/ ai_behavior_standoff.o obj/server/dlls/ai_blended_movement.o obj/server/dlls/ai_ concommands.o obj/server/dlls/ai_condition.o obj/server/dlls/AI_Criteria.o obj/s erver/dlls/ai_default.o obj/server/dlls/ai_dynamiclink.o obj/server/dlls/ai_even t.o obj/server/dlls/ai_goalentity.o obj/server/dlls/ai_hint.o obj/server/dlls/ai _hull.o obj/server/dlls/ai_initutils.o obj/server/dlls/AI_Interest_Target.o obj/ server/dlls/ai_link.o obj/server/dlls/ai_localnavigator.o obj/server/dlls/ai_loo ktarget.o obj/server/dlls/ai_memory.o obj/server/dlls/ai_motor.o obj/server/dlls /ai_moveprobe.o
Re: [hlcoders] Problems for a first timer, please read
Jeffrey Moss wrote: When the actual mod is compiling, what seems to be the very last step, I get this final error (scroll down to the bottom): I don't know if this is any help, but... All of these failed with the same error message about unresolved symbols in std::[EMAIL PROTECTED] After some searching and a discussion with rac on irc i found that i had no libstdc++.so.5 anywhere and no libstdc++.so.* in /usr/lib/gcc-lib/ only /usr/lib/gcc-lib/libstdc++.a and libstdc++.la and /usr/lib/libstdc++.so.2.* Remerging gcc with USE=-static generated the proper libraries and fixed the other ebuilds that were failing. Reproducible: Always Steps to Reproduce: 1. USE=static emerge gcc 2. emerge fam-oss or other packages that depend on libstdc++.so.5 from here... http://bugs.gentoo.org/show_bug.cgi?id=18050 (found using google.com and searching for time_put_w) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Problems for a first timer, please read
Yes I found that too. It's compiling right now. -Jeff - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 05, 2005 12:12 PM Subject: Re: [hlcoders] Problems for a first timer, please read Jeffrey Moss wrote: When the actual mod is compiling, what seems to be the very last step, I get this final error (scroll down to the bottom): I don't know if this is any help, but... All of these failed with the same error message about unresolved symbols in std::[EMAIL PROTECTED] After some searching and a discussion with rac on irc i found that i had no libstdc++.so.5 anywhere and no libstdc++.so.* in /usr/lib/gcc-lib/ only /usr/lib/gcc-lib/libstdc++.a and libstdc++.la and /usr/lib/libstdc++.so.2.* Remerging gcc with USE=-static generated the proper libraries and fixed the other ebuilds that were failing. Reproducible: Always Steps to Reproduce: 1. USE=static emerge gcc 2. emerge fam-oss or other packages that depend on libstdc++.so.5 from here... http://bugs.gentoo.org/show_bug.cgi?id=18050 (found using google.com and searching for time_put_w) -- Jeffrey botman Broome ___ 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
[hlcoders] Problems building with Visual Studio 6 SP6
Has anyone been able to do a build with Visual Studio 6 Standard Edition with SP6? I've converted the .sln files to .dsw using prjconverter, and have everything cleaned up except one error I can't get past: C:\PD\src\cl_dll\game_controls\spectatorgui.h(122) : fatal error C1600: unsupported data type line 122 in spectatorgui.h(client code): MESSAGE_FUNC_PARAMS( OnTextChanged, TextChanged, data ); I've seen postings about using SP5 and the processor pack, but it looks like there could be problems using the Standard edition. Any ideas? Thanks! -Gregg Reno ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Vector rotation
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] how can I rotate a 3D vector along a plane? for example... I have a vector that points straight up a wall, and one that points to the right along the wall, and I want to rotate it to the left, so that its pointing diagonally across the wall The angle is arbitrary. So I might want to rotate the vector left or right 45 degrees, etc. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] OT: Ignore date / time differences in Beyond Compare
On Wed, 5 Jan 2005 20:20:12 -, Mark Ingram [EMAIL PROTECTED] wrote: Hi, know this is slightly off topic, but how do i ignore date and time differences in beyond compare? Just tried todo a diff between old HL2 source code and updated source code and its flagging every file as different because they were created at different times. Had a quick google for it but couldnt find solution. View-File Comparison Rules Uncheck the timestamp box. Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] OT: Ignore date / time differences in Beyond Compare
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, know this is slightly off topic, but how do i ignore date and time differences in beyond compare? Just tried todo a diff between old HL2 source code and updated source code and its flagging every file as different because they were created at different times. Had a quick google for it but couldnt find solution. Mark -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Problems building with Visual Studio 6 SP6
You need to downgrade to SP5 and get the processor pack from MS's site. -Original Message- From: Gregg Reno [mailto:[EMAIL PROTECTED] Sent: January 5, 2005 3:15 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Problems building with Visual Studio 6 SP6 Has anyone been able to do a build with Visual Studio 6 Standard Edition with SP6? I've converted the .sln files to .dsw using prjconverter, and have everything cleaned up except one error I can't get past: C:\PD\src\cl_dll\game_controls\spectatorgui.h(122) : fatal error C1600: unsupported data type line 122 in spectatorgui.h(client code): MESSAGE_FUNC_PARAMS( OnTextChanged, TextChanged, data ); I've seen postings about using SP5 and the processor pack, but it looks like there could be problems using the Standard edition. Any ideas? Thanks! -Gregg Reno -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.6.8 - Release Date: 03/01/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Problems building with Visual Studio 6 SP6
There is no processor pack for sp6. You have to use service pack 5 and the sp5 pp. Christian Yahn Bernier wrote: I think you still need the VC processor pack. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gregg Reno Sent: Wednesday, January 05, 2005 12:15 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Problems building with Visual Studio 6 SP6 Has anyone been able to do a build with Visual Studio 6 Standard Edition with SP6? I've converted the .sln files to .dsw using prjconverter, and have everything cleaned up except one error I can't get past: C:\PD\src\cl_dll\game_controls\spectatorgui.h(122) : fatal error C1600: unsupported data type line 122 in spectatorgui.h(client code): MESSAGE_FUNC_PARAMS( OnTextChanged, TextChanged, data ); I've seen postings about using SP5 and the processor pack, but it looks like there could be problems using the Standard edition. Any ideas? Thanks! -Gregg Reno ___ 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] m_fFlags Player Specific
Not sure how it was done in HL1 ... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Draco [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 05, 2005 4:23 AM Subject: Re: [hlcoders] m_fFlags Player Specific I'm guessing it's done the same way as HL1. I think its in const.h, just copy one of the flags and make the number on it bigger ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ 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] OT: Ignore date / time differences in Beyond Compare
Yeah that's where I though it was, in older versions it is. Now its listed under File | File Comparisons... Cheers :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of jeff broome Sent: 05 January 2005 20:25 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] OT: Ignore date / time differences in Beyond Compare On Wed, 5 Jan 2005 20:20:12 -, Mark Ingram [EMAIL PROTECTED] wrote: Hi, know this is slightly off topic, but how do i ignore date and time differences in beyond compare? Just tried todo a diff between old HL2 source code and updated source code and its flagging every file as different because they were created at different times. Had a quick google for it but couldnt find solution. View-File Comparison Rules Uncheck the timestamp box. Jeffrey botman Broome ___ 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] Problems building with Visual Studio 6 SP6
Right, you'll have to revert to sp5. (Not sure what they fixed between 5 and 6 anyway, but I know we do some alignment stuff in core headers (Vector class I think in particular) which requires the VC Processor pack). Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Christian Berger Sent: Wednesday, January 05, 2005 1:45 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Problems building with Visual Studio 6 SP6 There is no processor pack for sp6. You have to use service pack 5 and the sp5 pp. Christian Yahn Bernier wrote: I think you still need the VC processor pack. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gregg Reno Sent: Wednesday, January 05, 2005 12:15 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Problems building with Visual Studio 6 SP6 Has anyone been able to do a build with Visual Studio 6 Standard Edition with SP6? I've converted the .sln files to .dsw using prjconverter, and have everything cleaned up except one error I can't get past: C:\PD\src\cl_dll\game_controls\spectatorgui.h(122) : fatal error C1600: unsupported data type line 122 in spectatorgui.h(client code): MESSAGE_FUNC_PARAMS( OnTextChanged, TextChanged, data ); I've seen postings about using SP5 and the processor pack, but it looks like there could be problems using the Standard edition. Any ideas? Thanks! -Gregg Reno ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Problems Building in VS 2005
Has anyone been able to hack the server plugin part of the SDK so it will compile in the 2005 beta? LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __crtAssertBusy already defined in memoverride.obj LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __CrtSetReportMode already defined in memoverride.obj LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __CrtSetReportFile already defined in memoverride.obj LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __CrtSetReportHook already defined in memoverride.obj LIBCMTD.lib(heapinit.obj) : error LNK2005: __amblksiz already defined in memoverride.obj LIBCMTD.lib(heapinit.obj) : error LNK2005: __heap_init already defined in memoverride.obj LIBCMTD.lib(heapinit.obj) : error LNK2005: __heap_term already defined in memoverride.obj LIBCMTD.lib(dbgrpt.obj) : error LNK2005: __CrtDbgReport already defined in memoverride.obj LIBCMTD.lib(sbheap.obj) : error LNK2005: __get_sbh_threshold already defined in memoverride.obj LIBCMTD.lib(sbheap.obj) : error LNK2005: __set_sbh_threshold already defined in memoverride.obj I get very ugly linker errors when I try and build (See above). If I remove the valve versions of those it will not run on the source server, at all. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Problems for a first timer, please read
Ive seen similar problems with other symbols in gcc, where the maintainers made a mistake and the static and dynamic versions of the lib are different. Cant remember the exact symbol (it was before the holidays), but theyd put versioning on just that one so the name was mangled differently. Nice to see another Gentoo user too :D On Wed, 5 Jan 2005 12:35:43 -0700, Jeffrey Moss [EMAIL PROTECTED] wrote: Yes I found that too. It's compiling right now. -Jeff - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 05, 2005 12:12 PM Subject: Re: [hlcoders] Problems for a first timer, please read Jeffrey Moss wrote: When the actual mod is compiling, what seems to be the very last step, I get this final error (scroll down to the bottom): I don't know if this is any help, but... All of these failed with the same error message about unresolved symbols in std::[EMAIL PROTECTED] After some searching and a discussion with rac on irc i found that i had no libstdc++.so.5 anywhere and no libstdc++.so.* in /usr/lib/gcc-lib/ only /usr/lib/gcc-lib/libstdc++.a and libstdc++.la and /usr/lib/libstdc++.so.2.* Remerging gcc with USE=-static generated the proper libraries and fixed the other ebuilds that were failing. Reproducible: Always Steps to Reproduce: 1. USE=static emerge gcc 2. emerge fam-oss or other packages that depend on libstdc++.so.5 from here... http://bugs.gentoo.org/show_bug.cgi?id=18050 (found using google.com and searching for time_put_w) -- Jeffrey botman Broome ___ 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] Problems Building in VS 2005
Have you tried exluding LIBCMTD from the linker? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bug Sent: Wednesday, January 05, 2005 4:43 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Problems Building in VS 2005 Has anyone been able to hack the server plugin part of the SDK so it will compile in the 2005 beta? LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __crtAssertBusy already defined in memoverride.obj LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __CrtSetReportMode already defined in memoverride.obj LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __CrtSetReportFile already defined in memoverride.obj LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __CrtSetReportHook already defined in memoverride.obj LIBCMTD.lib(heapinit.obj) : error LNK2005: __amblksiz already defined in memoverride.obj LIBCMTD.lib(heapinit.obj) : error LNK2005: __heap_init already defined in memoverride.obj LIBCMTD.lib(heapinit.obj) : error LNK2005: __heap_term already defined in memoverride.obj LIBCMTD.lib(dbgrpt.obj) : error LNK2005: __CrtDbgReport already defined in memoverride.obj LIBCMTD.lib(sbheap.obj) : error LNK2005: __get_sbh_threshold already defined in memoverride.obj LIBCMTD.lib(sbheap.obj) : error LNK2005: __set_sbh_threshold already defined in memoverride.obj I get very ugly linker errors when I try and build (See above). If I remove the valve versions of those it will not run on the source server, at all. ___ 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] Problems Building in VS 2005
There was a few tuts around that fixed this one. I _think_ it has something to do with adding /FORCE:MULTIPLE to the compiler command line. I cant remember where, but i got the same errors and managed to fix them. There is a thread somewhere with a guy who fixed all errors. Bug wrote: Has anyone been able to hack the server plugin part of the SDK so it will compile in the 2005 beta? LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __crtAssertBusy already defined in memoverride.obj LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __CrtSetReportMode already defined in memoverride.obj LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __CrtSetReportFile already defined in memoverride.obj LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __CrtSetReportHook already defined in memoverride.obj LIBCMTD.lib(heapinit.obj) : error LNK2005: __amblksiz already defined in memoverride.obj LIBCMTD.lib(heapinit.obj) : error LNK2005: __heap_init already defined in memoverride.obj LIBCMTD.lib(heapinit.obj) : error LNK2005: __heap_term already defined in memoverride.obj LIBCMTD.lib(dbgrpt.obj) : error LNK2005: __CrtDbgReport already defined in memoverride.obj LIBCMTD.lib(sbheap.obj) : error LNK2005: __get_sbh_threshold already defined in memoverride.obj LIBCMTD.lib(sbheap.obj) : error LNK2005: __set_sbh_threshold already defined in memoverride.obj I get very ugly linker errors when I try and build (See above). If I remove the valve versions of those it will not run on the source server, at all. ___ 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] Vector rotation
If you didn't understand Botman's link, this link has some information on it and a handy C-function which you can use for your mod http://astronomy.swin.edu.au/~pbourke/geometry/rotate/ On Wed, 5 Jan 2005 14:26:26 -0600, jeff broome [EMAIL PROTECTED] wrote: On Wed, 5 Jan 2005 12:16:36 -0800, Trauts [EMAIL PROTECTED] wrote: how can I rotate a 3D vector along a plane? Rotate the vector around the normal (vector) of the plane... http://cadd.web.cern.ch/cadd/cad_geant_int/ddt_long/node14.html Hurray for complex math! Jeffrey botman Broome ___ 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] Winter-een-mas
Which is probably the reason that the original poster gave a link to more information On Wed, 5 Jan 2005 12:41:50 +1000, Draco [EMAIL PROTECTED] wrote: Me neither, but I have heard of December-ween (www.homestarrunner.com) ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ 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] m_fFlags Player Specific
search the code for the existing flags specifically, where they are #define 'd ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] m_fFlags Player Specific
... #define FL_FAKECLIENT (18) // Fake client, simulated server side; don't send network messages to them // NOTE if you move things up, make sure to change this value #define PLAYER_FLAG_BITS 9 // NON-PLAYER SPECIFIC (i.e., not used by GameMovement or the client .dll ) -- Can still be applied to players, though #define FL_INWATER (19) // In water ... #define FL_UNBLOCKABLE_BY_PLAYER (130) -- last Now if I wanted to add something would it start 131 132 etc ? #define FL_RUNNING (131) #define FL_WALKING (132) etc etc Would that work? I do not believe there is anything that use those bits I specified above. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Draco [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 05, 2005 11:27 PM Subject: Re: [hlcoders] m_fFlags Player Specific search the code for the existing flags specifically, where they are #define 'd ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ 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] m_fFlags Player Specific
Do those bits exist in a 32-bit integer? (I'm assuming the flags are an integer) I'm assuming that shifting 32 bits in a 32 bit integer won't leave many bits to represent your values... r00t 3:16 wrote: ... #define FL_FAKECLIENT (18) // Fake client, simulated server side; don't send network messages to them ... Now if I wanted to add something would it start 131 132 etc ? #define FL_RUNNING (131) #define FL_WALKING (132) etc etc Would that work? I do not believe there is anything that use those bits I specified above. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] m_fFlags Player Specific
Also, you can reuse values. In my MOD FL_RADARBLIP is the same as FL_IMMUNEWATER, they arenm't used at the same time so it doesn't effect each other. ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] m_fFlags Player Specific
I was just getting ready to ask this and you had replied already... Would the engine handle the below so I do not use something that is already #defined? #define FL_RUNNING (20) #define FL_WALKING (21) r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Draco [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 06, 2005 12:07 AM Subject: Re: [hlcoders] m_fFlags Player Specific Also, you can reuse values. In my MOD FL_RADARBLIP is the same as FL_IMMUNEWATER, they arenm't used at the same time so it doesn't effect each other. ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ 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] m_fFlags Player Specific
A 32 bit integer would be limited to the values (10) through (131). (20) is not really a useful value, its the same as (11). What you're doing here is taking the value 2 ( 0010 in binary ) and shifting it 0 bits to the left. (20) == 0010 in binary == (11) (21) == 0100 in binary == (12) If you need more flags for your entity, you can create a member variable in the class to handle that and network it from there. In Source you are not limited to the pev structure for things that can be automatically networked. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Wednesday, January 05, 2005 9:31 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] m_fFlags Player Specific I was just getting ready to ask this and you had replied already... Would the engine handle the below so I do not use something that is already #defined? #define FL_RUNNING (20) #define FL_WALKING (21) r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: Draco [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, January 06, 2005 12:07 AM Subject: Re: [hlcoders] m_fFlags Player Specific Also, you can reuse values. In my MOD FL_RADARBLIP is the same as FL_IMMUNEWATER, they arenm't used at the same time so it doesn't effect each other. ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ 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] m_fFlags Player Specific
I'm pretty sure it will. Remeber that these flags can be any value that fits into the flag variable(its a bit i think). check what can be used as a bit ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Rotating the view angles (roll?)
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Basically, I coded a wall run movetype. However, I'd like to rotate the camera so that it appears the wall they are running on is actually the floor for them. I have a normal vector to the wall, and I'm sure I need it, but I'm not sure how to get this to work. I think I have to use player-LocalEyeAngles() and player-SnapEyeAngles(), but from there, I'm lost. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Problems Building in VS 2005
Look on the verc forums. In the Source coding section there is a whole thread dedicated to using 2005. On Thu, 06 Jan 2005 12:06:24 +1100, Tim Nagel [EMAIL PROTECTED] wrote: There was a few tuts around that fixed this one. I _think_ it has something to do with adding /FORCE:MULTIPLE to the compiler command line. I cant remember where, but i got the same errors and managed to fix them. There is a thread somewhere with a guy who fixed all errors. Bug wrote: Has anyone been able to hack the server plugin part of the SDK so it will compile in the 2005 beta? LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __crtAssertBusy already defined in memoverride.obj LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __CrtSetReportMode already defined in memoverride.obj LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __CrtSetReportFile already defined in memoverride.obj LIBCMTD.lib(dbgrptt.obj) : error LNK2005: __CrtSetReportHook already defined in memoverride.obj LIBCMTD.lib(heapinit.obj) : error LNK2005: __amblksiz already defined in memoverride.obj LIBCMTD.lib(heapinit.obj) : error LNK2005: __heap_init already defined in memoverride.obj LIBCMTD.lib(heapinit.obj) : error LNK2005: __heap_term already defined in memoverride.obj LIBCMTD.lib(dbgrpt.obj) : error LNK2005: __CrtDbgReport already defined in memoverride.obj LIBCMTD.lib(sbheap.obj) : error LNK2005: __get_sbh_threshold already defined in memoverride.obj LIBCMTD.lib(sbheap.obj) : error LNK2005: __set_sbh_threshold already defined in memoverride.obj I get very ugly linker errors when I try and build (See above). If I remove the valve versions of those it will not run on the source server, at all. ___ 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 -- Nick Roth [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders