[hlcoders] m_fFlags Player Specific

2005-01-05 Thread r00t 3:16
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
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Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Draco
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

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[hlcoders] Struggling with pointers

2005-01-05 Thread Crusty Jacks
--
[ 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…



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Do you Yahoo!?
 Yahoo! Mail - You care about security. So do we.
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Re: [hlcoders] Struggling with pointers

2005-01-05 Thread Jeffrey \botman\ Broome
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
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Re: [hlcoders] Shaders...

2005-01-05 Thread Chris518281
--
[ Picked text/plain from multipart/alternative ]
would you mind taking me off your  list.thankyou
--

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Re: [hlcoders] Shaders...

2005-01-05 Thread Jeffrey \botman\ Broome
[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
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^--- That stuff up there ^
--
Jeffrey botman Broome
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Re[2]: [hlcoders] Shaders...

2005-01-05 Thread Yarin Kaul
Hallo Chris518281,

Du schriebst:
 --
 [ Picked text/plain from multipart/alternative ]
 would you mind taking me off your  list.thankyou
 --

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  ^^^




--
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--


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[hlcoders] Problems for a first timer, please read

2005-01-05 Thread Jeffrey Moss
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

2005-01-05 Thread Jeffrey \botman\ Broome
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
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Re: [hlcoders] Problems for a first timer, please read

2005-01-05 Thread Jeffrey Moss
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
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[hlcoders] Problems building with Visual Studio 6 SP6

2005-01-05 Thread Gregg Reno
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



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[hlcoders] Vector rotation

2005-01-05 Thread Trauts
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.



--



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Re: [hlcoders] OT: Ignore date / time differences in Beyond Compare

2005-01-05 Thread jeff broome
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

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[hlcoders] OT: Ignore date / time differences in Beyond Compare

2005-01-05 Thread Mark Ingram
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
--




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RE: [hlcoders] Problems building with Visual Studio 6 SP6

2005-01-05 Thread Tony \omega\ Sergi
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



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Re: [hlcoders] Problems building with Visual Studio 6 SP6

2005-01-05 Thread Christian Berger
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

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Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread r00t 3:16
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
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RE: [hlcoders] OT: Ignore date / time differences in Beyond Compare

2005-01-05 Thread Mark Ingram
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

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RE: [hlcoders] Problems building with Visual Studio 6 SP6

2005-01-05 Thread Yahn Bernier
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



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[hlcoders] Problems Building in VS 2005

2005-01-05 Thread Bug
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.



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Re: [hlcoders] Problems for a first timer, please read

2005-01-05 Thread Luke Graham
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
 
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RE: [hlcoders] Problems Building in VS 2005

2005-01-05 Thread Yahn Bernier
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.



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Re: [hlcoders] Problems Building in VS 2005

2005-01-05 Thread Tim Nagel
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.

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Re: [hlcoders] Vector rotation

2005-01-05 Thread Jarrett Hawrylak
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

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Re: [hlcoders] Winter-een-mas

2005-01-05 Thread Jarrett Hawrylak
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

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Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Draco
search the code for the existing flags specifically, where they are #define 'd

**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread r00t 3:16
...
#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
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Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Ian Tyrrell
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.
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Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Draco
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

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Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread r00t 3:16
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
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RE: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Matt Boone
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

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Re: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Draco
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

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[hlcoders] Rotating the view angles (roll?)

2005-01-05 Thread Trauts
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.

--



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Re: [hlcoders] Problems Building in VS 2005

2005-01-05 Thread Nick Roth
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.
 
 
 
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--
Nick Roth
[EMAIL PROTECTED]

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