[hlcoders] Can't debug HL1 mod

2005-12-10 Thread Jeff Fearn
Hi ho all, for some resaon I can no longer debug my Hl1 mod. It's been
a month or so since I last tried, yes I am slack, no idea why it's
stopped.

Setting up renderer...
SKY:  nottinghamrt, nottinghambk, nottinghamlf, nottinghamft,
nottinghamup, nottinghamdn, done
**Graph Pointers Set!
Compressing split packet (2372 - 1733 bytes)
Custom resource propagation complete.
Codiac1STEAM_0:1:1245707 STEAM USERID validated
No observer targets.
Dropped Codiac from server
Reason:  Unable to connect to Steam

Netchan_Clear() : reliable length not 0, reliable_sequence: 1024,
incoming_reliable_acknowledged: 1
Unable to connect to Steam

Host_EndGame: Server disconnected

If I run the mod via steam I can play without a problem, it's just
debugging from VS .NET 2003 that is broken.

Thanks, Jeff.

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RE: [hlcoders] Can't debug HL1 mod

2005-12-10 Thread Alfred Reynolds
Make sure you have Steam running when you are trying to debug your mod.
You can also run with sv_lan 1.

- Alfred

Jeff Fearn wrote:
 Hi ho all, for some resaon I can no longer debug my Hl1 mod. It's been
 a month or so since I last tried, yes I am slack, no idea why it's
 stopped.

 Setting up renderer...
 SKY:  nottinghamrt, nottinghambk, nottinghamlf, nottinghamft,
 nottinghamup, nottinghamdn, done
 **Graph Pointers Set!
 Compressing split packet (2372 - 1733 bytes)
 Custom resource propagation complete.
 Codiac1STEAM_0:1:1245707 STEAM USERID validated
 No observer targets.
 Dropped Codiac from server
 Reason:  Unable to connect to Steam

 Netchan_Clear() : reliable length not 0, reliable_sequence: 1024,
 incoming_reliable_acknowledged: 1
 Unable to connect to Steam

 Host_EndGame: Server disconnected

 If I run the mod via steam I can play without a problem, it's just
 debugging from VS .NET 2003 that is broken.

 Thanks, Jeff.

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Re: [hlcoders] Can't debug HL1 mod

2005-12-10 Thread Jeff Fearn
On 12/11/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
 You can also run with sv_lan 1.

Hmmm that fixes it ...cept for the annoying mscvrt70.dll missing error
when it crashes ... google to the rescue!

Thanks, Alfred :)

Jeff

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RE: [hlcoders] Can't debug HL1 mod

2005-12-10 Thread Alfred Reynolds
If you want to have an internet server (i.e sv_lan 0) and still want to
debug then you can also launch your game via Steam and then attach the
debugger to the process.

- Alfred

Jeff Fearn wrote:
 On 12/11/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
 You can also run with sv_lan 1.

 Hmmm that fixes it ...cept for the annoying mscvrt70.dll missing error
 when it crashes ... google to the rescue!

 Thanks, Alfred :)

 Jeff

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Re: [hlcoders] Can't debug HL1 mod

2005-12-10 Thread Jeff Fearn
On 12/11/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
 If you want to have an internet server (i.e sv_lan 0) and still want to
 debug then you can also launch your game via Steam and then attach the
 debugger to the process.

Nah, that's fine debugging on lan is ok.

I am having a problem getting VS .NET 2003 to catch seg faults though.
It just exits back to VS instead of breaking.

---sample out put---
'hl.exe': Loaded
'D:[EMAIL PROTECTED]',
Symbols loaded.

'hl.exe': Loaded
'D:[EMAIL PROTECTED]',
Symbols loaded.


---snip

First-chance exception at 0x08a56a75 (wizardwars.dll) in hl.exe:
0xC005: Access violation reading location 0x004c.
'hl.exe': Loaded 'D:\Steam\dbghelp.dll', No symbols loaded.
'hl.exe': Loaded 'D:\Steam\CSERHelper.dll', No symbols loaded.
'hl.exe': Loaded
'D:[EMAIL PROTECTED]',
No symbols loaded.
File d:[EMAIL PROTECTED]
was never closed
The thread 'Win32 Thread' (0x860) has exited with code 0 (0x0).
The thread 'Win32 Thread' (0xebc) has exited with code 0 (0x0).
The thread 'Win32 Thread' (0x914) has exited with code 0 (0x0).
'hl.exe': Unloaded
'D:[EMAIL PROTECTED]'

---end---

Then it unloads everything else and drops back to VS.

Thanks, Jeff

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Re: [hlcoders] Can't debug HL1 mod

2005-12-10 Thread Jeff Fearn
On 12/11/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
 Go to Debug-Exceptions in MSVC and set Access Violation to Break
 Always.

It just had to be embarrassingly simple :(

Jeff

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