Hey guys,
I tried the mdmp file, and it gave me the same result as running through
the release build in msdev debug. It says that it crashes on this line-
glowoverlay.cpp(299)m_flGlowObstructionScale =
min( m_flGlowObstructionScale, 1.0f );
Im beginning to think it has something to do with the
Hey guys,
I tried the mdmp file, and it gave me the same result as running through
the release build in msdev debug. It says that it crashes on this line-
glowoverlay.cpp(299)m_flGlowObstructionScale =
min( m_flGlowObstructionScale, 1.0f );
Im beginning to think it has something to do with
I'm having a strange problem with my mod's dedicated server rejecting
clients on connection with the following message Server uses different
classe tables (along with a Your .dll [bin\client.dll] differs from the
server's. error message in the console). I have triple check the file
versions on
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The problem isn't between the client.dll and server.dll
It's a difference between the client.dll on the dedicated server and the
client.dll in your SourceMods
Just overwrite the dedicated server's client.dll with your SourceMods one
--
ts2do
Yes that's the first thing Ive done. We also use SVN to keep our version in
sync, but just to be sure Ive uploaded a zip file holding the server
client dll from my computer directly to our remote server, so the server
client dlls are definately the same on both ends of the wire. I wished it
The different class tables doesn't nessisarily mean that the dlls
weren't compiled at the same time.. you could have just messed up the
send/recv tables. It usually happens when the server is trying to send
something and the client doesn't have a variable ready for it.. (their
tables don't
The last srcds update was not backwards-compatible. Make sure you've updated
or you will get this error. This isn't the first srcds update that has had
this bug/feature - it happened a couple months back as well.
At 2006/06/11 04:33 PM, Garry Newman wrote:
The different class tables doesn't
Thanks for the answer. The dedicated server is running on a WinXP system.
I've never had this problem before, and the first time it happened was when
I commented out one entry of an entity's network table, on both the server
and client side:
Client Side
Yes that's what I suspected either - As I've explained in my first mail,
I've update tried updating the dedicated server using the HLDSUpdateTool,
but maybe I did that wrong? Here's the command line Im using:
HldsUpdateTool.exe -command update -game hl2mp
This is a mod based on the hl2mp code.
I've updated the KI list with the code issues that prevent compiling on gcc 4:
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Mod_fails_to_compile_with_gcc_4.x
Unfortunately there are now run-time issues. The first big issue is that every
time you respawn, your vision is stuck
The last steam update that broke compatibility was mid last week I believe.
At 2006/06/11 04:53 PM, William Ravaine wrote:
Yes that's what I suspected either - As I've explained in my first mail,
I've update tried updating the dedicated server using the HLDSUpdateTool,
but maybe I did that wrong?
I really wish they'd fix the tools as well, it's been almost 2 weeks now and
the tools still don't work properly.
Steam is great because you can release updates and whatnot.. but come on,
breaking everything in the process??!??
--
-- omega
Heroes of Excelsior
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I've got a weird problem here...
void test_Callback_f( ConVar *var, char const *pOldString )
{
var-Revert();
}
ConVar test( test, , 0, test, test_Callback_f );
The following code makes hl2.exe immediately shutdown (HL2 has never closed
so
The breaking of class tables compatibility may have been unavoidable for
whatever reason - but a notice would be helpful.
At 2006/06/11 05:15 PM, you wrote:
I really wish they'd fix the tools as well, it's been almost 2 weeks now and
the tools still don't work properly.
Steam is great because
Just a guess since I'm not in front of the code right now, but are you
sure it isn't recursing here? (i.e. Revert() calls your callback until
the stack gets blown)
Jay
[ Picked text/plain from multipart/alternative ] I've got a
weird problem here...
void test_Callback_f( ConVar *var, char
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Looking at what Revert calls...that seems to be the correct diagnosis
Try if(!Q_strnicmp(var-GetString(),var-GetDefault())) before calling
var-Revert()
--
ts2do
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I've updated http://developer.valvesoftware.com/wiki/Compiling_under_Linux to
mention that gcc 4.x will not work.
However this behavior is surprising as I've extensively used cross-gcc version
libraries before, due to the need to interface with third party products on old
OSes. Generally you
Libraries under Linux make use of C bindings, their binary format is
static and well defined. The Source engine makes use of C++ entities
between its shared libraries (in particular pure virtual interfaces),
the C++ ABI is NOT stable between GCC major versions. A quick google of
this will give you
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Thanks for the help, but I was wondering, is it possible to do this
clientside?
On 6/8/06, Michael Kramer [EMAIL PROTECTED] wrote:
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Alright, I have tested this and it works, Simply, in
Thanks for the tips! I'd forgotten that fact about the Source SDK, although
I'd actually discovered it once before when trying to run efence on a mod in
order to try to debug Physical Mayhem.
Quite frankly I'm still baffled as to how it resulted in the behavior it did,
but oh well I've got
Has anyone tried shrinking down all players and models to get larger
sized maps? I know at least one mod has done it, but I can't remember
which mod that was. I recently started to shrink down all things in my
mod to get larger map sizes so that aircraft have more room to play in,
and most of
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To get it to stop twitching, you'll probably have to network more angle
bits...
--
ts2do
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On Sun, 2006-06-11 at 22:13 -0400, Justin Krenz wrote:
Has anyone tried shrinking down all players and models to get larger
sized maps? I know at least one mod has done it, but I can't remember
which mod that was.
http://www.youtube.com/watch?v=4-zA97BnOwo
Physics seems fine to me. :)
Justin, what kid of physics do you mean? Physics props interacting with the
world, etc?
Justin that looks pretty sweet btw - but let's see you hit an asteroid get
some real physics going :D
Quoting John Sheu [EMAIL PROTECTED]:
On Sun, 2006-06-11 at 22:13 -0400, Justin Krenz wrote:
Has
On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote:
Justin that looks pretty sweet btw - but let's see you hit an asteroid get
some real physics going :D
That's my project, BTW :-P
And yeah, physics is in that, the whole nine yards. FYI that's at 1/40
scale.
-John Sheu
So is your ship an actual physics object and if so are you applying
forces or modifying the velocity directly? What do you have as your
drag coefficient and inertia values?
John Sheu wrote:
On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote:
Justin that looks pretty sweet btw - but let's see
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