[hlcoders] Re: hlcoders digest, Vol 1 #2534 - 5 msgs

2006-06-11 Thread Ben
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

[hlcoders] help Re: hlcoders digest, Vol 1 #2534 - 5 msgs

2006-06-11 Thread Ben
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

[hlcoders] Server uses different classe tables

2006-06-11 Thread William Ravaine
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

Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread William Ravaine
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

Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread Garry Newman
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

Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread bloodykenny
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

Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread William Ravaine
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

Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread William Ravaine
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.

[hlcoders] Round 2: srcds on newer linuxes

2006-06-11 Thread bloodykenny
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

Re: [hlcoders] Server uses different classe tables

2006-06-11 Thread bloodykenny
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?

RE: [hlcoders] Server uses different classe tables

2006-06-11 Thread Tony \omega\ Sergi
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

[hlcoders] Cvar revert crashes

2006-06-11 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] 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

RE: [hlcoders] Server uses different classe tables

2006-06-11 Thread bloodykenny
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

RE: [hlcoders] Cvar revert crashes

2006-06-11 Thread Jay Stelly
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

Re: [hlcoders] Cvar revert crashes

2006-06-11 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list

RE: [hlcoders] Round 2: srcds on newer linuxes

2006-06-11 Thread bloodykenny
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

RE: [hlcoders] Round 2: srcds on newer linuxes

2006-06-11 Thread Alfred Reynolds
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

Re: [hlcoders] How to Create a Model Attached to the Player using only code.

2006-06-11 Thread Nick
-- [ Picked text/plain from multipart/alternative ] Thanks for the help, but I was wondering, is it possible to do this clientside? On 6/8/06, Michael Kramer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Alright, I have tested this and it works, Simply, in

RE: [hlcoders] Round 2: srcds on newer linuxes

2006-06-11 Thread bloodykenny
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

[hlcoders] Map Scaling

2006-06-11 Thread Justin Krenz
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

Re: [hlcoders] Map Scaling

2006-06-11 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] To get it to stop twitching, you'll probably have to network more angle bits... -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Map Scaling

2006-06-11 Thread John Sheu
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. :)

Re: [hlcoders] Map Scaling

2006-06-11 Thread Tim Holt
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

Re: [hlcoders] Map Scaling

2006-06-11 Thread John Sheu
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

Re: [hlcoders] Map Scaling

2006-06-11 Thread Justin Krenz
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