[hlcoders] Linux Woes

2007-05-13 Thread Mark Chandler
Ok, after hours of work I finaly got a linux server to compile golden eye source and host a server. But now I have the problem of getting booted on joining with the error: Client JohnyB connected (xxx.xxx.xxx.xxx:27005). Dropped JohnyB from server (Server uses different class tables) Any one got

RE: [hlcoders] Linux Woes

2007-05-13 Thread Mark Chandler
Hmmm, Funny that they are built from the same svn. (Rips more hair out) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ray Sent: Sunday, May 13, 2007 6:52 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux Woes That usually means the

RE: [hlcoders] Linux Woes

2007-05-13 Thread Mark Chandler
Will a custom shader dll cause this? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: Sunday, May 13, 2007 7:24 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Linux Woes Hmmm, Funny that they are built from the same

Re: [hlcoders] VGUI messages

2007-05-13 Thread Oliver
-- [ Picked text/plain from multipart/alternative ] Let's call your frame: frame_A and the panel in your frame: panel_A. Make sure you are creating another message when panel_A receives a message. So in panel_A's OnMouseEvent function, there should be code to build a new KeyValue with the same

Re: [hlcoders] Force Consistent Client.dll?

2007-05-13 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Thanks. On 5/12/07, Justin Krenz [EMAIL PROTECTED] wrote: Force all clients to send the server a CRC of their client.dll. If the server doesn't receive this or it's invalid, kick them within a certain period of time. The upcoming

Re: [hlcoders] Linux Woes

2007-05-13 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] it means the other client doesn't have the same server client dlls. clients have to have the server dll too. On 5/13/07, Mark Chandler [EMAIL PROTECTED] wrote: Will a custom shader dll cause this? -Original Message- From: [EMAIL

Re: [hlcoders] Linux Woes

2007-05-13 Thread Tony \omega\ Sergi
-- [ Picked text/plain from multipart/alternative ] to make this clear; on the linux server you need the windows binaries too, and all clients have to have them as well. On 5/13/07, Tony omega Sergi [EMAIL PROTECTED] wrote: it means the other client doesn't have the same server client dlls.

[hlcoders] Re: Player shadows

2007-05-13 Thread chrono
I could not find the flag for enabling shadows on entities. Instead I used the impact effects for projecting a decal shadow on the entity below the player. The problem is that the decal shadow stays on the entity for some time instead of going away. I then tried creating a quad using the fx

RE: [hlcoders] VGUI messages

2007-05-13 Thread Mark Chandler
Yeah im relaying the messages to the frame but they are never picked up in the panel to start with. I have a devmsg in the panel and in the frame function OnMouseEvent and it only gets called for the frames images. Hmm Mark GoldenEye Source -Original Message- From: [EMAIL PROTECTED]

RE: [hlcoders] Linux Woes

2007-05-13 Thread Mark Chandler
Ok the server (linux box) and client (me) both update from the same svn which includes every thing to run the mod as there are devs who cant compile the code. We can host a server on windows using the svn build just fine but I cant get the linux server to work. Mark GoldenEye Source

RE: [hlcoders] Re: Player shadows

2007-05-13 Thread Jay Stelly
pEnt-RemoveEffects( EF_NORECEIVESHADOW ); Is the flag I was referring to. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Sunday, May 13, 2007 2:12 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Re: Player

RE: [hlcoders] Re: Player shadows

2007-05-13 Thread Jay Stelly
Also, the code that gets called back from the shadow system is: Client.dll (c_baseentity.cpp) //-- --- // Should this object receive shadows? //-- ---

[hlcoders] Linux Woes

2007-05-13 Thread Mulchman
Make sure you're using the actual .so that's getting compiled. We had a problem where an SDK update ended up making the binary get compiled in another directory so we weren't using the actual .so we were compiling but an older version from previous compiles. Also, make sure no files are in a