Re: [hlcoders] movement code

2007-11-17 Thread Neuwirth Christoph
Thx for the answer but i knew those files already. I´d need some advise in those points cause source coding and msvc++ 2003 are completley new for me. So anyone can answer those questions? Joel R. schrieb: gamemovement.cpp and sdk_gamemovement.cpp are the files you want. They handle the

[hlcoders] Model compile error

2007-11-17 Thread maarten
Hi list! this is probably a question for valve, but maybe one of you has hit it before. I'm trying to compile a new model, but studiomdl keeps crashing on me: C:\OffLimits\modelsrc\vehicles\greyhoundC:\Program Files\Steam\steamapps\keats @off-limits.be\sourcesdk\bin\ep1\bin\studiomdl.exe

Re: [hlcoders] Model compile error

2007-11-17 Thread Julian Moschüring
For me starting the model viewer and keep it running while compiling models solved this problem. -Archy [EMAIL PROTECTED] wrote: Hi list! this is probably a question for valve, but maybe one of you has hit it before. I'm trying to compile a new model, but studiomdl keeps crashing on me:

Re: [hlcoders] Model compile error

2007-11-17 Thread maarten
I tried launching hlmv, but it crashed on me too. Restarted steam, lauched hlmv, loaded a model just to be sure, and now it compiles. I thought I'd seen it all, but guess what :D Thanks a bunch archy! For me starting the model viewer and keep it running while compiling models solved this

Re: [hlcoders] Model compile error

2007-11-17 Thread Jake Breen
Post your QC please. [EMAIL PROTECTED] wrote: I tried launching hlmv, but it crashed on me too. Restarted steam, lauched hlmv, loaded a model just to be sure, and now it compiles. I thought I'd seen it all, but guess what :D Thanks a bunch archy! For me starting the model viewer and keep

Re: [hlcoders] Model compile error

2007-11-17 Thread Julian Moschüring
I do not think that this is caused by a bad qc. It propably only happens if you use the ep1 compiler. If the model viewer is started before compiling anything works fine. It happens eg for this qc which is a sample of noasis: $modelname skeleton\Skull.mdl $cdmaterials models\skeleton

Re: [hlcoders] Model compile error

2007-11-17 Thread Tony omega Sergi
it's probably just an issue with studiomdl running the wrong binaries you could try adding 2 environment variables like EP1SDK_BIN and OBSDK_BIN and point them to the respective folders ie: EP1SDK_BIN=c:\steam\steamapps\youraccount\sourcesdk\bin\ep1\bin

RE: [hlcoders] Error on compile on linux

2007-11-17 Thread bloodykenny
Make sure you haven't corrupted your Makefile.vcpm file, for instance by replacing tabs with spaces. At 2007/11/10 12:11 PM, David van der Staak wrote: -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
For what it's worth the last few times I asked this, the answer was basically no. At 2007/11/15 10:39 AM, Jeremy wrote: Is there a way to do proper mod versioning? Disconnect: Server uses different class tables. isn't a very useful error message when clients try to join wrong version servers.

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Adam Maras (memzero)
Garry's Mod beta (somehow) has [BETA] preceding the Game column contents in the server, if I'm correct. Perhaps you could put the version in that data field so that people can look specifically for servers of their version. // Adam Maras (memzero) [EMAIL PROTECTED] wrote: For what it's worth

Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-17 Thread bloodykenny
Well I tried using 215, and what able to get the mod to load and connect to a server. I then restarted Steam multiple times and relaunched the mod multiple times, but AoA still never showed up in the server selector. Since ProZak got my GameInfo.txt to work, it seems that it's not a matter of

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
Well, you can always put the version number in the name of the server, which may be what he's doing? Really though what you want, per previous discussions, is a way to alert users to the existence of a new version when they try to connect and fail. And ideally a way to seamlessly perform the

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Adam Maras (memzero)
Well pardon my lack of knowledge on the situation, but couldn't you: 1. Set a version constant in the code 2. Check to see if the server and connecting client's version match 3. If they don't, disconnect with a custom message? Could all this occur before class table checking, like right on

Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2007-11-17 Thread bloodykenny
Unfortunately using the array of items is not possible here. As noted on http://developer.valvesoftware.com/wiki/Networking_Entities a single array of X items count X times towards the 1024 limit on the number of variables associated with a single entity. So if you wanted to send a manual

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Christopher Harris
Or in the dll init function check for new version then display a message box saying there is a new version out. - Original Message - From: Adam Maras (memzero) [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, November 17, 2007 1:34 PM Subject: Re: [hlcoders] Proper

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
No, as far as I can tell, the imbedded closed-source srcds.exe and hl2.exe class table checking stuff occurs before any user-controlled mod code is run. So you have no control over that process or that message. At 2007/11/17 12:34 PM, Adam Maras (memzero) wrote: Well pardon my lack of

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread bloodykenny
Yes, now that would be possible, but perhaps misleading in some scenarios. (It would of course require the mod author to maintain some globally-available server with the latest version, and then write the client code to do that check.) It's a slightly different scenario though than the one

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Tony omega Sergi
whiel I'm not looking, I can only assume the [BETA] tihng is because he's returning the game name as Garry's Mod [BETA] from GameRules::GetGameDescription() On Nov 17, 2007 1:48 PM, [EMAIL PROTECTED] wrote: Yes, now that would be possible, but perhaps misleading in some scenarios. (It would

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Jeremy
It's a bit hard to believe something so trivial as client-server versioning, with a useful error message isn't already supported in some form. Without blocking the game on your own http version queries or something. It ought to be as simple as the server checking the client version matches. Not

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] On 11/17/07, Jeremy [EMAIL PROTECTED] wrote: It's a bit hard to believe something so trivial as client-server versioning ... trivial? I don't know where you got that idea. -- Jorge Vino Rodriguez --

[hlcoders] Mod not Launching

2007-11-17 Thread Neuwirth Christoph
Hello guys I created the new source mod as you told me in the other mails but now it doesn´t load. It shows the loading screen but then it goes back to desktop. This is my gameinfo.txt. GameInfo { game BSS:Source type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 hidden_maps {

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Jeffrey botman Broome
Jorge Rodriguez wrote: -- [ Picked text/plain from multipart/alternative ] On 11/17/07, Jeremy [EMAIL PROTECTED] wrote: It's a bit hard to believe something so trivial as client-server versioning ... trivial? I don't know where you got that idea. It could be trivial if

Re: [hlcoders] movement code

2007-11-17 Thread Ryan Sheffer
Take a look at http://developer.valvesoftware.com/wiki/Lag_Compensation scroll down to Client Side Prediction. Explains player movement prediction and interpolation. On Nov 17, 2007 2:57 AM, Neuwirth Christoph [EMAIL PROTECTED] wrote: Thx for the answer but i knew those files already. I´d need

[hlcoders] Hammer shortcut still not working

2007-11-17 Thread Minh
-- [ Picked text/plain from multipart/alternative ] Hi Mike, Seems you fixed the Hammer shortcut thingy a couple days ago. My shortcut on the desktop now runs Hammer (but not 100% correctly). It gives me the following error: Failed to load the default scheme file. The map views may be missing

Re: [hlcoders] Model compile error

2007-11-17 Thread Kevin Ottalini
Maarten, I think this is the %VProject% still getting set wrong, check your path and make sure it matches the mod you're working on. checkpath.bat: @echo off echo sourcesdk path: echo %sourcesdk% echo echo vproject path: echo %VProject% pause You have to set the mod in the sdk launcher,

RE: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2007-11-17 Thread Yahn Bernier
We haven't added this to the server side since the preferred method is to network the internal string (or better yet, an index, etc.) and use it as a look up (vgui::localize()-Find) in the xxx_language.txt files since each connected client can be using a different language. Yahn -Original

Re: [hlcoders] Team Fortress 2 Critical Hits

2007-11-17 Thread Ryan Sheffer
This is the biggest complaint with TF2, but I personally don't mind them. I agree with the server console command. Also, we should keep this discussion on the Steam forums, this is the coders mailer. On Nov 16, 2007 7:15 PM, Tony omega Sergi [EMAIL PROTECTED] wrote: only thing I think crits

Re: [hlcoders] Team Fortress 2 Critical Hits

2007-11-17 Thread Ryan -------
They can be summed up as such - great when they happen for you, horrible when they happen against you. At first i enjoyed the randomess but now i think perhaps more clarification on how to activate them would be helpful. As i understand it they are meant to be a reward for playing your chosen

Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2007-11-17 Thread OvermindDL1
Isn't there a way to just send your own pre-built binary stream and have it received and deserialized manually in your classes? On 11/17/07, Yahn Bernier [EMAIL PROTECTED] wrote: We haven't added this to the server side since the preferred method is to network the internal string (or better