[hlcoders] Faceposer for Source 2009 no longer working?

2010-07-12 Thread Byron Mallett
Has anyone had any luck launching Faceposer under the new Source 2009 game
configuration in the SDK Launcher? It crashes immediately under both Portal
and TF2.

Also, I seem to no longer have an entry for Half Life 2 Episode 2 under
Source 2007, anyone else experiencing this? I've reset my game
configurations and refreshed the SDK content already.
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Re: [hlcoders] Source 2007 no longer working!

2010-07-12 Thread adam chance
I have a similar problem with the Source 2007. Half Life 2: Episode 2 seems to 
be grayed out and non selectable after I reset Game Configurations.




From: Byron Mallett byrona...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Monday, 12 July, 2010 8:16:13
Subject: [hlcoders] Faceposer for Source 2009 no longer working?

Has anyone had any luck launching Faceposer under the new Source 2009 game
configuration in the SDK Launcher? It crashes immediately under both Portal
and TF2.

Also, I seem to no longer have an entry for Half Life 2 Episode 2 under
Source 2007, anyone else experiencing this? I've reset my game
configurations and refreshed the SDK content already.
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Re: [hlcoders] Source 2007 no longer working!

2010-07-12 Thread Jonas 'Sortie' Termansen
You guys simply have to edit sourcesdk\bin\engine 
version\bin\GameConfig.txt and add your mod data to it. Then it will be 
fully moddable. Reseting the Source SDK game config does not always 
handle all mods and games correctly.


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[hlcoders] (no subject)

2010-07-12 Thread adam chance
When I Build my Mod (Debug), I get this error:

2.\Debug_episodic/Server.dll : fatal error LNK1120: 1 unresolved externals

What do I do?
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Re: [hlcoders] (no subject)

2010-07-12 Thread Mark Chandler

Whats the rest of the error message?
'
On 7/13/2010 12:48 AM, adam chance wrote:

When I Build my Mod (Debug), I get this error:

2.\Debug_episodic/Server.dll : fatal error LNK1120: 1 unresolved externals

What do I do?
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Re: [hlcoders] (no subject)

2010-07-12 Thread Jonas 'Sortie' Termansen

On 2010-07-12 18:48, adam chance wrote:

When I Build my Mod (Debug), I get this error:

2.\Debug_episodic/Server.dll : fatal error LNK1120: 1 unresolved externals

What do I do?
   


You have a linker error. It means that you are using a function defined 
in a header file, but it cannot find the declaration anywhere, for 
whatever reason. This is very basic C++, look it up and learn to figure 
out linking errors.


You need to find the missing function(s) (usually written to the next 
line(s) in the output) and make sure it is properly linked against. This 
is often caused by declaring linking incorrectly, or forgetting to 
include an external library. Anyway, this can be caused by all sorts of 
things.


We need the name of missing symbol/external (function or variable 
written to the output), otherwise we cannot help you on this list.


Good luck!
Jonas 'Sortie' Termansen

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[hlcoders] Show Map List issue..

2010-07-12 Thread Andy Nemer
Hello list,

This OB issue has been bugging me for a while now. In short: if *Show Map
List* is checked in the *Find Servers* panel, no servers show up in the list
(whether they are empty or not).

I've followed the VDC guides to the letter (
http://developer.valvesoftware.com/wiki/Maplist_Thumbnails) and have tried a
few things of my own, with no luck.

The only OB mod I know of that has this figured out and working is GE:S.

The obvious workaround is removing the checkmark, but since it is on by
default, it can confuse quite a few people. I would rather find a permanent
solution.

Any ideas?


Thanks.

-- 
Andy Nemer
Overwatch Mod

+1 (514) 250-2684
an...@overwatchmod.com
http://www.overwatchmod.com/
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Re: [hlcoders] Compiling for mac

2010-07-12 Thread Ryan Sheffer
You can't link enough to have MFC on the Mac though right? And it relies on 
windows stuff I would think. Who doesn't have at least windows xp these days. :p

~Ryan

On Jul 10, 2010, at 7:44 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com 
wrote:

 Actually, it's still useful when your target is a machine that doesn't have
 .NET Framework installed. And you can statically link the MFC libraries to
 your executable.
 
 2010/7/11 Ryan Sheffer darksk...@gmail.com
 
 Hammer is very old and back in those days MFC was actually... decent? I
 cant
 imagine using it these days. :p
 
 On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy silverpowe...@gmail.com
 wrote:
 
 On 7/9/2010 7:08 PM, Harry Jeffery wrote:
 Has valve released the code update so a mod can be compiled on mac?
 The mod I work for is nearing release and we're looking into releasing
 for windows and mac, prehaps at the same time.
 
 Do I have to port the mod to source 2009 though or can I just keep the
 source 2007 code base?
 
 No. From what I understand, it's on Valve time at the moment, so it's
 effectively in limbo.
 
 And yes, you will have to port your mod to SE2009. The only Source
 engine they ported and plan to port to Mac (and eventually Linux?) is
 SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D engine
 branch ported too, but that's the only mainline engine we're likely
 going to get. I seriously doubt they want to port the older engines over
 to Mac/Linux, when they've outright refused to rewrite their SDK tools
 for portability (apparently they're nasty MFC-based monstrosities).
 
 It's a shame, because it'd mean I wouldn't be tied to Windows nearly as
 much as I am now. I really miss Unix-based OSes and tools.
 
 --michi
 
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Re: [hlcoders] Compiling for mac

2010-07-12 Thread Harry Jeffery
I don't actually own a mac tbh. One of our voice actors wants to
compile for Mac as he owns one and wants to support the mac community
when we release. I only use Windows 7 and Linux. The moment they port
steam + the source engine to linux I'm nuking win7.

A nice optimized install of arch linux will do me just fine. All I
want is steam and TF2. CSS can come too.

On 12 July 2010 20:37, Ryan Sheffer darksk...@gmail.com wrote:
 You can't link enough to have MFC on the Mac though right? And it relies on 
 windows stuff I would think. Who doesn't have at least windows xp these days. 
 :p

 ~Ryan

 On Jul 10, 2010, at 7:44 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com 
 wrote:

 Actually, it's still useful when your target is a machine that doesn't have
 .NET Framework installed. And you can statically link the MFC libraries to
 your executable.

 2010/7/11 Ryan Sheffer darksk...@gmail.com

 Hammer is very old and back in those days MFC was actually... decent? I
 cant
 imagine using it these days. :p

 On Fri, Jul 9, 2010 at 4:28 PM, Michelle Darcy silverpowe...@gmail.com
 wrote:

 On 7/9/2010 7:08 PM, Harry Jeffery wrote:
 Has valve released the code update so a mod can be compiled on mac?
 The mod I work for is nearing release and we're looking into releasing
 for windows and mac, prehaps at the same time.

 Do I have to port the mod to source 2009 though or can I just keep the
 source 2007 code base?

 No. From what I understand, it's on Valve time at the moment, so it's
 effectively in limbo.

 And yes, you will have to port your mod to SE2009. The only Source
 engine they ported and plan to port to Mac (and eventually Linux?) is
 SE2009. Not SE2007, SE2006, or SE2004. Maybe we'll see the L4D engine
 branch ported too, but that's the only mainline engine we're likely
 going to get. I seriously doubt they want to port the older engines over
 to Mac/Linux, when they've outright refused to rewrite their SDK tools
 for portability (apparently they're nasty MFC-based monstrosities).

 It's a shame, because it'd mean I wouldn't be tied to Windows nearly as
 much as I am now. I really miss Unix-based OSes and tools.

 --michi

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