Re: [hlcoders] GetClientConVarValue

2006-03-22 Thread Physical Mayhem Bug
Whoops, thanks you, my grammar and spelling are usually impeccable! ;-) At 2006/03/22 10:25 PM, Jorge Rodriguez wrote: Phyiscal Mayhem Bug wrote: Ok ok it's not that nasty of a hack - I've seen worse. Really you should be able to set the fake client's variables before it joins though, just

RE: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-24 Thread Physical Mayhem Bug
Here's a new one - slightly different, note the 260d0590... vphysics.dll!260a2426() vphysics.dll!260d3eae() vphysics.dll!260d0590() vphysics.dll!2608af8e() vphysics.dll!2608b01b() vphysics.dll!260a2697() vphysics.dll!260c6716()

Re: [hlcoders] GetClientConVarValue

2006-03-25 Thread Physical Mayhem Bug
If it's possible, it's a well-hidden feature. IVEngineServer::CreateFakeClient is the call to get an edict. Without an edict, you have nothing to apply a FL_FAKECLIENT flag to. And IVEngineServer::CreateFakeClient actually places the entity into the game, causing all the callbacks like

Re: [hlcoders] Client-side touch prediction

2006-03-25 Thread Physical Mayhem Bug
Does this help with the awful jerky lag that happens when you walk into or onto a table? At 2006/03/23 11:14 AM, Jorge Rodriguez wrote: Client-side touch prediction is disabled in the standard SDK. I had some need for it, so I stuck it in. Since it's non-trivial, and something that shouldn't

[hlcoders] does the engine API allow new edict_t m_fStateFlags?

2006-03-26 Thread Physical Mayhem Bug
Background: there's a bug or missing feature that doesn't allow a mod to tell how many player slots are really in use by clients. The mod can only tell how many slots have clients that have spawned into the server. So I think I have a hack in place involving counting connections and

Re: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-26 Thread Physical Mayhem Bug
() dedicated.dll!10022c00() dedicated.dll!1000c7f7() ntdll.dll!7c9106eb() At 2006/03/24 10:11 PM, Physical Mayhem Bug wrote: Here's a new one - slightly different, note the 260d0590... vphysics.dll!260a2426() vphysics.dll!260d3eae

RE: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-26 Thread Physical Mayhem Bug
The call stack seems correct, or at least mostly correct. The code up the stack is always in 'call' asm code, which is a positive sign for the stack traces. Also, no matter what the stack looks like, it always ends up in the same code path, which is something like: mov edx,dword ptr

Re: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-26 Thread Physical Mayhem Bug
. But like I said, this is probably caused by me missing some major detail somewhere. On 3/26/06, Physical Mayhem Bug [EMAIL PROTECTED] wrote: I am interested in any vphysics bug reports. Maybe if we get enough info someone at Valve will have an epiphany and realize what the bug is. Did it lead

Re: [hlcoders] String table case insensitivity causes problems.

2006-03-27 Thread Physical Mayhem Bug
Ok well then there's two bugs here: First, the chat being broken if the user's name doesn't appear in the chat text. Let me poor a little marinara sauce over this code. Ah that's better. And second, the bug that the case-insensitive name change doesn't propogate properly. I reviewed all of

Re: [hlcoders] String table case insensitivity causes problems.

2006-03-28 Thread Physical Mayhem Bug
/SDK_Known_Issues_List#BotPutInServer_linker_failures in the SDK, but they didn't respond specifically to the KI.) I'll post a fix for sdk_hud_chat.cpp shortly. At 2006/03/27 10:08 PM, Jorge Rodriguez wrote: Physical Mayhem Bug wrote: Ok well then there's two bugs here: First, the chat being broken if the user's

Re: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-29 Thread Physical Mayhem Bug
() dedicated.dll!10022c00() dedicated.dll!1000c7f7() ntdll.dll!7c9106eb() At 2006/03/27 12:38 AM, Physical Mayhem Bug wrote: Was it a crash in the vphysics dll? If you caused it, it might mean you at least have a repro scenario other than mine. Mine being leave a server

Re: [hlcoders] String table case insensitivity causes problems.

2006-03-29 Thread Physical Mayhem Bug
Patch (untested) posted to http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Case_changes_in_player_names_cause_chat_truncation for the bare bones sdk. At 2006/03/28 01:42 PM, Physical Mayhem Bug wrote: Well, so far Valve has never responded to any of the SDK bug reports, so you

Re: [hlcoders] does the engine API allow new edict_t m_fStateFlags?

2006-04-01 Thread Physical Mayhem Bug
-connect quickly, but that's not the same thing. Oh well, I hacked around it with a std::set of connected edict pointers. I'd post a patch, but all the code went in my custom mod class, and it's trivial anyway. At 2006/03/26 01:38 PM, Physical Mayhem Bug wrote: Background: there's a bug

RE: [hlcoders] The Wall Bug of KZMOD

2006-04-12 Thread Physical Mayhem Bug
Ok well go to this spot on dm_runoff and it repros with pure world geometry. Note the 'client stuck' upper-right hand message. http://aoa.gamemod.net/img.html?dm_runoff0003-client-stuck.jpg Setting 'phys_timescale 0' on the server has seemingly no effect on player movement. Setting

Re: [hlcoders] Defining a Touch Function

2006-04-18 Thread Physical Mayhem Bug
SetTouch At 2006/04/18 12:24 PM, Michael Kramer wrote: -- [ Picked text/plain from multipart/alternative ] In the SDK, howdo I define a OnTouch function? Or actually, it would be better if I could define a On_Use Function. I can't seem to figure it out. The only one I could see being used was