Re: [hlcoders] patch to update to SDK as of 2008-06-08

2008-06-22 Thread bloodykenny
Ondr(ej Hošek wrote: On 09.06.08 6:43 Uhr, [EMAIL PROTECTED] wrote: That's the regular SDK update, not the OB SDK. That whole wiki page only concerns the regular SDK. Regular SDK is misleading here. The concerned SDK is currently known as the Episode 1 SDK. I don't see any

Re: [hlcoders] extract detail model positions from a .bsp file?

2008-06-22 Thread bloodykenny
Yes, in fact I believe that's how Richard Stallman does it [1 #4], since Steam is not GPL. [1] http://www.stallman.org/stallman-computing.html Tony omega Sergi wrote: I wonder if you can extract detail model positions via email? On Fri, Mar 14, 2008 at 8:25 PM, Dylan [EMAIL PROTECTED]

[hlcoders] patch to update to SDK as of 2008-06-08

2008-06-08 Thread bloodykenny
*As I promised a couple people a while back, here's the patch and instructions to upgrade to the SDK as of today (2008-06-08): http://tinyurl.com/59aqtl* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] patch to update to SDK as of 2008-06-08

2008-06-08 Thread bloodykenny
Hmm - those asterisks were add by my mail client and should not have been there. Correct URL below: [EMAIL PROTECTED] wrote: As I promised a couple people a while back, here's the patch and instructions to upgrade to the SDK as of today (2008-06-08): http://tinyurl.com/59aqtl

Re: [hlcoders] Get a Player's SteamID?

2008-06-08 Thread bloodykenny
According to the latest comment in: http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=132 this is fixed in the OB SDK, but the normal SDK I guess has been abandoned as far as updates go. Mark Chandler wrote: There is a call back function that gets called once a users id gets

Re: [hlcoders] patch to update to SDK as of 2008-06-08

2008-06-08 Thread bloodykenny
That's the regular SDK update, not the OB SDK. That whole wiki page only concerns the regular SDK. (I'm not really clear on why there are two SDKs, but as I understand it you can't use the OB SDK unless your users have OB, whereas the regular SDK can be used by anyone, so I haven't looked at

Re: [hlcoders] CUtlVector*... Memory management?

2008-05-31 Thread bloodykenny
There are only a few sections where the gains were at all significant. Rather than a divergent library they probably could've realized a few optimization patches and gotten the same benefit. The thing I don't understand though is why so many software companies to this day still try to do so

Re: [hlcoders] Proper mod versioning?

2008-04-12 Thread bloodykenny
Well Valve dodges the issue entirely because Steam enforces client updates prior to the client HL2 even being launched. If there was no client/server mod version identification system implemented, then simplified third-party integration with Steam would be a solution. Jeremy wrote: -- [

Re: [hlcoders] Linux srcds crashes with DevMsg and CNetworkVars

2008-03-16 Thread bloodykenny
This is easy to verify at compile time if the proper __attribute__ ((__format__ (__printf__, 2, 3))) tags were added to DevMsg in the public/tier0/dbg.h. Unfortunately as mentioned on the wiki and the mailing list in the past, there's a lot of effort involved in getting the SDK to compile

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

2008-03-16 Thread bloodykenny
of what I might try changing/adding/deleting? GameInfo { gameArt of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net

Re: [hlcoders] sdk buffer overrun

2008-01-13 Thread bloodykenny
FYI this was originally documented on the wiki known issues list in mid 2006. See http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List For what it's worth, however, that code doesn't actually seem to be used... at least it never came up in my mod. I added an assert(0) there long ago

Re: [hlcoders] Help with server crash please.

2007-11-21 Thread bloodykenny
Either the heap/stack is corrupt or Physics_RunThinkFunctions() has been modified from the Valve SDK default to not do it's if ( pPlayer ) check. At 2007/11/19 08:03 AM, RYell wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, this is an

Re: [hlcoders] Simple stealth effect

2007-11-21 Thread bloodykenny
For what it's worth, all the HL2DM weapons work fine (I do this in my mod), with the slight exception of the shining lights on the gravgun/stun baton. I never really looked into whether that might be fixable though, since it still looks ok, IMO. At 2007/11/11 05:10 PM, Ryan Sheffer wrote: I

Re: [hlcoders] Proper mod versioning?

2007-11-21 Thread bloodykenny
Indeed, that example falls in to the category of new version interpretations, or client/server havoc from differing incompatible code bases. I think we (and all the other modders out there) are in violent agreement on this one. It's just a question at this point as to what Valve's planning to

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

2007-11-20 Thread bloodykenny
I can see how from that perspective it would have been thought that there'd be no need for sending wchar data across. That's a good explanation. Of course in my case what I'm sending isn't really localized string data, I just used wchar as a description because it has lots of embedded 0s in

Re: [hlcoders] Proper mod versioning?

2007-11-20 Thread bloodykenny
Your example is a bit misleading as to what would be needed. You shouldn't include version numbers in the description of the mod. You can always just add an sv_version cvar if you want a stringified representation of the version. The version that the srcds.exe/HL2.exe closed-source side of

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] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-17 Thread bloodykenny
/deleting? GameInfo { gameArt of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http://aoa.gamemod.net

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] 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 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] SendProxy_String_tToString can't send wide-char string data

2007-11-11 Thread bloodykenny
Well there is no SendBlob sort of function anywhere in the dt_send and various other networking files. It's not a huge deal, I just had to write my own base-128 encoder, so that there wouldn't be any 0s in the data that went over the wire. It just seems that Valve would want to support this

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

2007-11-11 Thread bloodykenny
Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there

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

2007-11-11 Thread bloodykenny
Art of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http://aoa.gamemod.net/; hidden_maps

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

2007-11-11 Thread bloodykenny
In my case it is quite possible for 0xFF to occur, so I ended up doing, as I mentioned previously, a sort of base-128 workaround like below. It works, it's just really lame. Oh well, thanks though. my_uint16_t my_htons(my_uint16_t i) { assert(i 255*255); my_uint16_t encoded_i = 0;

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

2007-11-11 Thread bloodykenny
/deleting? GameInfo { gameArt of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http

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

2007-11-10 Thread bloodykenny
Well it would be nice if there were a version of string networking that was binary-safe. At 2006/09/03 08:33 PM, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] You could use a networked string table as well as the index of the string in the entity network table. Then

[hlcoders] Why is copy constructor disallowed for CGameTrace?

2007-06-02 Thread bloodykenny
Why is copy constructor disallowed for CGameTrace? This forces you to do weird things like: trace_t tr; tr = CBaseEntity::GetTouchTrace(); instead of: trace_t tr = CBaseEntity::GetTouchTrace(); Seemingly this is a legacy mistake or something? (It's annoying since lots of functions such as

Re: [hlcoders] Custom GameMovement class

2007-06-02 Thread bloodykenny
You should be able to expose it by doing something like: IGameMovement *g_pGameMovement = ( IGameMovement * )g_GameMovement; I've never actually tried it myself though, gamemovement is one of a few rare spots I actually just hacked on the base classes in order to add my own game code. The way

Re: [hlcoders] SteamId

2007-06-02 Thread bloodykenny
You could wait until the ID is valid before allowing the connect, unfortunately for now you'd have to poll constantly to check for this. See: http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=132 At 2007/06/01 09:32 AM, Mulchman wrote: A steam ID sometimes isn't known

Re: [hlcoders] hl2mp fresh source compilation for linux crashingon startup

2007-05-05 Thread bloodykenny
I went back in my cvs logs and see that I fixed that bug at the same time that I fixed the buggy lack of a version script. I forgot to post the former. For the latter, see: http://developer.valvesoftware.com/wiki/Compiling_under_Linux At 2007/05/03 03:43 PM, Ondřej Hošek wrote: Yay. :-)

RE: [hlcoders] Client Side Text

2007-04-29 Thread bloodykenny
In all of this, did anyone find a more thorough solution to: http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=108 At 2007/04/24 07:59 PM, Mark Chandler wrote: No I don’t know whats going on there. My mod has changed how text is displayed so im not sure if I can be of any help.

Re: [hlcoders] Base Bot

2007-04-29 Thread bloodykenny
Unfortunately bot development for HL2 has been seemingly all but squashed due to: http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=16 At 2007/04/23 08:52 AM, Jeffrey \botman\ Broome wrote: Mark Chandler wrote: Is there any base multiplayer bot code out there? I haven't looked

Re: [hlcoders] FW: SDK Needs to be fixed

2007-04-18 Thread bloodykenny
Why do most mods never see this issue? At 2007/04/12 08:43 PM, Justin Krenz wrote: Prediction-IsFirstTimePredicted() did not fix the problem as the problem is not with simulating a command multiple times. The problem is with the m_flNextPrimaryAttack variable. Take a look at this: CMD#

RE: [hlcoders] ClientActive Bots

2007-03-31 Thread bloodykenny
I can confirm that there's a bug where ClientDisconnect doesn't always get called. There are various bugs with that, seemingly all involving map changes or the client disconnecting during startup negotiation. At 2007/03/30 01:19 PM, Spencer 'voogru' MacDonald wrote: Maybe my question is too

Re: [hlcoders] Model Problem; Error Ingame

2007-03-22 Thread bloodykenny
OUCH! At 2007/03/22 06:40 PM, Adam \amckern\ Mckern wrote: The mail list strips all attachments Adam --- Mukkan Yhtio [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- The attached zip file contains a 3D model I am trying to port into HL2 DM. It is a penis yes;

RE: [hlcoders] Disconnect: This Steam account does not own this game. message

2007-03-21 Thread bloodykenny
I've seen that before by the way, dozens of times over the last 6 months or so. It occurs seemingly at random for me however. Shutting down steam and srcds and then reloading both has always fixed the problem so I never mentioned it. I assumed it was just another bug in steam, like the one

RE: [SPAM] [hlcoders] callback when steamid becomes valid?

2007-03-13 Thread bloodykenny
Thanks. http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=132 has been filed for tracking. At 2007/03/10 04:44 PM, Alfred Reynolds wrote: There isn't one currently which is an oversight, I will see if we can get it added for ya. In the meantime the ugly solution is to poll

[hlcoders] callback when steamid becomes valid?

2007-03-10 Thread bloodykenny
Is there a server callback when a client's steamid becomes valid? Strangely there seems to be a server plugin interface for this called NetworkIDValidated, but I can find no analogous interface for a server callback. ___ To unsubscribe, edit your

RE: [hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes

2007-03-05 Thread bloodykenny
255 is maybe a reasonable cap, I dunno. Mainly I'd be most interested in the API exporting whatever values are needed so that the user code can programmatically ensure the DLL_MessageEnd never occurs. At 2007/03/04 11:52 PM, Yahn Bernier wrote: The internal buffer's are much larger (~2500

Re: [hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes

2007-03-04 Thread bloodykenny
I worked around this issue by implementing a queue system which sends a max of X bytes in each user message per server frame, along with client functionality to collect all the tiny messages and reassemble the original larger message. There also seems to be 3 bytes of overhead at the beginning

RE: [hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes

2007-03-04 Thread bloodykenny
Thanks - can that internal value be exported somehow? bf_write::GetNumBitsLeft() doesn't seem to know about it, for instance, and thinks the limit is much higher. The first 3 bytes of bf_read::m_pData always contain some seemingly somewhat random bytes of data, although if I recall correctly

[hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes

2007-03-03 Thread bloodykenny
Whenever an attempt is made to send anything but the very smallest of user messages, the following error occurs: DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes It doesn't have anything to do with the usermessages-Register specified

Re: [hlcoders] DLL_MessageEnd: Refusing to send user message %s of %d bytes to client, user message size limit is 255 bytes

2007-03-03 Thread bloodykenny
Well in this particular case I am sending an arbitrarily-sized list of RPG character related data to the user. Any fixed limit would be undesirable. A larger limit (4K) would be acceptable, since, in practice the maximum amount of data is probably about 1K. As I understand it, the string

Re: [hlcoders] SetHearingOrigin and sound spatialization

2007-02-25 Thread bloodykenny
Sounds worthy of a zilla or a KI. At 2007/02/25 11:23 PM, Jared Combs wrote: Congrats, you're now the second guy I know of who found this problem. Dan was the first: http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/msg16953.html -John Sheu That is unfortunate. Once I finish the

RE: [hlcoders] Re: Open Source Mods (again)

2007-02-09 Thread bloodykenny
If there was supposed to be an attachment, it didn't make it. If there wasn't supposed to be an attachment then ... huh? :) At 2007/02/06 11:13 AM, Mike Durand wrote: Whoops! Actually I meant 1.07.00. It was the version that existed before I 8/4/2006 release, just in case anyone was interested

Re: [hlcoders] FW: [hlds_apps] Half-Life 1/2 master servers

2007-02-09 Thread bloodykenny
My guess is that he wasn't talking about mods. He was talking about like a PHP page or whatever that queries the master server and shows a list of game servers. At 2007/02/09 03:12 PM, Greg Scott wrote: -- [ Picked text/plain from multipart/alternative ] Question on as this applying to Mods::

Re: [hlcoders] Couple Bugs, can anyone help?

2007-02-09 Thread bloodykenny
That sound issue exists in HL2:DM with the RPG. Occasionally missiles leave a sound spot behind for the remainder of the map. At 2007/02/08 04:30 PM, Adam \amckern\ Mckern wrote: I would be hacky and add a stopsound xxx to the area of code that the body is removed from the world. Adan ---

RE: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-02-09 Thread bloodykenny
I've never launched my client from anything other than steam. I've never launched my server from anything other than srcds.exe. Therefore I don't think the below response was in any way relevant to the VAC bugs that appeared a week ago for me and all of my mod's players. Perhaps there were

Re: [hlcoders] PostRenderVGui unstable?

2007-02-04 Thread bloodykenny
Per http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=108#c1 I'm more convinced now that it's an internal VGUI bug. At 2007/01/26 08:00 PM, [EMAIL PROTECTED] wrote: I trimmed it all down to just a call like this, and the bug still occured:

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-03 Thread bloodykenny
As far as CVS goes, you can create a tag on an initial import, so for instance I have a tag called valve_2005_02_17 which was the first real Valve SDK. (Holy cow almost at the two year anniversery already!) So the following command gives the diff between that SDK and my mod as it exists right

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-02 Thread bloodykenny
I use CVS for all my project's code, so I'm certainly very familiar with it. If you haven't had access to the Valve SDK since day one, however, you have no way of checking out that original version of the SDK from Steam, though. At 2007/02/01 11:16 PM, you wrote: -- [ Picked text/plain from

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-01 Thread bloodykenny
Agreed wholeheartedly. Thankfully I've archived every SDK update from Valve, so when they introduce new features or bugs I'm able to track things more easily. It would be a royal pain if I lost those. At 2007/02/01 07:06 AM, Nick wrote: Yes, you are correct thats why I suggested there be

Re: [hlcoders] Re: Open Source Mods (again)

2007-01-31 Thread bloodykenny
Yeah this would be an extremely difficult problem. When Valve releases SDK version N+1, you suddenly have to create a patch for your mod to take you from N to N+1. That patch file is going to contain all the brand new files in the SDK. Maybe I'm reading to much in to the earlier statements

Re: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-01-30 Thread bloodykenny
I don't think this has anything to do with any particular version of the SDK, or anything to do with the SDK at all. The issue is seemingly just that Valve can't keep the VAC servers online and stable, and whenever they go down, this issue resurfaces. At 2007/01/30 10:31 PM, Teddy wrote: We

RE: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-01-28 Thread bloodykenny
Crash? There's no crash for me, VAC just disconnects me (and all other players out there) at random sometimes. At 2007/01/27 12:46 PM, Ben Everett wrote: Also, running sv_lan 0 at the moment is causing a crash. The error occurs when trying to retrieve a ConVar's value. I also get booted from a

Re: [hlcoders] PostRenderVGui unstable?

2007-01-26 Thread bloodykenny
I trimmed it all down to just a call like this, and the bug still occured: g_pMatSystemSurface-DrawColoredText( font, 100, 100, 255, 255,

Re: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-01-26 Thread bloodykenny
This is not something you broke in code, as it's happening to me right now as well. The VAC servers seem to be offline right now. Use -insecure on the command line. At 2007/01/26 07:39 PM, Minh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from

Re: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-01-26 Thread bloodykenny
Strangely I'm still getting booted off with -insecure, but it least it seems to be taking slightly longer before it boots me. At 2007/01/26 08:19 PM, Minh wrote: ahhh thank you! That helps heaps! funny how that parameter adequately describes my mood.. - Original Message - From: [EMAIL

Re: [hlcoders] PostRenderVGui unstable?

2007-01-25 Thread bloodykenny
Since no one ever responded, I filed this zilla for tracking... http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=108 At 2007/01/15 01:06 AM, [EMAIL PROTECTED] wrote: I noticed that when using PostRenderVGui, the 2D items I rendered would be offset vertically down whenever the

Re: [hlcoders] console woes

2007-01-23 Thread bloodykenny
The zilla is here: http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=69 Feel free to add you me toos so that Valve is aware that people really do exist that don't own American qwerty keyboards. At 2007/01/18 02:51 AM, Jed wrote: Yeah it's in bugzilla and it's been there since

Re: [hlcoders] VPhysics Crash Dump

2007-01-23 Thread bloodykenny
Uh-oh, if you've followed this mailing list for a while, you'll know I sure don't envy you! :) At 2007/01/21 04:11 PM, Daniel Menard wrote: -- [ Picked text/plain from multipart/alternative ] Hey, I have this vphysics crash dump which I am getting only in a specific map with the spacecraft from

RE: [hlcoders] Asserts thrown when trying to debug debugging in VS2003

2007-01-16 Thread bloodykenny
If any of the asserts you get are not in that list, please add them to the list, or if you are unsure, reply with more specifics here. Or alternatively file a zilla, like I just did with http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=98 ... At 2007/01/16 01:05 PM, Mike

Re: [hlcoders] Code File Structure

2007-01-15 Thread bloodykenny
http://www.youtube.com/watch?v=Af1OxkFOK18 At 2007/01/10 02:20 PM, John Sheu wrote: On Wednesday 10 January 2007 1:57 pm, Nick wrote: Hard work and determination beats experience hands down. Well, generally, hard work and determination lead to experience... -John Sheu

[hlcoders] PostRenderVGui unstable?

2007-01-14 Thread bloodykenny
I noticed that when using PostRenderVGui, the 2D items I rendered would be offset vertically down whenever the Centerprint VGUI panel activated. I eventually tracked down this as a fix. I haven't filed a zilla on it though because I'm wondering if maybe I'm using it inappropriately? ---

Re: [hlcoders] min/max errors with Linux compile [SOLUTION]

2007-01-06 Thread bloodykenny
See http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#First_big_pass_at_-Wall_and_consistent_code for a more thorough and robust elimination of Valve's bad practice of using min/max macros, which I posted a year or so ago (probably where some of yall remember this discussion going

Re: [hlcoders] Linux DS Build problem

2007-01-06 Thread bloodykenny
I saw a vcpm crasher on an older version of linux that had an pre-requirements version of glibc in the lib path. It's probably something like that, if not that exact issue. See the SDK Linux wiki page. At 2007/01/05 01:42 PM, Sylvain Rochette wrote: Ok done, i downloaded the latest source

Re: [hlcoders] Some linux questions *groan*

2006-12-21 Thread bloodykenny
Regarding #4, I filed a zilla on one apparent issue: http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=85 At 2006/12/21 06:30 PM, Nick wrote: I thought someone would have replied to this message by now. I don't know all of the answers to the questions, so if anyone could help

RE: [hlcoders] What is the purpose of the client's server.dll?

2006-12-21 Thread bloodykenny
I just noticed something else that the client's server.dll is apparently responsible for: command line auto-completion of command names. At 2006/11/30 11:15 AM, Yahn Bernier wrote: Structures in memory exported from the .dll The server defines the SendPropxxx with the number of bits and ranges,

Re: [hlcoders] New SDK impossibly buggy.

2006-12-21 Thread bloodykenny
I continue to use that - without it, Asserts are constantly hit, on top of which the old code seems functionally incorrect. Mike Durand had indicated at one point he'd be reviewing those breakages but I don't think anything's come of it yet, so the wiki is still the latest on that assert

Re: [hlcoders] Missing Entry Point??

2006-12-21 Thread bloodykenny
Yes I have not seen this in many days, since updating my srcds, so I'd say this is fixed. At 2006/11/29 09:19 PM, Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] Looks like this was fixed in the latest update. On 11/28/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I

Re: [hlcoders] New SDK impossibly buggy.

2006-12-17 Thread bloodykenny
Yeah I don't think Valve QA uses debug builds... See http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List and the bugzilla page for asserts. Although I can't seem to find the first one you mention at the moment. I thought I'd filed it though so I'm holding off on re-filing it. At

[hlcoders] What is the purpose of the client's server.dll?

2006-11-29 Thread bloodykenny
I've asked before, but no one seemed to know. It's been about a year so I figured I'd try my luck again. :) What is the purpose of the client's server.dll? Basically, if I ever forget to copy over the latest version, then I get weird Valve server uses different class tables errors. But the

RE: [hlcoders] What is the purpose of the client's server.dll?

2006-11-29 Thread bloodykenny
Ok, so it is correct that the actual code is basically unused, and that's intentional. What exactly is it checksumming? The .dll file on disk, or the structures in memory? I hope it's not the .dll, since I release server updates for my mod more frequently than client updates, so the client's

RE: [hlcoders] Missing Entry Point??

2006-11-28 Thread bloodykenny
I don't have such a file and yet I still get this error every time I launch the mod. According to process explorer it's loading the tier0_s.dll from source\bin\tier0_s.dll under the srcds install directory. At 2006/11/24 03:25 PM, you wrote: Thanks to Joel's help this problem has been tracked

Re: [hlcoders] Loading server so on Linux fails

2006-11-27 Thread bloodykenny
Either your symbols are broken, or Valve's code is executing a null function pointer. At 2006/11/25 01:13 PM, Giancarlo Rivas wrote: -- [ Picked text/plain from multipart/alternative ] Hi, I read a previous topic where you had this problem on the august sdk. I have merged up to november

Re: [hlcoders] Still need this assert?

2006-11-12 Thread bloodykenny
Yeah I commented out that assert as well. I thought I'd makde a KI list entry or zilla on this one but maybe not. The assert occurs almost every time you duck, so clearly Valve's assert is just totally meaningless right there. It's not clear what the intent was. At 2006/11/09 06:08 AM, Eric

RE: [hlcoders] memory leak

2006-10-31 Thread bloodykenny
Valgrind, and it is cheap. (Free.) At 2006/10/31 07:52 PM, Ben Everett wrote: BoundsChecker, but it isn't cheap. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Darnell Sent: Tuesday, October 31, 2006 4:57 PM To: hlcoders@list.valvesoftware.com

Re: [hlcoders] Raw Sound Input

2006-10-26 Thread bloodykenny
Well this came up once before -- the topic was being able to pass microphone data into a localized sound emitter, ie, so that conversations could take place whereever you were -- and the answer was basically, no it's currently impossible. At 2006/10/26 06:31 PM, Adam \amckern\ Mckern wrote:

Re: [hlcoders] Problems with latest hl2dm sdk update:

2006-10-26 Thread bloodykenny
It looks like he probably tried to use the generic semi-useless mode instead of HL2DM gcf mode. (I forget the official name for it.) At 2006/10/26 03:44 PM, Garry Newman wrote: -- [ Picked text/plain from multipart/alternative ] You're just missing a bunch of material files from the hldm

Re: [hlcoders] poorer prediction with new SDK?

2006-10-11 Thread bloodykenny
I'd never seen those http://www.steampowered.com/status/ep1/ things, Mike - neat. But yea that sort of stuff should be implemented purely in mod code and does not warrant an SDK change. As you can see from that URL I posted for my mod, it's easy enough to roll your own. I've filed

RE: [hlcoders] poorer prediction with new SDK?

2006-10-10 Thread bloodykenny
What kind of stats are you talking about? Like in game stats like the gamespy program sort of allowed or aggregate game stats like http://aoa.planethalflife.gamespy.com/stats/frag-stats.html or something? I guess I should zilla this, but what I'd really like is the ability for a mod to show

[hlcoders] player-child Touch causes player-self Touch

2006-10-07 Thread bloodykenny
I noticed in my mod, due to some asserts I had added, that under certain circumstances I don't fully understand, the vphysics engine would report a child object (ie, a weapon) touching a player, which when caused the player to touch itself. I don't think Valve could've really intended this -

Re: [hlcoders] player-child Touch causes player-self Touch

2006-10-07 Thread bloodykenny
I went to great lengths to try to avoid that. My original subject line was parent touching child causes parent to touch himself... Anyway! ... any comments on the CODING part of the email? At 2006/10/07 05:37 PM, John Sheu wrote: On Saturday 07 October 2006 1:47 pm, Paul Peloski wrote: -- [

Re: [hlcoders] poorer prediction with new SDK?

2006-10-07 Thread bloodykenny
Well I've added back the lag compensation calls in player_command.cpp that the old SDK had. Seemingly 100% of the players that were complaining before now agree that everything is much better (as it was prior to the SDK update). At 2006/09/24 08:40 AM, Robbie Groenewoudt wrote: -- [ Picked

RE: [hlcoders] missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW

2006-10-01 Thread bloodykenny
Thanks looks good - no more errors so far - I filed for this: http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=53 At 2006/09/17 02:32 PM, Hyperjag 3 wrote: This error happens because Valve never made crossbow reload animations for the playermodels, but told it to use

Re: [hlcoders] Initial player health value?

2006-09-30 Thread bloodykenny
Look at the Spawn code. At 2006/09/30 07:45 PM, Adam \amckern\ Mckern wrote: Hi! I cant seem to find the correct '100' value when i grep the entire source folder for the inital, and maxuim player health value there are heaps of pHealth but when i ask VS2003 to find the defintion, it says 'none

Re: [hlcoders] poorer prediction with new SDK?

2006-09-23 Thread bloodykenny
Ah I think I'm starting to see how the pieces fit together then. I was thrown off by all the FX code, thinking it was a client-side function, but there's a surprisingly useful comment at the top of FX_FireBullets: // This runs on both the client and the server. // On the server, it only does

Re: [hlcoders] poorer prediction with new SDK?

2006-09-22 Thread bloodykenny
Forgive my perhaps naive question, but if you only lag compensate during bullet firing, and not the rest of the time, won't you be rendering your opponents on screen in the wrong position? At 2006/09/22 06:48 PM, Teddy wrote: In the new SDK, StartLagCompensation happens on line #193 of

Re: [hlcoders] poorer prediction with new SDK?

2006-09-21 Thread bloodykenny
Closest I see is player_showpredictedposition, but it doesn't seem to visually change anything at all. At 2006/09/21 08:41 AM, Paul Peloski wrote: -- [ Picked text/plain from multipart/alternative ] Check that the lag compensation system is still being used to move entities when a player is

[hlcoders] poorer prediction with new SDK?

2006-09-20 Thread bloodykenny
I'm getting lots of complaints from my user base that, following the SDK update, lag prediction has gotten worse. Has anyone else experienced this? I haven't really experienced much of a change, but then I don't have as large of a ping to any of my mod's servers as some of my users do. After

[hlcoders] missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW

2006-09-17 Thread bloodykenny
I thought this came up before, but maybe not. Anyone know how to get rid of these? CBaseAnimatingOverlay::AddGesture: model models/humans/Group03/Male_01.mdl missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW CBaseAnimatingOverlay::AddGesture: model models/humans/Group03/female_03.mdl

[hlcoders] wasteful armor networking?

2006-09-16 Thread bloodykenny
Although I'm not actively searching for this sort of thing, as some may have noticed from http://tinyurl.com/m2n5j I'm concerned about possible wasted bandwidth. So, is the armor network code more of a bandwidth hog, with the MsgFunc_Battery() message-passing, than the normal SendPropInt()

RE: [hlcoders] Interesting Hierarchy Bug

2006-09-09 Thread bloodykenny
Not sure I understand what's bad about all of this. Do you have a concrete repro scenario from HL2DM, or does this only occur in mod code? At 2006/09/08 12:30 AM, Ben Everett wrote: Good catch! Add it to the bugzilla, as you have a better idea of what is going on than I do (busy bug fixing my

Re: [hlcoders] vbsp no linux physics terrain, still present and misc questions

2006-09-08 Thread bloodykenny
Get on the latest SDK - you're probably mixing some old and some new somehow in a bad way? See the KI list for the workaround for the mathlib thing. http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List At 2006/09/08 06:40 PM, Jochen Werner wrote: Hello everybody, I'm currently

Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread bloodykenny
Thanks much, Mike! I requested this on several occasions long ago. If only there'd been a bugzilla database at the time, in order to register my request for a bugzilla database... Unless we see a flood of bugzilla vandalism, allowing anyone to submit a zilla seems fine. In general, large

RE: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-09-06 Thread bloodykenny
Mike emailed me some .a's which I QA'd on my RH FC5 box, and HL2 Linux is now functional again. http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_link_fully_on_Linux has been updated with the files if anyone can't wait for the next SDK update... At 2006/09/05 05:22 PM,

RE: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-09-05 Thread bloodykenny
Linux is still DOA because of http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_link_fully_on_Linux I keep those KIs fairly up to date - certainly if it'd been fixed 3 weeks ago I would've updated it by now. If you can point to what you think might've fixed Linux, that

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