[hlcoders] message of bogus type

2005-01-19 Thread Draco
For 2 days I've been playing around with a message system to replace
the death message and gun/ammo pickup messages in my mod. I think I
got it set up, with messages queuing to be displayed and such, but one
problem has arisen...
The game crashes when I make a message for it. I mean the
server-client messages.
I have dealt with this system twice before for radar and a timer but
this one defies me.
I have the message registered
gmsgPerfectDarkMessage = REG_USER_MSG(PerfectDarkMessage, -1);
i have an extern of it in the gamerules so I can call it there, i have
it declared as a global int in player.cpp I have everything my old
messages have.
Then I go to trigger the message. 3 messages so I can test the queuing out
MESSAGE_BEGIN(MSG_ALL, gmsgPerfectDarkMessage);
WRITE_STRING(Dont fly strongbad);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgPerfectDarkMessage);
WRITE_STRING(I worry about you);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgPerfectDarkMessage);
WRITE_STRING(i can see the strings);
MESSAGE_END();

It then, because it cares, tells me
fatal eror
tried to create a message with bogus message type (0)
Yeah, thanks HL, I Wubb J00 too.

This only occures when i fire off a message, because i tired
commenting the 'dont fly strongbad' stuff. So, any ideas on why I am
createing a message with a bogus message type?

--

**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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Re: [hlcoders] message of bogus type

2005-01-19 Thread Philip Searle
Your message name is longer than 11 characters.  Because of the way user
mesages are stored in the engine, message names are limited to 11 chars
plus the nul terminator.  If you try to create a message longer than
that, then you'll trash the next usermessage or message handler pointers.
 -- Philip Searle
Draco wrote:
For 2 days I've been playing around with a message system to replace
the death message and gun/ammo pickup messages in my mod. I think I
got it set up, with messages queuing to be displayed and such, but one
problem has arisen...
The game crashes when I make a message for it. I mean the
server-client messages.
I have dealt with this system twice before for radar and a timer but
this one defies me.
I have the message registered
gmsgPerfectDarkMessage = REG_USER_MSG(PerfectDarkMessage, -1);
i have an extern of it in the gamerules so I can call it there, i have
it declared as a global int in player.cpp I have everything my old
messages have.
Then I go to trigger the message. 3 messages so I can test the queuing out
MESSAGE_BEGIN(MSG_ALL, gmsgPerfectDarkMessage);
WRITE_STRING(Dont fly strongbad);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgPerfectDarkMessage);
WRITE_STRING(I worry about you);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgPerfectDarkMessage);
WRITE_STRING(i can see the strings);
MESSAGE_END();
It then, because it cares, tells me
fatal eror
tried to create a message with bogus message type (0)
Yeah, thanks HL, I Wubb J00 too.
This only occures when i fire off a message, because i tired
commenting the 'dont fly strongbad' stuff. So, any ideas on why I am
createing a message with a bogus message type?
--
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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Re: [hlcoders] message of bogus type

2005-01-19 Thread Rockefeller
Draco wrote:
I have the message registered
gmsgPerfectDarkMessage = REG_USER_MSG(PerfectDarkMessage, -1);
The name of the message (PerfectDarkMessage) is probably too long.
There was something like a 12 character limitation in HL1.
Try a shorter one, and see if that fixes it.
Rockefeller
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Re: [hlcoders] message of bogus type

2005-01-19 Thread Jeffrey \botman\ Broome
Draco wrote:
For 2 days I've been playing around with a message system to replace
the death message and gun/ammo pickup messages in my mod. I think I
got it set up, with messages queuing to be displayed and such, but one
problem has arisen...
The game crashes when I make a message for it. I mean the
server-client messages.
I have dealt with this system twice before for radar and a timer but
this one defies me.
I have the message registered
gmsgPerfectDarkMessage = REG_USER_MSG(PerfectDarkMessage, -1);
If I remember correctly, REG_USER_MSG messages can only be 12 characters
long.  Change this...
REG_USER_MSG(PerfectDarkMessage, -1);
...to this...
REG_USER_MSG(PDMsg, -1);
...and it will probably work fine (don't forget to change the client to
match, and they ARE case-sensitive).
--
Jeffrey botman Broome
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Re: [hlcoders] message of bogus type

2005-01-19 Thread Draco
Thanks, now it crashes for entirely different reasons, I should be
able to fix it :D

whats the message name limit for HL2?


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Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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Re: [hlcoders] message of bogus type

2005-01-19 Thread jeff broome
On Thu, 20 Jan 2005 13:25:26 +1000, Draco [EMAIL PROTECTED] wrote:
 Thanks, now it crashes for entirely different reasons, I should be
 able to fix it :D

 whats the message name limit for HL2?

Ummm, probably 13 characters, or maybe they've gone all out and made
it 14 characters!  ;)

Jeffrey botman Broome

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