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  • Category: Game Programming
  • Founded: Mar 31, 2001
  • Language: English
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#605 From: refux@...
Date: Mon Aug 2, 2004 6:11 pm
Subject: Re: detailed description of trying to get metamod compiling on windoze
refux
Send Email Send Email
 
Thanks for the pointer,

I ended up changing the LINK_WIN compile command to have a:
--driver-name g++

And that did the trick.

For the sake of completeness I'd like to note I also had to comment
out the Linux check on the generation of the Rules.depend, since
windows wants it too :)


Now the make breaks on trying to compile the trace plugin:
engine_api_post.cpp:1040: invalid conversion from `void (*)(FILE*,
char*, ...)' to `void (*)(void*, char*, ...)'

I assume this is because the hl_sdk_v23_source.exe I downloaded is
outta sync with what the trace plugin expects.

I'll look into it later, I just wanted to give an update and thankyou
for the help!



--- In metamod@yahoogroups.com, HJ <InzaneKaoz@y...> wrote:
> I think you need to add this to your linking step:
>  -lstdc++
>
> Those linking errors are basic C++ constructs/keywords; linking with
> the C++ library, and perhaps specifying the compiler as g++ instead
> of gcc might be the answer.
>
> I apologize for my tentative answer; it's been a while since I've
> done this and I don't have access to my development machine.
>
> ~HJ
>
> --- refux@y... wrote:
>
> > STEPS:
> >
> > GOT THE PATCHED SDK:
> > hl_sdk_v23_source.exe
> > (http://metamod.sourceforge.net/files/sdk/hl_sdk_v23_source.exe)
> >
> > METAMOD SOURCE:
> > v1.17.1 Source tar
> > (http://prdownloads.sourceforge.net/metamod/metamo
> > d-1.17.1.tar.gz?download)
> >
> > MSYS
> > MSYS-1.0.10.exe
> >
> (http://prdownloads.sourceforge.net/mingw/MSYS-1.0.10.exe?download)
> >
> > MinGW
> > MinGW-3.0.0-1.exe
> > (http://prdownloads.sf.net/mingw/MinGW-3.0.0-1.exe?download)
> >
> > EDITED:
> > C:\metamod-1.17.1\metamod\Makefile
> >
> > changed the paths:
> > PATH_WIN=c:/MinGW/bin
> > SDKTOP=c:/hlsdk2.3
> >
> > changed the compiler:
> > CC=gcc
> >
> > ran gcc, everying seeme to compile fine, here where I get the
> > error:
> > c:\MinGW\bin\dllwrap.exe: no export definition file provided.
> > Creating one, but that may not be what you want
> > debug.win32.steam/metamod.o(.text+0x562): In function
> > `Z15metamod_startupv':
> > c:/metamod-1.17.1/metamod/metamod.cpp:91: undefined reference to
> > `__gxx_personal
> > ity_sj0'
> > debug.win32.steam/metamod.o(.text+0x6ea):c:/metamo
> > d-1.17.1/metamod/metamod.cpp:1
> > 13: undefined reference to `std::set_new_handler(void (*)())'
> > debug.win32.steam/metamod.o(.text+0xa62):c:/metamo
> > d-1.17.1/metamod/metamod.cpp:1
> > 75: undefined reference to `operator new(unsigned)'
> > debug.win32.steam/metamod.o(.text+0xac4):c:/metamo
> > d-1.17.1/metamod/metamod.cpp:1
> > 75: undefined reference to `operator delete(void*)'
> > debug.win32.steam/metamod.o(.text+0xb02):c:/metamo
> > d-1.17.1/metamod/metamod.cpp:1
> > 75: undefined reference to `operator delete(void*)'
> > debug.win32.steam/metamod.o(.text+0xb19):c:/metamo
> > d-1.17.1/metamod/metamod.cpp:1
> > 76: undefined reference to `operator new(unsigned)'
> > debug.win32.steam/metamod.o(.text+0xb7b):c:/metamo
> > d-1.17.1/metamod/metamod.cpp:1
> > 76: undefined reference to `operator delete(void*)'
> > debug.win32.steam/metamod.o(.text+0xbb9):c:/metamo
> > d-1.17.1/metamod/metamod.cpp:1
> > 76: undefined reference to `operator delete(void*)'
> > debug.win32.steam/metamod.o(.text+0xbd3):c:/metamo
> > d-1.17.1/metamod/metamod.cpp:1
> > 79: undefined reference to `operator new(unsigned)'
> > debug.win32.steam/metamod.o(.text+0xc35):c:/metamo
> > d-1.17.1/metamod/metamod.cpp:1
> > 79: undefined reference to `operator delete(void*)'
> > debug.win32.steam/metamod.o(.text+0xc73):c:/metamo
> > d-1.17.1/metamod/metamod.cpp:1
> > 79: undefined reference to `operator delete(void*)'
> > debug.win32.steam/metamod.o(.text+0xd81):c:/metamo
> > d-1.17.1/metamod/metamod.cpp:2
> > 29: undefined reference to `operator new(unsigned)'
> > debug.win32.steam/metamod.o(.text+0xe2b):c:/metamo
> > d-1.17.1/metamod/metamod.cpp:2
> > 29: undefined reference to `operator delete(void*)'
> > debug.win32.steam/metamod.o(.text+0xe69):c:/metamo
> > d-1.17.1/metamod/metamod.cpp:2
> > 29: undefined reference to `operator delete(void*)'
> > c:\MinGW\bin\dllwrap.exe: c:\MinGW\bin\gcc exited with status 1
> > make[1]: *** [debug.win32.steam/metamod.dll] Error 1
> > make[1]: Leaving directory `/c/metamod-1.17.1/metamod'
> > make: *** [metamod] Error 2
> >
> >
> >
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> >

#606 From: Florian Zschocke <zschocke@...>
Date: Mon Aug 2, 2004 8:16 pm
Subject: Re: Re: detailed description of trying to get metamod compiling on windoze
zschocke@...
Send Email Send Email
 
refux@... wrote:
>
> Now the make breaks on trying to compile the trace plugin:
> engine_api_post.cpp:1040: invalid conversion from `void (*)(FILE*,
> char*, ...)' to `void (*)(void*, char*, ...)'
>
> I assume this is because the hl_sdk_v23_source.exe I downloaded is
> outta sync with what the trace plugin expects.

The SDK you downloaded is not patched, it is the original SDK as
released from Valve. To update it to the latest engine interface version
you need this file, too:
http://metamod.sourceforge.net/files/sdk/hl_sdk_v23_source-update.zip

Alternatively, I recommend to steer clear of the original SDK and use
the cleaned up one with patches already applied, if you don't need the
full SDK:
http://metamod.sourceforge.net/files/sdk/hlsdk-2.3-p1.zip

Regards,
Florian

#607 From: refux@...
Date: Wed Aug 4, 2004 5:35 pm
Subject: Re: detailed description of trying to get metamod compiling on windoze
refux
Send Email Send Email
 
Well I guess I must of already had the patched source since I still
get the same error:
c:/MinGW/bin/gcc -ggdb3 -Wall -Wno-unknown-pragmas
-DOPT_TYPE=\"debugging\" -Wno-unused -fno-rtti -I. -I../metamod
-Ic:/hlsdk-2.3-p1/multiplayer/engine
-Ic:/hlsdk-2.3-p1/multiplayer/common
-Ic:/hlsdk-2.3-p1/multiplayer/pm_shared
-Ic:/hlsdk-2.3-p1/multiplayer/dlls
-Ic:/hlsdk-2.3-p1/multiplayer -o debug.win32.steam/engine_api_post.o
-c engine_api_post.cpp
engine_api_post.cpp:1040: invalid conversion from `void (*)(FILE*,
char*, ...)' to `void (*)(void*, char*, ...)'
make[1]: *** [debug.win32.steam/engine_api_post.o] Error 1
make[1]: Leaving directory `/c/metamod-1.17.1/trace_plugin'
make: *** [trace_plugin] Error 2

I also tried compiling with the newest version of metamod from CVS,
same error.

I know I'm doing something really dumb, I'm just not too sure what it is!

#608 From: Florian Zschocke <zschocke@...>
Date: Thu Aug 5, 2004 7:19 am
Subject: Re: Re: detailed description of trying to get metamod compiling on windoze
zschocke@...
Send Email Send Email
 
refux@... wrote:

> I also tried compiling with the newest version of metamod from CVS,
> same error.

Please check out the branch "mmwork" from CVS. I would have to
check but it could be that the code for the trace plugin has only
been adjusted recently. Note that you should normally *not* use
that branch as it is the working branch for the developers and is
hence not guaranteed to even compile! To checkout that branch, go
into your working copy and use: cvs up -r mmwork

Florian

#609 From: "Dsned" <dsnedecor@...>
Date: Tue Aug 10, 2004 3:33 pm
Subject: Spectating in CS
Dsned
Send Email Send Email
 
Hi.  I don't have much experience in writing metamod plugins except
for a few that I've modified.  I'm wondering if anyone can tell me a
little about how CS handles spectating.  Here's what I'm trying to
accomplish.

I want to be able to do a quick kick or ban on whoever that person is
spectating.  So if the admin used the command spec_ban it would ban
the person he is watching in 1st person or chase cam.

Can anyone point me to resources or other information on the CS API
(does it exist) or just some info on CS metamod programming, etc.
Thanks.

-Pyr0Teknik

#610 From: "mrbuilder2k" <mrbuilder2k@...>
Date: Wed Aug 18, 2004 1:53 pm
Subject: metamod,meanbot and cs1.6
mrbuilder2k
Send Email Send Email
 
Hello,

I've spent days in the forums and on my own trying to figure out how
to get these programs to run together.

I have all of the programs up to date.

Question: How you I run metamod with podbot_mm and admin_mod plugins
from the command line in the shortcut for cs1.6?

For now I'm running metamod thru the liblist.gam but I'm still having
problems (crashes) after the map changes.  the program is looking for
the genretic game dll ( i hope i spelled that correctly).  After the
maps changes and error it crashes.

I've heard of "hooking" one program to other.  How do I do that?

Any help on this matter will be greatly appreciated!

Thank, you

[KAC]Target_Pratice

#611 From: Florian Zschocke <zschocke@...>
Date: Wed Aug 18, 2004 2:32 pm
Subject: Re: metamod,meanbot and cs1.6
zschocke@...
Send Email Send Email
 
mrbuilder2k wrote:

> I've heard of "hooking" one program to other.  How do I do that?

Lookup +localinfo mm_gamedll in the Metamod usage docu:
http://metamod.org/metamod.html

Florian

#612 From: "max151515" <max151515@...>
Date: Mon Aug 30, 2004 3:38 am
Subject: Counter-Strike Source. Akk!
max151515
Send Email Send Email
 
Will, when are you going to update your metamod to work with CSS? No
metamod is causing chaos on servers including myg0t running around
and a broken rcon.

Your source code isn't windows anymore (Bad Idea) so there's really
nothing some of us can do.

#613 From: Will Day <willday@...>
Date: Mon Aug 30, 2004 3:45 am
Subject: Re: Counter-Strike Source. Akk!
wdmetamod
Send Email Send Email
 
A short time ago, at a computer terminal far, far away, max151515 wrote:
>Will, when are you going to update your metamod to work with CSS? No
>metamod is causing chaos on servers including myg0t running around
>and a broken rcon.
>
>Your source code isn't windows anymore (Bad Idea) so there's really
>nothing some of us can do.

I'm not sure what you mean about being "not windows".  There should be both
a unix tar and a windows zip of the sourcecode on sourceforge.

In any case, I'm not actively involved in the development at this point;
Florian is heading that up.  I think he's out of town at the moment,
though.

--
Will Day                  Those who would give up essential Liberty, to
willday@...       purchase a little temporary Safety, deserve neither
UNIX System Programmer    Liberty nor Safety.
Atlanta, GA                 - Benjamin Franklin, Penn. Assembly, Nov. 11, 1755

#614 From: David Anderson <player220101@...>
Date: Mon Aug 30, 2004 12:41 pm
Subject: Re: Re: Counter-Strike Source. Akk!
player220101
Send Email Send Email
 
Hello max151515,
   Metamod cannot be updated for CSS until Valve
releases an SDK for Half-Life 2's engine.
   Sorry.  Maybe Source will even have its own
metamodding capabilities built in.
      -----David "BAILOPAN" Anderson
--- Will Day <willday@...> wrote:

> A short time ago, at a computer terminal far, far
> away, max151515 wrote:
> >Will, when are you going to update your metamod to
> work with CSS? No
> >metamod is causing chaos on servers including myg0t
> running around
> >and a broken rcon.
> >
> >Your source code isn't windows anymore (Bad Idea)
> so there's really
> >nothing some of us can do.
>
> I'm not sure what you mean about being "not
> windows".  There should be both
> a unix tar and a windows zip of the sourcecode on
> sourceforge.
>
> In any case, I'm not actively involved in the
> development at this point;
> Florian is heading that up.  I think he's out of
> town at the moment,
> though.
>
> --
> Will Day                  Those who would give up
> essential Liberty, to
> willday@...       purchase a little
> temporary Safety, deserve neither
> UNIX System Programmer    Liberty nor Safety.
> Atlanta, GA                 - Benjamin Franklin,
> Penn. Assembly, Nov. 11, 1755
>

> ATTACHMENT part 2 application/pgp-signature



=====
-----David "BAILOPAN" Anderson
      http://www.tcwonline.org/
      http://www.sourceforge.net/projects/tcwphpalbum/



__________________________________
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#615 From: <mailinglists@...>
Date: Mon Aug 30, 2004 5:10 pm
Subject: Re: Counter-Strike Source. Akk!
mailinglists@...
Send Email Send Email
 
hi,
without a released SDK it will be hard to get metamod working, won't it?

no more windows is a bad idea...? - it's the best idea ever....

greetings florian engelmann

----- Original Message -----
From: "max151515" <max151515@...>
To: <metamod@yahoogroups.com>
Sent: Monday, August 30, 2004 5:38 AM
Subject: [metamod] Counter-Strike Source. Akk!


> Will, when are you going to update your metamod to work with CSS? No
> metamod is causing chaos on servers including myg0t running around
> and a broken rcon.
>
> Your source code isn't windows anymore (Bad Idea) so there's really
> nothing some of us can do.
>
>
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
> Yahoo! Groups Links
>
>
>
>
>
>

#616 From: "p0_b0y74" <p0_b0y74@...>
Date: Sat Sep 4, 2004 7:39 pm
Subject: Compile Error
p0_b0y74
Send Email Send Email
 
I am getting this error whenever I try to compile the new metamod:

engine_api.cpp: In function `struct sequenceEntry_s * mm_SequenceGet
(const char *, const char *)':
engine_api.cpp:809: assignment to `sequenceEntry_s * (*)(const char
*, const char *)' from `void * (*)(const char *, const char *)'
engine_api.cpp:809: assignment to `sequenceEntry_s * (*)(const char
*, const char *)' from `void * (*)(const char *, const char *)'
engine_api.cpp:809: assignment to `sequenceEntry_s * (*)(const char
*, const char *)' from `void * (*)(const char *, const char *)'
engine_api.cpp: In function `struct sentenceEntry_s *
mm_SequencePickSentence(const char *, int, int *)':
engine_api.cpp:814: assignment to `sentenceEntry_s * (*)(const char
*, int, int *)' from `void * (*)(const char *, int, int *)'
engine_api.cpp:814: assignment to `sentenceEntry_s * (*)(const char
*, int, int *)' from `void * (*)(const char *, int, int *)'
engine_api.cpp:814: assignment to `sentenceEntry_s * (*)(const char
*, int, int *)' from `void * (*)(const char *, int, int *)'
engine_api.cpp: At top level:
engine_api.cpp:1067: initialization to `void * (*)(const char *,
const char *)' from `sequenceEntry_s * (*)(const char *, const char
*)'
engine_api.cpp:1067: initialization to `void * (*)(const char *, int,
int *)' from `sentenceEntry_s * (*)(const char *, int, int *)'
make: *** [debug.linux/engine_api.o] Error 1

I have the updated files but...

I have no clue can anyone help?

#617 From: Florian Zschocke <zschocke@...>
Date: Sun Sep 5, 2004 6:49 pm
Subject: Re: Compile Error
zschocke@...
Send Email Send Email
 
p0_b0y74 wrote:
>
> I am getting this error whenever I try to compile the new metamod:

Make sure that you use the updated SDK files. You can find patched
versions of the SDK as well as patches for the original SDK under
http://metamod.sourceforge.net/files/sdk.

Florian Zschocke

#618 From: Cian Sweeney <skirecs@...>
Date: Fri Sep 10, 2004 2:29 am
Subject: Jaba TV
skirecs@...
Send Email Send Email
 
Anyone know where I could get this plugin, and/or when and if it will
be released?

#619 From: "Kevin Masterson" <cybermind@...>
Date: Fri Sep 10, 2004 4:46 am
Subject: Re: Jaba TV
cybermind@...
Send Email Send Email
 
OLO would probably know better. Check http://www.olo.counter-strike.pl/

#620 From: refux@...
Date: Mon Oct 4, 2004 9:27 pm
Subject: Re: detailed description of trying to get metamod compiling on windoze
refux
Send Email Send Email
 
Finally got around to compiling metamod again.
Downloaded metamod-1.17.2, applied the changes I've mentioned in
previous emails in this thread, and it compiled!
I haven't actually tried using the compiled metamod.dll yet, when I
have more time :)

#621 From: "Heinz" <Yahoogroup4hs@...>
Date: Tue Oct 19, 2004 8:42 pm
Subject: CS:S & metamod
heinzschwallach
Send Email Send Email
 
what about metamod and CS:S ? how can in istall it with source
server ?
i cant find liblist.gam

-any help here ?

#622 From: Florian Zschocke <zschocke@...>
Date: Tue Oct 19, 2004 9:11 pm
Subject: Re: CS:S & metamod
zschocke@...
Send Email Send Email
 
Heinz wrote:

> what about metamod and CS:S ? how can in istall it with source
> server ?

You cannot. The current Metamod does not work with CS:S. There is
no Source version of Metamod yet.

Florian

#623 From: "Dustin" <viperacen@...>
Date: Tue Oct 19, 2004 10:14 pm
Subject: Re: CS:S & metamod
viperacen@...
Send Email Send Email
 
HL2 engine will include a metamod like function.
Metamod will not be needed for HL2 and all of its mods (that includes CSS)

QUOTE: (from HLCoders list)

"> Hello,
>
> I remember someone stating that the HL2 engine will have built-in
> metamod like functionality a while back. Is this actually true? Or is
> it only a myth?
>
> Thanks
> PM

It will be true (just as soon as I write it). Details will be sent to
the list when something is available.

- Alfred"





----- Original Message -----
From: "Florian Zschocke" <zschocke@...>
To: <metamod@yahoogroups.com>
Sent: Tuesday, October 19, 2004 4:11 PM
Subject: Re: [metamod] CS:S & metamod


>
> Heinz wrote:
>
>> what about metamod and CS:S ? how can in istall it with source
>> server ?
>
> You cannot. The current Metamod does not work with CS:S. There is
> no Source version of Metamod yet.
>
> Florian
>
>
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
> Yahoo! Groups Links
>
>
>
>
>
>
>

#624 From: Jason Weisberger <jbdubbs@...>
Date: Wed Oct 20, 2004 3:21 am
Subject: Re: CS:S & metamod
jbdubbs@...
Send Email Send Email
 
Alfred,

What place would Sourcemod hold if you're planning on writing a Metamod
layer for the Source engine.  Is this meant to replace such a project,
or will Sourcemod be able to extend a built-in Metamod's benefits?

Jason Weisberger
http://www.csrev.com

Dustin wrote:

>HL2 engine will include a metamod like function.
>Metamod will not be needed for HL2 and all of its mods (that includes CSS)
>
>QUOTE: (from HLCoders list)
>
>"> Hello,
>
>
>>I remember someone stating that the HL2 engine will have built-in
>>metamod like functionality a while back. Is this actually true? Or is
>>it only a myth?
>>
>>Thanks
>>PM
>>
>>
>
>It will be true (just as soon as I write it). Details will be sent to
>the list when something is available.
>
>- Alfred"
>
>
>
>
>
>----- Original Message -----
>From: "Florian Zschocke" <zschocke@...>
>To: <metamod@yahoogroups.com>
>Sent: Tuesday, October 19, 2004 4:11 PM
>Subject: Re: [metamod] CS:S & metamod
>
>
>
>
>>Heinz wrote:
>>
>>
>>
>>>what about metamod and CS:S ? how can in istall it with source
>>>server ?
>>>
>>>
>>You cannot. The current Metamod does not work with CS:S. There is
>>no Source version of Metamod yet.
>>
>>Florian
>>
>>
>>
>>
>>To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>>
>>
>>Yahoo! Groups Links
>>
>>
>>
>>
>>
>>
>>
>>
>>
>
>
>
>To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
>
>Yahoo! Groups Links
>
>
>
>
>
>
>
>
>
>
>
>

#625 From: David Anderson <player220101@...>
Date: Wed Oct 20, 2004 10:58 pm
Subject: Re: CS:S & metamod
player220101
Send Email Send Email
 
SourceMod is my project and it is irrelevant to
anything valve is planning.  Since Valve plans on
their own Source:Metamod, we'll use it.

Here is what IS relevant: unless alfred changes some
design issues that were apparent in the original
metamod, we'll be re-implementing an internal "fake"
version, much like AMX Mod X has "fakemeta" (an
internal version of metamod used to simulate
functionality for pluggable modules).

   ~dvander

--- Jason Weisberger <jbdubbs@...> wrote:

> Alfred,
>
> What place would Sourcemod hold if you're planning
> on writing a Metamod
> layer for the Source engine.  Is this meant to
> replace such a project,
> or will Sourcemod be able to extend a built-in
> Metamod's benefits?
>
> Jason Weisberger
> http://www.csrev.com
>
> Dustin wrote:
>
> >HL2 engine will include a metamod like function.
> >Metamod will not be needed for HL2 and all of its
> mods (that includes CSS)
> >
> >QUOTE: (from HLCoders list)
> >
> >"> Hello,
> >
> >
> >>I remember someone stating that the HL2 engine
> will have built-in
> >>metamod like functionality a while back. Is this
> actually true? Or is
> >>it only a myth?
> >>
> >>Thanks
> >>PM
> >>
> >>
> >
> >It will be true (just as soon as I write it).
> Details will be sent to
> >the list when something is available.
> >
> >- Alfred"
> >
> >
> >
> >
> >
> >----- Original Message -----
> >From: "Florian Zschocke" <zschocke@...>
> >To: <metamod@yahoogroups.com>
> >Sent: Tuesday, October 19, 2004 4:11 PM
> >Subject: Re: [metamod] CS:S & metamod
> >
> >
> >
> >
> >>Heinz wrote:
> >>
> >>
> >>
> >>>what about metamod and CS:S ? how can in istall
> it with source
> >>>server ?
> >>>
> >>>
> >>You cannot. The current Metamod does not work with
> CS:S. There is
> >>no Source version of Metamod yet.
> >>
> >>Florian
> >>
> >>
> >>
> >>
> >>To unsubscribe, send an email to:
> metamod-unsubscribe@yahoogroups.com
> >>
> >>
> >>Yahoo! Groups Links
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >
> >
> >
> >To unsubscribe, send an email to:
> metamod-unsubscribe@yahoogroups.com
> >
> >
> >Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
> >
>
>
>




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#626 From: Matthew Metnetsky <met@...>
Date: Mon Nov 8, 2004 8:59 pm
Subject: CVS Compilation Errors with GCC 296
met@...
Send Email Send Email
 
Hello,

I'm sorry to bother as I'm sure many people do, but if you have a little
bit of time I'd appreciate your help.

I just downloaded the source for Metamod in order to see just how
everything works and I can't seem to get it to compile.  If at all
possible I was wondering if you could kindly point me in the right
direction.

I'm running GCC 2.96 on RedHat's Fedora Core 1 if that makes any
difference.  The following are my errors:

[mimetnet@syru102-207 metamod]$ make
[snip compilation line]
engine_api.h:114: type specifier omitted for parameter
engine_api.h:114: parse error before `)'
engine_api.h:134: `FN_FUNCTIONFROMNAME' was not declared in this scope
engine_api.h:134: ISO C++ forbids declaration of `uint32' with no type
engine_api.h:134: typedef declaration includes an initializer
engine_api.h:134: confused by earlier errors, bailing out

Any help would be greatly appreciated as I'm trying to build a plugin.

~ Matthew

#627 From: Florian Zschocke <zschocke@...>
Date: Mon Nov 8, 2004 9:38 pm
Subject: Re: CVS Compilation Errors with GCC 296
zschocke@...
Send Email Send Email
 
Matthew Metnetsky wrote:
>
> [mimetnet@syru102-207 metamod]$ make
> [snip compilation line]
> engine_api.h:114: type specifier omitted for parameter
> engine_api.h:114: parse error before `)'
> engine_api.h:134: `FN_FUNCTIONFROMNAME' was not declared in this scope
> engine_api.h:134: ISO C++ forbids declaration of `uint32' with no type
> engine_api.h:134: typedef declaration includes an initializer
> engine_api.h:134: confused by earlier errors, bailing out

I suspect you are using an old version of the SDK. Make sure first that
you have an updated and cleaned up version of the SDK to build Metamod
on.

You can find the SDK under http://metamod.sourceforge.net/files/sdk/

We usually recommend the following for compiling on Linux:
http://metamod.sourceforge.net/files/sdk/hlsdk-2.3-p1.tar.gz

Regards,
Florian

#628 From: cpconn@...
Date: Fri Dec 3, 2004 12:46 am
Subject: Need help converting code
sparo1
Send Email Send Email
 
Hi guys,
I program Pascal and havent been able to find much usable info
regarding moding. Could someone create me a simple DLL that exports
easy to use functions for accessing the HL engine?

I am most concerned with the primary export to 'recieve enginefuncs'.
I need a STRUCTURE definition for an enginefunc.

Second, I need access to console (to input cmds/msgs).

Thats it, sounds like a 15 minute job for someone who is familiar with
HL modding.

My thoughts:
if all the intializing was handled by DLL (to link to HL) all I really
need is a function like:
Function ConsoleInput(CMD: STRING): INTEGER; <-This integer return is
really a pointer to string or sumthing holding the console response
(what you see if you typed into console).

Thanks for any help you can offer.

Sparo

#629 From: "hopingthisoneisnotunavaliable" <hopingthisoneisnotunavaliable@...>
Date: Sun Dec 5, 2004 6:01 pm
Subject: Strange lagging behaviour
hopingthison...
Send Email Send Email
 
Hello,

First I would just like to say that this is the second time I write
this email, so I might miss a few things now because I am pretty
upset :/

My problem is this: I've made a mod for metamod which checks if the
steamid of a player is registered in a database, and if it isn't,
kicks the player out. It also forces the nick to whatever is in the
database. To do this I use mysql and pthreads. I only hook a few
functions: ClientConnect (to start authentication), ClientDisconnect
(to remove players), ClientUserInfoChanged (to see if it contains a
nick-change, and if it does, force it back to whatever was in the
database) and finally Startframe, to kick players out that are done
authenticating and arent registered.

For most of the time, this works out pretty well. The problem is that
from time to time a strange lagging behaviour occurs - text you type
(using say) can take up to a minute to display, the hud and scoreboard
is really lagged, the same goes for scopes (zooming in/out) and
players who should be dead arent (or someone or shouldn't suddenly
die).

After a minute or two, this goes away by itself and the server is
normal again.

Anyone experienced anything similar? I think it's pretty strange that
my modification should cause this, but on the other servers which
doesn't run this mod, we don't seem to have this problem. So
therefore I have to believe the problem is my mod instead of any of
the others that are run, because they are installed on the other
servers as well.

Sometimes, players are dropped as well (but not all as far as I
know), with an error in the console (see bottom for paste). I've
googled a bit around for similar incidents, but didn't really find
anything helpful. Some posts suggested it was a routerproblem or
similar things, it seems unlikely as it seems to only occur on the
servers which run this mod.

If I forgot anything, I am sorry, and will post further details on
request.

Here's a paste from a player who first experienced the strange lag,
then to be kicked:

Error: server failed to transmit file 'AY&SYz'
Last 32 messages parsed.
21678 0023 svc_deltapacketentities
21678 0008 svc_time
21678 0013 svc_clientdata
21678 0023 svc_deltapacketentities
21680 0018 svc_time
21680 0023 svc_clientdata
21680 0033 svc_deltapacketentities
21680 0000 svc_updateuserinfo
21680 0176 ScoreAttrib
21680 0179 ScoreAttrib
21680 0182 ScoreAttrib
21680 0185 ScoreAttrib
21680 0188 ScoreAttrib
21680 0191 ScoreAttrib
21680 0194 ScoreAttrib
21680 0197 ScoreAttrib
21680 0200 ScoreAttrib
21680 0203 ScoreAttrib
21680 0206 Money
21680 0212 svc_setview
Error: server failed to transmit file 'AY&SYz'
Last 32 messages parsed.
21678 0023 svc_deltapacketentities
21678 0008 svc_time
21678 0013 svc_clientdata
21678 0023 svc_deltapacketentities
21680 0018 svc_time
21680 0023 svc_clientdata
21680 0033 svc_deltapacketentities
21680 0000 svc_updateuserinfo
21680 0176 ScoreAttrib
21680 0179 ScoreAttrib
21680 0182 ScoreAttrib
21680 0185 ScoreAttrib
21680 0188 ScoreAttrib
21680 0191 ScoreAttrib
21680 0194 ScoreAttrib
21680 0197 ScoreAttrib
21680 0200 ScoreAttrib
21680 0203 ScoreAttrib
21680 0206 Money
21680 0212 svc_setview

It seems the server is trying to send an invalid file, or atleast
that the filename got messed up somewhere ('AY&SYz').

Some players have reported "svc_cmd: bad server command" as well.

The server is stable and only registered players are let in at any
time, so it works as it should except for this bug.

Any ideas?

(By the way, this is used for counterstrike only.)

Thanks

#630 From: Aurelien Derouineau <cooloreo@...>
Date: Mon Dec 6, 2004 4:40 pm
Subject: Re: Strange lagging behaviour
cooloreo@...
Send Email Send Email
 
Do you think you could post the source of that mod? Maybe it would
help us see if it's a problem with the code or not... It would also
greatly help me, since I am trying to have my own mod to check users
against a database...


On Sun, 05 Dec 2004 18:01:05 -0000, hopingthisoneisnotunavaliable
<hopingthisoneisnotunavaliable@...> wrote:
>
>
> Hello,
>
> First I would just like to say that this is the second time I write
> this email, so I might miss a few things now because I am pretty
> upset :/
>
> My problem is this: I've made a mod for metamod which checks if the
> steamid of a player is registered in a database, and if it isn't,
> kicks the player out. It also forces the nick to whatever is in the
> database. To do this I use mysql and pthreads. I only hook a few
> functions: ClientConnect (to start authentication), ClientDisconnect
> (to remove players), ClientUserInfoChanged (to see if it contains a
> nick-change, and if it does, force it back to whatever was in the
> database) and finally Startframe, to kick players out that are done
> authenticating and arent registered.
>
> For most of the time, this works out pretty well. The problem is that
> from time to time a strange lagging behaviour occurs - text you type
> (using say) can take up to a minute to display, the hud and scoreboard
> is really lagged, the same goes for scopes (zooming in/out) and
> players who should be dead arent (or someone or shouldn't suddenly
> die).
>
> After a minute or two, this goes away by itself and the server is
> normal again.
>
> Anyone experienced anything similar? I think it's pretty strange that
> my modification should cause this, but on the other servers which
> doesn't run this mod, we don't seem to have this problem. So
> therefore I have to believe the problem is my mod instead of any of
> the others that are run, because they are installed on the other
> servers as well.
>
> Sometimes, players are dropped as well (but not all as far as I
> know), with an error in the console (see bottom for paste). I've
> googled a bit around for similar incidents, but didn't really find
> anything helpful. Some posts suggested it was a routerproblem or
> similar things, it seems unlikely as it seems to only occur on the
> servers which run this mod.
>
> If I forgot anything, I am sorry, and will post further details on
> request.
>
> Here's a paste from a player who first experienced the strange lag,
> then to be kicked:
>
> Error: server failed to transmit file 'AY&SYz'
> Last 32 messages parsed.
> 21678 0023 svc_deltapacketentities
> 21678 0008 svc_time
> 21678 0013 svc_clientdata
> 21678 0023 svc_deltapacketentities
> 21680 0018 svc_time
> 21680 0023 svc_clientdata
> 21680 0033 svc_deltapacketentities
> 21680 0000 svc_updateuserinfo
> 21680 0176 ScoreAttrib
> 21680 0179 ScoreAttrib
> 21680 0182 ScoreAttrib
> 21680 0185 ScoreAttrib
> 21680 0188 ScoreAttrib
> 21680 0191 ScoreAttrib
> 21680 0194 ScoreAttrib
> 21680 0197 ScoreAttrib
> 21680 0200 ScoreAttrib
> 21680 0203 ScoreAttrib
> 21680 0206 Money
> 21680 0212 svc_setview
> Error: server failed to transmit file 'AY&SYz'
> Last 32 messages parsed.
> 21678 0023 svc_deltapacketentities
> 21678 0008 svc_time
> 21678 0013 svc_clientdata
> 21678 0023 svc_deltapacketentities
> 21680 0018 svc_time
> 21680 0023 svc_clientdata
> 21680 0033 svc_deltapacketentities
> 21680 0000 svc_updateuserinfo
> 21680 0176 ScoreAttrib
> 21680 0179 ScoreAttrib
> 21680 0182 ScoreAttrib
> 21680 0185 ScoreAttrib
> 21680 0188 ScoreAttrib
> 21680 0191 ScoreAttrib
> 21680 0194 ScoreAttrib
> 21680 0197 ScoreAttrib
> 21680 0200 ScoreAttrib
> 21680 0203 ScoreAttrib
> 21680 0206 Money
> 21680 0212 svc_setview
>
> It seems the server is trying to send an invalid file, or atleast
> that the filename got messed up somewhere ('AY&SYz').
>
> Some players have reported "svc_cmd: bad server command" as well.
>
> The server is stable and only registered players are let in at any
> time, so it works as it should except for this bug.
>
> Any ideas?
>
> (By the way, this is used for counterstrike only.)
>
> Thanks
>
>
> To unsubscribe, send an email to: metamod-unsubscribe@yahoogroups.com
>
> Yahoo! Groups Links
>
>
>
>
>

#631 From: Aurelien Derouineau <cooloreo@...>
Date: Mon Dec 6, 2004 4:43 pm
Subject: Compiling metamod with Visual C++ .NET
cooloreo@...
Send Email Send Email
 
Could you tell me what options I have to change to be able to compile
metamod under Visual C++ (Studio) .NET, like how to add the Half-Life
SDK includes, etc...

Thanks.

#632 From: "hopingthisoneisnotunavaliable" <hopingthisoneisnotunavaliable@...>
Date: Tue Dec 7, 2004 12:46 am
Subject: Re: Strange lagging behaviour
hopingthison...
Send Email Send Email
 
Hello,

Unfortunately I cannot, as I did this for a company. However, it is
all quite simple:

In ClientConnect I spawn a thread which connects to a *sql database
and checks if the steamid is there. In StartFrame, I check every X
frame/second/whatever if the authentication is complete, and wether or
not it was successful. If it is, he is just removed from the queue. If
he isn't, he is disconnected.

#633 From: Florian Zschocke <zschocke@...>
Date: Tue Dec 7, 2004 8:18 am
Subject: Re: Strange lagging behaviour
zschocke@...
Send Email Send Email
 
Aurelien Derouineau wrote:

> It would also
> greatly help me, since I am trying to have my own mod to check users
> against a database...

You can look at the source code of Admin Mod, it does that too.

Florian

#634 From: Florian Zschocke <zschocke@...>
Date: Tue Dec 7, 2004 9:10 am
Subject: Re: Compiling metamod with Visual C++ .NET
zschocke@...
Send Email Send Email
 
Aurelien Derouineau wrote:
> Could you tell me what options I have to change to be able to compile
> metamod under Visual C++ (Studio) .NET, like how to add the Half-Life
> SDK includes, etc...

There are project files for VS.NET available in the CVS for
Metamod. Aren't they in the source package? If not you can always
get them from the CVS repository.

Florian

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