RCBot 2 crashed by 'The Classless Update'?, Answer |
RCBot 2 crashed by 'The Classless Update'?, Answer |
JohnnyAxe |
Aug 14 2009, 03:09 AM
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#1
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Member Group: Members Posts: 33 Joined: 7-July 09 From: Portugal Member No.: 1,604 |
Since 'The Classless Update' was released, I can't play with bots anymore.
It's the usual 'hl2.exe has stopped working' message as soon as I try adding bots. |
bir3yk |
Aug 14 2009, 06:42 AM
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#2
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RCBot Fan Group: Members Posts: 107 Joined: 4-June 09 Member No.: 1,566 |
need to compile RCbot2, on a dedicated server linux is not working. SDK changed like.
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MacinSam |
Aug 14 2009, 01:54 PM
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#3
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Member Group: Members Posts: 24 Joined: 19-April 09 Member No.: 1,526 |
Yup, it's broke.
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Cheeseh |
Aug 14 2009, 02:02 PM
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#4
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
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bir3yk |
Aug 14 2009, 02:11 PM
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#5
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RCBot Fan Group: Members Posts: 107 Joined: 4-June 09 Member No.: 1,566 |
where you can download SDK update? Give the link. I compile under linux
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Fillmore |
Aug 14 2009, 02:12 PM
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#6
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RCBot Guru Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 |
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bir3yk |
Aug 14 2009, 02:15 PM
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#7
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RCBot Fan Group: Members Posts: 107 Joined: 4-June 09 Member No.: 1,566 |
In SVN some of the SDK that is:)
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Cheeseh |
Aug 14 2009, 02:32 PM
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#8
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
In SVN some of the SDK that is:) get it from Steam source SDK Tools (in steam), "create new mod", source code only. Although i can't guarantee that this will fix the problem, i dont know if that will work. some one needs to debug it by using ms visual studio when a bot is added. just typical of valve though.... how many workarounds have I been through now, surely they're not intentionally trying to break the bot from working! |
bir3yk |
Aug 14 2009, 02:38 PM
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#9
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RCBot Fan Group: Members Posts: 107 Joined: 4-June 09 Member No.: 1,566 |
already try:)
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JohnnyAxe |
Aug 14 2009, 02:57 PM
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#10
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Member Group: Members Posts: 33 Joined: 7-July 09 From: Portugal Member No.: 1,604 |
Keep yer fingers crossed boys.
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Weasel |
Aug 14 2009, 08:27 PM
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#11
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Member Group: Members Posts: 23 Joined: 14-January 09 From: California, USA Member No.: 1,445 |
Quote from the SourceMod forums, I assume RCBot is similarly effected ...
QUOTE As Team Fortress and Day of Defeat server operators have noticed, Valve released an update tonight that broke SourceMod. Usually we are able to handle updates very quickly. This one was different. There was no public beta, so we had no way of testing or preparing. To make things worse, Valve actually forked their Orange Box engine, broke compatibility, and didn't release new headers or any information about the changes. With absolutely no warning, we had to reverse engineer these changes and update our source/build infrastructure for a new engine configuration. It's a testament to how seriously we take update parity that we were able to do this in one night on such short notice. But more on that further down. What you've all been waiting for: There are now 1.2.2-dev snapshots available that will load on the new TF/DoD engines. We will get the 1.3 branch at parity tomorrow. For users who have custom gamedata files, please note that we have separated TF/DoD into a new "orangebox_valve" engine property. The Orange Box engine that non-Valve games use is still "orangebox". We are going to wait a few days to do an official 1.2.2 release. Sometime in the next two weeks there will be a Metamod:Source release as well - it's not needed, but we want to prepare for the worst. After this release we're going to redo our build infrastructure so adding new engine updates is very fast, both to wait for new builds and to support new games across the entire source tree. This kind of update is extremely stressful on all of us - that includes you! We want to get things right in these situations, rather than damage the product integrity. The community was great in being both supportive and patient while we rushed to get something working. It means a lot both to moral and productivity that we didn't have to put out any fires on the forums or mailing lists. In particular, it was amazing to see everyone on the SourceMod team work in unison tonight. We were all available for disparate chunks of time across random timezones, and we all have Real Lives to maintain. Despite this everyone pitched in (sometimes chaotically) and everything stitched together. So I would like to give a huge thanks to team members Fyren, pRED, DS, and bl4nk - and #smdevs participants Nephyrin, Drunken_F00l, and voogru. |
Cheeseh |
Aug 14 2009, 11:43 PM
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#12
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
QUOTE In dt_send.h, in the SendProp class, add 4 bytes just before "const char *m_pVarName;". There appears to be one more change that just might be the SendPropType, on DataTables the "SendPropType" comes up as DPT_NUMSendPropType. - voogru. -----Original Message----- On Behalf Of Keeper Sent: Thursday, August 13, 2009 8:26 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] New Headers? Is there any chance we can get an updated SDK for our plugins? This latest OB update killed most of the plugins out there. Thanks, Keeper _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders |
bir3yk |
Aug 15 2009, 06:29 AM
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#13
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RCBot Fan Group: Members Posts: 107 Joined: 4-June 09 Member No.: 1,566 |
CODE // -------------------------------------------------------------------------------------------------------------- // // SendProp. // -------------------------------------------------------------------------------------------------------------- // // If SendProp::GetDataTableProxyIndex() returns this, then the proxy is one that always sends // the data to all clients, so we don't need to store the results. #define DATATABLE_PROXY_INDEX_NOPROXY 255 #define DATATABLE_PROXY_INDEX_INVALID 254 class SendProp { public: SendProp(); virtual ~SendProp(); void Clear(); int GetOffset() const; void SetOffset( int i ); SendVarProxyFn GetProxyFn() const; void SetProxyFn( SendVarProxyFn f ); SendTableProxyFn GetDataTableProxyFn() const; void SetDataTableProxyFn( SendTableProxyFn f ); SendTable* GetDataTable() const; void SetDataTable( SendTable *pTable ); char const* GetExcludeDTName() const; // If it's one of the numbered "000", "001", etc properties in an array, then // these can be used to get its array property name for debugging. const char* GetParentArrayPropName(); void SetParentArrayPropName( char *pArrayPropName ); const char* GetName() const; bool IsSigned() const; bool IsExcludeProp() const; bool IsInsideArray() const; // Returns true if SPROP_INSIDEARRAY is set. void SetInsideArray(); // Arrays only. void SetArrayProp( SendProp *pProp ); SendProp* GetArrayProp() const; // Arrays only. void SetArrayLengthProxy( ArrayLengthSendProxyFn fn ); ArrayLengthSendProxyFn GetArrayLengthProxy() const; int GetNumElements() const; void SetNumElements( int nElements ); // Return the # of bits to encode an array length (must hold GetNumElements()). int GetNumArrayLengthBits() const; int GetElementStride() const; SendPropType GetType() const; int GetFlags() const; void SetFlags( int flags ); // Some property types bind more data to the SendProp in here. const void* GetExtraData() const; void SetExtraData( const void *pData ); public: RecvProp *m_pMatchingRecvProp; // This is temporary and only used while precalculating // data for the decoders. SendPropType m_Type; int m_nBits; float m_fLowValue; float m_fHighValue; SendProp *m_pArrayProp; // If this is an array, this is the property that defines each array element. ArrayLengthSendProxyFn m_ArrayLengthProxy; // This callback returns the array length. int m_nElements; // Number of elements in the array (or 1 if it's not an array). int m_ElementStride; // Pointer distance between array elements. union { char *m_pExcludeDTName; // If this is an exclude prop, then this is the name of the datatable to exclude a prop from. char *m_pParentArrayPropName; }; char *m_pVarName; float m_fHighLowMul; private: int m_Flags; // SPROP_ flags. SendVarProxyFn m_ProxyFn; // NULL for DPT_DataTable. SendTableProxyFn m_DataTableProxyFn; // Valid for DPT_DataTable. SendTable *m_pDataTable; // SENDPROP_VECTORELEM makes this negative to start with so we can detect that and // set the SPROP_IS_VECTOR_ELEM flag. int m_Offset; // Extra data bound to this property. const void *m_pExtraData; }; are 4 bytes must be added? |
Cheeseh |
Aug 15 2009, 08:48 AM
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#14
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
CODE // -------------------------------------------------------------------------------------------------------------- // // SendProp. // -------------------------------------------------------------------------------------------------------------- // // If SendProp::GetDataTableProxyIndex() returns this, then the proxy is one that always sends // the data to all clients, so we don't need to store the results. #define DATATABLE_PROXY_INDEX_NOPROXY 255 #define DATATABLE_PROXY_INDEX_INVALID 254 class SendProp { public: SendProp(); virtual ~SendProp(); void Clear(); int GetOffset() const; void SetOffset( int i ); SendVarProxyFn GetProxyFn() const; void SetProxyFn( SendVarProxyFn f ); SendTableProxyFn GetDataTableProxyFn() const; void SetDataTableProxyFn( SendTableProxyFn f ); SendTable* GetDataTable() const; void SetDataTable( SendTable *pTable ); char const* GetExcludeDTName() const; // If it's one of the numbered "000", "001", etc properties in an array, then // these can be used to get its array property name for debugging. const char* GetParentArrayPropName(); void SetParentArrayPropName( char *pArrayPropName ); const char* GetName() const; bool IsSigned() const; bool IsExcludeProp() const; bool IsInsideArray() const; // Returns true if SPROP_INSIDEARRAY is set. void SetInsideArray(); // Arrays only. void SetArrayProp( SendProp *pProp ); SendProp* GetArrayProp() const; // Arrays only. void SetArrayLengthProxy( ArrayLengthSendProxyFn fn ); ArrayLengthSendProxyFn GetArrayLengthProxy() const; int GetNumElements() const; void SetNumElements( int nElements ); // Return the # of bits to encode an array length (must hold GetNumElements()). int GetNumArrayLengthBits() const; int GetElementStride() const; SendPropType GetType() const; int GetFlags() const; void SetFlags( int flags ); // Some property types bind more data to the SendProp in here. const void* GetExtraData() const; void SetExtraData( const void *pData ); public: RecvProp *m_pMatchingRecvProp; // This is temporary and only used while precalculating // data for the decoders. SendPropType m_Type; int m_nBits; float m_fLowValue; float m_fHighValue; SendProp *m_pArrayProp; // If this is an array, this is the property that defines each array element. ArrayLengthSendProxyFn m_ArrayLengthProxy; // This callback returns the array length. int m_nElements; // Number of elements in the array (or 1 if it's not an array). int m_ElementStride; // Pointer distance between array elements. union { char *m_pExcludeDTName; // If this is an exclude prop, then this is the name of the datatable to exclude a prop from. char *m_pParentArrayPropName; }; char m_FourBytesHere[4]; // 4 bytes added char *m_pVarName; float m_fHighLowMul; private: int m_Flags; // SPROP_ flags. SendVarProxyFn m_ProxyFn; // NULL for DPT_DataTable. SendTableProxyFn m_DataTableProxyFn; // Valid for DPT_DataTable. SendTable *m_pDataTable; // SENDPROP_VECTORELEM makes this negative to start with so we can detect that and // set the SPROP_IS_VECTOR_ELEM flag. int m_Offset; // Extra data bound to this property. const void *m_pExtraData; }; |
343N |
Aug 15 2009, 11:32 AM
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#15
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Member Group: Members Posts: 34 Joined: 15-August 09 Member No.: 1,658 |
IS that the fix'd code Cheeseh? Because i went to Source SDK to Decompile, Create mod, Use source code (advanced) and then didn't know what to do... So how do I decompile it, if its the fix'd code?
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bir3yk |
Aug 15 2009, 02:03 PM
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#16
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RCBot Fan Group: Members Posts: 107 Joined: 4-June 09 Member No.: 1,566 |
Cheeseh everything is good to compile in linux works.
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DrPuffinKind |
Aug 15 2009, 04:55 PM
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#17
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RCBot Fan Group: Members Posts: 127 Joined: 3-August 09 Member No.: 1,638 |
has anyone had any luck with windows?... i will happily do it if someone can shoot me a basic how-2 on the compiling process... I host a server 2003 machine and all the sdk tools are installed, i just have not played around with the mod creation tools as of yet... (im just a mapper to date...) however i will happily put my tools to work with a smile
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bir3yk |
Aug 15 2009, 05:02 PM
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#18
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RCBot Fan Group: Members Posts: 107 Joined: 4-June 09 Member No.: 1,566 |
sorry, I can not compile under windows.
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Paul |
Aug 16 2009, 04:07 AM
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#19
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Newbie Group: Members Posts: 7 Joined: 15-August 09 Member No.: 1,659 |
I have made a recompilation under Windows, check my thread here at
http://rcbot.bots-united.com/forums/index.php?showtopic=1295 |
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