Discussion:
[hlcoders] Source SDK 2013 Release
John Schoenick
2015-09-10 02:18:36 UTC
Permalink
We've just pushed an update to the Source SDK 2013 on GitHub. This
update includes security fixes to the game code included in the SDK, so
all mods are strongly encouraged to integrate these updates as soon as
possible.

This brings the GitHub repository in sync with the SourceSDK Base 2013
*beta_test* branch on Steam. If all goes well, we will be promoting the
beta_test branch to the primary branch on Steam in the next few days, so
please give it a test run and let us know if you encounter any issues.

https://github.com/ValveSoftware/source-sdk-2013

- John


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Neico
2015-09-10 02:52:13 UTC
Permalink
https://github.com/ValveSoftware/source-sdk-2013/issues/290

please consider this, it's a major pain...
Post by John Schoenick
We've just pushed an update to the Source SDK 2013 on GitHub. This
update includes security fixes to the game code included in the SDK,
so all mods are strongly encouraged to integrate these updates as soon
as possible.
This brings the GitHub repository in sync with the SourceSDK Base 2013
*beta_test* branch on Steam. If all goes well, we will be promoting
the beta_test branch to the primary branch on Steam in the next few
days, so please give it a test run and let us know if you encounter
any issues.
https://github.com/ValveSoftware/source-sdk-2013
- John
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geotavros
2015-09-11 10:10:36 UTC
Permalink
Hi John,

Yesterday's TF2 update fixed several crashes. Lightmap on prop_static
crash specifically
http://www.teamfortress.com/?tab=updates
- Fixed a client crash for users who had model quality set to low on
maps with static prop lightmaps (thanks to Egan for the detailed report
and test case)

Could this crash fix be ported on Source SDK 2013? Because I checked it
and it reproduces on my test level.

There is also an other issue of artifacts on prop_static with lightmaps
which are far from player
http://steamcommunity.com/app/211/discussions/2/517141624285950621/
Post by John Schoenick
We've just pushed an update to the Source SDK 2013 on GitHub. This
update includes security fixes to the game code included in the SDK,
so all mods are strongly encouraged to integrate these updates as soon
as possible.
This brings the GitHub repository in sync with the SourceSDK Base 2013
*beta_test* branch on Steam. If all goes well, we will be promoting
the beta_test branch to the primary branch on Steam in the next few
days, so please give it a test run and let us know if you encounter
any issues.
https://github.com/ValveSoftware/source-sdk-2013
- John
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Rebel Yell
2015-09-11 17:01:42 UTC
Permalink
A crash issue here. After merging the code I get both Windows and Linux
server running, Windows client working fine too but Linux and OSX clients
will crash after map load, here's the trace:

0 engine.dylib 0x0a87105f
CModelInfo::GetModelType(model_t const*) const + 31
1 client.dylib 0x1d114ea9
CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) +
121
2 client.dylib 0x1d115010
CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
3 engine.dylib 0x0a8f3529
CStaticPropMgr::LevelInitClient() + 169
4 engine.dylib 0x0a763c31 CL_FullyConnected() + 49
5 engine.dylib 0x0a73d067
CClientState::SetSignonState(int, int) + 823
6 engine.dylib 0x0a7200bb
CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
7 engine.dylib 0x0a8d4776
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
8 engine.dylib 0x0a8d47ab non-virtual thunk to
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
9 engine.dylib 0x0a68fc98
SVC_PacketEntities::Process() + 24
10 engine.dylib 0x0a8914eb
CNetChan::ProcessMessages(bf_read&) + 843
11 engine.dylib 0x0a891c6c
CNetChan::CheckReceivingList(int) + 380
12 engine.dylib 0x0a8926ff
CNetChan::ProcessPacket(netpacket_s*, bool) + 751


I'm quite sure my SDK bin/ directory is up to date with the beta_test
branch files since my mod is standalone (Fistful of Frags), I triple
checked that. So I don't see where the problem is, maybe wrong engine (or
other) library for Linux/OSX?
John Schoenick
2015-09-11 18:50:17 UTC
Permalink
I'll take a look. It's possible we broke the CModelInfo ABI in a way that sourcetest doesn't hit.

________________________________
From: hlcoders-***@list.valvesoftware.com [hlcoders-***@list.valvesoftware.com] on behalf of Rebel Yell [***@gmail.com]
Sent: Friday, September 11, 2015 10:01 AM
To: ***@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK 2013 Release

A crash issue here. After merging the code I get both Windows and Linux server running, Windows client working fine too but Linux and OSX clients will crash after map load, here's the trace:

0 engine.dylib 0x0a87105f CModelInfo::GetModelType(model_t const*) const + 31
1 client.dylib 0x1d114ea9 CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) + 121
2 client.dylib 0x1d115010 CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
3 engine.dylib 0x0a8f3529 CStaticPropMgr::LevelInitClient() + 169
4 engine.dylib 0x0a763c31 CL_FullyConnected() + 49
5 engine.dylib 0x0a73d067 CClientState::SetSignonState(int, int) + 823
6 engine.dylib 0x0a7200bb CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
7 engine.dylib 0x0a8d4776 CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
8 engine.dylib 0x0a8d47ab non-virtual thunk to CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
9 engine.dylib 0x0a68fc98 SVC_PacketEntities::Process() + 24
10 engine.dylib 0x0a8914eb CNetChan::ProcessMessages(bf_read&) + 843
11 engine.dylib 0x0a891c6c CNetChan::CheckReceivingList(int) + 380
12 engine.dylib 0x0a8926ff CNetChan::ProcessPacket(netpacket_s*, bool) + 751


I'm quite sure my SDK bin/ directory is up to date with the beta_test branch files since my mod is standalone (Fistful of Frags), I triple checked that. So I don't see where the problem is, maybe wrong engine (or other) library for Linux/OSX?
Tobias Kammersgaard
2015-09-12 14:32:37 UTC
Permalink
How about updating the particle system to match the one found in e.g. Alien
Swarm/Left 4 Dead 2 or CSGO?

The current one is somewhat limiting when creating certain type of effects.
Post by John Schoenick
I'll take a look. It's possible we broke the CModelInfo ABI in a way that
sourcetest doesn't hit.
------------------------------
*Sent:* Friday, September 11, 2015 10:01 AM
*Subject:* Re: [hlcoders] Source SDK 2013 Release
A crash issue here. After merging the code I get both Windows and Linux
server running, Windows client working fine too but Linux and OSX clients
0 engine.dylib 0x0a87105f
CModelInfo::GetModelType(model_t const*) const + 31
1 client.dylib 0x1d114ea9
CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t, int) +
121
2 client.dylib 0x1d115010
CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
3 engine.dylib 0x0a8f3529
CStaticPropMgr::LevelInitClient() + 169
4 engine.dylib 0x0a763c31 CL_FullyConnected() + 49
5 engine.dylib 0x0a73d067
CClientState::SetSignonState(int, int) + 823
6 engine.dylib 0x0a7200bb
CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
7 engine.dylib 0x0a8d4776
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
8 engine.dylib 0x0a8d47ab non-virtual thunk to
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
9 engine.dylib 0x0a68fc98
SVC_PacketEntities::Process() + 24
10 engine.dylib 0x0a8914eb
CNetChan::ProcessMessages(bf_read&) + 843
11 engine.dylib 0x0a891c6c
CNetChan::CheckReceivingList(int) + 380
12 engine.dylib 0x0a8926ff
CNetChan::ProcessPacket(netpacket_s*, bool) + 751
I'm quite sure my SDK bin/ directory is up to date with the beta_test
branch files since my mod is standalone (Fistful of Frags), I triple
checked that. So I don't see where the problem is, maybe wrong engine (or
other) library for Linux/OSX?
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Harry Jeffery
2015-09-12 14:38:38 UTC
Permalink
A non-critical feature that it'd be nice to have is the ability to
create impossible geometry by linking areas with invisible portals, as
was done in Portal 2.
Post by Tobias Kammersgaard
How about updating the particle system to match the one found in e.g.
Alien Swarm/Left 4 Dead 2 or CSGO?
The current one is somewhat limiting when creating certain type of effects.
I'll take a look. It's possible we broke the CModelInfo ABI in a way
that sourcetest doesn't hit.
------------------------------------------------------------------------
*Sent:* Friday, September 11, 2015 10:01 AM
*Subject:* Re: [hlcoders] Source SDK 2013 Release
A crash issue here. After merging the code I get both Windows and
Linux server running, Windows client working fine too but Linux and
0 engine.dylib 0x0a87105f
CModelInfo::GetModelType(model_t const*) const + 31
1 client.dylib 0x1d114ea9
CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t,
int) + 121
2 client.dylib 0x1d115010
CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
3 engine.dylib 0x0a8f3529
CStaticPropMgr::LevelInitClient() + 169
4 engine.dylib 0x0a763c31 CL_FullyConnected() + 49
5 engine.dylib 0x0a73d067
CClientState::SetSignonState(int, int) + 823
6 engine.dylib 0x0a7200bb
CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
7 engine.dylib 0x0a8d4776
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
8 engine.dylib 0x0a8d47ab non-virtual thunk to
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
9 engine.dylib 0x0a68fc98
SVC_PacketEntities::Process() + 24
10 engine.dylib 0x0a8914eb
CNetChan::ProcessMessages(bf_read&) + 843
11 engine.dylib 0x0a891c6c
CNetChan::CheckReceivingList(int) + 380
12 engine.dylib 0x0a8926ff
CNetChan::ProcessPacket(netpacket_s*, bool) + 751
I'm quite sure my SDK bin/ directory is up to date with the
beta_test branch files since my mod is standalone (Fistful of
Frags), I triple checked that. So I don't see where the problem is,
maybe wrong engine (or other) library for Linux/OSX?
_______________________________________________
To unsubscribe, edit your list preferences, or view the list
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
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Tobias Kammersgaard
2015-09-12 14:46:21 UTC
Permalink
While we're at it, it'd be nice if vrad did the same calculations on model
lighting as it does in newer engine branches like ASW/L4D2 and CSGO.

I believe Tony Sergi once told me it could be implemented without changing
the BSP format (which was done for the newer branches).
A non-critical feature that it'd be nice to have is the ability to create
impossible geometry by linking areas with invisible portals, as was done in
Portal 2.
Post by Tobias Kammersgaard
How about updating the particle system to match the one found in e.g.
Alien Swarm/Left 4 Dead 2 or CSGO?
The current one is somewhat limiting when creating certain type of effects.
I'll take a look. It's possible we broke the CModelInfo ABI in a way
that sourcetest doesn't hit.
------------------------------------------------------------------------
*Sent:* Friday, September 11, 2015 10:01 AM
*Subject:* Re: [hlcoders] Source SDK 2013 Release
A crash issue here. After merging the code I get both Windows and
Linux server running, Windows client working fine too but Linux and
0 engine.dylib 0x0a87105f
CModelInfo::GetModelType(model_t const*) const + 31
1 client.dylib 0x1d114ea9
CClientLeafSystem::NewRenderable(IClientRenderable*, RenderGroup_t,
int) + 121
2 client.dylib 0x1d115010
CClientLeafSystem::CreateRenderableHandle(IClientRenderable*, bool) + 96
3 engine.dylib 0x0a8f3529
CStaticPropMgr::LevelInitClient() + 169
4 engine.dylib 0x0a763c31 CL_FullyConnected() + 49
5 engine.dylib 0x0a73d067
CClientState::SetSignonState(int, int) + 823
6 engine.dylib 0x0a7200bb
CBaseClientState::ProcessPacketEntities(SVC_PacketEntities*) + 219
7 engine.dylib 0x0a8d4776
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 182
8 engine.dylib 0x0a8d47ab non-virtual thunk to
CClientState::ProcessPacketEntities(SVC_PacketEntities*) + 27
9 engine.dylib 0x0a68fc98
SVC_PacketEntities::Process() + 24
10 engine.dylib 0x0a8914eb
CNetChan::ProcessMessages(bf_read&) + 843
11 engine.dylib 0x0a891c6c
CNetChan::CheckReceivingList(int) + 380
12 engine.dylib 0x0a8926ff
CNetChan::ProcessPacket(netpacket_s*, bool) + 751
I'm quite sure my SDK bin/ directory is up to date with the
beta_test branch files since my mod is standalone (Fistful of
Frags), I triple checked that. So I don't see where the problem is,
maybe wrong engine (or other) library for Linux/OSX?
_______________________________________________
To unsubscribe, edit your list preferences, or view the list
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
_______________________________________________
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
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Tony "omega" Sergi
2015-09-12 18:48:03 UTC
Permalink
On Sat, Sep 12, 2015 at 11:46 PM, Tobias Kammersgaard <
***@gmail.com> wrote:
While we're at it, it'd be nice if vrad did the same calculations on model
lighting as it does in newer engine branches like ASW/L4D2 and CSGO.
I believe Tony Sergi once told me it could be implemented without changing
the BSP format (which was done for the newer branches).

What did I say? What do you mean?
Tobias Kammersgaard
2015-09-14 08:55:13 UTC
Permalink
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