SDK Known Issues List: Difference between revisions

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Server: weapon_citizensuitcase Assert on startup  
Server: weapon_citizensuitcase Assert on startup  


Install copy of the SP SDK, then copy the scripts/ directory over  
'''Workaround:''' Install copy of the SP SDK, then copy the scripts/ directory over  


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Server: Some bullet weapons set to do 0 damage.  
Server: Some bullet weapons set to do 0 damage.  


Need to edit their AddAmmoType which are strangely set to 0 for some reason.  
'''Workaround:''' Need to edit their AddAmmoType which are strangely set to 0 for some reason.  


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Server: Some projectile weapons set to do 0 damage.  
Server: Some projectile weapons set to do 0 damage.  


Need to edit their source files and set a damage.  
'''Workaround:''' Need to edit their source files and set a damage.  


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Client: --- Missing Vgui material vgui/steam/games/icon_cz  
Client: --- Missing Vgui material vgui/steam/games/icon_cz  


Manually extract files from GCF and copy them into your mod directory? Haven't tried this. There must be a better way.  
'''Workaround:''' Manually extract files from GCF and copy them into your mod directory? Haven't tried this. There must be a better way.  


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Server: The crossbow causes an assertion failure.  
Server: The crossbow causes an assertion failure.  


Comment out ai_activity.cpp line 53. This doesn't appear to be something that can be fixed in code?  
'''Workaround:''' Comment out ai_activity.cpp line 53. This doesn't appear to be something that can be fixed in code?  


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Server? Client?: RL explosion invisible, per http://www.chatbear.com/board.plm?a=viewthread&t=970,1107153392,30132&id=786504&b=4991&v=flatold  
Server? Client?: RL explosion invisible, per http://www.chatbear.com/board.plm?a=viewthread&t=970,1107153392,30132&id=786504&b=4991&v=flatold  


No known workaround.  
'''Workaround:''' No known workaround.  


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util.cpp (531) : Assertion Failed: !"UTIL_GetLocalPlayer"  
util.cpp (531) : Assertion Failed: !"UTIL_GetLocalPlayer"  


See the patch below.  
'''Workaround:''' See the patch below.  


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Assert !"UTIL_GetLocalPlayer" when using combine ball  
Assert !"UTIL_GetLocalPlayer" when using combine ball  


See the patch below.  
'''Workaround:''' See the patch below.  


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HL2.exe mysteriously segfaults if you forget to put the client.dll and server.dll in your mod's bin directory  
HL2.exe mysteriously segfaults if you forget to put the client.dll and server.dll in your mod's bin directory  


Don't do that.  
'''Workaround:''' Don't do that.  


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If you leave a server online on a certain map for roughly 12-24 hours straight, it begins using 100% CPU.  Possibly a core srcds.exe bug, not an SDK bug?  
If you leave a server online on a certain map for roughly 12-24 hours straight, it begins using 100% CPU.  Possibly a core srcds.exe bug, not an SDK bug?  


Workaround is to ensure you have mp_timelimit set to something nonzero, but less than 12 hours or so.  
I suppose there could be some array or something inside the HL2 core that grows over time, and must be iterated over each frame?
 
I haven't run the long-running map scenario in a long time.  The alpha server for my mod is full most of the day and players frag out so the map is always changing.
 
That said, I seem to recall that the move from the usual 5% cpu to 100% cpu was fairly drastic and immediate.  I never saw an intermediate stage where the server used 25% cpu or 50% cpu etc.  I would expect to see those intermediate levels if it was a memory leak.
 
'''Workaround:''' Ensure you have mp_timelimit set to something nonzero, but less than 12 hours or so.


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Negative entitygroundcontact crash  
Negative entitygroundcontact crash  


See patch below  
'''Workaround:''' See patch below  


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Revision as of 09:52, 14 July 2005

This page contains the list of current known issues in the SDK

Server: weapon_citizensuitcase Assert on startup

Workaround: Install copy of the SP SDK, then copy the scripts/ directory over


Server: Some bullet weapons set to do 0 damage.

Workaround: Need to edit their AddAmmoType which are strangely set to 0 for some reason.


Server: Some projectile weapons set to do 0 damage.

Workaround: Need to edit their source files and set a damage.


Client: --- Missing Vgui material vgui/steam/games/icon_cz

Workaround: Manually extract files from GCF and copy them into your mod directory? Haven't tried this. There must be a better way.


Server: The crossbow causes an assertion failure.

Workaround: Comment out ai_activity.cpp line 53. This doesn't appear to be something that can be fixed in code?


Server? Client?: RL explosion invisible, per http://www.chatbear.com/board.plm?a=viewthread&t=970,1107153392,30132&id=786504&b=4991&v=flatold

Workaround: No known workaround.


util.cpp (531) : Assertion Failed: !"UTIL_GetLocalPlayer"

Workaround: See the patch below.


Assert !"UTIL_GetLocalPlayer" when using combine ball

Workaround: See the patch below.


CreateEvent: event 'break_prop' not registered

Significance and fix both unknown


HL2.exe mysteriously segfaults if you forget to put the client.dll and server.dll in your mod's bin directory

Workaround: Don't do that.


If you leave a server online on a certain map for roughly 12-24 hours straight, it begins using 100% CPU. Possibly a core srcds.exe bug, not an SDK bug?

I suppose there could be some array or something inside the HL2 core that grows over time, and must be iterated over each frame?

I haven't run the long-running map scenario in a long time. The alpha server for my mod is full most of the day and players frag out so the map is always changing.

That said, I seem to recall that the move from the usual 5% cpu to 100% cpu was fairly drastic and immediate. I never saw an intermediate stage where the server used 25% cpu or 50% cpu etc. I would expect to see those intermediate levels if it was a memory leak.

Workaround: Ensure you have mp_timelimit set to something nonzero, but less than 12 hours or so.


Negative entitygroundcontact crash

Workaround: See patch below


Doing a 360 quickly with the Stun Baton as your active weapon causes the screen to flash white

Fix unknown