User talk:Sortie: Difference between revisions

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(Problem solved.)
Line 34: Line 34:
But it sorta failed. I couldn't compile client.dll, and I followed all steps, I guess.
But it sorta failed. I couldn't compile client.dll, and I followed all steps, I guess.
Here's the log:
Here's the log:
=== Log ==
=== Log ===
------ Build started: Project: client_hl2, Configuration: Release HL2 Win32 ------
Here were the log, removed since the problem was solved. :D
Linking...
tier2.lib(tier2.obj) : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
  Creating library Release HL2/client.lib and object Release HL2/client.exp
LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of other libs; use /NODEFAULTLIB:library
in_mouse.obj : error LNK2019: unresolved external symbol __imp__SystemParametersInfoA@16 referenced in function "public: virtual void __thiscall CInput::ActivateMouse(void)" (?ActivateMouse@CInput@@UAEXXZ)
Release HL2/client.dll : fatal error LNK1120: 1 unresolved externals
Build log was saved at "file://k:\City 12\src\cl_dll\Release HL2\BuildLog.htm"
client_hl2 - 2 error(s), 2 warning(s)
------ Build started: Project: server_hl2, Configuration: Release HL2 Win32 ------
Compiling...
stdafx.cpp
Compiling...
vehicle_jeep_episodic.cpp
prop_stickybomb.cpp
prop_coreball.cpp
grenade_hopwire.cpp
ai_behavior_passenger_zombie.cpp
ai_behavior_passenger_companion.cpp
weapon_flaregun.cpp
weapon_cguard.cpp
vehicle_apc.cpp
npc_missiledefense.cpp
grenade_pathfollower.cpp
grenade_homer.cpp
grenade_beam.cpp
weapon_stunstick.cpp
weapon_smg1.cpp
weapon_shotgun.cpp
weapon_rpg.cpp
weapon_pistol.cpp
weapon_physcannon.cpp
weapon_frag.cpp
Generating Code...
Compiling...
weapon_cubemap.cpp
weapon_crowbar.cpp
weapon_crossbow.cpp
weapon_citizenpackage.cpp
weapon_bugbait.cpp
weapon_ar2.cpp
weapon_annabelle.cpp
weapon_alyxgun.cpp
weapon_357.cpp
WaterLODControl.cpp
vehicle_viewcontroller.cpp
vehicle_prisoner_pod.cpp
vehicle_crane.cpp
vehicle_cannon.cpp
vehicle_airboat.cpp
script_intro.cpp
rotorwash.cpp
proto_sniper.cpp
prop_thumper.cpp
prop_combine_ball.cpp
Generating Code...
Compiling...
point_apc_controller.cpp
player_control.cpp
npc_zombie.cpp
npc_vortigaunt.cpp
npc_turret_ground.cpp
npc_turret_floor.cpp
npc_turret_ceiling.cpp
npc_talker.cpp
npc_strider.cpp
npc_stalker.cpp
npc_scanner.cpp
npc_rollermine.cpp
npc_PoisonZombie.cpp
npc_playercompanion.cpp
npc_mossman.cpp
npc_monk.cpp
npc_metropolice.cpp
npc_manhack.cpp
npc_launcher.cpp
npc_kleiner.cpp
Generating Code...
Compiling...
npc_ichthyosaur.cpp
npc_headcrab.cpp
npc_gman.cpp
npc_fastzombie.cpp
npc_enemyfinder.cpp
npc_eli.cpp
npc_dog.cpp
npc_crow.cpp
npc_cranedriver.cpp
npc_combines.cpp
npc_combinegunship.cpp
npc_combinedropship.cpp
npc_combinecamera.cpp
npc_combine_episodic.cpp
npc_citizen17.cpp
npc_bullseye.cpp
npc_breen.cpp
npc_BaseZombie.cpp
npc_barney.cpp
npc_barnacle.cpp
Generating Code...
Compiling...
npc_attackchopper.cpp
npc_apcdriver.cpp
npc_antlionguard.cpp
npc_antlion.cpp
npc_alyx_episodic.cpp
monster_dummy.cpp
look_door.cpp
item_suit.cpp
item_itemcrate.cpp
item_healthkit.cpp
item_dynamic_resupply.cpp
item_battery.cpp
item_ammo.cpp
info_teleporter_countdown.cpp
info_darknessmode_lightsource.cpp
hl_playermove.cpp
hl_gamemovement.cpp
hl2_usermessages.cpp
hl2_triggers.cpp
hl2_playerlocaldata.cpp
Generating Code...
Compiling...
hl2_player.cpp
hl2_gamerules.cpp
hl2_eventlog.cpp
hl2_client.cpp
hl2_ai_network.cpp
grenade_frag.cpp
grenade_bugbait.cpp
grenade_ar2.cpp
func_tank.cpp
func_recharge.cpp
env_starfield.cpp
env_speaker.cpp
env_headcrabcanister_shared.cpp
env_headcrabcanister.cpp
env_alyxemp.cpp
combine_mine.cpp
citadel_effects.cpp
cbasespriteprojectile.cpp
cbasehelicopter.cpp
basehlcombatweapon_shared.cpp
Generating Code...
Compiling...
basehlcombatweapon.cpp
basebludgeonweapon.cpp
ar2_explosion.cpp
antlion_maker.cpp
antlion_dust.cpp
ai_spotlight.cpp
ai_goal_police.cpp
ai_behavior_police.cpp
ai_behavior_operator.cpp
ai_behavior_holster.cpp
ai_behavior_functank.cpp
ai_behavior_actbusy.cpp
ai_allymanager.cpp
usermessages.cpp
te_worlddecal.cpp
te_spritespray.cpp
te_sprite.cpp
te_sparks.cpp
te_smoke.cpp
te_showline.cpp
Generating Code...
Compiling...
te_projecteddecal.cpp
te_playerdecal.cpp
te_physicsprop.cpp
te_particlesystem.cpp
te_muzzleflash.cpp
te_largefunnel.cpp
te_killplayerattachments.cpp
te_impact.cpp
te_glowsprite.cpp
te_glassshatter.cpp
te_gaussexplosion.cpp
te_footprintdecal.cpp
te_fizz.cpp
te_explosion.cpp
te_energysplash.cpp
te_dynamiclight.cpp
te_decal.cpp
te_bubbletrail.cpp
te_bubbles.cpp
te_bspdecal.cpp
Generating Code...
Compiling...
te_breakmodel.cpp
te_bloodstream.cpp
te_bloodsprite.cpp
te_beamspline.cpp
te_beamringpoint.cpp
te_beamring.cpp
te_beampoints.cpp
te_beamlaser.cpp
te_beaments.cpp
te_beamentpoint.cpp
te_basebeam.cpp
te_armorricochet.cpp
te.cpp
steamjet.cpp
SpriteTrail.cpp
smokestack.cpp
smoke_trail.cpp
plasma.cpp
particle_smokegrenade.cpp
particle_fire.cpp
Generating Code...
Compiling...
movie_explosion.cpp
event_tempentity_tester.cpp
basetempentity.cpp
world.cpp
weapon_proficiency.cpp
weapon_parse_default.cpp
weapon_parse.cpp
wcedit.cpp
waterbullet.cpp
voice_gamemgr.cpp
vguiscreen.cpp
vgui_gamedll_int.cpp
vehicle_choreo_generic.cpp
vehicle_baseserver.cpp
vehicle_base.cpp
variant_t.cpp
util_shared.cpp
util.cpp
usercmd.cpp
triggers.cpp
Generating Code...
Compiling...
trains.cpp
timedeventmgr.cpp
textstatsmgr.cpp
testtraceline.cpp
testfunctions.cpp
test_stressentities.cpp
test_proxytoggle.cpp
test_ehandle.cpp
tesla.cpp
terrainmodmgr.cpp
tempmonster.cpp
TemplateEntities.cpp
teamplay_gamerules.cpp
team_spawnpoint.cpp
team.cpp
te_effect_dispatch.cpp
te_beamfollow.cpp
tanktrain.cpp
takedamageinfo.cpp
survival_gamerules.cpp
Generating Code...
Compiling...
sun.cpp
subs.cpp
studio_shared.cpp
Sprite.cpp
spotlightend.cpp
soundscape_system.cpp
soundscape.cpp
SoundParametersInternal.cpp
soundenvelope.cpp
soundent.cpp
SoundEmitterSystem.cpp
sound.cpp
SkyCamera.cpp
singleplay_gamerules.cpp
simtimer.cpp
shadowcontrol.cpp
ServerNetworkProperty.cpp
sequence_Transitioner.cpp
sendproxy.cpp
scriptedtarget.cpp
Generating Code...
Compiling...
scripted.cpp
scratchpad_gamedll_helpers.cpp
sceneentity_shared.cpp
sceneentity.cpp
SceneCache.cpp
saverestore_gamedll.cpp
saverestore.cpp
rope_helpers.cpp
rope.cpp
recipientfilter.cpp
RagdollBoogie.cpp
ragdoll_shared.cpp
ragdoll_manager.cpp
props_shared.cpp
props.cpp
predictableid.cpp
precache_register.cpp
pointteleport.cpp
pointhurt.cpp
PointAngularVelocitySensor.cpp
Generating Code...
Compiling...
pointanglesensor.cpp
point_template.cpp
point_spotlight.cpp
point_playermoveconstraint.cpp
point_devshot_camera.cpp
point_camera.cpp
plugin_check.cpp
playerlocaldata.cpp
playerinfomanager.cpp
player_resource.cpp
player_pickup.cpp
player_lagcompensation.cpp
player_command.cpp
player.cpp
physobj.cpp
physics_shared.cpp
physics_saverestore.cpp
physics_prop_ragdoll.cpp
physics_npc_solver.cpp
physics_main_shared.cpp
Generating Code...
Compiling...
physics_main.cpp
physics_impact_damage.cpp
physics_fx.cpp
physics_cannister.cpp
physics_bone_follower.cpp
physics.cpp
physconstraint.cpp
phys_controller.cpp
pathtrack.cpp
pathcorner.cpp
particle_light.cpp
obstacle_pushaway.cpp
npc_vehicledriver.cpp
ndebugoverlay.cpp
nav_node.cpp
nav_mesh.cpp
nav_ladder.cpp
nav_generate.cpp
nav_file.cpp
nav_edit.cpp
Generating Code...
Compiling...
nav_colors.cpp
nav_area.cpp
multiplay_gamerules.cpp
movevars_shared.cpp
movement.cpp
movehelper_server.cpp
monstermaker.cpp
ModelSoundsCache.cpp
modelentities.cpp
message_entity.cpp
MaterialModifyControl.cpp
maprules.cpp
mapentities_shared.cpp
mapentities.cpp
logicrelay.cpp
logicentities.cpp
logicauto.cpp
logic_navigation.cpp
logic_measure_movement.cpp
lights.cpp
Generating Code...
Compiling...
lightglow.cpp
item_world.cpp
intermission.cpp
info_camera_link.cpp
igamesystem.cpp
hltvdirector.cpp
hierarchy.cpp
h_cycler.cpp
h_ai.cpp
guntarget.cpp
grenadethrown.cpp
globalstate.cpp
globals.cpp
gib.cpp
genericmonster.cpp
genericactor.cpp
gamevars_shared.cpp
gametrace_dll.cpp
gamestringpool.cpp
gamerules_register.cpp
Generating Code...
Compiling...
gamerules.cpp
gamemovement.cpp
gameinterface.cpp
game_ui.cpp
game.cpp
func_smokevolume.cpp
func_occluder.cpp
func_movelinear.cpp
Func_Monitor.cpp
func_lod.cpp
func_ladder_endpoint.cpp
func_ladder.cpp
func_dust.cpp
func_breakablesurf.cpp
func_break.cpp
func_areaportalwindow.cpp
func_areaportalbase.cpp
func_areaportal.cpp
fourwheelvehiclephysics.cpp
fogcontroller.cpp
Generating Code...
Compiling...
fish.cpp
fire_smoke.cpp
fire.cpp
filters.cpp
explode.cpp
EventLog.cpp
eventlist.cpp
EnvSpark.cpp
EnvShake.cpp
envmicrophone.cpp
EnvMessage.cpp
EnvLaser.cpp
EnvHudHint.cpp
EnvFade.cpp
EnvBeam.cpp
env_zoom.cpp
env_wind_shared.cpp
env_texturetoggle.cpp
env_screenoverlay.cpp
env_player_surface_trigger.cpp
Generating Code...
Compiling...
env_particlescript.cpp
env_entity_maker.cpp
env_effectsscript.cpp
env_detail_controller.cpp
EntityParticleTrail_Shared.cpp
EntityParticleTrail.cpp
entitylist_base.cpp
entitylist.cpp
EntityFlame.cpp
EntityDissolve.cpp
entityblocker.cpp
ehandle.cpp
EffectsServer.cpp
effects.cpp
effect_dispatch_data.cpp
dynamiclight.cpp
doors.cpp
decals.cpp
debugoverlay_shared.cpp
death_pose.cpp
Generating Code...
Compiling...
damagemodifier.cpp
cterrainmorph.cpp
CRagdollMagnet.cpp
cplane.cpp
controlentities.cpp
CommentarySystem.cpp
collisionproperty.cpp
client.cpp
cbase.cpp
buttons.cpp
bmodels.cpp
bitstring.cpp
beam_shared.cpp
baseviewmodel_shared.cpp
baseviewmodel.cpp
baseplayer_shared.cpp
baseparticleentity.cpp
basegrenade_timed.cpp
basegrenade_shared.cpp
basegrenade_contact.cpp
Generating Code...
Compiling...
basegrenade_concussion.cpp
baseflex.cpp
baseentity_shared.cpp
baseentity.cpp
basecombatweapon_shared.cpp
basecombatweapon.cpp
basecombatcharacter_shared.cpp
basecombatcharacter.cpp
BaseAnimatingOverlay.cpp
baseanimating.cpp
base_transmit_proxy.cpp
base_playeranimstate.cpp
base_gameinterface.cpp
animation.cpp
ammodef.cpp
ai_waypoint.cpp
ai_utils.cpp
ai_trackpather.cpp
ai_task.cpp
ai_tacticalservices.cpp
Generating Code...
Compiling...
ai_squadslot.cpp
ai_squad.cpp
ai_speechfilter.cpp
ai_speech.cpp
ai_sentence.cpp
ai_senses.cpp
ai_scriptconditions.cpp
ai_schedule.cpp
ai_saverestore.cpp
ai_route.cpp
AI_ResponseSystem.cpp
ai_relationship.cpp
ai_playerally.cpp
ai_planesolver.cpp
ai_pathfinder.cpp
ai_node.cpp
ai_networkmanager.cpp
ai_network.cpp
ai_navigator.cpp
ai_namespaces.cpp
Generating Code...
Compiling...
ai_movesolver.cpp
ai_moveshoot.cpp
ai_moveprobe.cpp
ai_motor.cpp
ai_memory.cpp
ai_looktarget.cpp
ai_localnavigator.cpp
ai_link.cpp
AI_Interest_Target.cpp
ai_initutils.cpp
ai_hull.cpp
ai_hint.cpp
ai_goalentity.cpp
ai_eventresponse.cpp
ai_event.cpp
ai_dynamiclink.cpp
ai_default.cpp
AI_Criteria.cpp
ai_condition.cpp
ai_concommands.cpp
Generating Code...
Compiling...
ai_blended_movement.cpp
ai_behavior_standoff.cpp
ai_behavior_rappel.cpp
ai_behavior_passenger.cpp
ai_behavior_lead.cpp
ai_behavior_follow.cpp
ai_behavior_assault.cpp
ai_behavior.cpp
ai_basenpc_squad.cpp
ai_basenpc_schedule.cpp
ai_basenpc_physicsflyer.cpp
ai_basenpc_movement.cpp
ai_basenpc_flyer_new.cpp
ai_basenpc_flyer.cpp
ai_basenpc.cpp
ai_basehumanoid.cpp
ai_baseactor.cpp
ai_activity.cpp
activitylist.cpp
Generating Code...
Compiling...
vehicle_jeep.cpp
Compiling...
vmatrix.cpp
utlsymbol.cpp
utlbuffer.cpp
studio.cpp
stringregistry.cpp
stringpool.cpp
simple_physics.cpp
sheetsimulator.cpp
server_class.cpp
ScratchPadUtils.cpp
scratchpad3d.cpp
rope_physics.cpp
registry.cpp
randoverride.cpp
networkvar.cpp
mempool.cpp
memoverride.cpp
map_utils.cpp
KeyValues.cpp
keyframe.cpp
Generating Code...
Compiling...
interval.cpp
interpolatortypes.cpp
interface.cpp
init_factory.cpp
IceKey.cpp
h_export.cpp
gamehandle.cpp
filesystem_helpers.cpp
ep1_gamestats.cpp
editor_sendcommand.cpp
dt_utlvector_send.cpp
dt_utlvector_common.cpp
dt_send.cpp
convar.cpp
collisionutils.cpp
checksum_md5.cpp
checksum_crc.cpp
characterset.cpp
bone_setup.cpp
bitbuf.cpp
Generating Code...
Linking...
choreoobjects.lib(choreoevent.obj) : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
  Creating library Release HL2/server.lib and object Release HL2/server.exp
LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library
LINK : warning LNK4098: defaultlib 'LIBCMTD' conflicts with use of other libs; use /NODEFAULTLIB:library
choreoobjects.lib(choreoactor.obj) : warning LNK4204: 'k:\City 12\src\dlls\Release HL2\vc80.pdb' is missing debugging information for referencing module; linking object as if no debug info
choreoobjects.lib(choreochannel.obj) : warning LNK4204: 'k:\City 12\src\dlls\Release HL2\vc80.pdb' is missing debugging information for referencing module; linking object as if no debug info
choreoobjects.lib(choreoevent.obj) : warning LNK4204: 'k:\City 12\src\dlls\Release HL2\vc80.pdb' is missing debugging information for referencing module; linking object as if no debug info
choreoobjects.lib(choreoscene.obj) : warning LNK4204: 'k:\City 12\src\dlls\Release HL2\vc80.pdb' is missing debugging information for referencing module; linking object as if no debug info
Embedding manifest...
Creating browse information file...
Microsoft Browse Information Maintenance Utility Version 8.00.50727
Copyright (C) Microsoft Corporation. All rights reserved.
Copying to destination folder
        1 fil(er) kopieret.
        1 fil(er) kopieret.
Build log was saved at "file://k:\City 12\src\dlls\Release HL2\BuildLog.htm"
server_hl2 - 0 error(s), 7 warning(s)
========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========


=== Help please? ===
=== Help please? ===
Anyone knows the problem?
Anyone knows the problem?

Revision as of 05:50, 6 April 2007

Aggresive Antlions?

Yeah, I'm trying to make a litle puzzle where you fight antlions like in episode one. But my Antlions aren't aggresive enough, they only just stand looking at me, unless I walk over to them. Then they'll chase me a litle. I've inplemented a nodegraph, and all that stuff, but I just can't make them aggresive...

Any suggestions, before I return to hammer and properly find a fix? --Sortie 11:53, 3 Feb 2007 (PST)

giving proper info_nodes allow the antlions to figure out how to move around. Once they know how to move around they'll come after you better. If thats still not good enough you may want to read up on the assualt stuff thats here on the wiki with which you can push them much harder. And welcome. Show us some of this "quite good work" :) --Angry Beaver 12:58, 3 Feb 2007 (PST)
Yeah, I've a solid net of info_nodes, that's not the problem. And I can't really use assults because it's just a litle cave, and they should run dynamicly around in it. Imagine the first antlion puzzle in ep1, it's sorta a copy of that, just introducing a new gameplay element. :D
The main map is actually just a part of one of my project; I try to create the maps that valve have shown in their trailers for ep2. It's quite fun because it reveals how much faked they are. Eg. they used cs:s props all over their trailers.
Anyways I've got a few ol' screenshots of the main map, if you want to have a look. :D

[1]

Also I have read that they only react on sound, that may explain a few things. Still they don't react on gunfire :\ --Sortie 13:33, 3 Feb 2007 (PST)
Looks like the bug was a broken nodegraph, I'll just smooth out the terrain. :D --Sortie 14:17, 3 Feb 2007 (PST)
Okay, it didn't help much smooting the terrian. The bug was that info_nodes cannot be placed 128 units over the ground. :\ Thanks for your help guys. :D
I knew it was the nodgraph. If you were still having issues I was gonna ask for a look at it :) good to see you fixed it though. --Angry Beaver 09:24, 4 Feb 2007 (PST)
Yeah, now the only problem is figuring out how to learn the players how to solve my unusual puzzles. :) --Sortie 09:28, 4 Feb 2007 (PST)
You probably know this already but Designing_a_Level#Mechanics_and_Gameplay second paragraph. Its pretty much everything I have to say on the topic :) --Angry Beaver 11:31, 4 Feb 2007 (PST)
Yeah, I've read that article. I'm even planning to create an article on puzzles, because episode 1's commentary contains lot of good stuff. Anyways, I just need to figure out how to design the map, so the player can figure out how to solve it during combat. I think that only letting the user have the grav gun might help, so he thinks instead of shoots :P --Sortie 12:04, 4 Feb 2007 (PST)

This is a headline

Looks like I've got an account. Cool. :D --Sortie 01:18, 3 Feb 2007 (PST)

Just a note

I know this is just test stuff, but always remember to sign your messages :) Use the second-last button on the toolbar ;) --Daedalus 06:05, 3 Feb 2007 (PST)

And welcome to VDC! Jupix 06:20, 3 Feb 2007 (PST)

Yeah, thanks. :D I'll do that, but this is just a litle test site, so whatever. :\--Sortie 07:19, 3 Feb 2007 (PST)

Compile help

I downloade Visual Studio 2005 Express, and tried to compile a copy of hl2 like in my first mod. But it sorta failed. I couldn't compile client.dll, and I followed all steps, I guess. Here's the log:

Log

Here were the log, removed since the problem was solved. :D

Help please?

Anyone knows the problem?