Talk:Co-Operative Base (Mod)

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Revision as of 13:07, 9 September 2010 by Chiefwhosm (talk | contribs)
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ShadowSource - Information

http://developer.valvesoftware.com/w/index.php?title=Shadowsource&oldid=133749

http://developer.valvesoftware.com/wiki/Talk:Shadowsource

These are of course already implemented in the OrangeBox Co-Operative release. --Chiefwhosm 17:44, 29 May 2010 (UTC)


Can anyone paste the code for the Save/Restore system? I can't get the patch to work plus my actual mod's running shadowsource's final release so I can't get my hands on it. --TheRealJman 21:25, 1 June 2010 (UTC)

I think you'll find the Final release fixes your woes. Also a new patch file was released which should help you (see below). --Chiefwhosm 10:43, 12 July 2010 (UTC)


OBCO Talk Area

The official Steam forum thread for OBCO can be found here:

http://forums.steampowered.com/forums/showthread.php?t=1327665


I made a patch for this using Mercurial, so all changes made to the code can be seen more easily. Link (includes the VS2008 project files as well) --Vektorx4 12:14, 10 July 2010 (UTC)

Great stuff, this will make it much easier to merge OBCO into new SDK releases as/if required. --Chiefwhosm 17:14, 10 July 2010 (UTC)

Whoops, I forgot to mention that this patch also includes the changes made to weapon_crossbow.cpp, which according to the readme, need to be rolled back. Should be trivial to do so anyway. :P Also, I noticed that post-OBCO patch, my mod crashes on vstdlib.dll on every exit (dedicated servers crash the same way as well), any ideas why this could be happening? --Vektorx4 18:44, 10 July 2010 (UTC)

I'd check your dynamic mounting paths in the cpp files (gameinterface.cpp and cdll_client.cpp) to make sure you've changed all of them to reflect whatever your modification is called, the dynamic mounting code is the usual suspect for crashes like that. --Chiefwhosm 10:41, 12 July 2010 (UTC)

I'd agree - my problems with dynamic mounting had to do with me forgetting to finish the search-and-replace, so my dynamic mounting code had a schizophrenic mixture of 'obcoop' and 'refusaltosubmit' for the model folder. No wonder the filesystem code kept freaking out! --Silverpower 22:07, 12 July 2010 (UTC)

Well, I tried disabling the static and dynamic mounting code (together, of course), but it still crashes on exit, so it's probably not that. I'll play around with disabling features and see if I can identify the cause of the problem. The call stack for the crash is rather interesting, with the mod's binaries nowhere to be seen in it. Thankfully, this crash isn't a showstopping one - everything else works fine. --Vektorx4 06:24, 15 July 2010 (UTC)

I moved your fixes over to the code fixes section of the main Coop page. --Chiefwhosm 16:36, 15 July 2010 (UTC)

cdll_client_init.cpp: unknown version?

Hey there, trying to get the latest version of the source code (7/18/2010) and getting the following error when I try running the patcher update:

This Program cannot update the installed version of SDK to OBCO Final Release because of the following reason:

C:\modname\src\game\client\cdll_client_int.cpp: unknown version.

I've followed the instructions in the readme to the T, and to be honest am a bit baffled as to why it would be an "unknown version". Thoughts? --Sigmaseven 10:29, 18 July 2010 (UTC)

Chances are that the file has changed so the patcher no longer recognizes it. You didn't edit the file in any way before running the patch, I hope? Well, you could download the .patch I made above (it's generated by Mercurial, not sure if other source control apps will handle it correctly) and either try to merge the changes in by hand (it's really a text file), or use Mercurial to do it. --Vektorx4 03:21, 19 July 2010 (UTC)

I was actually made aware of this a few hours ago by somebody else. The cheating method will be to move that file out of the client folder, and see if it patches, then using the Mercurial patch, manually go through changing the file (not many changes) and then you have obco all setup. The reason I havn't fixed it is, one I don't have the sdk installed and two, there's going to be the Alien Swarm update in a few hours and who knows what chaos that will do to the SDK (no point fixing it and then having it broken again ;)). --Chiefwhosm 13:50, 19 July 2010 (UTC)

Linking Errors (also, avi/ibik.h doesn't exist)

I'm getting a lot of linking errors. I've already changed the linker input of all configurations of all projects from "winmm.lib" to "winmm.lib user32.lib kernel32.lib". When hitting the "..." button, however, I noticed kernel32.lib was there by default. Is it including kernel32.lib twice and exploding or something? Also, ibik.h isn't included (I've gotten around this by commenting out everything mentioning it). Can someone help? Thank you.

<Standard link errors now removed for tidiness>

I'll get back to you guys on if this works or not.

--D1Hazel1337 15:38, 6 September 2010 (UTC)

It didn't do anything, though I've realized it's only the Server that's giving me any errors.

--D1Hazel1337 15:41, 6 September 2010 (UTC)

Looks like your not using the server file that came with the archive. Ibik.h fix, see the obco forum thread for the only fix. One thing to note is VS2010 rarely compiles obco properly, but VS2008 does.