ValveSoftware / Source-1-Games

Source 1 based games such as TF2 and Counter-Strike: Source
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[HLDMS] Multiple double spawned entities in MP Maps #1368

Open Dmx6 opened 11 years ago

Dmx6 commented 11 years ago

==Frenzy== The Glasses are twice aviable in the Map: frenzy1

Also the Crates are twice aviable, everywhere: frenzy2

Twice Crate, and a wrong alingmented Nodraw Texture i think: frenzy3

Wrong Model for the Snark Weapon: frenzy4

==Datacore== This Door is aviable twice in the Map: datacore

==Rapidcore== Info_ladder Error in the Console:

rapidcore

==Snarkpit== This thing is twice aviable in the Map, one rotating and one not: snarkpit

The Fan is aviable twice, and you can NOT fly on the activated fan: snarkpit2

==Undertow== The Elevator is aviable twice: undertow

==Subtransit== All Elevators are aviable twice: subtransit1

Uhm yeah, happens to the attached door too: subtransit3

==Stalkyard== Twice aviable door: unbenannt

Here too: unbenannt2

This too: unbenannt3

Aand the mounted gun too: unbenannt4

==Crossfire== Mounted Guns dont work: unbenannt6

Weird parented Brush, happend on all elevators: unbenannt7

==All Maps== The Jump Module dont dissappear after getting it. Displacement + Gauss Gun = Selfkill. The beam kills you almost every time. *The Weapon demage settings dont fit to the original HLDMS settings.

chipsnapper commented 11 years ago

==Subtransit== Train is available twice.

Yesbuddy commented 11 years ago

Also on Crossfire, the windows are available twice as well.

http://youtu.be/n9AY8gQcikg

BlackShadow commented 7 years ago

We wonder when this gonna get fixed? This game is suffering by Valve-time.

DUSK-D commented 6 years ago

Come on Valve, fix this already...

mutezero commented 4 years ago

I do believe the reason why this bug is possible is because a mod-specific CServerGameDLL::LevelInit_ParseAllEntities is not empty. If that's the case, adding a new cvar to let server operators turn it on/off would be nice, as I'd imagine community made maps to be designed with this bug in mind.

tyabus commented 4 years ago

@kisak-valve Any progress?

1157 commented 3 years ago

I do believe the reason why this bug is possible is because a mod-specific CServerGameDLL::LevelInit_ParseAllEntities is not empty. If that's the case, adding a new cvar to let server operators turn it on/off would be nice, as I'd imagine community made maps to be designed with this bug in mind.

@iamthezzeroLeo K could you please send in a "pull request" for this? this bug breaks everything lifts,door, props, ect. Thanks

mutezero commented 3 years ago

@iamthezzero could you please send in a "pull request" for this? this bug breaks everything lifts,door, props, ect. Thanks

I can't imagine how one would do that, especially since it's in the HLDM:S code.
I gave enough hints to have it fixed, but I'm afraid it's one of the lowest priority bugs in Valve's list, despite the fix being very simple.

tyabus commented 3 years ago

@1157 @iamthezzero HLDM:S SDK Branch was never released to the public (except for leaks). I was unable to make it run. You can try to patch server binary to skip this function call.

1157 commented 3 years ago

@iamthezzeroLeoK @tyabus Thanks for the info, seems like all the bugs here are very low prio. With the exception of the recent l4d2 LS update no game has been touched unless is has microtransactions IE: CSGO,TF2. Valve has forgotten just how they got to where they are now. And how important the half-life series and mods ( hl1mp,hl2mp,CSS,DOD) were to their success. I 'll see if i can find someone to do some patching.

1157 commented 3 years ago

@tyabus @iamzeroLeoK I map for HLDMS, isnt this the same SDK AS HL2MP. CSS,TF2,DOD The 2013 mp version. all i add is gameinfo.txt and FGD config hammer and i can map with no problems, all the mentioned games use the same SDK you just add certain gameinfo.txt and FGD file's and like to tell the SDK what mod it is for.

https://developer.valvesoftware.com/wiki/Source_2013

1157 commented 3 years ago
Looks like they all show "void"( **click right arrow to see code**)

` 10 code results in ValveSoftware/source-sdk-2013 or view all results on GitHub mp/src/game/server/base_gameinterface.cpp maxplayers = MAX_PLAYERS; } // -------------------------------------------------------------------------------------------- // // Mod-specific CServerGameDLL implementation. // -------------------------------------------------------------------------------------------- // void CServerGameDLL::LevelInit_ParseAllEntities( const char *pMapEntities ) { } C++ Showing the top three matches Last indexed on Jun 27, 2018 mp/src/game/server/hl2mp/hl2mp_gameinterface.cpp // -------------------------------------------------------------------------------------------- // // Mod-specific CServerGameDLL implementation. // -------------------------------------------------------------------------------------------- // void CServerGameDLL::LevelInit_ParseAllEntities( const char *pMapEntities ) { } C++ Showing the top three matches Last indexed on Jun 27, 2018 mp/src/game/server/sdk/sdk_gameinterface.cpp defaultMaxPlayers = 32; } // -------------------------------------------------------------------------------------------- // // Mod-specific CServerGameDLL implementation. // -------------------------------------------------------------------------------------------- // void CServerGameDLL::LevelInit_ParseAllEntities( const char *pMapEntities ) { } C++ Showing the top three matches Last indexed on Jun 27, 2018 sp/src/game/server/base_gameinterface.cpp maxplayers = MAX_PLAYERS; } // -------------------------------------------------------------------------------------------- // // Mod-specific CServerGameDLL implementation. // -------------------------------------------------------------------------------------------- // void CServerGameDLL::LevelInit_ParseAllEntities( const char *pMapEntities ) { } C++ Showing the top three matches Last indexed on Jun 27, 2018 sp/src/game/server/hl2mp/hl2mp_gameinterface.cpp // -------------------------------------------------------------------------------------------- // // Mod-specific CServerGameDLL implementation. // -------------------------------------------------------------------------------------------- // void CServerGameDLL::LevelInit_ParseAllEntities( const char *pMapEntities ) { } C++ Showing the top three matches Last indexed on Jun 27, 2018 sp/src/game/server/sdk/sdk_gameinterface.cpp defaultMaxPlayers = 32; } // -------------------------------------------------------------------------------------------- // // Mod-specific CServerGameDLL implementation. // -------------------------------------------------------------------------------------------- // void CServerGameDLL::LevelInit_ParseAllEntities( const char *pMapEntities ) { } C++ Showing the top three matches Last indexed on Jun 27, 2018 sp/src/game/server/gameinterface.h // Notify that the player is spawned virtual void ClientSpawned( edict_t *pPlayer ); }; class CServerGameDLL : public IServerGameDLL // with the entity list. void LevelInit_ParseAllEntities( const char *pMapEntities ); void LoadMessageOfTheDay(); void LoadSpecificMOTDMsg( const ConVar &convar, const char *pszStringName ); C++ Showing the top two matches Last indexed on Jun 27, 2018 mp/src/game/server/gameinterface.cpp DrawMessageEntities(); } CServerGameDLL g_ServerGameDLL; // INTERFACEVERSION_SERVERGAMEDLL_VERSION_8 is compatible with the latest since we're only adding things to the end, so expose that as well. //EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameDLL, IServerGameDLL008, INTERFACEVERSION_SERVERGAMEDLL_VERSION_8, g_ServerGameDLL ); C++ Showing the top two matches Last indexed on Jun 27, 2018 sp/src/game/server/gameinterface.cpp // A hack to draw point_message entities w/o developer required DrawMessageEntities(); } CServerGameDLL g_ServerGameDLL; // INTERFACEVERSION_SERVERGAMEDLL_VERSION_8 is compatible with the latest since we're only adding things to the end, so expose that as well. EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameDLL, IServerGameDLL008, INTERFACEVERSION_SERVERGAMEDLL_VERSION_8, g_ServerGameDLL ); C++ Showing the top two matches Last indexed on Jun 27, 2018 mp/src/game/server/gameinterface.h virtual void ClientSpawned( edict_t *pPlayer ) OVERRIDE; }; class CServerGameDLL : public IServerGameDLL { public: virtual bool DLLInit(CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory, // This can just be a wrapper on MapEntity_ParseAllEntities, but CS does some tricks in here // with the entity list. void LevelInit_ParseAllEntities( const char *pMapEntities ); C++ Showing the top two matches Last indexed on Jun 27, 2018 ggggggggg`

Wadmodder commented 1 year ago

Perhaps Valve should always use Visual Studio to look at every bug in Half-Life Source and Half-Life Deathmatch Source code using any YouTuber's video as reference, rather than using any of the official outdated Source Engine SDK tools.

https://youtu.be/SmQGWnYXEDM