• What do you need help with? Version 1
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I need some help with git. I have pushed a commit to a remote repo (github.com) and then after that, I pushed another commit, in which i did something really stupid. Bigtime. Is there some way that I can revert the github repo to an earlier revision (I am thinking like SVN here, i know.)? Like, have all the files exactly like they were in that revision, instead of the current one?
You can do "git reset --hard HEAD^" locally to remove the botched commit from your branch — basically deleting the commit as if it never happened — and then "git push --force" to copy the new branch head, sans botched commit, to the remote repository. There's a chance that GitHub may not allow that, though, and if it does, anyone else who has already pulled the bad commit will run into problems next time they try to pull again. If GitHub doesn't let you rewind a branch, or if you're concerned about others having pulled that commit already, you can use "git revert" to make a [i]new[/i] commit that puts all the files back to the way they were in a previous one. This'll remove the breakage but leave it (and the reversion) visible in the change history. [editline]2nd December 2010[/editline] Another option if GitHub doesn't let you push a non-fastforward change: create a new branch that begins just before the botched commit, then delete the old branch.
[QUOTE=Wyzard;26456349]You can do "git reset --hard HEAD^" locally to remove the botched commit from your branch — basically deleting the commit as if it never happened — and then "git push --force" to copy the new branch head, sans botched commit, to the remote repository. There's a chance that GitHub may not allow that, though, and if it does, anyone else who has already pulled the bad commit will run into problems next time they try to pull again. If GitHub doesn't let you rewind a branch, or if you're concerned about others having pulled that commit already, you can use "git revert" to make a [i]new[/i] commit that puts all the files back to the way they were in a previous one. This'll remove the breakage but leave it (and the reversion) visible in the change history. [editline]2nd December 2010[/editline] Another option if GitHub doesn't let you push a non-fastforward change: create a new branch that begins just before the botched commit, then delete the old branch.[/QUOTE] Git revert it is then. Do I need a revision number or something, if so how do I get it?
It looks like "git revert" wants the ID of the commit that it should create the inverse of. Assuming you're on the branch with the botched commit, and you haven't made any other commits after it, you can say HEAD. You could also use the branch name "master" (assuming that's the name of the branch you're working on), or the commit's hexadecimal ID if you felt like looking it up, but HEAD is a simple way to refer to the most recent commit on the current branch.
I'm trying to add fog to my scene with the following code [i](Yes, it's deprecated, shush!)[/i]: [cpp]gl.glFogx( GL10.GL_FOG_MODE, GL10.GL_LINEAR ); gl.glFogfv( GL10.GL_FOG_COLOR, new float[] { 238f/255f, 246f/255f, 255f/255f, 1.0f }, 0 ); gl.glFogf( GL10.GL_FOG_DENSITY, 0.35f ); gl.glHint( GL10.GL_FOG_HINT, GL10.GL_DONT_CARE ); gl.glFogf( GL10.GL_FOG_START, 15.0f ); gl.glFogf( GL10.GL_FOG_END, 18.0f ); gl.glEnable( GL10.GL_FOG ); gl.glMatrixMode( GL10.GL_PROJECTION ); gl.glLoadIdentity(); GLU.gluPerspective( gl, 90.0f, _w / _h, 0.1f, 100.0f ); GLU.gluLookAt( gl, _player.position.x, _player.position.y, _player.position.z, centerX, centerY, centerZ, 0.0f, 0.0f, 1.0f );[/cpp] However, instead of the expected result, the fog only seems to be applied to half of my scene. As if there's a clipping plane active for just the fog.
I tried to divide my project into diff files. I did it with the help of extern, but now I get this [cpp]1>item.obj : error LNK2005: "private: static class sf::Image ctile::itile" (?itile@ctile@@0VImage@sf@@A) already defined in character.obj 1>item.obj : error LNK2005: "class cmap maps" (?maps@@3Vcmap@@A) already defined in character.obj 1>item.obj : error LNK2005: "class cmainchar mainch" (?mainch@@3Vcmainchar@@A) already defined in character.obj 1>item.obj : error LNK2005: "class citemmanager itemmanager" (?itemmanager@@3Vcitemmanager@@A) already defined in character.obj 1>item.obj : error LNK2005: "private: static class sf::Image citem::iitem" (?iitem@citem@@0VImage@sf@@A) already defined in character.obj 1>item.obj : error LNK2005: "private: static class sf::Image cspell::ispell" (?ispell@cspell@@0VImage@sf@@A) already defined in character.obj 1>item.obj : error LNK2005: "class sf::RenderWindow App" (?App@@3VRenderWindow@sf@@A) already defined in character.obj 1>item.obj : error LNK2005: "class sf::View View" (?View@@3V0sf@@A) already defined in character.obj 1>main.obj : error LNK2005: "private: static class sf::Image ctile::itile" (?itile@ctile@@0VImage@sf@@A) already defined in character.obj 1>main.obj : error LNK2005: "class cmap maps" (?maps@@3Vcmap@@A) already defined in character.obj 1>main.obj : error LNK2005: "class cmainchar mainch" (?mainch@@3Vcmainchar@@A) already defined in character.obj 1>main.obj : error LNK2005: "class citemmanager itemmanager" (?itemmanager@@3Vcitemmanager@@A) already defined in character.obj 1>main.obj : error LNK2005: "private: static class sf::Image citem::iitem" (?iitem@citem@@0VImage@sf@@A) already defined in character.obj 1>main.obj : error LNK2005: "private: static class sf::Image cspell::ispell" (?ispell@cspell@@0VImage@sf@@A) already defined in character.obj 1>main.obj : error LNK2005: "class sf::RenderWindow App" (?App@@3VRenderWindow@sf@@A) already defined in character.obj 1>main.obj : error LNK2005: "class sf::View View" (?View@@3V0sf@@A) already defined in character.obj 1>map.obj : error LNK2005: "private: static class sf::Image ctile::itile" (?itile@ctile@@0VImage@sf@@A) already defined in character.obj 1>map.obj : error LNK2005: "class cmap maps" (?maps@@3Vcmap@@A) already defined in character.obj 1>map.obj : error LNK2005: "class cmainchar mainch" (?mainch@@3Vcmainchar@@A) already defined in character.obj 1>map.obj : error LNK2005: "class citemmanager itemmanager" (?itemmanager@@3Vcitemmanager@@A) already defined in character.obj 1>map.obj : error LNK2005: "private: static class sf::Image citem::iitem" (?iitem@citem@@0VImage@sf@@A) already defined in character.obj 1>map.obj : error LNK2005: "private: static class sf::Image cspell::ispell" (?ispell@cspell@@0VImage@sf@@A) already defined in character.obj 1>map.obj : error LNK2005: "class sf::RenderWindow App" (?App@@3VRenderWindow@sf@@A) already defined in character.obj 1>map.obj : error LNK2005: "class sf::View View" (?View@@3V0sf@@A) already defined in character.obj 1>spell.obj : error LNK2005: "private: static class sf::Image ctile::itile" (?itile@ctile@@0VImage@sf@@A) already defined in character.obj 1>spell.obj : error LNK2005: "class cmap maps" (?maps@@3Vcmap@@A) already defined in character.obj 1>spell.obj : error LNK2005: "class cmainchar mainch" (?mainch@@3Vcmainchar@@A) already defined in character.obj 1>spell.obj : error LNK2005: "class citemmanager itemmanager" (?itemmanager@@3Vcitemmanager@@A) already defined in character.obj 1>spell.obj : error LNK2005: "private: static class sf::Image citem::iitem" (?iitem@citem@@0VImage@sf@@A) already defined in character.obj 1>spell.obj : error LNK2005: "private: static class sf::Image cspell::ispell" (?ispell@cspell@@0VImage@sf@@A) already defined in character.obj 1>spell.obj : error LNK2005: "class sf::RenderWindow App" (?App@@3VRenderWindow@sf@@A) already defined in character.obj 1>spell.obj : error LNK2005: "class sf::View View" (?View@@3V0sf@@A) already defined in character.obj[/cpp] C++ BTW.
[QUOTE=Overv;26473027]I'm trying to add fog to my scene with the following code [i](Yes, it's deprecated, shush!)[/i]: [cpp]gl.glFogx( GL10.GL_FOG_MODE, GL10.GL_LINEAR ); gl.glFogfv( GL10.GL_FOG_COLOR, new float[] { 238f/255f, 246f/255f, 255f/255f, 1.0f }, 0 ); gl.glFogf( GL10.GL_FOG_DENSITY, 0.35f ); gl.glHint( GL10.GL_FOG_HINT, GL10.GL_DONT_CARE ); gl.glFogf( GL10.GL_FOG_START, 15.0f ); gl.glFogf( GL10.GL_FOG_END, 18.0f ); gl.glEnable( GL10.GL_FOG ); gl.glMatrixMode( GL10.GL_PROJECTION ); gl.glLoadIdentity(); GLU.gluPerspective( gl, 90.0f, _w / _h, 0.1f, 100.0f ); GLU.gluLookAt( gl, _player.position.x, _player.position.y, _player.position.z, centerX, centerY, centerZ, 0.0f, 0.0f, 1.0f );[/cpp] However, instead of the expected result, the fog only seems to be applied to half of my scene. As if there's a clipping plane active for just the fog.[/QUOTE] gl.glFogf( GL10.GL_FOG_END, [b]18.0f[/b] ); GLU.gluPerspective( gl, 90.0f, _w / _h, 0.1f, [b]100.0f[/b] ); Could that be the problem? [editline]4th December 2010[/editline] [QUOTE=WTF Nuke;26473176]I tried to divide my project into diff files. I did it with the help of extern, but now I get this [cpp]1>item.obj : error LNK2005: "private: static class sf::Image ctile::itile" (?itile@ctile@@0VImage@sf@@A) already defined in character.obj 1>item.obj : error LNK2005: "class cmap maps" (?maps@@3Vcmap@@A) already defined in character.obj 1>item.obj : error LNK2005: "class cmainchar mainch" (?mainch@@3Vcmainchar@@A) already defined in character.obj 1>item.obj : error LNK2005: "class citemmanager itemmanager" (?itemmanager@@3Vcitemmanager@@A) already defined in character.obj 1>item.obj : error LNK2005: "private: static class sf::Image citem::iitem" (?iitem@citem@@0VImage@sf@@A) already defined in character.obj 1>item.obj : error LNK2005: "private: static class sf::Image cspell::ispell" (?ispell@cspell@@0VImage@sf@@A) already defined in character.obj 1>item.obj : error LNK2005: "class sf::RenderWindow App" (?App@@3VRenderWindow@sf@@A) already defined in character.obj 1>item.obj : error LNK2005: "class sf::View View" (?View@@3V0sf@@A) already defined in character.obj 1>main.obj : error LNK2005: "private: static class sf::Image ctile::itile" (?itile@ctile@@0VImage@sf@@A) already defined in character.obj 1>main.obj : error LNK2005: "class cmap maps" (?maps@@3Vcmap@@A) already defined in character.obj 1>main.obj : error LNK2005: "class cmainchar mainch" (?mainch@@3Vcmainchar@@A) already defined in character.obj 1>main.obj : error LNK2005: "class citemmanager itemmanager" (?itemmanager@@3Vcitemmanager@@A) already defined in character.obj 1>main.obj : error LNK2005: "private: static class sf::Image citem::iitem" (?iitem@citem@@0VImage@sf@@A) already defined in character.obj 1>main.obj : error LNK2005: "private: static class sf::Image cspell::ispell" (?ispell@cspell@@0VImage@sf@@A) already defined in character.obj 1>main.obj : error LNK2005: "class sf::RenderWindow App" (?App@@3VRenderWindow@sf@@A) already defined in character.obj 1>main.obj : error LNK2005: "class sf::View View" (?View@@3V0sf@@A) already defined in character.obj 1>map.obj : error LNK2005: "private: static class sf::Image ctile::itile" (?itile@ctile@@0VImage@sf@@A) already defined in character.obj 1>map.obj : error LNK2005: "class cmap maps" (?maps@@3Vcmap@@A) already defined in character.obj 1>map.obj : error LNK2005: "class cmainchar mainch" (?mainch@@3Vcmainchar@@A) already defined in character.obj 1>map.obj : error LNK2005: "class citemmanager itemmanager" (?itemmanager@@3Vcitemmanager@@A) already defined in character.obj 1>map.obj : error LNK2005: "private: static class sf::Image citem::iitem" (?iitem@citem@@0VImage@sf@@A) already defined in character.obj 1>map.obj : error LNK2005: "private: static class sf::Image cspell::ispell" (?ispell@cspell@@0VImage@sf@@A) already defined in character.obj 1>map.obj : error LNK2005: "class sf::RenderWindow App" (?App@@3VRenderWindow@sf@@A) already defined in character.obj 1>map.obj : error LNK2005: "class sf::View View" (?View@@3V0sf@@A) already defined in character.obj 1>spell.obj : error LNK2005: "private: static class sf::Image ctile::itile" (?itile@ctile@@0VImage@sf@@A) already defined in character.obj 1>spell.obj : error LNK2005: "class cmap maps" (?maps@@3Vcmap@@A) already defined in character.obj 1>spell.obj : error LNK2005: "class cmainchar mainch" (?mainch@@3Vcmainchar@@A) already defined in character.obj 1>spell.obj : error LNK2005: "class citemmanager itemmanager" (?itemmanager@@3Vcitemmanager@@A) already defined in character.obj 1>spell.obj : error LNK2005: "private: static class sf::Image citem::iitem" (?iitem@citem@@0VImage@sf@@A) already defined in character.obj 1>spell.obj : error LNK2005: "private: static class sf::Image cspell::ispell" (?ispell@cspell@@0VImage@sf@@A) already defined in character.obj 1>spell.obj : error LNK2005: "class sf::RenderWindow App" (?App@@3VRenderWindow@sf@@A) already defined in character.obj 1>spell.obj : error LNK2005: "class sf::View View" (?View@@3V0sf@@A) already defined in character.obj[/cpp] C++ BTW.[/QUOTE] Check your include guards. [editline]4th December 2010[/editline] [QUOTE=WTF Nuke;26473176]I tried to divide my project into diff files. I did it with the help of extern, but now I get this [cpp]1>item.obj : error LNK2005: "private: static class sf::Image ctile::itile" (?itile@ctile@@0VImage@sf@@A) already defined in character.obj 1>item.obj : error LNK2005: "class cmap maps" (?maps@@3Vcmap@@A) already defined in character.obj 1>item.obj : error LNK2005: "class cmainchar mainch" (?mainch@@3Vcmainchar@@A) already defined in character.obj 1>item.obj : error LNK2005: "class citemmanager itemmanager" (?itemmanager@@3Vcitemmanager@@A) already defined in character.obj 1>item.obj : error LNK2005: "private: static class sf::Image citem::iitem" (?iitem@citem@@0VImage@sf@@A) already defined in character.obj 1>item.obj : error LNK2005: "private: static class sf::Image cspell::ispell" (?ispell@cspell@@0VImage@sf@@A) already defined in character.obj 1>item.obj : error LNK2005: "class sf::RenderWindow App" (?App@@3VRenderWindow@sf@@A) already defined in character.obj 1>item.obj : error LNK2005: "class sf::View View" (?View@@3V0sf@@A) already defined in character.obj 1>main.obj : error LNK2005: "private: static class sf::Image ctile::itile" (?itile@ctile@@0VImage@sf@@A) already defined in character.obj 1>main.obj : error LNK2005: "class cmap maps" (?maps@@3Vcmap@@A) already defined in character.obj 1>main.obj : error LNK2005: "class cmainchar mainch" (?mainch@@3Vcmainchar@@A) already defined in character.obj 1>main.obj : error LNK2005: "class citemmanager itemmanager" (?itemmanager@@3Vcitemmanager@@A) already defined in character.obj 1>main.obj : error LNK2005: "private: static class sf::Image citem::iitem" (?iitem@citem@@0VImage@sf@@A) already defined in character.obj 1>main.obj : error LNK2005: "private: static class sf::Image cspell::ispell" (?ispell@cspell@@0VImage@sf@@A) already defined in character.obj 1>main.obj : error LNK2005: "class sf::RenderWindow App" (?App@@3VRenderWindow@sf@@A) already defined in character.obj 1>main.obj : error LNK2005: "class sf::View View" (?View@@3V0sf@@A) already defined in character.obj 1>map.obj : error LNK2005: "private: static class sf::Image ctile::itile" (?itile@ctile@@0VImage@sf@@A) already defined in character.obj 1>map.obj : error LNK2005: "class cmap maps" (?maps@@3Vcmap@@A) already defined in character.obj 1>map.obj : error LNK2005: "class cmainchar mainch" (?mainch@@3Vcmainchar@@A) already defined in character.obj 1>map.obj : error LNK2005: "class citemmanager itemmanager" (?itemmanager@@3Vcitemmanager@@A) already defined in character.obj 1>map.obj : error LNK2005: "private: static class sf::Image citem::iitem" (?iitem@citem@@0VImage@sf@@A) already defined in character.obj 1>map.obj : error LNK2005: "private: static class sf::Image cspell::ispell" (?ispell@cspell@@0VImage@sf@@A) already defined in character.obj 1>map.obj : error LNK2005: "class sf::RenderWindow App" (?App@@3VRenderWindow@sf@@A) already defined in character.obj 1>map.obj : error LNK2005: "class sf::View View" (?View@@3V0sf@@A) already defined in character.obj 1>spell.obj : error LNK2005: "private: static class sf::Image ctile::itile" (?itile@ctile@@0VImage@sf@@A) already defined in character.obj 1>spell.obj : error LNK2005: "class cmap maps" (?maps@@3Vcmap@@A) already defined in character.obj 1>spell.obj : error LNK2005: "class cmainchar mainch" (?mainch@@3Vcmainchar@@A) already defined in character.obj 1>spell.obj : error LNK2005: "class citemmanager itemmanager" (?itemmanager@@3Vcitemmanager@@A) already defined in character.obj 1>spell.obj : error LNK2005: "private: static class sf::Image citem::iitem" (?iitem@citem@@0VImage@sf@@A) already defined in character.obj 1>spell.obj : error LNK2005: "private: static class sf::Image cspell::ispell" (?ispell@cspell@@0VImage@sf@@A) already defined in character.obj 1>spell.obj : error LNK2005: "class sf::RenderWindow App" (?App@@3VRenderWindow@sf@@A) already defined in character.obj 1>spell.obj : error LNK2005: "class sf::View View" (?View@@3V0sf@@A) already defined in character.obj[/cpp] C++ BTW.[/QUOTE] Check your include guards.
That's not an issue of include guards, it's an issue of things being defined (rather than just declared) in a header. Broken include guards cause compile errors in an individual translation unit because the compiler sees multiple definitions of the same name. Defining things in headers doesn't create duplicates within a translation unit, but when you go to link all the object files together into an executable, the linker finds that each object file contains a separate copy of the same function or variable.
[QUOTE=ZeekyHBomb;26473277]gl.glFogf( GL10.GL_FOG_END, [b]18.0f[/b] ); GLU.gluPerspective( gl, 90.0f, _w / _h, 0.1f, [b]100.0f[/b] ); Could that be the problem?[/QUOTE] The entire map is now foggy, but instead of the depth value, it seems to be based on height. [img]http://gyazo.com/ab60dfd1d85a3a5533153f09ef6a059e.png[/img]
[QUOTE=WTF Nuke;26473176]I tried to divide my project into diff files. I did it with the help of extern.[/QUOTE] Why did you need extern? How are your headers designed?
Am I using extern incorrectly then? [code]extern cmap maps; extern citemmanager itemmanager;[/code] Woops. Sorry didn't see your question shill. It's just simple headers with the classes, that's all. I need extern because some functions need some instances in order to run.
[QUOTE=Overv;26473841][img_thumb]http://gyazo.com/ab60dfd1d85a3a5533153f09ef6a059e.png[/img_thumb][/QUOTE] That reminds me of [url=http://en.wikipedia.org/wiki/Cubivore:_Survival_of_the_Fittest]Cubivore[/url]: [img]http://i2.ytimg.com/vi/YFyhhwjQXMc/0.jpg[/img]
I'll be the first to admit that I don't know a bloody thing about coding, so there's probably something I've overlooked here. But I've been trying to add a unique NPC class to my source mod (never going to go anywhere, just a personal project really) but whenever I do so the new client.dll causes my mod to crash (generic hl2.exe has stopped working error.) At first I thought I had just screwed something up so I grabbed a fresh copy of the files from the Source SDK, but no dice.. Same problem. Here is the compile log from Visual C++ 2010, any help would be appreciated. [code] 1>------ Build started: Project: Client Episodic, Configuration: Release Win32 ------ 1> stdafx.cpp 1> achievement_notification_panel.cpp 1> achievement_saverestore.cpp 1> achievementmgr.cpp 1> achievements_hlx.cpp 1> activitylist.cpp 1> alphamaterialproxy.cpp 1> ammodef.cpp 1> animatedentitytextureproxy.cpp 1> animatedoffsettextureproxy.cpp 1> animatedtextureproxy.cpp 1> AnimateSpecificTextureProxy.cpp 1> animation.cpp 1> base_playeranimstate.cpp 1> baseachievement.cpp 1> baseanimatedtextureproxy.cpp 1> baseclientrendertargets.cpp 1> basecombatcharacter_shared.cpp 1> basecombatweapon_shared.cpp 1> baseentity_shared.cpp 1> basegrenade_shared.cpp 1> Generating Code... 1> Compiling... 1> baseparticleentity.cpp 1> baseplayer_shared.cpp 1> basepresence.cpp 1> baseviewmodel_shared.cpp 1> beam_shared.cpp 1> beamdraw.cpp 1> bone_accessor.cpp 1> bone_merge_cache.cpp 1> c_ai_basehumanoid.cpp 1> c_ai_basenpc.cpp 1> c_baseanimating.cpp 1> c_baseanimatingoverlay.cpp 1> c_basecombatcharacter.cpp 1> c_basecombatweapon.cpp 1> c_basedoor.cpp 1> c_baseentity.cpp 1> c_baseflex.cpp 1> c_baseplayer.cpp 1> c_baseviewmodel.cpp 1> c_breakableprop.cpp 1> Generating Code... 1> Compiling... 1> c_colorcorrection.cpp 1> c_colorcorrectionvolume.cpp 1> c_dynamiclight.cpp 1> c_entitydissolve.cpp 1> c_entityparticletrail.cpp 1> c_env_fog_controller.cpp 1> c_env_particlescript.cpp 1> c_env_projectedtexture.cpp 1> c_env_screenoverlay.cpp 1> c_env_tonemap_controller.cpp 1> c_fire_smoke.cpp 1> c_fish.cpp 1> c_func_areaportalwindow.cpp 1> c_func_breakablesurf.cpp 1> c_func_conveyor.cpp 1> c_func_dust.cpp 1> c_func_lod.cpp 1> C_Func_Monitor.cpp 1> c_func_occluder.cpp 1> c_func_reflective_glass.cpp 1> Generating Code... 1> Compiling... 1> c_func_rotating.cpp 1> c_func_smokevolume.cpp 1> c_func_tracktrain.cpp 1> c_gib.cpp 1> c_hairball.cpp 1> c_info_overlay_accessor.cpp 1> c_lightglow.cpp 1> C_MaterialModifyControl.cpp 1> c_particle_system.cpp 1> c_physbox.cpp 1> c_physicsprop.cpp 1> c_physmagnet.cpp 1> c_pixel_visibility.cpp 1> c_plasma.cpp 1> c_playerresource.cpp 1> c_point_camera.cpp 1> c_point_commentary_node.cpp 1> c_props.cpp 1> c_ragdoll_manager.cpp 1> c_rope.cpp 1> Generating Code... 1> Compiling... 1> c_rumble.cpp 1> c_sceneentity.cpp 1> c_shadowcontrol.cpp 1> c_slideshow_display.cpp 1> c_soundscape.cpp 1> c_spotlight_end.cpp 1> c_sprite.cpp 1> c_sprite_perfmonitor.cpp 1> c_sun.cpp 1> c_team.cpp 1> c_team_objectiveresource.cpp 1> c_tesla.cpp 1> c_test_proxytoggle.cpp 1> c_user_message_register.cpp 1> c_vehicle_choreo_generic.cpp 1> c_vehicle_jeep.cpp 1> c_vguiscreen.cpp 1> c_waterbullet.cpp 1> C_WaterLODControl.cpp 1> c_world.cpp 1> Generating Code... 1> Compiling... 1> camomaterialproxy.cpp 1> cdll_bounded_cvars.cpp 1> cdll_client_int.cpp 1> cdll_util.cpp 1> cl_mat_stub.cpp 1> classmap.cpp 1> client_factorylist.cpp 1> client_thinklist.cpp 1> clienteffectprecachesystem.cpp 1> cliententitylist.cpp 1> clientleafsystem.cpp 1> clientmode_shared.cpp 1> clientshadowmgr.cpp 1> clientsideeffects.cpp 1> clientsideeffects_test.cpp 1> collisionproperty.cpp 1> colorcorrectionmgr.cpp 1> commentary_modelviewer.cpp 1> death_pose.cpp 1> debugoverlay_shared.cpp 1> Generating Code... 1> Compiling... 1> decals.cpp 1> detailobjectsystem.cpp 1> dummyproxy.cpp 1> effect_dispatch_data.cpp 1> EffectsClient.cpp 1> ehandle.cpp 1> entitylist_base.cpp 1> entityoriginmaterialproxy.cpp 1> EntityParticleTrail_Shared.cpp 1> env_detail_controller.cpp 1> env_wind_shared.cpp 1> eventlist.cpp 1> flashlighteffect.cpp 1> func_ladder.cpp 1> functionproxy.cpp 1> fx_blood.cpp 1> fx_cube.cpp 1> fx_explosion.cpp 1> fx_fleck.cpp 1> fx_impact.cpp 1> Generating Code... 1> Compiling... 1> fx_interpvalue.cpp 1> fx_quad.cpp 1> fx_shelleject.cpp 1> fx_staticline.cpp 1> fx_tracer.cpp 1> fx_trail.cpp 1> fx_water.cpp 1> gamemovement.cpp 1> gamerules.cpp 1> gamerules_register.cpp 1> GameStats.cpp 1> gamestringpool.cpp 1> gametrace_client.cpp 1> gamevars_shared.cpp 1> geiger.cpp 1> glow_overlay.cpp 1> hintmessage.cpp 1> hintsystem.cpp 1> history_resource.cpp 1> hltvcamera.cpp 1> Generating Code... 1> Compiling... 1> hud.cpp 1> hud_animationinfo.cpp 1> hud_autoaim.cpp 1> hud_basechat.cpp 1> hud_basetimer.cpp 1> hud_bitmapnumericdisplay.cpp 1> hud_chat.cpp 1> hud_closecaption.cpp 1> hud_crosshair.cpp 1> hud_element_helper.cpp 1> hud_filmdemo.cpp 1> hud_hdrdemo.cpp 1> hud_hintdisplay.cpp 1> hud_msg.cpp 1> hud_numericdisplay.cpp 1> hud_pdump.cpp 1> hud_redraw.cpp 1> hud_vehicle.cpp 1> hud_weapon.cpp 1> igamesystem.cpp 1> Generating Code... 1> Compiling... 1> in_camera.cpp 1> in_joystick.cpp 1>in_joystick.cpp(10): warning C4627: '#include <windows.h>': skipped when looking for precompiled header use 1> Add directive to 'cbase.h' or rebuild precompiled header 1> in_main.cpp 1> initializer.cpp 1> interpolatedvar.cpp 1> IsNPCProxy.cpp 1> lampbeamproxy.cpp 1> lamphaloproxy.cpp 1> mapentities_shared.cpp 1> mathproxy.cpp 1> matrixproxy.cpp 1> menu.cpp 1> message.cpp 1> movehelper_client.cpp 1> movevars_shared.cpp 1> mp_shareddefs.cpp 1> multiplay_gamerules.cpp 1> obstacle_pushaway.cpp 1> panelmetaclassmgr.cpp 1> particle_collision.cpp 1> Generating Code... 1> Compiling... 1> particle_litsmokeemitter.cpp 1> particle_parse.cpp 1> particle_property.cpp 1> particle_proxies.cpp 1> particle_simple3d.cpp 1> particlemgr.cpp 1> particles_attractor.cpp 1> particles_ez.cpp 1> particles_localspace.cpp 1> particles_new.cpp 1> particles_simple.cpp 1> particlesystemquery.cpp 1> perfvisualbenchmark.cpp 1> physics.cpp 1> physics_main_client.cpp 1> physics_main_shared.cpp 1> physics_saverestore.cpp 1> physics_shared.cpp 1> physpropclientside.cpp 1> playerandobjectenumerator.cpp 1> Generating Code... 1> Compiling... 1> point_bonusmaps_accessor.cpp 1> point_posecontroller.cpp 1> precache_register.cpp 1> predictableid.cpp 1> prediction.cpp 1> predictioncopy.cpp 1> props_shared.cpp 1> proxyentity.cpp 1> ProxyHealth.cpp 1> proxyplayer.cpp 1> proxypupil.cpp 1> ragdoll.cpp 1> ragdoll_shared.cpp 1> recvproxy.cpp 1> rope_helpers.cpp 1> saverestore.cpp 1> sceneentity_shared.cpp 1> ScreenSpaceEffects.cpp 1> sequence_Transitioner.cpp 1> simple_keys.cpp 1> Generating Code... 1> Compiling... 1> simtimer.cpp 1> singleplay_gamerules.cpp 1> SoundEmitterSystem.cpp 1> soundenvelope.cpp 1> SoundParametersInternal.cpp 1> splinepatch.cpp 1> Sprite.cpp 1> spritemodel.cpp 1> SpriteTrail.cpp 1> studio_shared.cpp 1> takedamageinfo.cpp 1> teamplay_gamerules.cpp 1> teamplayroundbased_gamerules.cpp 1> test_ehandle.cpp 1> text_message.cpp 1> texturescrollmaterialproxy.cpp 1> timematerialproxy.cpp 1> toggletextureproxy.cpp 1> train.cpp 1> usercmd.cpp 1> Generating Code... 1> Compiling... 1> usermessages.cpp 1> util_shared.cpp 1> vehicle_viewblend_shared.cpp 1> vgui_avatarimage.cpp 1> vgui_basepanel.cpp 1> vgui_bitmapbutton.cpp 1> vgui_bitmapimage.cpp 1> vgui_bitmappanel.cpp 1> vgui_centerstringpanel.cpp 1> vgui_consolepanel.cpp 1> vgui_debugoverlaypanel.cpp 1> vgui_fpspanel.cpp 1> vgui_game_viewport.cpp 1> vgui_grid.cpp 1> vgui_int.cpp 1> vgui_loadingdiscpanel.cpp 1> vgui_messagechars.cpp 1> vgui_netgraphpanel.cpp 1> vgui_slideshow_display_screen.cpp 1> view.cpp 1> Generating Code... 1> Compiling... 1> view_beams.cpp 1> view_effects.cpp 1> view_scene.cpp 1> viewangleanim.cpp 1> ViewConeImage.cpp 1> viewdebug.cpp 1> viewpostprocess.cpp 1> viewrender.cpp 1> voice_banmgr.cpp 1> voice_status.cpp 1> warp_overlay.cpp 1> WaterLODMaterialProxy.cpp 1> weapon_parse.cpp 1> weapon_parse_default.cpp 1> weapon_selection.cpp 1> weapons_resource.cpp 1> WorldDimsProxy.cpp 1> c_basetempentity.cpp 1> c_effects.cpp 1> c_impact_effects.cpp 1> Generating Code... 1> Compiling... 1> c_movie_explosion.cpp 1> c_particle_fire.cpp 1> c_particle_smokegrenade.cpp 1> c_prop_vehicle.cpp 1> c_recipientfilter.cpp 1> c_smoke_trail.cpp 1> c_smokestack.cpp 1> c_steamjet.cpp 1> c_stickybolt.cpp 1> c_te.cpp 1> c_te_armorricochet.cpp 1> c_te_basebeam.cpp 1> c_te_beamentpoint.cpp 1> c_te_beaments.cpp 1> c_te_beamfollow.cpp 1> c_te_beamlaser.cpp 1> c_te_beampoints.cpp 1> c_te_beamring.cpp 1> c_te_beamringpoint.cpp 1> c_te_beamspline.cpp 1> Generating Code... 1> Compiling... 1> c_te_bloodsprite.cpp 1> c_te_bloodstream.cpp 1> c_te_breakmodel.cpp 1> c_te_bspdecal.cpp 1> c_te_bubbles.cpp 1> c_te_bubbletrail.cpp 1> c_te_clientprojectile.cpp 1> c_te_decal.cpp 1> c_te_dynamiclight.cpp 1> c_te_effect_dispatch.cpp 1> c_te_energysplash.cpp 1> c_te_explosion.cpp 1> c_te_fizz.cpp 1> c_te_footprint.cpp 1> c_te_glassshatter.cpp 1> c_te_glowsprite.cpp 1> c_te_impact.cpp 1> c_te_killplayerattachments.cpp 1> c_te_largefunnel.cpp 1> c_te_legacytempents.cpp 1> Generating Code... 1> Compiling... 1> c_te_muzzleflash.cpp 1> c_te_particlesystem.cpp 1> c_te_physicsprop.cpp 1> c_te_playerdecal.cpp 1> c_te_projecteddecal.cpp 1> c_te_showline.cpp 1> c_te_smoke.cpp 1> c_te_sparks.cpp 1> c_te_sprite.cpp 1> c_te_spritespray.cpp 1> c_te_worlddecal.cpp 1> c_testtraceline.cpp 1> c_tracer.cpp 1> fx.cpp 1> fx_discreetline.cpp 1> fx_envelope.cpp 1> fx_line.cpp 1> fx_sparks.cpp 1> particlesphererenderer.cpp 1> smoke_fog_overlay.cpp 1> Generating Code... 1> Compiling... 1> basemodel_panel.cpp 1> basemodelpanel.cpp 1> baseviewport.cpp 1> ClientScoreBoardDialog.cpp 1> commandmenu.cpp 1> IconPanel.cpp 1> intromenu.cpp 1> MapOverview.cpp 1> NavProgress.cpp 1> SpectatorGUI.cpp 1> teammenu.cpp 1> vguitextwindow.cpp 1> basehlcombatweapon_shared.cpp 1> c_antlion_dust.cpp 1> c_ar2_explosion.cpp 1> c_barnacle.cpp 1> c_barney.cpp 1> c_basehelicopter.cpp 1> c_basehlcombatweapon.cpp 1> c_basehlplayer.cpp 1> Generating Code... 1> Compiling... 1> c_citadel_effects.cpp 1> c_corpse.cpp 1> c_env_alyxtemp.cpp 1> c_env_headcrabcanister.cpp 1> c_env_starfield.cpp 1> c_func_tankmortar.cpp 1> c_hl2_playerlocaldata.cpp 1> c_info_teleporter_countdown.cpp 1> c_npc_advisor.cpp 1> c_npc_antlionguard.cpp 1> c_npc_combinegunship.cpp 1> c_npc_manhack.cpp 1> c_npc_puppet.cpp 1> c_npc_rollermine.cpp 1> c_plasma_beam_node.cpp 1> c_prop_combine_ball.cpp 1> c_prop_scalable.cpp 1> c_rotorwash.cpp 1> c_script_intro.cpp 1> c_strider.cpp 1> Generating Code... 1> Compiling... 1> c_te_concussiveexplosion.cpp 1> c_te_flare.cpp 1> c_thumper_dust.cpp 1> c_vehicle_airboat.cpp 1> c_vehicle_cannon.cpp 1> c_vehicle_crane.cpp 1> c_vehicle_jeep_episodic.cpp 1> c_vehicle_prisoner_pod.cpp 1> c_vort_charge_token.cpp 1> c_weapon__stubs_hl2.cpp 1> c_weapon_crossbow.cpp 1> c_weapon_hopwire.cpp 1> c_weapon_physcannon.cpp 1> c_weapon_stunstick.cpp 1> clientmode_hlnormal.cpp 1> death.cpp 1> env_headcrabcanister_shared.cpp 1> episodic_screenspaceeffects.cpp 1> flesh_internal_material_proxy.cpp 1> fx_antlion.cpp 1> Generating Code... 1> Compiling... 1> fx_bugbait.cpp 1> fx_hl2_impacts.cpp 1> fx_hl2_tracers.cpp 1> hl2_clientmode.cpp 1> hl2_gamerules.cpp 1> hl2_usermessages.cpp 1> hl_gamemovement.cpp 1> hl_in_main.cpp 1> hl_prediction.cpp 1> hud_ammo.cpp 1> hud_battery.cpp 1> hud_blood.cpp 1> hud_credits.cpp 1>hl2\hud_credits.cpp(7): warning C4627: '#include "hudelement.h"': skipped when looking for precompiled header use 1> Add directive to 'cbase.h' or rebuild precompiled header 1>hl2\hud_credits.cpp(8): warning C4627: '#include "hud_numericdisplay.h"': skipped when looking for precompiled header use 1> Add directive to 'cbase.h' or rebuild precompiled header 1>hl2\hud_credits.cpp(9): warning C4627: '#include <vgui_controls/Panel.h>': skipped when looking for precompiled header use 1> Add directive to 'cbase.h' or rebuild precompiled header 1> hud_damageindicator.cpp 1> hud_flashlight.cpp 1>hl2\hud_flashlight.cpp(7): warning C4627: '#include "hudelement.h"': skipped when looking for precompiled header use 1> Add directive to 'cbase.h' or rebuild precompiled header 1>hl2\hud_flashlight.cpp(8): warning C4627: '#include "hud_numericdisplay.h"': skipped when looking for precompiled header use 1> Add directive to 'cbase.h' or rebuild precompiled header 1>hl2\hud_flashlight.cpp(9): warning C4627: '#include <vgui_controls/Panel.h>': skipped when looking for precompiled header use 1> Add directive to 'cbase.h' or rebuild precompiled header 1> hud_health.cpp 1> hud_locator.cpp 1>hl2\hud_locator.cpp(7): warning C4627: '#include "hudelement.h"': skipped when looking for precompiled header use 1> Add directive to 'cbase.h' or rebuild precompiled header 1>hl2\hud_locator.cpp(8): warning C4627: '#include "hud_numericdisplay.h"': skipped when looking for precompiled header use 1> Add directive to 'cbase.h' or rebuild precompiled header 1>hl2\hud_locator.cpp(9): warning C4627: '#include <vgui_controls/Panel.h>': skipped when looking for precompiled header use 1> Add directive to 'cbase.h' or rebuild precompiled header 1> hud_poisondamageindicator.cpp 1> hud_posture.cpp 1> hud_quickinfo.cpp 1> Generating Code... 1> Compiling... 1> hud_radar.cpp 1> hud_squadstatus.cpp 1> hud_suitpower.cpp 1> hud_weaponselection.cpp 1> hud_zoom.cpp 1> script_intro_shared.cpp 1> shieldproxy.cpp 1> survival_gamerules.cpp 1> vgui_rootpanel_hl2.cpp 1> mp3player.cpp 1> bonelist.cpp 1> entity_client_tools.cpp 1> toolframework_client.cpp 1> Generating Code... 1> bone_setup.cpp 1> client_class.cpp 1> collisionutils.cpp 1> compiledcaptionswap.cpp 1> crtmemdebug.cpp 1> dt_recv.cpp 1> dt_utlvector_common.cpp 1> dt_utlvector_recv.cpp 1> filesystem_helpers.cpp 1> hud_lcd.cpp 1> in_mouse.cpp 1> interpolatortypes.cpp 1> interval.cpp 1> jigglebones.cpp 1> memoverride.cpp 1> networkvar.cpp 1> posedebugger.cpp 1> randoverride.cpp 1> rendertexture.cpp 1> rope_physics.cpp 1> Generating Code... 1> Compiling... 1> scratchpad3d.cpp 1> ScratchPadUtils.cpp 1> sentence.cpp 1> sheetsimulator.cpp 1> simple_physics.cpp 1> stringregistry.cpp 1> studio.cpp 1> vallocator.cpp 1> vgui_controls.cpp 1> Generating Code... 1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5): warning MSB8012: TargetPath(C:\Anti-Citizen One\src\game\client\.\Release_episodic\Client Episodic.dll) does not match the Linker's OutputFile property value (C:\Anti-Citizen One\src\game\client\Release_episodic\Client.dll). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile). 1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(992,5): warning MSB8012: TargetName(Client Episodic) does not match the Linker's OutputFile property value (Client). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile). 1> Creating library .\Release_episodic\Client.lib and object .\Release_episodic\Client.exp 1> client_episodic-2005.vcxproj -> C:\Anti-Citizen One\src\game\client\.\Release_episodic\Client Episodic.dll 1> 1 file(s) copied. ========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ========== [/code] I know whatever is going on that the bottom there doesn't look too good, but I can't figure out what I can do to resolve it. Editing the files it lists would be pointless seeing as they are only created on compile.
Yeah I sort of guessed that but there's nothing in the error to give me a clue as to how to fix it :saddowns:
Well like I said before, the files it lists are only created on a compile so.. Yeah. I think there must be a file somewhere that I need to define some paths but I can't find it for the life of me.
For some reason I have to forward declare a class, even when I am including the header that contains the class. Why is this?
Are you including some other header, before the one that defines the class, that references the class?
In some cases yes, in some no.
Why on earth does std::map need operator< of your key type to work? How can I make sf::Vector2i to be my std::map's key type?
Because std::map is an ordered container for lookup to be faster. You could just check each component, if one is smaller than the other, return true. If all are equal or greater, return false.
So I have a really odd problem, I can't assign a string to a string element within one of my structs. Relevant code: [cpp] struct Command { // ... std::string myOwner, myMethod; std::vector<std::string> myParams; }; typedef std::vector<Command> Commands; static Commands Read( const std::string &stream ) { Commands myReturn; // ... myReturn[0].myMethod = "anything"; } [/cpp] Assigning anything to myMethod or myOwner results in my application crashing. And I've no idea why, the debugger leads to xstring's Assign method.
How would I go about item effects? I mean, should I make custom classes all derived from a main class and use that, or is there a smarter way? I have no idea right now.
[QUOTE=NorthernGate;26494441]So I have a really odd problem, I can't assign a string to a string element within one of my structs. Relevant code: [cpp] struct Command { // ... std::string myOwner, myMethod; std::vector<std::string> myParams; }; typedef std::vector<Command> Commands; static Commands Read( const std::string &stream ) { Commands myReturn; // ... myReturn[0].myMethod = "anything"; } [/cpp] Assigning anything to myMethod or myOwner results in my application crashing. And I've no idea why, the debugger leads to xstring's Assign method.[/QUOTE] Simply making a vector doesn't mean it fills all the indices with valid objects. myReturn[0] has not been initialized (unless you did in the real code but edited it out for this version). You might as well do [cpp] Command* cmd; cmd->myMethod = "anything"; [/cpp] Here is the proper way: [cpp] static Commands Read(const std::string& stream) { Commands myReturn; myReturn.push_back(Command()); myReturn[0].myMethod = "anything"; }[/cpp] Also on a related note, don't forget to return myReturn.
[QUOTE=ZeekyHBomb;26488442]Because std::map is an ordered container for lookup to be faster. You could just check each component, if one is smaller than the other, return true. If all are equal or greater, return false.[/QUOTE] But is it possible to have a std::map like container with no comparison? ATM I don't care about lookup speed.
[QUOTE=yakahughes;26499888]Simply making a vector doesn't mean it fills all the indices with valid objects. myReturn[0] has not been initialized (unless you did in the real code but edited it out for this version). You might as well do [cpp] Command* cmd; cmd->myMethod = "anything"; [/cpp] Here is the proper way: [cpp] static Commands Read(const std::string& stream) { Commands myReturn; myReturn.push_back(Command()); myReturn[0].myMethod = "anything"; }[/cpp] Also on a related note, don't forget to return myReturn.[/QUOTE] [img]http://i53.tinypic.com/2hydlc8.png[/img] Ha! Thank you, I thought when you called a vectors element it would initialize it if it didn't exist, but I guess not! Thanks again.
I can use SFML.net on Linux, can't I?
[QUOTE=sim642;26500157]But is it possible to have a std::map like container with no comparison? ATM I don't care about lookup speed.[/QUOTE] Not with standard containers afaik. You could either write some std::pair-like class to put in a std::vector/deque/list which compares the first item via operator==, or write a custom container class, or via Boost.MultiIndex.
I'm still having this height based fog problem. Anyone? [img]http://sae.tweek.us/static/images/emoticons/frown.gif[/img] [img]http://gyazo.com/e620cbde706fbd66782e15306213ffc6.png[/img] [editline]5th December 2010[/editline] Oh god, you need to use gluLookAt on the GL_MODELVIEW matrix instead of GL_PROJECTION. How come I didn't know this before? [editline]5th December 2010[/editline] Oh god, you need to use gluLookAt on the GL_MODELVIEW matrix instead of GL_PROJECTION. How come I didn't know this before?
Why so deprecated?
[QUOTE=Darwin226;26508424]Why so deprecated?[/QUOTE] I don't need any shaders, so there's no reason for me to not use built-in features. Also, pre-2.2 Android devices don't support the new Java OpenGL bindings that allow shaders.
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