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Posted 7 years ago2016-08-23 18:58:48 UTC
in Half-Life Model Viewer 2.0 Post #331398
The reason i need a crash dump with the new build i gave you is because i don't have the debug symbols for the build you used to generate the old dump file. If you can give me a dump generated with the new build then i can see where it's going wrong and why.
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Posted 7 years ago2016-08-22 19:29:02 UTC
in Half-Life Model Viewer 2.0 Post #331373
There's not much i can do to debug this without some kind of crash information. Can you try generating another crash dump?
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Posted 7 years ago2016-08-21 20:07:35 UTC
in Half-Life Model Viewer 2.0 Post #331353
Sorry about that. Debug builds require different redistributables.

I've recompiled it as a release build. I only need the symbols files anyway, so this should do fine.

Here's an updated download: https://dl.dropboxusercontent.com/u/46048979/HLMV_standalone.rar
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Posted 7 years ago2016-08-21 12:45:55 UTC
in Half-Life Model Viewer 2.0 Post #331347
This seems to be a null pointer exception. Does HLMV's log file show anything strange? It should be in the executable directory.

EDIT: i've compiled a debug version: https://dl.dropboxusercontent.com/u/46048979/HLMV_standalone%20-%20Debug.rar

Could you try this version? If it still crashes, send me the dump file so i can debug it. It should contain all of the information i need.
Posted 7 years ago2016-08-21 11:38:54 UTC
in Half-Life Model Viewer 2.0 Post #331345
Could you generate a heap dump and send it to me? I'll be able to debug it better with that.

You can find how to generate them here: http://forums.svencoop.com/showthread.php/43459-How-to-generate-heap-dumps

It might be necessary for me to recompile it first so i have the debug symbols for it, but i'll try to debug it with just this first.
Posted 7 years ago2016-08-21 10:53:42 UTC
in Half-Life Model Viewer 2.0 Post #331343
Are you sure it's using my HLMV? If you have Jed's installed then it will keep using that until you modify the registry entry to point to my version. I don't know why it does this, probably some broken file association.
Posted 7 years ago2016-08-21 10:27:24 UTC
in Half-Life Model Viewer 2.0 Post #331341
You need the Visual Studio 2015 redistributable: https://www.microsoft.com/en-us/download/details.aspx?id=48145
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Posted 7 years ago2016-08-16 15:39:34 UTC
in Reusing model textures? Post #331277
The game looks up external textures using the format <model name>T.mdl. You can't make it use the same file unless you symlink it. AFAIK, the engine will not check if the name in the T file matches that of the main model, so it should work. I'm not sure if it will work on Windows though.
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Posted 7 years ago2016-08-16 11:42:12 UTC
in Half-Life Model Viewer 2.0 Post #331271
I'm currently in college studying computing. It's pretty much what i'm doing with these projects, except they don't go quite as deep into lower level programming and 3D rendering. I wish i could use these projects for school, last time i did something this big the sheer scale of it was enough to pass.
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Posted 7 years ago2016-08-16 09:11:47 UTC
in Half-Life Model Viewer 2.0 Post #331265
@Spreen:

Source models are completely different from GoldSource models. I don't have the time to figure out how that works and how to render those. I'm focusing only on GoldSource.

@Alberto309:

Sure, go right ahead :)
Posted 7 years ago2016-08-15 10:15:49 UTC
in Half-Life Model Viewer 2.0 Post #331250
I've completed the transition to CMake, though there are some problems.

The Linux version compiles, links and runs, but fails to start because the OpenGL code isn't working properly.
On Linux, the default wxWidgets installation uses GTK, which is designed to only create OpenGL contexts if the canvas has been shown. Unfortunately, its definition of shown is "has an X window instance", and for some reason that instance does not exist. Even if i visibly see the canvas on-screen it still refuses to launch.

I've looked into this for a bit, but i've been unable to find out why this happens. I'm going to create a thread over at the wxWidgets forums to ask for help, but if i read some other threads on the topic correctly, then my code will never work due to how wxWidgets' GTK backend is designed.

Other than this problem the HL_Tools codebase compiles just fine, and even loads libraries correctly using the platform's library naming style. I hope that this is the last problem i have to solve, then everything will run on Linux.
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Posted 7 years ago2016-08-13 19:32:48 UTC
in Half-Life Model Viewer 2.0 Post #331216
Like i said, you can't have 1 model for multiple monsters. You're going to have to make separate entities that each have the model set. I can let you place multiple models in the world and manipulate them in HLMV though.

I spent today getting the entire repository to work with CMake and on Linux.

I am pleased to say that the transition to CMake has been completed, but Linux support is going to have to wait a bit longer. Some code is dependent on Windows specific filenames and won't work just yet. There may be other issues after that has been solved.

Additionally, the process needed to get wxWidgets to work is quite cumbersome and will need some finetuning. It's currently hardcoded to work only with GTK, and is dependent on version and GUI specific library names. I'll try to solve these issues, but that might not be possible right away.

I've also started using SourceTree, on Penguinboy's recommendation. I find it's a much better frontend for git than Github for Windows, so if you're currently using that, give SourceTree a try.
Posted 7 years ago2016-08-12 22:15:16 UTC
in Half-Life Model Viewer 2.0 Post #331205
I'm pretty sure i can't do that without having to pay thousands of dollars in licensing fees. Plus i don't want to make them paid tools.