[hlcoders] UTIL_TraceHull()

2005-05-18 Thread r00t 3:16
I am using the UTIL_TraceHull() to see if a player is standing inside or
touching the box I am tracing.
But I am not sure how to tell if the player was inside or not?
trace_t tr;
UTIL_TraceHull(
closest,
closest,
GetPlayerMins( ( player-GetFlags()  FL_DUCKING ) ? true : false ),
GetPlayerMaxs( ( player-GetFlags()  FL_DUCKING ) ? true : false ),
MASK_SOLID,
player,
COLLISION_GROUP_PLAYER_MOVEMENT,
tr );
tr.??
I tried a couple but they aren't working so not sure what is wrong...
Hope that makes sense.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] (semi OT) 3d panoramas

2005-05-18 Thread tei

Why fake holograms when you can make REAL holograms with half-life?
A real way to make 3d holograms its to save 1 s demo. Then load the demo
with timespeed lowered to zero, and unsticky the player view to move
around the map.
got Matrix?
Yet another interesting device its to put the camera looking at a player,
then rotate the camera doing screenshots. Say.. 360 screenshots. Then
join all the screenshots as a avi. Matrix alike effect :D
I have a deja-vu :D
Jay Stelly wrote:
If you use the screenshot or jpeg command sequentially as below it just
dumps the screen to disk, so everything is rendered through the normal
path.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Adam amckern Mckern
Sent: Tuesday, May 17, 2005 6:00 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] (semi OT) 3d panoramas
Will the envmap, take your video settings into account, such
as having everything up full bore?
Also thanks Jay, i'll be doing this latter on
Adam
--- Jay Stelly [EMAIL PROTECTED] wrote:

You could emulate the envmap command with setang  screenshot (or
jpeg) plus you need to force fov 90 for a 6 shot cubemap:
fov 90
setang 0 0 0
screenshot
setang 0 90 0
screenshot
setang 0 180 0
screenshot
setang 0 270 0
screenshot
setang -90 0 0
screenshot
setang 90 0 0
screenshot
(this generates the cube faces in rt, bk, lf, ft, up, dn order
equivalent to envmap)
[...]
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Andrew Armstrong
Yes, every speed hacker ive seen are zooming around the map.

I want it to catch them.

- Plasma

- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 1:06 AM
Subject: Re: [hlcoders] Speed hack detection?


 Andrew Armstrong wrote:
 
  Im curious, is it possible for hlcoders via a plugin or whatnot to
  track player positions? What about through console messages with a
  cvar turned on?

 I think the biggest problem with doing this is the accuracy of the
 detection.  The internet latency between the client and the server will
 mean that you aren't able to sample player's actual locations at a high
 rate (and certainly not a constant rate since the latency will be
 constantly changing as packets take different routes through the
 internet).  This is what client-side prediction is all about, smoothing
 out the updates between actual packet transfers between the client and
 the server (so you, in effect, average out the movement between each
 network update to give the illusion of continuous movement).

 You would probably not have difficulty detecting a speed hack that was a
 LARGE increase from the server's max speed (i.e. 2X speed, 4X speed,
 etc), but trying to determine if someone is going 10% to 20% faster over
 a small amount of time would be more difficult (and more likely to
 generate false positives).

 If you come up with a good method of doing this that doesn't falsely
 accuse players who have wildly varying network latencies, please let us
 all know about it.  ;)

 --
 Jeffrey botman Broome

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RE: [hlcoders] (semi OT) 3d panoramas

2005-05-18 Thread DAV
Thanks for the tip.
Just some things to make it work currectly that I also need:
- How do I pause the game without having the pause image to appear?
- Is there anyway to hide the hud and weapons if you have them?
Thanks,
Davide (DAV)
Email: [EMAIL PROTECTED]
DAV Levels: http://www.planetquake.com/davlevels/
- Original Message -
From: Jay Stelly [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 17, 2005 11:58 PM
Subject: RE: [hlcoders] (semi OT) 3d panoramas

You could emulate the envmap command with setang  screenshot (or jpeg)
plus you need to force fov 90 for a 6 shot cubemap:
fov 90
setang 0 0 0
screenshot
setang 0 90 0
screenshot
setang 0 180 0
screenshot
setang 0 270 0
screenshot
setang -90 0 0
screenshot
setang 90 0 0
screenshot
(this generates the cube faces in rt, bk, lf, ft, up, dn order
equivalent to envmap)
That will let you take envmaps at any resolution you can run the game.
The envmap command is basically the same as this, but it's using the
buildcubemap code which enforces some constraints (power of two output
and such) for various reasons.
Also, Chris Green made some high-res panoramas here at Valve while
working on lost coast.  Here's his explanation of how he did it:
Bind a key to take a jpeg screenshot
Bind keys of your choice to turn left and right and look up / down Set
the field of view down a bit Pause the game.
Pan from left to right in overlapping steps, taking a screenshot at each
step. If you want a multi row panorama, when you get to the end of
panning, look up a little and pan back.
Use a panorama creation program to stitch the resultant screen shots. If
you panned both horizontally and vertically, you will need to use
software which supports multi-row panoramas.
I used the program autostitch
(http://www.cs.ubc.ca/~mbrown/autostitch/autostitch.html) to join the
images together. This program requires no manual stitching at all. You
don't even have to tell it what order the shots are in.
I was able to make very high resolution panoramas, over 10K pixels wide.

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Re: [hlcoders] (semi OT) 3d panoramas

2005-05-18 Thread Jeffrey \botman\ Broome
DAV wrote:
- Is there anyway to hide the hud and weapons if you have them?
There is a hidehud CVAR.  Try setting it to 1.
--
Jeffrey botman Broome
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Re: [hlcoders] (semi OT) 3d panoramas

2005-05-18 Thread Jeffrey \botman\ Broome
Jeffrey botman Broome wrote:
DAV wrote:
- Is there anyway to hide the hud and weapons if you have them?

There is a hidehud CVAR.  Try setting it to 1.
Doh!  It would help if I read the code first.
Try setting hidehud to 4.  :)
--
Jeffrey botman Broome
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Andrew (British_Bomber)
It's very possible to do that, but as Jeff said you will get a lot
more false positives just due to altering latencies rather than real
hackers.  In theory it is sound but unless you have a decent thresh
hold on hacking speeds and just lagging speeds, a better way of doing
this without banning non hackers would be to use your eyes.  It's not
much of an answer but unless you want everyone who plays on your
server to be banned because they had a nice little spike in their ping
then it's the only real answer.

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[hlcoders] Odd viewing problem.

2005-05-18 Thread Spencer 'voogru' MacDonald
Hello all,

I'm having a problem that seems to be relating to the players viewing
angles; basically I have a square area on a map.

The player is viewing from a top down position, onto this square area.

However, I cannot get the square to be strait, its crooked one way or
another.

Here is a screenshot of what I'm talking about:

http://www.voogru.com/images/view_error.jpg

Notice how the top and bottom are perfectly strait, but the sides are
slightly crooked.

I messed around with the default view angles, setting the players view
angles all to 0, and such, but I can't figure out why this happens.

I need the square to be perfectly strait.

Any ideas of what I'm doing wrong? Is this a code error or a mapping error?

Any help is appreciated.

Thanks.



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Re: [hlcoders] Odd viewing problem.

2005-05-18 Thread Jeffrey \botman\ Broome
Spencer 'voogru' MacDonald wrote:
Hello all,
I'm having a problem that seems to be relating to the players viewing
angles; basically I have a square area on a map.
Are you using an FOV of 90?
--
Jeffrey botman Broome
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RE: [hlcoders] Odd viewing problem.

2005-05-18 Thread Spencer 'voogru' MacDonald
Yes, I set the FOV to several different positions, including 90, with no
change.



-Original Message-
From: Jeffrey botman Broome [mailto:[EMAIL PROTECTED]
Sent: Wednesday, May 18, 2005 2:46 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Odd viewing problem.

Spencer 'voogru' MacDonald wrote:
 Hello all,

 I'm having a problem that seems to be relating to the players viewing
 angles; basically I have a square area on a map.

Are you using an FOV of 90?

--
Jeffrey botman Broome

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Re: [hlcoders] Adding support for Con_Printf() in the SDK libraries?

2005-05-18 Thread apophis
Another problem is that some engine commands use Con_Print for only
part of their output, so when you run the command though RCon half of
it goes through RCon and half of it is printed to the server console.
I think an example of this is the find command.

On 5/16/05, dackz [EMAIL PROTECTED] wrote:
 Is it possible that you guys (Valve) could add Con_Printf() to the SDK
 for use with server plugins? Or perhaps make Msg() work over RCON?

 I'm trying to make concommands that work over rcon, but Msg() only
 prints to the server console when called from rcon. I was looking at
 what functions the server called when I did status at the server
 console and rcon status remotely, and it called Con_Printf() directly
 when called from rcon, while it called Msg() when I called it from
 server console.

 Now I could just use IVEngineServer::ServerCommand(echo text\n), but
 then I can't use special characters like tabs and whatnot. For what I
 was doing in particular, which was an extended status command for a
 remote PHP script, I needed to seperate values by characters that you
 couldn't put in your player name or server name. I ended up having to
 seperate values by newlines, and players by double newlines, which was a
 little annoying.

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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeff Fearn
On 5/18/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:

 You would probably not have difficulty detecting a speed hack that was a
 LARGE increase from the server's max speed (i.e. 2X speed, 4X speed,
 etc), but trying to determine if someone is going 10% to 20% faster over
 a small amount of time would be more difficult (and more likely to
 generate false positives).

 If you come up with a good method of doing this that doesn't falsely
 accuse players who have wildly varying network latencies, please let us
 all know about it.  ;)

Say one put a threshold of 50% or 100% speed up, how would you go
about detecting that in a server plugin?

Obviously if you consistantly ban people going 50%+ faster the hackers
will lower their speed below that threshold. However, it's a lot less
annoying for others to play against that kind of limited cheating as
you at least have a chance of killing the SOB.

The other Jeff ;)

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Re: [hlcoders] Odd viewing problem.

2005-05-18 Thread Andrew Foss
are you viewing perfectly down? a few degrees of up rotation can
produce an image like that.

On 5/18/05, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
 Yes, I set the FOV to several different positions, including 90, with no
 change.


 -Original Message-
 From: Jeffrey botman Broome [mailto:[EMAIL PROTECTED]
 Sent: Wednesday, May 18, 2005 2:46 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Odd viewing problem.

 Spencer 'voogru' MacDonald wrote:
  Hello all,
 
  I'm having a problem that seems to be relating to the players viewing
  angles; basically I have a square area on a map.

 Are you using an FOV of 90?

 --
 Jeffrey botman Broome

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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeffrey \botman\ Broome
Jeff Fearn wrote:
Say one put a threshold of 50% or 100% speed up, how would you go
about detecting that in a server plugin?
What I would do is keep a list of players currently on the server (store
their edict as they connect along with their current location).  The
player's location can be obtained from the
ICollideable::GetCollisionOrigin() function.
If your server plugin GetFrame() function keep checking each player's
current location every so often (say every 0.5 seconds).
The current location (in the array of players that you keep in your
plugin) becomes the previous location.  Subtract the player's current
location from the previous location to get a vector.  Determine the
length of that vector (the distance between now and then), and divide
the distance by the time (to get speed, i.e. units/second).  Store the
new current location in the current location field of your array of
players.
If the speed calculated is above the server max, increment a hack
counter.  If the speed is below the server max, decrement the hack
counter (not letting it fall below 0).  When the hack counter reaches
some maximum amount (let's say 6, which would be 3 seconds worth of
compares), warn the player that the server thinks they are speed hacking
and they will be given a 30 second grace period to turn it off or be
banned from the server.
Don't check them again for 30 seconds, then if they continue to reach
the hack count, ban them.
It's not fool proof and can lead to some false positives, but as long as
you allow enough time between comparisons (the 0.5 second window) and as
long as you require consecutive check failures (the counting to 6
thing), you should have less people failing due to high latency network
connections.
The only problem is how do you handle falling speeds (if you have a long
drop that can last for 5 or 6 seconds) and how do you handle teleporters
which will look like an intantaneous jump from point A to point B making
a speed that approaches the speed of light!  :)
Again, averaging things out over several seconds should help avoid even
these problems.
--
Jeffrey botman Broome
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RE: [hlcoders] Odd viewing problem.

2005-05-18 Thread Spencer 'voogru' MacDonald
I manually set my angles using the setang command, ie, setang 90 90 0

I solved the problem by using a camera entity and making the player view the
camera, which works for what I'm doing, with a map placed camera with the
angles of 90 90 0, the square is perfectly strait.

I don't know why it's weird on the player, but doesn't matter to me any
more.

- voogru.

-Original Message-
From: Andrew Foss [mailto:[EMAIL PROTECTED]
Sent: Wednesday, May 18, 2005 6:26 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Odd viewing problem.

are you viewing perfectly down? a few degrees of up rotation can
produce an image like that.

On 5/18/05, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
 Yes, I set the FOV to several different positions, including 90, with no
 change.


 -Original Message-
 From: Jeffrey botman Broome [mailto:[EMAIL PROTECTED]
 Sent: Wednesday, May 18, 2005 2:46 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Odd viewing problem.

 Spencer 'voogru' MacDonald wrote:
  Hello all,
 
  I'm having a problem that seems to be relating to the players viewing
  angles; basically I have a square area on a map.

 Are you using an FOV of 90?

 --
 Jeffrey botman Broome

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Re: [hlcoders] Player Leaning

2005-05-18 Thread Kuja
Michael Kramer wrote:
I am trying to do player leaning...I have gotten everything except the
command...I am using ViewPunch(); for right now but it doesn't
stay...Does anyone know if there is a way I can rotate the FOV or make
it so that ViewPunch can stay? Thanx :D
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Simply rolling the view won't exactly be leaning, it'd be more like
tilting your head. To do leaning properly, you need to offset the view
and rotate it ;)
-Kuja
Digital Paintball
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Erling K. Sæterdal
I have created a speedhack detector for amxmodx  ( Not released publicy as
of yet ), and i encountered alot of problems i dident think of before i
started. There is alot of things in a half-life map that can effect the
players speed  ( Ingame Entities ), that you neeed to check for.
I also found that making sure the server FPS was stable above 60 lowered
false detections.
A aggresive high ping kicker ( ppl with constatly changning ping get easly
detected )
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 12:36 AM
Subject: Re: [hlcoders] Speed hack detection?

Jeff Fearn wrote:
Say one put a threshold of 50% or 100% speed up, how would you go
about detecting that in a server plugin?
What I would do is keep a list of players currently on the server (store
their edict as they connect along with their current location).  The
player's location can be obtained from the
ICollideable::GetCollisionOrigin() function.
If your server plugin GetFrame() function keep checking each player's
current location every so often (say every 0.5 seconds).
The current location (in the array of players that you keep in your
plugin) becomes the previous location.  Subtract the player's current
location from the previous location to get a vector.  Determine the
length of that vector (the distance between now and then), and divide
the distance by the time (to get speed, i.e. units/second).  Store the
new current location in the current location field of your array of
players.
If the speed calculated is above the server max, increment a hack
counter.  If the speed is below the server max, decrement the hack
counter (not letting it fall below 0).  When the hack counter reaches
some maximum amount (let's say 6, which would be 3 seconds worth of
compares), warn the player that the server thinks they are speed hacking
and they will be given a 30 second grace period to turn it off or be
banned from the server.
Don't check them again for 30 seconds, then if they continue to reach
the hack count, ban them.
It's not fool proof and can lead to some false positives, but as long as
you allow enough time between comparisons (the 0.5 second window) and as
long as you require consecutive check failures (the counting to 6
thing), you should have less people failing due to high latency network
connections.
The only problem is how do you handle falling speeds (if you have a long
drop that can last for 5 or 6 seconds) and how do you handle teleporters
which will look like an intantaneous jump from point A to point B making
a speed that approaches the speed of light!  :)
Again, averaging things out over several seconds should help avoid even
these problems.
--
Jeffrey botman Broome
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
Does anyone know (please do not post it if you do know) how the speed hack
actually works?
It seems they are somehow changing a variable in memory ? Or are they
tricking the server somehow ?
Would it easier to check if that variable or whatever they changing? Whether
it would be in memory etc?
Do that you would need a client / server type of detection I suppose...
As botman said, there are to many factors which can cause false detections
if the player is lagging.
Even the physics in-game could cause false detections.
Just throwing some ideas out there.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Erling K. Sæterdal [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 7:19 PM
Subject: Re: [hlcoders] Speed hack detection?

I have created a speedhack detector for amxmodx  ( Not released publicy as
of yet ), and i encountered alot of problems i dident think of before i
started. There is alot of things in a half-life map that can effect the
players speed  ( Ingame Entities ), that you neeed to check for.
I also found that making sure the server FPS was stable above 60 lowered
false detections.
A aggresive high ping kicker ( ppl with constatly changning ping get easly
detected )
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 12:36 AM
Subject: Re: [hlcoders] Speed hack detection?

Jeff Fearn wrote:
Say one put a threshold of 50% or 100% speed up, how would you go
about detecting that in a server plugin?
What I would do is keep a list of players currently on the server (store
their edict as they connect along with their current location).  The
player's location can be obtained from the
ICollideable::GetCollisionOrigin() function.
If your server plugin GetFrame() function keep checking each player's
current location every so often (say every 0.5 seconds).
The current location (in the array of players that you keep in your
plugin) becomes the previous location.  Subtract the player's current
location from the previous location to get a vector.  Determine the
length of that vector (the distance between now and then), and divide
the distance by the time (to get speed, i.e. units/second).  Store the
new current location in the current location field of your array of
players.
If the speed calculated is above the server max, increment a hack
counter.  If the speed is below the server max, decrement the hack
counter (not letting it fall below 0).  When the hack counter reaches
some maximum amount (let's say 6, which would be 3 seconds worth of
compares), warn the player that the server thinks they are speed hacking
and they will be given a 30 second grace period to turn it off or be
banned from the server.
Don't check them again for 30 seconds, then if they continue to reach
the hack count, ban them.
It's not fool proof and can lead to some false positives, but as long as
you allow enough time between comparisons (the 0.5 second window) and as
long as you require consecutive check failures (the counting to 6
thing), you should have less people failing due to high latency network
connections.
The only problem is how do you handle falling speeds (if you have a long
drop that can last for 5 or 6 seconds) and how do you handle teleporters
which will look like an intantaneous jump from point A to point B making
a speed that approaches the speed of light!  :)
Again, averaging things out over several seconds should help avoid even
these problems.
--
Jeffrey botman Broome
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeffrey \botman\ Broome
r00t 3:16 wrote:
Does anyone know (please do not post it if you do know) how the speed hack
actually works?
It seems they are somehow changing a variable in memory ? Or are they
tricking the server somehow ?
Usually the client's system clock is running faster (slower?) than
normal, I can't remember which way the system clock needs to go to make
the game engine think time is passing more slowly.  Your client machine
is running faster than normal so normal movement speed on your machine
become high movement speed on the server (who's running on a different
clock speed).
If the client's game engine is ticking faster/slower than the server's
game engine, the client will be able to move larger distances over the
same amount of time.  It's sort of like the reverse of Einstein's theory
of relativity.  Distances become smaller for people who are moving
faster in time (or something like that).
--
Jeffrey botman Broome
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
Is there a way to test to see if someone's systems clock is running slower
or quicker? From the server itself?
You could probably do this in a mod where the client would notify the server
of the clock speed of the client. Compared to the servers if it is
threshold faster (or slower) they are speed hacking.
Plugin probably wouldn't work so well unless there was some kind of client
part of the plugin.
Just another idea... I wonder if vac2 would be able to detect this?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 7:54 PM
Subject: Re: [hlcoders] Speed hack detection?

r00t 3:16 wrote:
Does anyone know (please do not post it if you do know) how the speed
hack
actually works?
It seems they are somehow changing a variable in memory ? Or are they
tricking the server somehow ?
Usually the client's system clock is running faster (slower?) than
normal, I can't remember which way the system clock needs to go to make
the game engine think time is passing more slowly.  Your client machine
is running faster than normal so normal movement speed on your machine
become high movement speed on the server (who's running on a different
clock speed).
If the client's game engine is ticking faster/slower than the server's
game engine, the client will be able to move larger distances over the
same amount of time.  It's sort of like the reverse of Einstein's theory
of relativity.  Distances become smaller for people who are moving
faster in time (or something like that).
--
Jeffrey botman Broome
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Re: [hlcoders] Player Leaning

2005-05-18 Thread Michael Kramer
Would I use the ViewOffset() funtion? I found that out just barely
using the SnapEyeAngles(); Function (I think it is that function) and
it just turns the camera.

On 5/18/05, Kuja [EMAIL PROTECTED] wrote:
 Michael Kramer wrote:

 I am trying to do player leaning...I have gotten everything except the
 command...I am using ViewPunch(); for right now but it doesn't
 stay...Does anyone know if there is a way I can rotate the FOV or make
 it so that ViewPunch can stay? Thanx :D
 
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 please visit:
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 Simply rolling the view won't exactly be leaning, it'd be more like
 tilting your head. To do leaning properly, you need to offset the view
 and rotate it ;)
 -Kuja
  Digital Paintball

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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Erling K. Sæterdal
I dont know what LPBs firstly.
If someone has a constant ping of 400 im sure that fine, but the problem
with when a users ping spikes, when this happens your speedhack detectors
gets a false detection.
This can easly be seen if a user is running a p2p program in the background,
his ping can easly go from 50 ish to 400+++  for a minor second. Its posible
someone with a better understand of the HL engine can make a better solution
then what i made.
You could proberbly add a ping check that made sure his ping at least was
stable, as a midle ground.
- Original Message -
From: Andrew Foss [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 1:32 AM
Subject: Re: [hlcoders] Speed hack detection?
high ping kicking is mean and spiteful. I don't want to rant about it,
but lag comp nullifies any complaints LPBs have. (which should be
none, because HPBs don't lag the game. if anything LPBs with
aggressive settings do.)
On 5/18/05, Erling K. Sæterdal [EMAIL PROTECTED] wrote:
I have created a speedhack detector for amxmodx  ( Not released publicy as
of yet ), and i encountered alot of problems i dident think of before i
started. There is alot of things in a half-life map that can effect the
players speed  ( Ingame Entities ), that you neeed to check for.
I also found that making sure the server FPS was stable above 60 lowered
false detections.
A aggresive high ping kicker ( ppl with constatly changning ping get easly
detected )
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 12:36 AM
Subject: Re: [hlcoders] Speed hack detection?
 Jeff Fearn wrote:

 Say one put a threshold of 50% or 100% speed up, how would you go
 about detecting that in a server plugin?

 What I would do is keep a list of players currently on the server (store
 their edict as they connect along with their current location).  The
 player's location can be obtained from the
 ICollideable::GetCollisionOrigin() function.

 If your server plugin GetFrame() function keep checking each player's
 current location every so often (say every 0.5 seconds).

 The current location (in the array of players that you keep in your
 plugin) becomes the previous location.  Subtract the player's current
 location from the previous location to get a vector.  Determine the
 length of that vector (the distance between now and then), and divide
 the distance by the time (to get speed, i.e. units/second).  Store the
 new current location in the current location field of your array of
 players.

 If the speed calculated is above the server max, increment a hack
 counter.  If the speed is below the server max, decrement the hack
 counter (not letting it fall below 0).  When the hack counter reaches
 some maximum amount (let's say 6, which would be 3 seconds worth of
 compares), warn the player that the server thinks they are speed hacking
 and they will be given a 30 second grace period to turn it off or be
 banned from the server.

 Don't check them again for 30 seconds, then if they continue to reach
 the hack count, ban them.

 It's not fool proof and can lead to some false positives, but as long as
 you allow enough time between comparisons (the 0.5 second window) and as
 long as you require consecutive check failures (the counting to 6
 thing), you should have less people failing due to high latency network
 connections.

 The only problem is how do you handle falling speeds (if you have a long
 drop that can last for 5 or 6 seconds) and how do you handle teleporters
 which will look like an intantaneous jump from point A to point B making
 a speed that approaches the speed of light!  :)

 Again, averaging things out over several seconds should help avoid even
 these problems.

 --
 Jeffrey botman Broome

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 please visit:
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Michael Kramer
But then whoever writes the hacks would find that exploit and make it
so it tricks the server to make him think is ping was 400++ a lag
hack

On 5/18/05, Erling K. Sæterdal [EMAIL PROTECTED] wrote:
 I dont know what LPBs firstly.

 If someone has a constant ping of 400 im sure that fine, but the problem
 with when a users ping spikes, when this happens your speedhack detectors
 gets a false detection.
 This can easly be seen if a user is running a p2p program in the background,
 his ping can easly go from 50 ish to 400+++  for a minor second. Its posible
 someone with a better understand of the HL engine can make a better solution
 then what i made.
 You could proberbly add a ping check that made sure his ping at least was
 stable, as a midle ground.

 - Original Message -
 From: Andrew Foss [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, May 19, 2005 1:32 AM
 Subject: Re: [hlcoders] Speed hack detection?


 high ping kicking is mean and spiteful. I don't want to rant about it,
 but lag comp nullifies any complaints LPBs have. (which should be
 none, because HPBs don't lag the game. if anything LPBs with
 aggressive settings do.)

 On 5/18/05, Erling K. Sæterdal [EMAIL PROTECTED] wrote:
  I have created a speedhack detector for amxmodx  ( Not released publicy as
  of yet ), and i encountered alot of problems i dident think of before i
  started. There is alot of things in a half-life map that can effect the
  players speed  ( Ingame Entities ), that you neeed to check for.
  I also found that making sure the server FPS was stable above 60 lowered
  false detections.
  A aggresive high ping kicker ( ppl with constatly changning ping get easly
  detected )
 
  - Original Message -
  From: Jeffrey botman Broome [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Thursday, May 19, 2005 12:36 AM
  Subject: Re: [hlcoders] Speed hack detection?
 
 
   Jeff Fearn wrote:
  
   Say one put a threshold of 50% or 100% speed up, how would you go
   about detecting that in a server plugin?
  
   What I would do is keep a list of players currently on the server (store
   their edict as they connect along with their current location).  The
   player's location can be obtained from the
   ICollideable::GetCollisionOrigin() function.
  
   If your server plugin GetFrame() function keep checking each player's
   current location every so often (say every 0.5 seconds).
  
   The current location (in the array of players that you keep in your
   plugin) becomes the previous location.  Subtract the player's current
   location from the previous location to get a vector.  Determine the
   length of that vector (the distance between now and then), and divide
   the distance by the time (to get speed, i.e. units/second).  Store the
   new current location in the current location field of your array of
   players.
  
   If the speed calculated is above the server max, increment a hack
   counter.  If the speed is below the server max, decrement the hack
   counter (not letting it fall below 0).  When the hack counter reaches
   some maximum amount (let's say 6, which would be 3 seconds worth of
   compares), warn the player that the server thinks they are speed hacking
   and they will be given a 30 second grace period to turn it off or be
   banned from the server.
  
   Don't check them again for 30 seconds, then if they continue to reach
   the hack count, ban them.
  
   It's not fool proof and can lead to some false positives, but as long as
   you allow enough time between comparisons (the 0.5 second window) and as
   long as you require consecutive check failures (the counting to 6
   thing), you should have less people failing due to high latency network
   connections.
  
   The only problem is how do you handle falling speeds (if you have a long
   drop that can last for 5 or 6 seconds) and how do you handle teleporters
   which will look like an intantaneous jump from point A to point B making
   a speed that approaches the speed of light!  :)
  
   Again, averaging things out over several seconds should help avoid even
   these problems.
  
   --
   Jeffrey botman Broome
  
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   please visit:
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeff Fearn
On 5/19/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
 r00t 3:16 wrote:
  Does anyone know (please do not post it if you do know) how the speed hack
  actually works?
  It seems they are somehow changing a variable in memory ? Or are they
  tricking the server somehow ?

 Usually the client's system clock is running faster (slower?) than
 normal, I can't remember which way the system clock needs to go to make
 the game engine think time is passing more slowly.  Your client machine
 is running faster than normal so normal movement speed on your machine
 become high movement speed on the server (who's running on a different
 clock speed).

 If the client's game engine is ticking faster/slower than the server's
 game engine, the client will be able to move larger distances over the
 same amount of time.  It's sort of like the reverse of Einstein's theory
 of relativity.  Distances become smaller for people who are moving
 faster in time (or something like that).

Surely this is where it should be caught by the engine. I don't mean
the engine should ban/stop/warn the player, but that the engine should
know that even though the cheater is saying this is tick 3000, the
server is only at tick 2000, and thus the movement should not be
processed until tick 3000.

i.e even if the game plays faster on the cheaters computer, those
extra ticks should not be processed inline by the server and should
not be propigated to the other clients until it's the right time.

Obviously I am very wrong, because if it was that easy it would be
fixed ... google is my friend, I go visit him now ;)

Jeff

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Re: [hlcoders] Player Leaning

2005-05-18 Thread r00t 3:16
I have player leaning working (it isn't perfect needs some tweaking but it
works)
You need to transition the player to the left / right Using the player
angles and the ViewOffset
The angle will roll the camera a little and the view will shift the camera
to the left or right a little. Also you need to drop it down a little also.
if you lean over your hieght drops a tad.
Once the transition is done, You have to keep updating the viewoffset so
when the player spins he will always be leaning to the same direction. If
you do not do this , if you are standing still he will lean left but if you
turn right or left we will be leaning forward or backwards depending on the
way you turn. So you have to keep updating the veiwoffset.
What I did was once the transition is done figure out what the maximum lean
would and then just keep setting that
// Would fully peek them transition time has expired lean em over.
Vector vOffset, vTrueOffset,vRight;
player-EyeVectors(NULL, vRight, NULL); // consume memory much ?
vTrueOffset = vRight * -20; // This is the full left peek -20 units.
vOffset = player-GetViewOffset();
vOffset.x = clamp(vTrueOffset.x, -20, 20); // clamp it just incase
vOffset.y = clamp(vTrueOffset.y, -20, 20); // clamp it just in case
player-SetViewOffset(vOffset);
CategorizePosition();
// this is in the transition period...
Vector vRight, vLeft, vUp;
vUp = player-GetViewOffset();
player-EyeVectors(NULL, vRight, NULL ); // get the vRight vector x,y
vLeft = vRight * -2.50;
// below is kind of cheesy but I was figuring out a way to do it all at once
player-m_Local.m_vecPunchAngle.Set( ROLL, -flPeekMilliseconds * 0.025 ); //
this will roll the camera 0.025 for the transition period
player-SetViewOffset(vLeft);

That is a snip of code of how I did it. Yea it might not be pretty but this
was back when the MP SDK first came out.
I haven't had a chance to implement peaking and prone in the hl2mp sdk as of
yet..
For help on the transition stuff look at the Duck() function in
gamemovement.cpp
Hope that helps.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Michael Kramer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 8:14 PM
Subject: Re: [hlcoders] Player Leaning

Would I use the ViewOffset() funtion? I found that out just barely
using the SnapEyeAngles(); Function (I think it is that function) and
it just turns the camera.
On 5/18/05, Kuja [EMAIL PROTECTED] wrote:
Michael Kramer wrote:
I am trying to do player leaning...I have gotten everything except the
command...I am using ViewPunch(); for right now but it doesn't
stay...Does anyone know if there is a way I can rotate the FOV or make
it so that ViewPunch can stay? Thanx :D

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Simply rolling the view won't exactly be leaning, it'd be more like
tilting your head. To do leaning properly, you need to offset the view
and rotate it ;)
-Kuja
 Digital Paintball
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
True. Any anti cheat for that matter needs to be update constantly to be
affective.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Michael Kramer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 8:54 PM
Subject: Re: [hlcoders] Speed hack detection?
But then whoever writes the hacks would find that exploit and make it
so it tricks the server to make him think is ping was 400++ a lag
hack
On 5/18/05, Erling K. Sæterdal [EMAIL PROTECTED] wrote:
I dont know what LPBs firstly.
If someone has a constant ping of 400 im sure that fine, but the problem
with when a users ping spikes, when this happens your speedhack detectors
gets a false detection.
This can easly be seen if a user is running a p2p program in the
background,
his ping can easly go from 50 ish to 400+++  for a minor second. Its
posible
someone with a better understand of the HL engine can make a better
solution
then what i made.
You could proberbly add a ping check that made sure his ping at least was
stable, as a midle ground.
- Original Message -
From: Andrew Foss [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 1:32 AM
Subject: Re: [hlcoders] Speed hack detection?
high ping kicking is mean and spiteful. I don't want to rant about it,
but lag comp nullifies any complaints LPBs have. (which should be
none, because HPBs don't lag the game. if anything LPBs with
aggressive settings do.)
On 5/18/05, Erling K. Sæterdal [EMAIL PROTECTED] wrote:
 I have created a speedhack detector for amxmodx  ( Not released publicy
 as
 of yet ), and i encountered alot of problems i dident think of before i
 started. There is alot of things in a half-life map that can effect the
 players speed  ( Ingame Entities ), that you neeed to check for.
 I also found that making sure the server FPS was stable above 60 lowered
 false detections.
 A aggresive high ping kicker ( ppl with constatly changning ping get
 easly
 detected )

 - Original Message -
 From: Jeffrey botman Broome [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, May 19, 2005 12:36 AM
 Subject: Re: [hlcoders] Speed hack detection?


  Jeff Fearn wrote:
 
  Say one put a threshold of 50% or 100% speed up, how would you go
  about detecting that in a server plugin?
 
  What I would do is keep a list of players currently on the server
  (store
  their edict as they connect along with their current location).  The
  player's location can be obtained from the
  ICollideable::GetCollisionOrigin() function.
 
  If your server plugin GetFrame() function keep checking each player's
  current location every so often (say every 0.5 seconds).
 
  The current location (in the array of players that you keep in your
  plugin) becomes the previous location.  Subtract the player's
  current
  location from the previous location to get a vector.  Determine the
  length of that vector (the distance between now and then), and divide
  the distance by the time (to get speed, i.e. units/second).  Store the
  new current location in the current location field of your array of
  players.
 
  If the speed calculated is above the server max, increment a hack
  counter.  If the speed is below the server max, decrement the hack
  counter (not letting it fall below 0).  When the hack counter reaches
  some maximum amount (let's say 6, which would be 3 seconds worth of
  compares), warn the player that the server thinks they are speed
  hacking
  and they will be given a 30 second grace period to turn it off or be
  banned from the server.
 
  Don't check them again for 30 seconds, then if they continue to reach
  the hack count, ban them.
 
  It's not fool proof and can lead to some false positives, but as long
  as
  you allow enough time between comparisons (the 0.5 second window) and
  as
  long as you require consecutive check failures (the counting to 6
  thing), you should have less people failing due to high latency
  network
  connections.
 
  The only problem is how do you handle falling speeds (if you have a
  long
  drop that can last for 5 or 6 seconds) and how do you handle
  teleporters
  which will look like an intantaneous jump from point A to point B
  making
  a speed that approaches the speed of light!  :)
 
  Again, averaging things out over several seconds should help avoid
  even
  these problems.
 
  --
  Jeffrey botman Broome
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
Yes, that is kind of crazy really.
But what is weird, if they are speeding up the clock would you foot alot
faster and throw grenades faster etc?
I seen the speed hack only 1 or 2 times and didnt' remember seeing them fire
faster but it might be hard to tell dunno..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeff Fearn [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 9:32 PM
Subject: Re: [hlcoders] Speed hack detection?

On 5/19/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
r00t 3:16 wrote:
 Does anyone know (please do not post it if you do know) how the speed
 hack
 actually works?
 It seems they are somehow changing a variable in memory ? Or are they
 tricking the server somehow ?
Usually the client's system clock is running faster (slower?) than
normal, I can't remember which way the system clock needs to go to make
the game engine think time is passing more slowly.  Your client machine
is running faster than normal so normal movement speed on your machine
become high movement speed on the server (who's running on a different
clock speed).
If the client's game engine is ticking faster/slower than the server's
game engine, the client will be able to move larger distances over the
same amount of time.  It's sort of like the reverse of Einstein's theory
of relativity.  Distances become smaller for people who are moving
faster in time (or something like that).
Surely this is where it should be caught by the engine. I don't mean
the engine should ban/stop/warn the player, but that the engine should
know that even though the cheater is saying this is tick 3000, the
server is only at tick 2000, and thus the movement should not be
processed until tick 3000.
i.e even if the game plays faster on the cheaters computer, those
extra ticks should not be processed inline by the server and should
not be propigated to the other clients until it's the right time.
Obviously I am very wrong, because if it was that easy it would be
fixed ... google is my friend, I go visit him now ;)
Jeff
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Andrew Armstrong
What I find puzzling is why the hl/src server is not authorative over the
players movement?

How come it doesnt internally say, hey, you cant move that fast, im sorry,
back you go to where you should be.

Surely going on what the client says they should be in the map is
rediculous.

- Plasma

- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 11:56 AM
Subject: Re: [hlcoders] Speed hack detection?


 Yes, that is kind of crazy really.
 But what is weird, if they are speeding up the clock would you foot alot
 faster and throw grenades faster etc?
 I seen the speed hack only 1 or 2 times and didnt' remember seeing them
fire
 faster but it might be hard to tell dunno..


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Jeff Fearn [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, May 18, 2005 9:32 PM
 Subject: Re: [hlcoders] Speed hack detection?


  On 5/19/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
  r00t 3:16 wrote:
   Does anyone know (please do not post it if you do know) how the speed
   hack
   actually works?
   It seems they are somehow changing a variable in memory ? Or are they
   tricking the server somehow ?
 
  Usually the client's system clock is running faster (slower?) than
  normal, I can't remember which way the system clock needs to go to make
  the game engine think time is passing more slowly.  Your client machine
  is running faster than normal so normal movement speed on your machine
  become high movement speed on the server (who's running on a different
  clock speed).
 
  If the client's game engine is ticking faster/slower than the server's
  game engine, the client will be able to move larger distances over the
  same amount of time.  It's sort of like the reverse of Einstein's
theory
  of relativity.  Distances become smaller for people who are moving
  faster in time (or something like that).
 
  Surely this is where it should be caught by the engine. I don't mean
  the engine should ban/stop/warn the player, but that the engine should
  know that even though the cheater is saying this is tick 3000, the
  server is only at tick 2000, and thus the movement should not be
  processed until tick 3000.
 
  i.e even if the game plays faster on the cheaters computer, those
  extra ticks should not be processed inline by the server and should
  not be propigated to the other clients until it's the right time.
 
  Obviously I am very wrong, because if it was that easy it would be
  fixed ... google is my friend, I go visit him now ;)
 
  Jeff
 
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Daniel Jennings
Yes, speed hacks enable you to fire faster. With a 6x speed hack you can
empty a clip of the AK47 in practically no time. It doesn't let you reload
faster, though.

- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 6:56 PM
Subject: Re: [hlcoders] Speed hack detection?


 Yes, that is kind of crazy really.
 But what is weird, if they are speeding up the clock would you foot alot
 faster and throw grenades faster etc?
 I seen the speed hack only 1 or 2 times and didnt' remember seeing them
fire
 faster but it might be hard to tell dunno..


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: Jeff Fearn [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, May 18, 2005 9:32 PM
 Subject: Re: [hlcoders] Speed hack detection?


  On 5/19/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
  r00t 3:16 wrote:
   Does anyone know (please do not post it if you do know) how the speed
   hack
   actually works?
   It seems they are somehow changing a variable in memory ? Or are they
   tricking the server somehow ?
 
  Usually the client's system clock is running faster (slower?) than
  normal, I can't remember which way the system clock needs to go to make
  the game engine think time is passing more slowly.  Your client machine
  is running faster than normal so normal movement speed on your machine
  become high movement speed on the server (who's running on a different
  clock speed).
 
  If the client's game engine is ticking faster/slower than the server's
  game engine, the client will be able to move larger distances over the
  same amount of time.  It's sort of like the reverse of Einstein's
theory
  of relativity.  Distances become smaller for people who are moving
  faster in time (or something like that).
 
  Surely this is where it should be caught by the engine. I don't mean
  the engine should ban/stop/warn the player, but that the engine should
  know that even though the cheater is saying this is tick 3000, the
  server is only at tick 2000, and thus the movement should not be
  processed until tick 3000.
 
  i.e even if the game plays faster on the cheaters computer, those
  extra ticks should not be processed inline by the server and should
  not be propigated to the other clients until it's the right time.
 
  Obviously I am very wrong, because if it was that easy it would be
  fixed ... google is my friend, I go visit him now ;)
 
  Jeff
 
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
but it should reload faster though cause reloading is tick based ?
Weird stuff...
I know in some other games you can turn the game speed up on the server.
The first speed hack I ever seen was on one of those games and it was like
the client had their game speed way up but the servers and the other clients
had their's set to the normal.
I guess that is what botman was saying...
As Andrew said you would think the server would do sanity checks on those
sort of things, because those seem to be a global variable?


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Daniel Jennings [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 10:22 PM
Subject: Re: [hlcoders] Speed hack detection?

Yes, speed hacks enable you to fire faster. With a 6x speed hack you can
empty a clip of the AK47 in practically no time. It doesn't let you reload
faster, though.
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 6:56 PM
Subject: Re: [hlcoders] Speed hack detection?

Yes, that is kind of crazy really.
But what is weird, if they are speeding up the clock would you foot alot
faster and throw grenades faster etc?
I seen the speed hack only 1 or 2 times and didnt' remember seeing them
fire
faster but it might be hard to tell dunno..
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Jeff Fearn [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, May 18, 2005 9:32 PM
Subject: Re: [hlcoders] Speed hack detection?
 On 5/19/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
 r00t 3:16 wrote:
  Does anyone know (please do not post it if you do know) how the
  speed
  hack
  actually works?
  It seems they are somehow changing a variable in memory ? Or are
  they
  tricking the server somehow ?

 Usually the client's system clock is running faster (slower?) than
 normal, I can't remember which way the system clock needs to go to
 make
 the game engine think time is passing more slowly.  Your client
 machine
 is running faster than normal so normal movement speed on your machine
 become high movement speed on the server (who's running on a different
 clock speed).

 If the client's game engine is ticking faster/slower than the server's
 game engine, the client will be able to move larger distances over the
 same amount of time.  It's sort of like the reverse of Einstein's
theory
 of relativity.  Distances become smaller for people who are moving
 faster in time (or something like that).

 Surely this is where it should be caught by the engine. I don't mean
 the engine should ban/stop/warn the player, but that the engine should
 know that even though the cheater is saying this is tick 3000, the
 server is only at tick 2000, and thus the movement should not be
 processed until tick 3000.

 i.e even if the game plays faster on the cheaters computer, those
 extra ticks should not be processed inline by the server and should
 not be propigated to the other clients until it's the right time.

 Obviously I am very wrong, because if it was that easy it would be
 fixed ... google is my friend, I go visit him now ;)

 Jeff

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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Michael A. Hobson
At 07:51 PM 5/18/2005, root 3:16 wrote:
but it should reload faster though cause reloading is tick based ?
Weird stuff...
Not wierd at all.
The server's clock is what determine's server tick rate and therefore
the timing of Think() functions.
Server alone decides when you have reloaded.
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)
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[hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-18 Thread r00t 3:16
Subject sum's it up..
I try a ladder in hl2 death match and it is smooth as as be.
No jerking on dm_lockdown map
I install a fresh copy of the hl2mp sdk compile,
run dm_lockdown go to the same ladder and get on it and it is jerky..
Once you get people in the server with the hl2mp sdk it really jerks badly
going up or down ladders.
Does anyone know why the hl2 death match code works fine but the hl2mp sdk
does not?
When using cl_showpos 1 on the ladder in Half Life 2 Deathmatch the z
position doesn't not move at all.
and your velocity is bounces from 0.03 to 0.00
In the hl2mp sdk z position bounces about 0.60 up and down and your velocity
bounces from 1 - 8 and you aren't moving.
Is it a bug of some sort with the sdk ?
Any help would be greatly appreciated as I have spent about 2 hours trying
to figure it out I thought it could of been my code but after doing some
tests it is the hl2mp sdk code in general. I have not tried it with the MP
SDK though 
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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RE: [hlcoders] Odd viewing problem.

2005-05-18 Thread Adam \amckern\ Mckern
quote from lamothe (windows game programing)

In a FPS the camera angle will look like a fish eye
lense, with things out side of the center of the
players view looking round or distroted

^^ Excuse my typos

Adam


--- Spencer 'voogru' MacDonald [EMAIL PROTECTED]
wrote:
 Yes, I set the FOV to several different positions,
 including 90, with no
 change.



 -Original Message-
 From: Jeffrey botman Broome
 [mailto:[EMAIL PROTECTED]
 Sent: Wednesday, May 18, 2005 2:46 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Odd viewing problem.

 Spencer 'voogru' MacDonald wrote:
  Hello all,
 
  I'm having a problem that seems to be relating to
 the players viewing
  angles; basically I have a square area on a map.

 Are you using an FOV of 90?

 --
 Jeffrey botman Broome

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Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-18 Thread Adam \amckern\ Mckern
QUOTE

tests it is the hl2mp sdk code in general. I have not
tried it with the MP SDK though 

/QUOTE

Do you mean SP?


--- r00t 3:16 [EMAIL PROTECTED] wrote:
 Subject sum's it up..
 I try a ladder in hl2 death match and it is smooth
 as as be.
 No jerking on dm_lockdown map

 I install a fresh copy of the hl2mp sdk compile,
 run dm_lockdown go to the same ladder and get on it
 and it is jerky..

 Once you get people in the server with the hl2mp sdk
 it really jerks badly
 going up or down ladders.

 Does anyone know why the hl2 death match code works
 fine but the hl2mp sdk
 does not?

 When using cl_showpos 1 on the ladder in Half Life 2
 Deathmatch the z
 position doesn't not move at all.
 and your velocity is bounces from 0.03 to 0.00

 In the hl2mp sdk z position bounces about 0.60 up
 and down and your velocity
 bounces from 1 - 8 and you aren't moving.

 Is it a bug of some sort with the sdk ?

 Any help would be greatly appreciated as I have
 spent about 2 hours trying
 to figure it out I thought it could of been my
 code but after doing some
 tests it is the hl2mp sdk code in general. I have
 not tried it with the MP
 SDK though 


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com


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Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-18 Thread r00t 3:16
No the multiplayer code.
Halflife 2 Multiplayer SDK
Compared to the Half Life 2 Deathmatch..
The Half Life 2 Multiplayer SDK is the Half Life 2 Deathmatch code right?
If so then why the big difference ?
Load half life 2 deathmatch climb a ladder in dm_lockdown.
Then install Half Life 2 Multiplayer SDK compile and climb a ladder in
dm_lockdown.. HUGE difference.
I just ran 2 tests again and it seems the velocity in hl2 deathmatch
fluxuates from 0.00 - 0.01  that is standing still (hard to read tho cause
it kind of is fast)
Once on a ladder in hl2 deathmatch you velocity fluxuates about the same
standing still but your z position does not fluxuate at all..
In the hl2mp sdk standing still  your velocity is around 0.00 to 0.04
standing still
On a ladder however standing still your velocity jumps all over the places
and so does your z position which makes it very very jerky.
Hope I explained that well enough :)
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 12:06 AM
Subject: Re: [hlcoders] Why do the ladders work smooth in hl2 death match
but not the sdk?

QUOTE
tests it is the hl2mp sdk code in general. I have not
tried it with the MP SDK though 
/QUOTE
Do you mean SP?
--- r00t 3:16 [EMAIL PROTECTED] wrote:
Subject sum's it up..
I try a ladder in hl2 death match and it is smooth
as as be.
No jerking on dm_lockdown map
I install a fresh copy of the hl2mp sdk compile,
run dm_lockdown go to the same ladder and get on it
and it is jerky..
Once you get people in the server with the hl2mp sdk
it really jerks badly
going up or down ladders.
Does anyone know why the hl2 death match code works
fine but the hl2mp sdk
does not?
When using cl_showpos 1 on the ladder in Half Life 2
Deathmatch the z
position doesn't not move at all.
and your velocity is bounces from 0.03 to 0.00
In the hl2mp sdk z position bounces about 0.60 up
and down and your velocity
bounces from 1 - 8 and you aren't moving.
Is it a bug of some sort with the sdk ?
Any help would be greatly appreciated as I have
spent about 2 hours trying
to figure it out I thought it could of been my
code but after doing some
tests it is the hl2mp sdk code in general. I have
not tried it with the MP
SDK though 
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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[hlcoders] Mouse question ScreenToWorld question.

2005-05-18 Thread Spencer 'voogru' MacDonald
Hey all,

Here's a trickier question, my mod is going to need to have a mouse _always_
enabled, and I was simply wondering how would I go about making the mouse
always active without having an active view panel?

Next to that, I need to know if it's possible to convert the mouse cursor
position into world coordinates (like ScreenToWorld in HL1); I didn't see
anything like this in the HL2 SDK.

My intentions for this, is I want players to be able to hover over an
*invisible to the eye* brush entity and be able to get information relating
to that entity if they click on it.

Hopefully this is possible, since I'm up the creek without a paddle if there
is no way to do this.

Any points in the right direction will be great.

Thanks :)

- voogru.





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Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-18 Thread Adam \amckern\ Mckern
Yeah i can see what you mean

DM_Underpass

http://img265.echo.cx/img265/7127/dmunderpass00024wi.jpg
HL2CTF

http://img265.echo.cx/img265/3429/dmunderpass9lx.jpg
HL2:DM

I have more, but yeah, i can see what you mean

--- r00t 3:16 [EMAIL PROTECTED] wrote:
 No the multiplayer code.
 Halflife 2 Multiplayer SDK
 Compared to the Half Life 2 Deathmatch..
 The Half Life 2 Multiplayer SDK is the Half Life 2
 Deathmatch code right?

 If so then why the big difference ?
 Load half life 2 deathmatch climb a ladder in
 dm_lockdown.
 Then install Half Life 2 Multiplayer SDK compile and
 climb a ladder in
 dm_lockdown.. HUGE difference.

 I just ran 2 tests again and it seems the velocity
 in hl2 deathmatch
 fluxuates from 0.00 - 0.01  that is standing still
 (hard to read tho cause
 it kind of is fast)

 Once on a ladder in hl2 deathmatch you velocity
 fluxuates about the same
 standing still but your z position does not fluxuate
 at all..

 In the hl2mp sdk standing still  your velocity is
 around 0.00 to 0.04
 standing still

 On a ladder however standing still your velocity
 jumps all over the places
 and so does your z position which makes it very very
 jerky.

 Hope I explained that well enough :)

 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com


 - Original Message -
 From: Adam amckern Mckern [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, May 19, 2005 12:06 AM
 Subject: Re: [hlcoders] Why do the ladders work
 smooth in hl2 death match
 but not the sdk?


  QUOTE
 
  tests it is the hl2mp sdk code in general. I have
 not
  tried it with the MP SDK though 
 
  /QUOTE
 
  Do you mean SP?
 
 
  --- r00t 3:16 [EMAIL PROTECTED] wrote:
  Subject sum's it up..
  I try a ladder in hl2 death match and it is
 smooth
  as as be.
  No jerking on dm_lockdown map
 
  I install a fresh copy of the hl2mp sdk compile,
  run dm_lockdown go to the same ladder and get on
 it
  and it is jerky..
 
  Once you get people in the server with the hl2mp
 sdk
  it really jerks badly
  going up or down ladders.
 
  Does anyone know why the hl2 death match code
 works
  fine but the hl2mp sdk
  does not?
 
  When using cl_showpos 1 on the ladder in Half
 Life 2
  Deathmatch the z
  position doesn't not move at all.
  and your velocity is bounces from 0.03 to 0.00
 
  In the hl2mp sdk z position bounces about 0.60 up
  and down and your velocity
  bounces from 1 - 8 and you aren't moving.
 
  Is it a bug of some sort with the sdk ?
 
  Any help would be greatly appreciated as I have
  spent about 2 hours trying
  to figure it out I thought it could of been
 my
  code but after doing some
  tests it is the hl2mp sdk code in general. I have
  not tried it with the MP
  SDK though 
 
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
 
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 view
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