[hlcoders] HL2MP Bots in debug mode.

2005-06-03 Thread r00t 3:16
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] It does not seem bots are being flagged as bots when you add em.. In hl2mp_client.cpp in FinishClientPutInServer() { CBasePlayer *pBot = (CTR_Player *) pPlayer; if ( pBot == NULL ) return; if ( pBot-

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-03 Thread r00t 3:16
One method I know about is speederxp to speed hack search google for it... It speeds up the applications and such. r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Teddy" <[EMAIL PROTECTED]> To: Sent: Saturday, June 04, 2005 1:11 AM Subject: Re: [hlcoders] Speed hack d

Re: [hlcoders] Application error with update.

2005-06-03 Thread Stephen Micheals
i fixed it by just backing up my current changes making a new hl2dm mod then merging my changes into it now works correctly. Took a long time. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valveso

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-03 Thread Teddy
I don't think you can speed hack by increasing your cl_cmdrate. Check out this bit of networking doco valve published recently: "The client creates user commands from sampling input devices with the same tick rate that the server is running with. A user command is basically a snapshot of the curre

[hlcoders] npc_citizen entity issue

2005-06-03 Thread Spektre
I'm having a problem trying to figure out the npc_citizen entity. I'd like it to be assigned the resistance body model from later in HL2, but I can't find any difference in the SDK's example maps between the npc_citizen entitys from d1 to d3. It's defaulting to the refugee body model for me. I'm r

Re: [hlcoders] Getting a FULLBRIGHT picture of the scene into my Frame Buffer

2005-06-03 Thread Zach Brockway
The explicit constant/sampler register bindings were generated automatically by RenderMonkey. You could delete each of them and the shader would function identically; they would just be assigned registers automatically by the compiler instead. I think the value in specifying a register binding manu

Re: [hlcoders] Getting a FULLBRIGHT picture of the scene into my Frame Buffer

2005-06-03 Thread r00t 3:16
Nice work Zach. I have a question maybe you can answer. I see that you user registers eg: sampler SkyBox: register(s0); How do you know what register to use or more specifically when to use a register? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Zach Brockway" <[

Re: [hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16
UPDATE. Thank you imperio59 for recommending this. Include the files I said to leave out public/tier1/utlsymbol.h tier1/UtlBuffer.cpp tier1/utlsymbol.cpp Merge those then compile everything_SDK.sln then do a clean Rebuild of game_sdk.sln That should fix the memory access violation. That fixed

Re: [hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16
Well 2 people myself and Stephen are getting the exact same memory access violation but the error seems a bit different as he gets an assert first and I do not (yes im in the debugging build) I have almost tracked it down Stephen if you wanna try it and see leave out. public/tier1/utlsymbol.h tie

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-03 Thread Jeff Fearn
On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > Jeff Fearn wrote: > > > > Am I correct that a player does not actually state their position in > > the world but simply gives impulses (buttons), and therefore it's the > > number of impulses per second that allows speed hacking? > > Yes

RE: [hlcoders] Application error with update.

2005-06-03 Thread Mike Dussault
I can only offer some debugging hints since I don't have a repro case here for the assert or crash. Do you get a call stack when you get that mempool assert? If you make a new mod based on the hl2mp code and compile/run it, do you get this problem, or is it only with the code merged into your mod?

Re: [hlcoders] Application error with update.

2005-06-03 Thread Stephen Micheals
well its a good thing i have been using subversion whatever i find i will post. On 6/3/05, r00t 3:16 <[EMAIL PROTECTED]> wrote: > I have an unmodified version of the older sdk and ALOT has changed ... I > think roughly 130 files + some directories added I believe (have to check it > again for the

Re: [hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16
I have an unmodified version of the older sdk and ALOT has changed ... I think roughly 130 files + some directories added I believe (have to check it again for the correct numbers) So basically i need to check every file and see what has changed and see if I use whatever function that was changed

Re: [hlcoders] Application error with update.

2005-06-03 Thread Jeffrey \"botman\" Broome
r00t 3:16 wrote: Yea that could be (I had a feeling it was pointer but was not 100% sure) But the problem is WHERE .. alot of changes to the HL2MP sdk so it could be anywhere I find it very rare that 2 people would hit the exact same address violations with an error in our code. Unless it is cod

Re: [hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16
Yea that could be (I had a feeling it was pointer but was not 100% sure) But the problem is WHERE .. alot of changes to the HL2MP sdk so it could be anywhere I find it very rare that 2 people would hit the exact same address violations with an error in our code. Unless it is code that is the exac

Re: [hlcoders] Application error with update.

2005-06-03 Thread Jeffrey \"botman\" Broome
Stephen Micheals wrote: i just finished merging the new code into my mod and it compiled perfectly and then on load i get a assert in the file mempool.cpp @line 177 Assertion Failed: pBlob if i ignore the assert right after it will crash out with the same The instruction at "0x01286080" reference

Re: [hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16
Well that makes me feel a little better that I am not the only one.. I wonder if Valve could lend us a hand in determining what would be causing this? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Stephen Micheals" <[EMAIL PROTECTED]> To: Sent: Friday, June 03, 2

RE: [hlcoders] new sdk soon?

2005-06-03 Thread Mike Dussault
All of the latest hl2mp stuff is in the SDK that was released yesterday. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Heritage Sent: Friday, June 03, 2005 1:33 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] new sdk soon? I see DM had some

[hlcoders] Grapple hook or attaching wire

2005-06-03 Thread mike sullivan
-- [ Picked text/plain from multipart/alternative ] I need to know if anyone is able to implement a sort of grapple hook device to a physical body, ie, you shoot the hook from your hand then you can control the lift and maybe swing while still firing your weapon.. Any ideas on where to start wit

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-03 Thread Jeffrey \"botman\" Broome
Jeff Fearn wrote: Am I correct that a player does not actually state their position in the world but simply gives impulses (buttons), and therefore it's the number of impulses per second that allows speed hacking? Yes, I believe that is correct. The player sends movement commands to the serve

Re: [hlcoders] sv_turbophysics

2005-06-03 Thread tei
Draco wrote: You and Doug Lombardi must get along great. You both like to use "perhaps" alot :)) They also use the letter e i noticed -- Draco e?, i? bah! With the "T" letter and half-life2 you can build fighting mechs. http://img284.echo.cx/img284/6472/gmrobotwars00019pl.jpg http://im

Re: [hlcoders] Application error with update.

2005-06-03 Thread Stephen Micheals
i just finished merging the new code into my mod and it compiled perfectly and then on load i get a assert in the file mempool.cpp @line 177 Assertion Failed: pBlob if i ignore the assert right after it will crash out with the same The instruction at "0x01286080" referenced memory at "0x01286080" T

Re: [hlcoders] Application error with update.

2005-06-03 Thread Adam \"amckern\" Mckern
imo i have no idea what a call stack is, but those dlls live in windows open the .mdmp file (check the list about 5 months ago for how to understand them) Adam --- "r00t 3:16" <[EMAIL PROTECTED]> wrote: > The instruction at "0x01286080" referenced memory at > "0x01286080" The memory > could not

Re: [hlcoders] new sdk soon?

2005-06-03 Thread Ben Davison
-- [ Picked text/plain from multipart/alternative ] We got an SDK update yesterday, I didn't really go through it yet. On 6/3/05, Heritage <[EMAIL PROTECTED]> wrote: > > I see DM had some fixes done to it.. barrels explode bug fixed, > hitboxes corrected, 16bit scoreboard opposed to 8, power meter

Re: [hlcoders] Getting a FULLBRIGHT picture of the scene into my Frame Buffer

2005-06-03 Thread Zach Brockway
It's a bit off topic, but I have coincidentally been getting into shader authoring lately and have been toying with a night vision post process effect. It's probably horribly inefficient and unnecessary, but if anyone is interested in seeing my shader, I've uploaded the RenderMonkey project here:

[hlcoders] new sdk soon?

2005-06-03 Thread Heritage
I see DM had some fixes done to it.. barrels explode bug fixed, hitboxes corrected, 16bit scoreboard opposed to 8, power meter bug with water.. are these going to availible in a new sdk soon? ___ To unsubscribe, edit your list preferences, or view the li

[hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16
The instruction at "0x01286080" referenced memory at "0x01286080" The memory could not be "read" I thought I fixed this but i suppose I did not. Not sure what is causing this has something to do with the update and my merge into my code base. arg!! If anyone knows why I would be getting this pl

Re: [hlcoders] HL2MP SDK linker errors

2005-06-03 Thread r00t 3:16
Yup i did that then I was getting a illegal memory read. But I fixed that also so all well except for this last error im getting about my game rules not being on the client which they are in the client solution so dunno what that is about... r00t 3:16 CQC Gaming www.cqc-gaming.com - Origina

Re: [hlcoders] HL2MP SDK linker errors

2005-06-03 Thread Zach Brockway
-- [ Picked text/plain from multipart/alternative ] Yep.Add hl2mp_bot_temp.cpp to the hl project and rebuild. On 6/3/05, r00t 3:16 <[EMAIL PROTECTED]> wrote: > > hl error LNK2019: unresolved external symbol "void __cdecl > Bot_RunAll(void)" > (?Bot_RunAll@@YAXXZ) referenced in function "void __cde

[hlcoders] HL2MP SDK linker errors

2005-06-03 Thread r00t 3:16
hl error LNK2019: unresolved external symbol "void __cdecl Bot_RunAll(void)" (?Bot_RunAll@@YAXXZ) referenced in function "void __cdecl GameStartFrame(void)" (?GameStartFrame@@YAXXZ) hl error LNK2019: unresolved external symbol "class CBasePlayer * __cdecl BotPutInServer(bool,int)" (?BotPutInServer

Re: [hlcoders] sv_turbophysics

2005-06-03 Thread Draco
> You and Doug Lombardi must get along great. You both like to use "perhaps" > alot :)) They also use the letter e i noticed -- Draco ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.

Re: [hlcoders] sv_turbophysics

2005-06-03 Thread Dagok
You and Doug Lombardi must get along great. You both like to use "perhaps" alot :)) Dagok - Original Message - From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: Sent: Thursday, June 02, 2005 11:21 PM Subject: RE: [hlcoders] sv_turbophysics Perhaps in a future update. - Alfred -