Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-24 Thread Arithon Kelis
Thanks for the reply, Andrew.
I think I understand what you're saying (I did play on and help
administrate a few CS servers a while back), but I don't believe I'm
talking about the same thing.  It's not a constant thing - only the last
player in a full server is like this.
Basically, what I'm seeing is that a fast-moving normal player can be
shot by direct hits in a nearly ideal environment (100Mb/s full-duplex
switched network), but the bugged player will have to be lead by a
certain amount.  This amount seems to be directly related to the
velocity with which the bugged player is moving.  If all players were
acting similarly, I could chalk it up to some kind of erroneous
prediction.  However, it is only the player in the last slot of the
server.  (In an n player server, player #n will be bugged.)
Basically, I am seeing two seemingly identical players move in exactly
(Or as nearly so as is humanly possible) the same way with different
results.  One player will be directly hittable, the other will have to
be lead.  The server can be restarted, players switched; it doesn't
follow any specific player, only the slot that a given player falls into.
Andrew Foss wrote:
No, you're seeing this, and you are sane. It's common in
Counter-Strike servers to have to lead your targets for high
deflection shots. IE: when the player is moving left to right rapidly
across the FOV.
On Fri, 23 Jul 2004 21:46:34 -0700, Arithon Kelis [EMAIL PROTECTED] wrote:

I apologize in advance for the cross-posting.  I scanned through my
archive of the hlds mailing list, but did not see anything related to
this issue.  It appears, after careful study, that there exists a
discrepancy between a player's appearant position and their real
position that depends on the player's ID relative to the server.  This
has been observed in the base HLDM, DoD, and several third-party mods.
CS was not tested.
Description:
This bug allows a player to be seemingly invulnerable - shots fired
directly through their body (as seen by the client) will not affect them
at all, but shots fired a certain distance ahead of them (depending on
player speed) WILL hit them.  This only affects the player in the last
slot.
Reproduction steps:
1)  Start a 3-person dedicated server.
2)  Three people need to connect.  The player to connect last will be
the bugged player.
3)  Pick one of the first two players to be a control player, the other
will be the designated gunner.
4)  Have the control player run around.  Gunner should CAREFULLY aim and
fire ahead, behind, and directly upon the control player.  Only the
shots that are aimed directly at the control player should hit.
5)  Have the bugged player run around.  Gunner should CAREFULLY aim
and fire ahead, behind, and directly upon the bugged player.  Only the
shots that are aimed AHEAD of the bugged player should hit.
Notes:
-  Every person we have introduced to these reproduction steps has been
able to verify our findings.
-  Network latency seems to have no effect; the bugged player acts the
same to players with a 2.7ms ping as it does to players with a 120ms
ping. -  This does not SEEM to be a mod-related problem.  Every mod
tested, wether official or third-party, has displayed the same behaviour.
-  It is only the player in the last slot that displays this behavior.
I'd appreciate some feedback on this.  Am I simply going senile, or am I
really seeing this?
Thanks in advance,
--ari
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-24 Thread Tom Grim
I'm here to just put my 2 cents in. I'm actually one
of  the new coders for NS and have been working at
finding a solution for our hitbox issue that's
happening with  player N of a server with maxplayers
set at N.

I have been working with Arithon on reproducing it and
narrowing down what was happening. At first we thought
we just had a player who was somehow flagged
invincible, but it only seemed to happen when he was
moving. Repeated testing proved that the bugged
player's hitboxes were simply projected farther in
front of the model, in the same direction of movement.


In an effort to help eliminate variables, we tried
going back and recreating the bug on our current beta
build in Won Half-Life. We were successfully able to
reproduce it, using Ari's methods already listed.
Then, we went the extra step and tested other
Half-Life mods.
We were successfully able to reproduce getting a
bugged player on  Counter-Strike, DoD, and HLDM in
Steam. Additionally, we were able to recreate it in
Counter-Strike 1.5 and HLDM in Won Half-Life also
(didn't try DoD).

We do have demos available for just about every test
and are willing to produce them if people are having
problems recreating a bugged player situation. I
don't believe it should be an issue.

We also found a strange behavior about how you see
the bugged player. If you have a spectator or client
running a listen server and they're watching player A
shoot a bugged player B, they will see player A's aim
and shots landing behind player B. Meanwhile, player A
will see his shots hitting player B's model on his
client, but no damage being taken.  However, if player
A shoots in front of the model he sees for B, his
shots will register and will look like he's aiming
directly at the model that spectators/listenserver
sees.
This appears to be consistently the same thing
happening across mods.

The paradox is such: only the shooter sees the
problem. To everyone else, he just looks like his aim
is off
His shots will appear to miss (shots that are lead),
but will hit and do damage. Everyone else will see it
like a normal shot.

His shots that appear to hit will not deal damage.
Everyone else will see it like a missed aim behind the
player.
We really noticed this with projectile weapons, such
as acid rocket or gorge spit in NS, but it seems to
work with any weapon - hitscan or not.

It really looks like this bug of sorts has been around
for a while, but doesn't seem to have been found out
before.

Tom Grim
aka Elven Thief

--- Arithon Kelis [EMAIL PROTECTED] wrote:
 I apologize in advance for the cross-posting.  I
 scanned through my
 archive of the hlds mailing list, but did not see
 anything related to
 this issue.  It appears, after careful study, that
 there exists a
 discrepancy between a player's appearant position
 and their real
 position that depends on the player's ID relative to
 the server.  This
 has been observed in the base HLDM, DoD, and several
 third-party mods.
 CS was not tested.



 Description:
 This bug allows a player to be seemingly
 invulnerable - shots fired
 directly through their body (as seen by the client)
 will not affect them
 at all, but shots fired a certain distance ahead of
 them (depending on
 player speed) WILL hit them.  This only affects the
 player in the last
 slot.



 Reproduction steps:

 1)  Start a 3-person dedicated server.

 2)  Three people need to connect.  The player to
 connect last will be
 the bugged player.

 3)  Pick one of the first two players to be a
 control player, the other
 will be the designated gunner.

 4)  Have the control player run around.  Gunner
 should CAREFULLY aim and
 fire ahead, behind, and directly upon the control
 player.  Only the
 shots that are aimed directly at the control player
 should hit.

 5)  Have the bugged player run around.  Gunner
 should CAREFULLY aim
 and fire ahead, behind, and directly upon the
 bugged player.  Only the
 shots that are aimed AHEAD of the bugged player
 should hit.



 Notes:

 -  Every person we have introduced to these
 reproduction steps has been
 able to verify our findings.
 -  Network latency seems to have no effect; the
 bugged player acts the
 same to players with a 2.7ms ping as it does to
 players with a 120ms
 ping. -  This does not SEEM to be a mod-related
 problem.  Every mod
 tested, wether official or third-party, has
 displayed the same behaviour.
 -  It is only the player in the last slot that
 displays this behavior.


 I'd appreciate some feedback on this.  Am I simply
 going senile, or am I
 really seeing this?

 Thanks in advance,

 --ari


 ___
 To unsubscribe, edit your list preferences, or view
 the list archives, please visit:

http://list.valvesoftware.com/mailman/listinfo/hlcoders






__
Do you Yahoo!?
Yahoo! Mail - Helps protect you from nasty viruses.
http://promotions.yahoo.com/new_mail

___
To unsubscribe, 

[hlcoders] Re: hlcoders digest, Vol 1 #1374 - 10 msgs

2004-07-24 Thread Sylvain Gravejat
I started a debug session with hlds. I joined my server, typed reconnect,
the server crashed and the debugger pointed me to this line where
m_pCompany-m_flAmmoReplication was used without checking that m_pCompany
wasn't NULL first. Ooops :(

 Message: 7
 From: voogru [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: RE: [hlcoders] reconnect crash
 Date: Fri, 23 Jul 2004 16:55:41 -0400
 Reply-To: [EMAIL PROTECTED]

 What did you do? I've experienced this crash as well.

 My fix was applying the EF_NODRAW flag to the player in the
ClientDisconnect
 (after all the other disconnect functions are called).



 -Original Message-
 From: Sylvain Gravejat [mailto:[EMAIL PROTECTED]
 Sent: Friday, July 23, 2004 10:26 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] reconnect crash

 Ok, I thought retry was just performing reconnect a few times.
 I debugged a bit and managed to fix the bug anyway.
 Thanks.


  Reconnect is more of a full resource propagrtion, much
  like an connect
 
  retry just checks the basics, and the loads you into
  the game
 
 
 
  --- Sylvain Gravejat [EMAIL PROTECTED]
  wrote:
   What's the difference between the reconnect and
   retry commands?
  
   I'm having a major bug where a player performing
   reconnect crashes the
   server. retry however is working normally.
  
   ___
   To unsubscribe, edit your list preferences, or view
   the list archives, please visit:
  
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
 
  =
 
  hl2hosting.com
 
  AIM SN - amaperman
 
 
 
 
  __
  Do you Yahoo!?
  Yahoo! Mail Address AutoComplete - You start. We finish.
  http://promotions.yahoo.com/new_mail
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-24 Thread peter
I think a Valve employee should do Find in Files on 
gpGlobals-maxClients.




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-24 Thread Jeffrey \botman\ Broome
Tom Grim wrote:
We were successfully able to reproduce getting a
bugged player on  Counter-Strike, DoD, and HLDM in
Steam. Additionally, we were able to recreate it in
Counter-Strike 1.5 and HLDM in Won Half-Life also
(didn't try DoD).
I know CS uses 9 point blending, I believe DoD does as well.  I'm not
sure if HLDM uses 9 point blending under Steam (I know it didn't before
Steam came along).
I remember Alfred and Eric describing a problem with 9 point blending
where client hit boxes wouldn't be synched up properly with server hit
boxes (where hits are really determined).
Also I remember discussions on thewavelength.net about 9 point blending
having problems with players that are moving rapidly (that may have been
linked to players who rapidly switch from one gaited animation to a
different gaited animation).  The client side prediction of skeletal
bone locations (which determine hit box locations) didn't seem to match
up with the server's calculations for any MOD who had very high speed
player movement.  CS movement is relatively slow (compared to
deathmatch), so they descrepency between the client and server wouldn't
be as much since the players couldn't move that far in space over a
small amount of time.
Perhaps there is something about the order of the players in the server
that is determining when client/server data is replicated to the other
side (i.e. the higher the client index, the more that player gets
starved of network replication.  Of course, if this were true, you
wouldn't see this problem at all with the last player on a 2 player
server and you would see it 100% of the time with the last player on a
32 player server.
--
Jeffrey botman Broome
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


[hlcoders] hlds ping

2004-07-24 Thread patrick racicot
can you help me!!
ive made a server but at each time someone join the game his ping is really
high and he lags how can i fix that!!
Thx patrick
_
Scan and help eliminate destructive viruses from your inbound and outbound
e-mail and attachments.
http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines
 Start enjoying all the benefits of MSN® Premium right now and get the
first two months FREE*.
___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


Re: [hlcoders] hlds ping

2004-07-24 Thread [EMAIL PROTECTED]
[ Converted text/html to text/plain ]
Three questions:

How fast is your computer?  If you are below 1 GHz, that could be the problem.
How are you connected to the internet?  If it is with a 56K modem, your server
will lag.  You probably shouldn't be running a server without DSL or cable
modem.
What mod are you running, and does it have bots?  Bots can slow down a server.

-Scott
patrick racicot wrote:

can you help me!!
ive made a server but at each time someone join the game his ping is really
high and he lags how can i fix that!!
Thx patrick
_
Scan and help eliminate destructive viruses from your inbound and outbound
e-mail and attachments.
http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines[1]
 Start enjoying all the benefits of MSN® Premium right now and get the
first two months FREE*.
___
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders[2]

===References:===
  1. 
http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines
  2. http://list.valvesoftware.com/mailman/listinfo/hlcoders

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] huge debug problem

2004-07-24 Thread steamsucks

/NODEFAULTLIB:libcmtd.lib...

try 500 unresolved externals.

I formatted not long ago, installed vs6 sp 5
downloaded sdk2.3, compiled it and set it up for the debugger
put one line of code in to crash it pPlayer=NULL then I  deferenced pPlayer
and it gives me a mscvr70 error and wont point me to the line. How the hell did
it ever work? Nothing has been changed from default settings. So bascily if my
game crashes, I'm fucked because I dont know where or why it crashed. I have
over 10,000 new lines of code in my game easy, so I really do need the debugger
to work.

I cant afford microsoft’s premium prices so ill have to get an illegal version
of .net. Its just a pain in the ass for nothing because 6.0 was working fine
and I even own a legal copy.

Quoting cosh [EMAIL PROTECTED]:

 so...did you try /NODEFAULTLIB:libcmtd.lib ?
 :)

 [EMAIL PROTECTED] wrote:

 That seems logical but it did not work for me, i guess ill just have to
 find a
 copy of .net
 
 however i do get this build warning
 
 LINK : warning LNK4098: defaultlib LIBCMTD conflicts with use of
 other libs;
 use /NODEFAULTLIB:library
 
 I think that has something to do with it. I got that warning when i
 added
 msvcrt.lib to the link text box
 
 
 
 Quoting cosh [EMAIL PROTECTED]:
 
 
 
 hey,
 
 i already went through the trouble of finding out why my projects
 always
 need that damn msvcr70.dll and not the default msvcrt.dll
 
 well the solution is quite simple.
 
 the msvcrt.lib that comes with vc++6 references to the *default*
 msvcrt.dll (every operating system since windows 95 should come with
 it)
 
 but the msvcrt.lib that comes with vc++7 references to the
 msvcr70.dll.
 
 and i heard that visual studio 2003's msvcrt.lib references to
 msvcr71.dll
 
 so if you want to compile projects that just need msvcrt.dll you
 need
 to
 get your hands on the msvcrt.lib that comes with vc++6.
 
 you always just link with msvcrt.lib but every version of vc++
 references a different .dll file for it.
 
 hope that helped :)
 
 [EMAIL PROTECTED] wrote:
 
 
 
 What if i just install .net. Do guys think that might solve the
 
 
 problem?
 
 
 It seems like that 70 dll is from the .net version and somehow vs6
 
 
 wants it for
 
 
 my hl project. I have looked thu the project settings for hours
 without
 
 
 any
 
 
 luck. I have changed a lot of the #include statements but mabye i
 
 
 should just
 
 
 update. I guess i have a real excuse now.
 
 
 btw, is it pretty easy to upgrade?
 
 Quoting tei [EMAIL PROTECTED]:
 
 
 
 
 
 Its not hard to code a strcat and other small standard functions.
 Maybe
 you can code these functions in your source body, or search for a
 
 
 free
 
 
 replacement compatible with the SDK_EULA.
 
 IF you can avoid extra downloads, or extra pre-requisites, the
 installation and management will be much smoother...  Shit
 
 
 Happends,..
 
 
 
 
 
 
 K. Mike Bradley wrote:
 
 
 
 
 If you install the .NET framework I think this dll come in that.
 
 Run your browser and select Tools, Windows Update.
 It will be one of the Windows updates offered.
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Sunday, July 18, 2004 5:38 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] huge debug problem
 
 
 Well I installed the sdk and compiled that and added a line to
 make
 
 
 it
 
 
 
 
 crash
 
 
 
 
 and still got that missing dll thing. I don't know why it wants
 
 
 
 
 mcsrv70.dll
 
 
 
 
 I only have mcsrv40 and 20 on my pc. Why does it ask for 70?.  I
 
 
 
 
 just
 
 
 
 
 formatted and reinstalled vs 6.0 sp4. What is the deal with the
 
 
 sdk?
 
 
 
 
 My
 
 
 
 
 other coding projects work fine but this has never happened
 before
 
 
 
 
 with the
 
 
 
 
 hl sdk. I have never really edited the debugging libs before so I
 
 
 
 
 don't
 
 
 
 
 really know how I messed things up.
 
 Quoting [EMAIL PROTECTED]:
 
 
 
 
 
 
 I thought I was using the std libs?  The only thing i can think
 of
 
 
 
 
 is
 
 
 
 
 perhaps im using the old header files iostream.h not
 iostream.
 Like I said beofre.
 I rebuilt my project from the stock SDK so no project settings
 are
 changed.
 Only the code.
 
 Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]:
 
 
 
 
 
 
 [EMAIL PROTECTED] wrote:
 
 
 
 
 
 
 lately i have not been able to debug correctly because
 whenever
 
 
 I
 
 
 
 
 get
 
 
 
 
 
 a crash
 
 
 
 
 
 visual stuio tells me it cant find some stupid dll file called
 
 
 
 
 msvcr70.dll.
 
 You should use the Visual C++ Debug Runtime libraries...
 
 http://msdn.microsoft.com/library/default.asp?url=/library/en-
 
 
 
 
 us/vccore98/html/_core_c_run.2d.time_debug_libraries.asp
 
 
 
 
 
 ...then you will have source code in your traceback and can see
 
 
 
 
 where
 
 
 
 
 
 you are going wrong.
 
 --
 Jeffrey botman Broome
 
 ___
 To unsubscribe, edit your list preferences, or view the list
 
 
 
 
 archives,