Re: [hlcoders] Test

2006-07-10 Thread Andrew Foss

arrgh, your changes broke compatability with my mod!

:D

On 7/7/06, Eric Smith <[EMAIL PROTECTED]> wrote:


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Re: [hlcoders] Steam UI Update

2005-10-09 Thread Andrew Foss
Steam is not skinnable enough.

On 10/9/05, Tim Holt <[EMAIL PROTECTED]> wrote:
> The irony is that before windows, people complained about inconsistent UI
> design, and found the Mac then Windows UI a blessing to unify things.  Guess 
> if
> you've watch things long enough you see it goes full circle.  Frankly, I 
> welcome
> our UI standard overlords!
>
> Quoting "Andrew (Bromfitsen)" <[EMAIL PROTECTED]>:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > What's the point in having a program that follows windows "Standards" if
> > 99.9% of the people using it would rather it not look like the THOUSANDS of
> > generic, boring and uninspired applications that they already have
> > installed? The new UI is much better than the old one, and I congradulate
> > valve on making the change. But if they were to make it conform to a classic
> > windows theme I would much rather use the dull UI that it currently uses.
> > --
> >
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Re: [hlcoders] Steam UI Update

2005-10-09 Thread Andrew Foss
On 10/9/05, Dan Stevens (IAmAI) <[EMAIL PROTECTED]> wrote:
> It appears to be that Steam is skinable therefore, if you want a Windows
> Classic style Steam, you can find one of make one.

Steam is not skinnable enough.
Winamp, at least you can skin it to look like Windows.

Ditto Trillian.

I would like to see Steam skinnable entirely, IE window shape, what's
in the menus, what the entire app looks like (not just color) etc.

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Re: [hlcoders] collision boxes latency

2005-10-06 Thread Andrew Foss
sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that
the hitboxes move faster than the player, unless you're shooting at
them, at least as far as I've been able to tell.

On 10/6/05, Ratman2000 <[EMAIL PROTECTED]> wrote:
> Hello,
>
> the problem is the hitbox calculation...
>
> When you strafe left, your hitbox get out of the model on the left side...
> So when you shoot there is no fligth time calculation...
> When you now move foreward and stop on an wall to get cover than your hitbox
> can stay before the wall as result as the hitbox calculation...
> the hitbox than take i think ca 0,5 - 1 second to get back over the standing
> model...
>
> So i think there is no way to aim realy like a pro gamer in cs1.6
> Its only luck to kill an player becouse you have to aim left before an
> player when he is moving to the left side...
> So many of kills get on the account of the hitbox calculation... its not an
> nice way to calculate it but the simplest way...
>
> width friendly greatings
>
>
>
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Re: [hlcoders] so...valve..

2005-09-26 Thread Andrew Foss
No, it's only third party mods that are affected. CS:S and HL2DM were
re-built to support the new features/changes.

The problem is, we haven't got the new SDK, so we can't integrate the
new changes.

On 9/26/05, Aditya Gaddam <[EMAIL PROTECTED]> wrote:
> Mods seem to work fine. I played counter strike and hl2 dm fine
> yesterday.. DoD worked too.. but thats not really source.. yet! =P
>
> So I guess you either missed an update or something else is horribly
> wrong with your install.
>
> On 9/26/05, Harry J Walsh <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > This can't happen until valve release the SDK update.
> >
> > On 9/23/05, LDuke <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > The question should be: when are the mods gonna update to support the
> > > Valve
> > > update.
> > >
> > >
> > >
> > > On 9/23/05, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> > > >
> > > > This is a multi-part message in MIME format.
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > So, when's a new update going to be released to fix the 'all mods are
> > > > broken' issue?
> > > >
> > > >
> > > >
> > > > --
> > > >
> > > >
> > > > ___
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> > --
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> http://www.pixelfaction.com
> AIM:ApeWithABrain
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Re: [hlcoders] ERROR

2005-07-14 Thread Andrew Foss
Tei, I think you messed up the zip's dictionary. It's more like:

HELLO FRIEND, MY NAME ITS MINH LE. I AM DEPOSED VALVE ROYALTY. I HAVE
A LARGE SUM OF SOURCE CODE. UNFORTUNATELY MY COMPUTER IS NOT WORKING.
IF YOU COULD SEND YOURS TO ME I WILL GIVE YOU SOME OF MY SOURCE CODE
IN RETURN.

YOU CAN CONTASCT ME AT 1-419-003-1337

YOURS FAITHFULLY,
MINH LE.

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Re: [hlcoders] non HL question

2005-05-25 Thread Andrew Foss
to change the root name, I believe you login to the server single
user, using a restore/install disc, mount your OS drive, open up
/etc/passwd and change the first line's name, the first entry, to
whatever you want the name to be. then you open /etc/shadow and do the
same.

don't touch anything else. the entry should look like

username:passwd:UID:GID:full_name:directory:shell
or:
root:x:0:0::/root/:/bin/bash
to be changed to:
God:x:0:0::/root/:bin/bash

do the same in /etc/shadow, except it has the password hash after the
first colon. don't touch it, if you mess with anything after the first
colon, you're screwed.

On 5/25/05, tei <[EMAIL PROTECTED]> wrote:
> Andreas Kang wrote:
> > Hello, I'm a newb and i was just woundring howto change the root username?
>  > In that way make the server more secure.. :)
>  > and im sure that you guys know that :)
>
> Thats not a good idea.
>
> You may use your box shell trough ssh, then copy/download files with
> rsync trough ssh.  scp and sftp can be also good tools.
>
> If you are paranoid enough, never use root, send root commands trough sudo.
>
> You can also disable by default demons you dont need. And update the
> system often (apt-get, urpmi, yum, portage, etc.. )
>
> Of course, use a password easy to remenber, with numbers,etc, but
> imposible to guess by brute force.
>
> The art of good passwords!.. TEHA0GP
> No more lemmings left!...  NMLL0ZERO
> Blue screen of death   BLUEY0RICKBLUE
> Lyiing on Laugh...   L0LAUGH
> I am not a lawyer..!1ANA1
> Valve, I am gratefull...  V1AGRA
>
> etc..
>
> Final suggestion, safety rules are like "The fight club" rules:
>NEVER show your real safety rules publically. Thats dumb.
>
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Re: [hlcoders] People crying about changes to CS:S custom network protocol

2005-05-22 Thread Andrew Foss
A: No, they weren't. I agree. I said as much up there. It sucks, but
bitching about it doesn't help.

B: It has been stated multiple times now that that is for HL2. and has
NO BEARING WHATSOEVER ON CS:S.

http://www.valve-erc.com/srcsdk/Code/ServerPlugins.html <-- Oddly, the
sdk docs seem to detail a method for a plugin to display a menu. fancy
that.

Funny, can you post a copy of the message, I seem to not be able to
find anything like that in my inbox.

And you're blindly complaining.


On 5/21/05, Dagok <[EMAIL PROTECTED]> wrote:
> So many people spreading misinformation.
>
> a) Plugin authors were given NO warning, ever, none whatsoever.
>
> b) It is documented in cl_dll/menu.cpp and this has been stated multiple
> times now.
>
> Both of these points are things Alfred said and he is incorrect about.  You
> are just blindly regurgitating what he said.

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Re: [hlcoders] People crying about changes to CS:S custom network protocol

2005-05-21 Thread Andrew Foss
Server admins:

This is not an end-user support mailing list. The usual use of this
mailing list is to assist programmers with half-life related code
support. Please lean on your plugin author for support. You do have a
say. However you're barking up the wrong tree.

It is not our fault. It is not your fault. This list sympathizes, but
it's not, strictly, our problem.

Now if you want general pointers on how to re-author a plugin so it
works with the correct method, this is the right list.

To both plugin coders: You were given ample warning about the
valve-sanctioned menu method. You chose to ignore it. This is all on
you.

This list is not the place to bitch about changes that broke your
plugin that happens to rely on undocumented interfaces. It's not
documented for a reason: You're not supposed to screw around with it.

In case you missed it, and are too lazy to check the archives:

[EMAIL PROTECTED] @ May 20, 2005
>3rd party plugins have been using a hack to trigger an unused bit of
>game code. We provide them with another, maintained, user friendlier
>version of menus that work across all mods, they need to start using
>that.

[EMAIL PROTECTED] @ May 20, 2005
>Assuming
>that CS:S uses the same code that we ship in the SDK is wrong (because
>they won't match). Injecting network messages and assuming the same
>implementation in a binary you don't control is not going to work. We
>have provided a stable, consistent (across all mods) API for plugins to
>message users. We have already added new functionality to this interface
>at the request of plugin authors, a quick email discussion with us and I
>am sure we can find a middle ground. Also note that plugins already use
>the exported API for HL2MP (and other 3rd party mods I suspect).

>We are not going to be held hostage to 3rd party programmers using
>triggering out of date and unused game code that isn't part of a
>published API (i.e part of an exported interface function).
End snip.

To Valve: You guys give the best support to modders out of any company
I know of. But I hate to say it: the plugin authors have a point: a
little forewarning would be nice. I'm not saying you need to take out
an ad in the paper every time you fix something, or anything remotely
like that, but a little notice somewhere (like on this list, or on a
website) about changes to interfaces, and perhaps even a little more
verbosity in the changelogs (possibly even post the changelog a day or
two before the update, just [changed] items and boring [fixed] ones)
would probably be well recieved by many people: developers, admins and
possibly even average players (That bug has been fixed? Thank god!)

If I may make a suggestion: If you haven't got a PR person, find one.
You guys got killed by the public during the HL2 delay because, as
Gabe Newell put it, he froze up. Any news is good news. Even if it's
just to say: "Hey, we're going to make a change to some horribly hacky
code that a lot of you use for something. An alternate interface will
be provided. Details to follow."

To everyone else on the list: Calm down. I know a bunch of complaints
have been posted many times already, but is it really going to solve
anything by getting pissed off? Of course not. Breathe deeply. Take
your anger out by splattering some newbies on the wall with a toilet
in a game of HL2:DM...

It'll make you feel right as rain.

On 5/21/05, Dagok <[EMAIL PROTECTED]> wrote:
> Says who?  You have no business telling people who can and cannot post to
> the lists.
>
> The topic has been being discussed in several of the lists.  The menu
> problem affects Server Admins the most...so yes we do have a say.
>
>
>
>
> - Original Message -
> From: "Michael A. Hobson" <[EMAIL PROTECTED]>
> To: "HLCoders" 
> Sent: Saturday, May 21, 2005 9:53 PM
> Subject: [hlcoders] People crying about changes to CS:S custom network
> protocol
>
>
> > First of all,
> >
> > No Server Plug-in author has now or ever had any business depending upon
> > the network
> > protocol for any mod they do not themselves control remaining unchanged
> > over time.
> >
> > Secondly, I'll wager a few plugged nickels here that the vast majority of
> > people pissing
> > and moaning about the MenuSelect format change are not even server plug-in
> > authors,
> > but are instead server admins who were using somebody else's hack plug-in.
> >
> > If you aren't a programmer, you have no business posting to this list.
> >
> >
> > Michael A. Hobson
> > email: [EMAIL PROTECTED]
> > (310) 344-3585 (cell)
> >
> >
> > ___
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> >
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Andrew Foss
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: 
> 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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> >
>
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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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[hlcoders] (semi OT) 3d panoramas

2005-05-16 Thread Andrew Foss
Okay, I found something neat that I think a few of us would be
interested in. http://blog.johnsto.co.uk/?action=view&id=57

Load a map, set mat_envmaptgasize to 512 and use 'envmap'. then take
the resulting output and run it through a program called GoCubic. then
you get a 3d panorama of your map in quicktime VR format like so:
http://www.johnsto.co.uk/panoramas

my on topic part of this mail is: would it be possbile for Valve to
either: A: increase the limits on mat_envmaptgasize or B: put in a
function that takes highres envmaps?

This could be a useful way to show off parts of maps.

I think it'd make a wonderful teaser to be able to pan around a spoit
in a map. (and at 93 k for the 512x512 VRs, a small file for a lot of
'cool factor'.)

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Re: [hlcoders] adding unused weapons

2005-03-31 Thread Andrew Foss
you need to have MSVC. you also need to add entries into the send
table. there's a bit of editing required, and some weapons don't
actually do anything (Hopwire works, shoots cable and etc, but doesn't
actually do any damage)

Plus, you'd need to come up with models.


On Thu, 31 Mar 2005 14:40:56 +0100, garry <[EMAIL PROTECTED]> wrote:
> You should be able to just right click on the file and change exclude
> to include. You'll need to add a weapon_*.txt file to the scripts
> folder too I think.
>
>
> On Thu, 31 Mar 2005 13:41:42 +0100, Paul Vinten <[EMAIL PROTECTED]> wrote:
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hi, I'm poking around in the SDK and want to reactivate some of the "Unused 
> > weapons" in hl->source files->hl2dll->unused
> >
> > I assume that somewhere there is a file that includes or references which 
> > weapon cpp/ h file to compile into the dll, but I'm unable to locate it... 
> > any help appreciated :)
> > --
> >
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Re: [hlcoders] Question about Precaching in Source.

2005-02-27 Thread Andrew Foss
because it's annoying to play a game of CS and have it sound like UT,
q3, and a mash of a few movies and TV shows.

Seriously, how often will the sound be used, and would it _really_ add
something useful to the game? Every server adds the same damn "doh"
and "multikill" sound sets, but they invariably have different names.
I don't want an 800mb /sound/ folder like I did in the last days of
CS, and I sure as hell don't want to download the same frigging files
every time I connect to another server (I have steam on a drive just
big enough to hold it and a couple other games.)

Besides, you haven't got a license to freely distribute most of those
files, correct? You really don't want iD and Digital Extremes, not to
mention Matt Groening, to sue you, do you?


On Thu, 24 Feb 2005 17:15:07 -0500, Spencer 'voogru' MacDonald
<[EMAIL PROTECTED]> wrote:
> Back in the good ole days of HL1, when you precached a file from the server,
> this file was automatically added to some sort of list that when a client
> connects, and he does not have the precached file, the server would send it
> to him, or have him download it from the sv_downloadurl.
> 
> Automatically.
> 
> Now, in Source, if we want to add a sound, or a model, using a server side
> mod, we have to go make res files for each different map in order for the
> resources to be sent to the client.
> 
> If the server has a lot of maps, and we decide to add, say, a sound file
> that players hear when someone says "doh!", now we have to go to every res
> file and add the sound file.
> 
> Rather annoying.
> 
> What was wrong with precached files automatically being sent to the client
> when the server precaches a resource? Why isn't it like this in Source?
> 
> If the server precaches a file, chances are the client is going to need it,
> right?
> 
> - voogru.
> 
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Re: [hlcoders] moveable Spawnpoints

2005-01-27 Thread Andrew Foss
The issue I see here is that if it were attached to the sides of an
APC, a malicious player could park the APC up against a wall and have
players spawn into the void or into a solid wall, or into places in
the map that they shouldn't be in (spawn on the other side of a wall
where an objective is? into protected spawn areas?)


On Thu, 27 Jan 2005 09:51:23 +, British_Bomber <[EMAIL PROTECTED]> wrote:
> Couldnt you acctually make an entity in and of itself that is a spawn
> point, but instead of attaching it to another entity,  you used
> something similar to parent but it's based on loacational objects.
> Rofl sorry perhaps an example would be a little clearer,
>
> If you have a game play that is based on capturing specific locations,
>  you start out at a base and with each new flag you capture, the spawn
> points all move to that flag, or a few of them do.
>
> Yes it could be done in a different way, but I think that should bring
> the topic back into the realm of coding :D
>
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Re: [hlcoders] External ballistics

2005-01-13 Thread Andrew Foss
Sorry for the late reply. Windows decided to die on me.

The people mainly concerned with this want full realism, IE, time of
flight. I suggested not using tracelines for impact determination.  As
I concluded, it'd probably be better to simulate drop by using
re-purposed grenade launcher code (just speed up the amount of force
the projectile comes out, change the model, etc.)


On Mon, 10 Jan 2005 12:33:46 -0800, David Byttow <[EMAIL PROTECTED]> wrote:
> The problem is that these are line traces, not fast moving bullets.
>
> So, the best way I can see is to precalculate the target and then move
> the object down based on gravity.
>
> When a bullet is fired, you can line trace to see what it hits, then,
> you can easily determine (based on time) how far down gravity would
> have taken it. If you are just concerned with showing "hit fx" at this
> location so that if the player is shooting at a wall far away it is
> shown accurately, then just use this position and end it. However, if
> you are concerned w/ actual accuracy where this "gravity" would
> actually cause the gun to "miss" a target far away (which I really
> don't see a need for), then you need to do a bit more. Using this "new
> position" then do *another* line trace from the muzzle to it. If it
> hits the same object, you're done, if not, find a new position and
> repeat until it hits the same object after adjusting the position.
> Does this make sense? I think that's as good as you're going to get
> and should work well w/out any conceivable inaccuracy.
>
>
> On Sun, 9 Jan 2005 13:36:03 -0800, Andrew Foss <[EMAIL PROTECTED]> wrote:
> > Okay, when a bullet leaves a gun, it doesn't fly in a straight line,
> > it drops at 9.8m/s^2.  You can, if you fire a gun over a level
> > surface, with the barrel parallel to the ground, drop a bullet at the
> > same height as the muzzle, and the two bullets will impact the ground
> > at the same time.
> >
> > Now, every shooter knows this, and will "zero" their sights at a
> > certain range. If you zero your sights at 100 yards, your bullet will
> > hit the exact spot you aimed at (not considering crosswind, and other
> > factors.) at 100 yards. Your sights could also be correct for another
> > solution at a closer range (5-10 yards) Consider: when you shoot, the
> > bullet follows a very shalow parabola in path. when your sights are
> > zeroed, you cut a line through the parabola. there are 2 solutions
> > where that line intersects the parabola. Your sights aren't right on
> > the path of the bullet, and this is why you have to zero them.
> >
> > http://chrony.ca/tgraph.gif is an example of .222 remington's
> > ballistic path. Take that image and add a line that slopes from 5
> > pixels above (0, 0) and intersects the point at 200 yards. anything
> > above that line is shooting high, anything below that is shooting low,
> > and if the points intersect, you have a zero at that range.
> >
> > That is with a sight zeroed at 200 yards. If you re-zero your sight to
> > 250 yards, the bullet will hit higher on a 200 yard target. (to get
> > more distance, you have to angle the barrel higher) this has the
> > effect of changing the angle of your sights in relation to the barrel.
> > While the actual difference isn't as extreme as the above makes it out
> > to be, it's not trivial.
> >
> > (I strongly suggest everyone wanting to implement ballistics should
> > download the demo copy of Ballistic Explorer or another such program.
> > it has data for all sorts of common and uncommon calibers.)
> >
> > points I overed in my previous post: I'll touch on them briefly.
> > Minute of angle: MOA is usually a cone, where 1 MOA is a 1 inch
> > diameter cone, 100 yards long, with the point originating in the
> > barrel of the weapon.
> >
> > You probably won't have to worry too badly about perfection in your
> > calculations. If you can do them quickly but less accurately, or just
> > use regular physics and forget the concept of traceline-based bullets.
> > It looks like suicidecommando is doing/has done this, so it's do-able.
> > you might want to keep an eye on calculation load and check accuracy
> > against known real life data, I have no clue how Source would handle
> > something moving ingame at a few thousand feet per second.
> >
> > ___
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> > please visit:
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> >
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[hlcoders] External ballistics

2005-01-09 Thread Andrew Foss
Okay, when a bullet leaves a gun, it doesn't fly in a straight line,
it drops at 9.8m/s^2.  You can, if you fire a gun over a level
surface, with the barrel parallel to the ground, drop a bullet at the
same height as the muzzle, and the two bullets will impact the ground
at the same time.

Now, every shooter knows this, and will "zero" their sights at a
certain range. If you zero your sights at 100 yards, your bullet will
hit the exact spot you aimed at (not considering crosswind, and other
factors.) at 100 yards. Your sights could also be correct for another
solution at a closer range (5-10 yards) Consider: when you shoot, the
bullet follows a very shalow parabola in path. when your sights are
zeroed, you cut a line through the parabola. there are 2 solutions
where that line intersects the parabola. Your sights aren't right on
the path of the bullet, and this is why you have to zero them.

http://chrony.ca/tgraph.gif is an example of .222 remington's
ballistic path. Take that image and add a line that slopes from 5
pixels above (0, 0) and intersects the point at 200 yards. anything
above that line is shooting high, anything below that is shooting low,
and if the points intersect, you have a zero at that range.

That is with a sight zeroed at 200 yards. If you re-zero your sight to
250 yards, the bullet will hit higher on a 200 yard target. (to get
more distance, you have to angle the barrel higher) this has the
effect of changing the angle of your sights in relation to the barrel.
While the actual difference isn't as extreme as the above makes it out
to be, it's not trivial.

(I strongly suggest everyone wanting to implement ballistics should
download the demo copy of Ballistic Explorer or another such program.
it has data for all sorts of common and uncommon calibers.)

points I overed in my previous post: I'll touch on them briefly.
Minute of angle: MOA is usually a cone, where 1 MOA is a 1 inch
diameter cone, 100 yards long, with the point originating in the
barrel of the weapon.

You probably won't have to worry too badly about perfection in your
calculations. If you can do them quickly but less accurately, or just
use regular physics and forget the concept of traceline-based bullets.
It looks like suicidecommando is doing/has done this, so it's do-able.
you might want to keep an eye on calculation load and check accuracy
against known real life data, I have no clue how Source would handle
something moving ingame at a few thousand feet per second.

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Re: [hlcoders] Steam Team

2005-01-09 Thread Andrew Foss
windows 3.1 on a 386SX. on a 14.4 modem.


On Fri, 7 Jan 2005 22:23:59 +0100, Elektordi <[EMAIL PROTECTED]> wrote:
> A automatic system (bot) running under Windows Me !!!
>
> By the way, which OS the server is running ?
>
> Elektordi
>
> - Original Message -
> From: Vyacheslav Djura <[EMAIL PROTECTED]>
> To: 
> Sent: Friday, January 07, 2005 12:29 AM
> Subject: [hlcoders] Steam Team
>
> > Just curious - what people are responsible for programming our beloved
> > Steam? ;)
> >
> > Regards,
> >   Vyacheslav Dzhurahttp://www.hl2source.com
> _
>
> Envie de discuter gratuitement avec vos amis ?
> Téléchargez Yahoo! Messenger http://yahoo.ifrance.com
>
>
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Re: Re[2]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Andrew Foss
Depends on your firearm. a pistol bullet can travel anywhere from less
than 1000 feet per second (subsonic 9mm pistol rounds) to 2750 FPS
(5.56 nato rifle rounds) or more. a granularity of 1 calculation every
50 meters is, at roughly mach 1, 7 caluclations a second. Well within
server tick rates.

On the issue of calulations times: if you're doing per-poly hit
detection things might get a bit hairy and expensive, but considering
the size of the hitboxes and the size of the maps (if you're using
smallest source sizes and biggest maps this probably won't apply) you
don't have much to fear. A difference of 1-2 world inches at 100 yards
won't make much of a difference.

You could make the weapon perfectly accurate in game, but the
calculation error alone would make the weapon just as accurate as it
is in real life. Sniper rifles could be higher-precision in
calculation to account for increased RL accuracy. You'd want to limit
the number of player-snipers, but I figure that with higher difficulty
you'd have less people bothering to snipe.

Yarin, you're really off on your figuring: 1 MOA (minute of angle,
roughly 1 inch at 100 yds) is about as accurate as an average hunting
rifle. 0.5 MOA is a worthy goal for dedicated sniper rifles, and 2 MOA
is average for most AR15 and AK type automatic rifles.

I'd also like you all to consider the following: why bother with
tracelines and their associated calculation at all. Why can't you have
a vphys bullet that operates like a snark? Damage doesn't happen until
it touches something. You can even make it nonsolid and have
penetration. just make the bullet put a traceline out behind it and
when it flies through a wall, the traceline detects the opposite
surface when it passes through and puts the decals, effects, and
decrements it's 'penetration' counter?

You might want to consider re-appropriating the SMG grenade's code:
when it contacts a model, it does area damage and removes itself,
right? remove the floor/wall contact code or replace it with
penetration, and you basically have a very low impulse, very large
bullet.

If anyone wants to hear more about ballistics, which I can tell you
quite a bit more about, you can contact me at [EMAIL PROTECTED] if
enough people are interested in the nitty-gritty I'll send a more
refined ballistics information e-mai to the list.


On Tue, 4 Jan 2005 07:26:24 +0100, Yarin Kaul <[EMAIL PROTECTED]> wrote:
> Hallo Jeffrey,
>
> Du schriebst:
> > r00t 3:16 wrote:
> >>
> >> But suppose you wanted it so players who shoot weapons had to
> >> compensate for distance, aiming a little ahead of a running player
> >> etc.
> >>
> >> Is the source engine able to do this?
>
> > [...]
> > The real issue is that things that move VERY fast through the world
> > don't get their position updated often enough to follow the path of a
> > true parabola.  You get something like this (excuse the ASCII graphics)...
>
> > Game Ticks (StartFrame) at the 'v's
>
> >   v   v  v   v
>
> >   x--x
> >  /\
> > /  \
> >/\
> >   /  \
> >  /\
> > /  \
> >/\
> >   x  x
>
>
> Shouldn't that look more like this?
>
>  \ / \ /
>   x---x--\ /
>  / \ / \ \x---
>  / \  --
> --  \ /
>   ---x-
> / \
>
> I think the large steps which are emerging if the calculation is done
> in real-time aren't such a serious problem in a game (it would be
> serious if you are writing a software for simulation purposes,
> indeed).
>
> If you fire a bullet over a distance of 100 meters, it may lose 1
> meter of height till it hits the target (Rubbish? I'm not an expert on
> ballistics). The player wouldn't even notice that there are only a few
> gradations.
>
> Got what I'm trying to say? :-)
>
> --
> Grüße,
>  Yarin <[EMAIL PROTECTED]>
>
> -BEGIN GEEK CODE BLOCK-
> Version: 3.12
> GCS d-(++) s:+>: a--->-- c++(+++)>$ UL++> P--(---) L+++(++)>$
> E--- W+++$ N+>++ o? K? w++(---) !O M-- !V Y(+) PGP--- t+++ 5-- X R-
> tv++ b(+) DI@  D+ G++ e? h! r-- !y+
> --END GEEK CODE BLOCK--
>
>
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Re: [hlcoders] useful anti-cheat tool alternatives?

2005-01-02 Thread Andrew Foss
I'd prefer a valve run (or even just valve blessed) global banlist
system. Admins can register a "strike" against a player. Users can
register increments of a strike against a user.

So say people are playing like they do, someone comes in and starts
obviously hacking. the players votekick the player. 0.0 strikes. the
player comes back and starts hacking again. the players 'voteban (with
strike)' him. 0.25 strikes. the admin clears the banlist to give
banned players another chance. the player comes back and starts
cheating again. admin elects to add a piece of a strike to fill him
out to 1 (admin_add_strike steamid strike value )

so the syntax would be:
"admin_add_strike STEAM_0:0:31337 0.75 "obvious hacking, mygot tag.""

Strikes are limited to a max of 1 for admin, 0.1 and .25 by majority user vote.

Players must be on a server or must have just been on server within 1
hour of vote issuance. So if the lamer leaves before he gets voted,
the server can still register him being struck. Admins can choose to
participate in the global banlist, and the global banlist can choose
who is allowed to participate (IE: if mygot gets a server and someone
notices it, all the strikes they've issued are nullified. If Bob wants
to run a hacking server, he can choose not to participate in the
global ban system, or even not run it on his server temporarily.

All servers should have an ID, all IDs should be tied to a name and
player steamID/account.

Obviously, admins can choose not to run a ban-enabled server, and for
this to work entirely there should be more than one layer of security:
(IE Valve decides to bless it with a link in the steam system to the
global banlist site to check the user's strike status and enforce it
by greying out certain mods/content. (perhaps even display a "time
left until unbanned" message.) Should the user be able to somehow
bypass the steam menu, the servers check each joining player's steamID
and let them play a minute or so until the allow/deny message comes
back. Considering a DB failure, perhaps a server outage, the user
should have a token attached to his client that contains a public key
secured warnlevel, client ID and other such information. Should the
user modify the file from what's on the server, (and there hasn't been
an outage) well, how's a strike each changed byte sound.)

Strikes:
First strike is an email message to the steam account's E-mail.
Second strike is a 1 hour ban.
At 3 strikes, it's a 24 hour ban from the selected mod.
At 5 strikes, it's a week's worth of ban. from all games.
at 7 strikes, a month.
if the user gets 10 strikes it's a 1 year ban.
If the user picks up an 11th strike, he's gone. permanently banned.

Yeah, I think the fear of the almighty ban will straighten up most
cheaters. I think moreso the fear of the wrath of their victims when
they gain the power to do something will straighten the rest.

If they don't want to be banned, I'm sure Valve would be happy to sell
them another copy of their game. hurt them in the wallet, where it
really counts.

On Sun, 2 Jan 2005 12:06:36 +0100, Dominik Tugend
<[EMAIL PROTECTED]> wrote:
> I think this is the right list!
> Since engine-knowledge etc. is a must 4 AntiCheat tools (it would be strange
> to only catch signatures of known cheats when you have an modable engine)!
>
> But I think VALVe won't do much, because it is pretty obvious that they
> can't support or don't have the will to support CS 1.6 anymore (currently).
> If VAC doesn't get updated for CS 1.6 then tools like CD are our only option
> (actually I think s.o. at United Admins is leaking or has leaked
> confidential information (this may happen in future again), also huge parts
> of UA members seem to have lost interest in CD for CS 1.6 (there are only a
> few active programers that do all the work).
>
> I think a demo analyzing tool would be interesting.
> It should be able to analyze 1st person demos and should also compare these
> with an HLTV demo that shows the same match (because dem files can be
> modified very easy).
> Also it should take BSP data (the levels) into account.
> But since this tool could never proof a cheat (it only could assist admins)
> and the efforts to do it would be realy high (since I don't know of s.th.
> compareable yet, there are only some dem + bsp specifiaction docs and
> scripts out there) I don't think there will be such a tool.
>
> Also let's be honest:
>
> Most likely CS 1.6 has entered the last timespan of it's lifecycle.
> The community will either move on to CS:S or other games or old players will
> quit gaming and new players will start with CS:S or other games.
>
> The chances of an revival are minimal.
>
> I think our only options  currently are an VAC update (won't happen or will
> only happen for a last time I think) or an CD fix.
> Also I think if we stop leagues because of many players cheating, we've
> already lost the battle (but also I have no good suggestion what could be
> done otherwise, I am realy very

Re: [hlcoders] faceposer is evil.

2004-12-31 Thread Andrew Foss
plenty, about 2 gb.

I just bit the bullet and reinstalled steam using the small installer,
it seems to be working.

On a side note, the SDK mod selector seems to be a bit fubar. I can
use the SDK apps, but it only works with CS:S (complains about
gameinfo.txt being invalid or missing for everything else.) Oddly
enough, the hl2 models are being used for faceposer.

I think I'm going to be ending up reinstalling windows and steam. I
think faceposer (which seems to be very fragile) corrupted something.


On Thu, 30 Dec 2004 12:07:04 -0800, Taylor Sherman
<[EMAIL PROTECTED]> wrote:
> OK - well the operation that's failing is either opening the file at
> all, or trying to map the file into memory, which can cause it to grow
> by about a megabyte - is there room on the disk for that?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Andrew Foss
> Sent: Thursday, December 30, 2004 10:59 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] faceposer is evil.
>
> it wasn't. I used sysinternal's process explorer and there were no
> steam apps running, I don't use virus scanners, and ther were no steam
> files that had a lock on them.
>
> On Wed, 29 Dec 2004 14:25:17 -0800, Taylor Sherman
> <[EMAIL PROTECTED]> wrote:
> > Something on your computer is locking that file -- if you can't find
> > anything obvious (like a virus scanner that is stuck on it, or a
> > leftover steam.exe or hl2.exe etc process in task manager), try
> > rebooting Windows.
> >
> > Taylor
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Andrew
> Foss
> > Sent: Wednesday, December 29, 2004 2:23 AM
> > To: Half-life Coders List
> > Subject: [hlcoders] faceposer is evil.
> >
> > I was playing with faceposer, and it crashed. I was trying to open the
> > barney model. Something about creating a bitmap. No big deal, I try
> > restarting steam and it gives me an error:
> >
> > Steam.exe (main exception): Cannot open blob archive file:
> > CMultiFieldBlob(mem-mapped file): Failed to open file.
> >
> > oookay, let's try the old "delete clientregistry.blob and try again"
> > trick.
> >
> > nothing.
> >
> > I went to steampowered, went to the new tech support system, and it
> > tells me this could be bad.
> >
> > Valve, please fix your damn program :(
> >
> > or tell me what file is offending so I can at least know what it is...
> >
> > Let's hope a reinstall of steam will work.
> >
> > ___
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> > please visit:
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> >
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> >
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Re: [hlcoders] faceposer is evil.

2004-12-30 Thread Andrew Foss
it wasn't. I used sysinternal's process explorer and there were no
steam apps running, I don't use virus scanners, and ther were no steam
files that had a lock on them.


On Wed, 29 Dec 2004 14:25:17 -0800, Taylor Sherman
<[EMAIL PROTECTED]> wrote:
> Something on your computer is locking that file -- if you can't find
> anything obvious (like a virus scanner that is stuck on it, or a
> leftover steam.exe or hl2.exe etc process in task manager), try
> rebooting Windows.
>
> Taylor
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Andrew Foss
> Sent: Wednesday, December 29, 2004 2:23 AM
> To: Half-life Coders List
> Subject: [hlcoders] faceposer is evil.
>
> I was playing with faceposer, and it crashed. I was trying to open the
> barney model. Something about creating a bitmap. No big deal, I try
> restarting steam and it gives me an error:
>
> Steam.exe (main exception): Cannot open blob archive file:
> CMultiFieldBlob(mem-mapped file): Failed to open file.
>
> oookay, let's try the old "delete clientregistry.blob and try again"
> trick.
>
> nothing.
>
> I went to steampowered, went to the new tech support system, and it
> tells me this could be bad.
>
> Valve, please fix your damn program :(
>
> or tell me what file is offending so I can at least know what it is...
>
> Let's hope a reinstall of steam will work.
>
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Re: Re[2]: [hlcoders] again about FX5200 overclocking

2004-12-29 Thread Andrew Foss
I had a chaintech geforce 4 ti 4200 where the fansink died. I didn't
know until I was playing in a game and got confetti textures. the T&L
unit also went out.

check and make sure that your heatsink is attached, and the fan on it
is rotating freely.

I don't think hl2 is broken for all FX series cards, maybe yours is
just broken. Trust me, premature failures are nothing new to the
graphics card market. my geforce is more complicated than the p4 that
runs it.


On Wed, 29 Dec 2004 09:26:28 +0200, Vyacheslav Djura
<[EMAIL PROTECTED]> wrote:
> Hello Steven,
>
> Wednesday, December 29, 2004, 7:26:18 AM, you wrote:
> SG> If you overclock something and have problems you can't expect anyone to do
> SG> anything. It's a risk and if it doesn't work it's your problem and no one
> SG> elses.
> I ***DID NOT OVERLOCK ANYTHING*** I repeat.
>
> And I decided to write to the list because NO ONE at Steam forums
> seems to care about my problem. And their (Valve) programmers are
> reading this list and if they do care about end users a bit they would
> react somehow.
>
> Furthermore I personally didn't receive any official response from
> their support forums to any of my questions.
>
> How can videocard be overheat because of some background image and
> console
>
> --
> Best regards,
>  Vyacheslavmailto:[EMAIL PROTECTED]
>
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[hlcoders] faceposer is evil.

2004-12-29 Thread Andrew Foss
I was playing with faceposer, and it crashed. I was trying to open the
barney model. Something about creating a bitmap. No big deal, I try
restarting steam and it gives me an error:

Steam.exe (main exception): Cannot open blob archive file:
CMultiFieldBlob(mem-mapped file): Failed to open file.

oookay, let's try the old "delete clientregistry.blob and try again" trick.

nothing.

I went to steampowered, went to the new tech support system, and it
tells me this could be bad.

Valve, please fix your damn program :(

or tell me what file is offending so I can at least know what it is...

Let's hope a reinstall of steam will work.

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Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Andrew Foss
When I read that, I just about had a coronary. Then I remembered: Next
year is less than a week away. :D

And now I realize that "next year" includes 365.25 days. drat.


On Fri, 24 Dec 2004 02:14:28 +, Ben Davison
<[EMAIL PROTECTED]> wrote:
> From Adrian Finol
>
> Hey Ben,
>
> Sorry but it wont be until next year. There's a couple of stuff we are
> working on that we want to get in the codebase before we release it.
>
> Take care.
>
>
> On Thu, 23 Dec 2004 20:30:59 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> > I guess the suprise to have the hl2dm sdk released for the holidays isn't
> > going to happen :(
> >
> > r00t 3:16
> > CQC Gaming
> > www.cqc-gaming.com
> >
> > ___
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> > please visit:
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> >
>
>
> --
> - Ben Davison
> - http://www.shadow-phoenix.com
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Re: [hlcoders] should I wait for hl2dm sdk?

2004-12-16 Thread Andrew Foss
offtopic: Wow, hopwire was a PITA to implement. I'm new at C++, of
course, but wow. Now I need to figure out a way to get the angles of
the created hopwire "wires" and make them do some damage, or blow up
the hopwire (as the comment puts it: // Todo: Go boom ... Or something
)

I guess it's time to print some debug info to the console...


On Thu, 16 Dec 2004 12:08:29 -0800, Kyle Keating <[EMAIL PROTECTED]> wrote:
> thank you!
>
>
> On Thu, 16 Dec 2004 14:00:37 -0500, Michael Fischer <[EMAIL PROTECTED]> wrote:
> > That's great news!  Thanks a ton.
> >
> > Adrian Finol wrote:
> > > We are planning on releasing the HL2DM source code but don't have a date
> > > for it right now.
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Kyle Keating
> > > Sent: Wednesday, December 15, 2004 8:35 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: Re: [hlcoders] should I wait for hl2dm sdk?
> > >
> > > I worked on and complete a hl1 mod for two years. I became very
> > > efficient with that SDK and so far, hl2 seems very similar. If I need to
> > > learn anything, its the new entity structure and some new variable names
> > > and vgui 2.0. Other than that I just want to improve hldm2. My entire
> > > hl1 mod was aimed at improving hldm1 and we developed lots of robust
> > > features that we would like to incorporated into hldm2 before it gets
> > > boring and dies out. With only 2 maps and and no features, the mod
> > > (hldm2) as it stands is pretty bare, and valve would do itself justice
> > > by realising the SDK to the experience programmers who have the
> > > motivation and enthusiasm to help the game. I don't want the SDK to
> > > learn. I did that, I want the SDK to make hl2dm worthy of its name.
> > >
> > >
> > > On Wed, 15 Dec 2004 22:35:23 -0500, John bKT Bellone
> > > <[EMAIL PROTECTED]> wrote:
> > >
> > >>ChessMess wrote:
> > >>
> > >>
> > >>>Learning through example is much more efficient then learning by
> > >>>trial. If you have the time to spare, learn by trial. If you need to
> > >>>get up to speed quickly or you don't have the time to spare, learn by
> > >
> > >
> > >>>example.
> > >>>
> > >>>What ever became of that Book that was suppose to be published about
> > >>>modding for HL2?
> > >>>
> > >>>http://www.amazon.com/exec/obidos/tg/detail/-/0761543635/qid=11031454
> > >>>08/sr=1-3/ref=sr_1_3/102-8508584-8465730?v=glance&s=books
> > >>>
> > >>>___
> > >>>To unsubscribe, edit your list preferences, or view the list
> > >
> > > archives, please visit:
> > >
> > >>>http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>>
> > >>>
> > >>>
> > >>>
> > >>>
> > >>>
> > >>>
> > >>
> > >>Not sure... I usually learn faster by learning by trial because I know
> > >
> > >
> > >>exactly what is happening, and I don't need to fish around someone
> > >>elses' code.
> > >>
> > >>Normally I look at entities (in this SDK at least) that would most
> > >>resemble what I am attempting to create, therefore I have somewhat of
> > >>a basis when creating mine. The power of "Find in Files" :)
> > >>
> > >>--
> > >>-John "bKT" Bellone
> > >>Project Manager, Programmer
> > >>Flipside Software
> > >>http://www.flipsidesoftware.com
> > >>
> > >>
> > >>___
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> > >
> > > please visit:
> > >
> > >>http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > >
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> > >
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> > >
> > >
> > >
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Re: [hlcoders] FileFarm - Community File Mirror Network

2004-12-16 Thread Andrew Foss
> Another solution can be to add a tiny HTTP webserver to steam, and able
> Dedicated Server to query files to my Steam app :D

How about putting p2p tech in steam instead. Allow modders to create a
file hosted on a machine in a special format (modname.steamdist) that
has a file or list of files, servers, and CRCs. then you can
distribute this small .steamdist file sort of like a .torrent file.
Since steam can hook into a browser, why not add an association in
Firefox/IE to let steam handle them. When steam gets one of these
links, it connects to the server(s) listed in the steamdist file and
downloads the file(s). You could put a single zip file on your
machine, create a steamdist, and anyone who wants to download your mod
can get it from you. Users can get the file from each other, and since
the CRC is in place, users can be guaranteed the accuracy of the files
contained.

To take it a step further, remove the whole concept of "server" from
the steamdist file. Steam will automatically connect to a main steam
server and query it for faster users to link up to, to request pieces
from. Valve could even push updates for their tier 1 games to some
clients and use the p2p method to pass it on to others, cutting the
load on the content servers.

While I'm on the concept of Steam, Would it be possible for the steam
client to use standard windows widgets? I like the look of windows
(shock! horror!). at least make it skinnable (moreso than it is. look
at Trillian, the multi-medium communication tool, or winamp...)

You could also, while you're at it, make a downloaded mod listing
using standard windows "tree" views, and put currently downloaded mods
under the game in question. Users want to play Hostile intent, they
expand Half-Life and double click it (side note: third party game
icons... ever?)  They want half-life, double click half-life.

Sort by name would be lovely. (or at least being able to drag the
games/mods around. Okay, so I'm a bit of a neat freak.)

These are just a few items I want to see in steam, since it's passed
it's "teething" phase. It needs some teeth now.

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Re: [hlcoders] hldm2 default FOV 75.... what the ***k?

2004-12-15 Thread Andrew Foss
Yeah, I noticed too. fov 90 made things look much better. I would have
made me motion sick, if it didn't stutter so bad.


On Tue, 14 Dec 2004 21:32:28 -0800, Kyle Keating <[EMAIL PROTECTED]> wrote:
> reminded me of turok2, a cheap trick to up the framerate.
>
> On Sun, 12 Dec 2004 23:08:40 -0600, Brian 'Satertek' Irelan
> <[EMAIL PROTECTED]> wrote:
> > Its the same in HL2 single player.  There were alot of articles about
> > how it made people sick.
> > http://games.slashdot.org/article.pl?sid=04/11/23/1631228&tid=204
> >
> > On Sun, 12 Dec 2004 14:44:10 -0800, Kyle Keating <[EMAIL PROTECTED]> wrote:
> > > no comment.
> > >
> > > ___
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> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > --
> > Get Firefox
> > http://www.GetFirefox.com
> >
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Re: [hlcoders] re: false claim of real-time radiosity support in Source Engine

2004-11-30 Thread Andrew Foss
> *cough*Half-Life2 has perpetual motion by positive energy creation*cough*

Yeah, see, there's a plug on the back of the grav gun for power
output. it is, after all, a ZERO POINT energy gun, and we all know
that zero point energy is some dark, magical energy that comes from
nowhere and seems to be entirely infinite.

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Re: [hlcoders] Realtime radiosity & Source ?

2004-11-29 Thread Andrew Foss
Starsiege and the tribes games had this ability. the language was C
like and you could manually input it in the console.


On Mon, 29 Nov 2004 21:32:53 +0100, tei <[EMAIL PROTECTED]> wrote:
>
> > Of course, this isn't as realtime as other engines, but other engines don't
> > exactly provide MOD teams with the level of tools that Valve does either.
> > Most of them only release a scripting kit rather than a C++ base SDK.  Makes
> > me wonder what they're hiding?  Parts of the HL2 code (or other games)
> > maybe?
> >
>
> in my humble opinion(*), hummm.
>
> no*. Around 500 MB of CPP generated with Visual C++ ***WITH THE MFC***
> (YES, you can start a game with the project wizard of VC6, or at least
> exist people FOOL enough to do that).
>
> You can see the src for a few modern largue projects legally. Allegiance
> (Microsoft), Golgota (?), System Shock (?), Homeworld, heee a few
> more, whas code release to able linux guys to do the conversion to his
> OS... the license its restrictive, able only that, but able you to read
> the src and learn a bit.
>
> You can also check real open source games, like FreeCiv,Battle for
> Wesnoth, and try to "steal" some AI ideas, etc... IMHO its better to read
> articles on Gamasutra than try to learn something from the src of other guy.
>
> I am really impresed by Gamasutra articles quality.
>
>   . . .
>
> About scripting on games, has sense*. The gamelogic dont really need to
> be C or other compiled lang, can be interpreted, bytecode, etc.. often
> its faster to write scripts than apps, so can be fastest to write mods
> for a scripting powered engine than for a dll based engine. BUT the fun
> about engines like HL1/HL2 its you can do a lot more than other engines.
> And this its WHY some people swich from Battelefield 1942 to HL2, because
> feel need the extra power and can handle the extra dificult
>
> OF COURSE, a good idea* can be to add a small scripting engine to HL2, ..
> Its that AMX?, .. other good interpreters can be Javascript, PHP, Python,
>   anything .NET, etc..   You can do that because you can encapsulate the
> engine API on another API you provide to the interpreter lang. The
> problem its: its a very long and boring process. You have to tweak type
> conversions back and for from to engine/interpreter and its boooring.
> Of course, the result can be interesting: modability on the fly, you can
> edit your mod alive, adding more code, full control for debugging (pause,
> step, run) etc...
>
> I myself like Spidermonkey (javascript) that its easy to install, but the
> license its not compatible* (its GPL) and I am not a lawyer, I dont know
> other license compatible with the SDK_EULA, maybe BSD?, maybe exist some
> interpreter BSD licenses out here :]
>
>
>
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Re: SV: SV: [hlcoders] Looking Forward Possible Mods?

2004-11-29 Thread Andrew Foss
speaking of test maps: will a coder please up VERTEX_BUFFER_SIZE?

thank you.*

(of course, that's because I probably didn't run vis and I used a BSP
decompiler to get the decompiled map of cs_militia. the thing takes a
cube and turns it into 6 1u thick brushes. Not very kind to vis. I'm
still struggling with "leaf cluster saw into cluster", whatever that
means. Anyone at valve on the compile-tools team want to make docs for
us all?


On Sat, 27 Nov 2004 23:53:09 +0100, Jakob W. Nielsen
<[EMAIL PROTECTED]> wrote:
> Mine doesn't crash when picking up the buggy, but I get killed real fast
> as it swirls around a lot and eventually hits the player with enough
> force to kill him :(
> I should add I tried it in a small cubic test map I made..
>
> /JWN
>
> -Oprindelig meddelelse-
> Fra: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] På vegne af Tony "omega"
> Sergi
> Sendt: 25. november 2004 16:35
> Til: [EMAIL PROTECTED]
> Emne: RE: SV: [hlcoders] Looking Forward Possible Mods?
>
> If you pick up the combine apc thing, it crashes too. Well, sometimes I
> can
> make it not crash by hitting secondary attack quickly and jerking the
> mouse
> around and wait for however many seconds a 1fps it takes to let it go.
> Heh
>
> -Original Message-
> From: Andrew Foss [mailto:[EMAIL PROTECTED]
> Sent: November 25, 2004 9:23 AM
> To: [EMAIL PROTECTED]
> Subject: Re: SV: [hlcoders] Looking Forward Possible Mods?
>
> cvarlist phys
>
> you'll see physcannon stuff there. set the pull strength high enough
> and you can pick up the buggy. of course it crashes after a few ms, so
> what good is it.
>
> set the trace length higher and the effects operate at a larger
> distance. (I've picked up cars on the far side of highway 17 and put
> them back, from around a bay.
>
> On Wed, 24 Nov 2004 22:06:11 +0100, tei <[EMAIL PROTECTED]> wrote:
> >
> > More SPOOILERS
> >
> > And you can use the citadel physgun in other levels (you changelevel
> to
> > others ). But for some reason ( error transformation from vec3 to
> > quaternions? havok its weak? too much computer power needed?? NAN
> > values??? ) firing the buggy with this weapon crash the game to
> desktop
> > after a long frezze.
> >
>
> ---
> Outgoing mail is certified Virus Free.
> Checked by AVG anti-virus system (http://www.grisoft.com).
> Version: 6.0.799 / Virus Database: 543 - Release Date: 19/11/2004
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Re: Re[2]: [hlcoders] So, what do you think of Half-Life2?

2004-11-29 Thread Andrew Foss
The first ending was much the same way, except you were given a
choice. It was assumed you'd choose to step into the portal instead of
taking the "anticlimactic" ending.

This one doesn't give you a choice, and the ending "is rather an
anticlimax, after what you've just sss-urvuived."

On Mon, 29 Nov 2004 09:06:29 -0500, K. Mike Bradley <[EMAIL PROTECTED]> wrote:
> We all Agree the ending was terrible.
> I still think Valve should re-write it and update it thru steam.
>
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Andrew 45yrf
> Sent: Monday, November 29, 2004 5:16 AM
> To: [EMAIL PROTECTED]
> Subject: Re: Re[2]: [hlcoders] So, what do you think of Half-Life2?
>
> I thought the ending was brilliant.  Not graphically or story wise.
> You notice that it brought out a real emotion in you.  Lol personally I just
> felt used.  Like the Gman put you there to do what he wanted, and instead of
> letting you find out the ending he whisks you away to work for him on
> somthing else.
>
> Pretty much how gordon would feel and also brings the story right back to
> where it started.  IMO though the final chapter was too easy.
>
> On Sat, 27 Nov 2004 14:51:22 -0700, Hasan Aljudy <[EMAIL PROTECTED]>
> wrote:
> > I think it's the best game I've ever played .. except that I don't
> > play many games :P
> >
> > Game play wise .. I only hated the route canal level .. (seems like
> > repetition of HL1 style of play, which I honestly don't like).
> > Best part is the street fights in City-17 ..
> >
> > With regard to the story line and the scenes .. I loved all the scenes!
> > except for .. the ending :/
> > not that it's bad .. but it's disappointing and leaves me with an
> > empty feeling. (I think that's what valve wanted the palyer to feel ..
> > oh well). The fighting and al .. was so high .. then suddenly
> > confusion .. !
> >
> > On Sat, 27 Nov 2004 23:30:57 +0200, Vyacheslav Djura
> >
> >
> > <[EMAIL PROTECTED]> wrote:
> > > Hello,
> > >
> > > Well you know... Half-Life 2 is great. And I think it can earn first
> > > Half-Life's title - Best game of all times. Until there will be
> > > Half-Life 2 I guess :) BUT! I'd like to point out some negative
> > > sides of the game:
> > >
> > > 1) The game doesn't answer any questions from Half-Life 1.
> > > Furthermore it makes player to ask more questions and doesn't answer any
> of them.
> > > Keeping player curious is good, but that is TOO MUCH. Oh and about
> > > teleportation - didn't they learn everything they needed for
> > > teleportation in Black Mesa?
> > > 2) Where is hydra we saw on E3 videos? Where is weapon we saw on E3
> > > videos? Why there are so less kind of monsters? Where is icky?
> > > Someone told that we'd be able to control vortigaunts...
> > > 3) What happened to Adrian Shephard from Opposing-Force?
> > > 4) I hope Barney in Half-Life 2 is Barney Calhoun from Blue-Shift?
> > > Where is Rosenberg?
> > >
> > >
> > >
> > > --
> > > Best regards,
> > > Vyacheslavmailto:[EMAIL PROTECTED]
> > >
> > > ___
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> please visit:
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> > >
> > >
> >
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Re: SV: [hlcoders] Looking Forward Possible Mods?

2004-11-25 Thread Andrew Foss
cvarlist phys

you'll see physcannon stuff there. set the pull strength high enough
and you can pick up the buggy. of course it crashes after a few ms, so
what good is it.

set the trace length higher and the effects operate at a larger
distance. (I've picked up cars on the far side of highway 17 and put
them back, from around a bay.


On Wed, 24 Nov 2004 22:06:11 +0100, tei <[EMAIL PROTECTED]> wrote:
>
> More SPOOILERS
>
> And you can use the citadel physgun in other levels (you changelevel to
> others ). But for some reason ( error transformation from vec3 to
> quaternions? havok its weak? too much computer power needed?? NAN
> values??? ) firing the buggy with this weapon crash the game to desktop
> after a long frezze.
>
>
>
>
> Jakob W. Nielsen wrote:
> > Actually if you cheat you will find that the APC are almost drivable :)
> >
> > SPOILER AHEAD
> >
> >
> >
> >
> >
> >
> >
> >
> >
> > In the map where you are caught by the combine, save for Alyx saving
> > you. Just before that sequence you run across the rooftops, and below
> > two APCs race to the dor of the building you will have to enter.
> > Now do GOD mode and instead of climbing in throught the window just jump
> > down to the APCs. At least one of then will let you enter, unfortunately
> > you cannot drive away in it, and the driver viewport seems to be
> > underneath the vehicle.
> >
>
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Re: [hlcoders] So, what do you think of Half-Life2?

2004-11-23 Thread Andrew Foss
snd_force_async 1 seems to help general stutter, but I'm talking about
full _pauses_ when I open a door, not just sound, but video. and async
sound is odd when sound processing lags a second behind. in some
cases.

I have all my steam stuff on a seperate drive, it's been defragged. my
swap file is on a third drive.

As for ram, 256 of DDR 333. not the most, but still inside of the
requirements. resolution at 800x600. I haven't got a lot of money to
replace components, but I am due up for a faster proc and video card,
I think. I definitely need more ram. (heapsize of 128mb. helps a lot.)

I've done all this and stutters are lower, but they're still there.

Some have suggested that the stutter is video related, texture upload
when opening doors. my system is midway between minimum and suggested.
It's not like I'm trying to run it on an Atari or C64 ffs.

Like I said, system specs:
1 Intel P4 1.8ghz
1x 256mb DDR 333
1x nVidia GeForce 4 Ti 4200 64mb (AGP)
1x 80gb WD IDE HDD w/8mb cache (system)
1x 20gb WD IDE HDD w/4mb cache (steam)
1x 2gb Maxtor IDE HDD w/2mb cache (swap)
onboard sound (Realtek 650) piped to 5.1 speakers. Yes, I've set
stereo mode and low quality sounds. no benefit.

Doom3 didn't lag this bad.

On Tue, 23 Nov 2004 20:38:13 +0100, tei <[EMAIL PROTECTED]> wrote:
>
> Andrew Foss wrote:
>  > it's not that, believe me, I've tried. I'm talking about stutters that
>  > halt the game for a couple thousand ms by opening a door.
>  >
>
>
> Finally!
>
> Gordon Freeman its not G-Man!
>
> G-Man nooot sueeerr !
>
>   - - -
>
> Ideas:
>   - lower your FPS to help sincronization audio-video (?)
>   - replace the older item on your hardware (a bad sound card?, not
> enough ram?, slow HD?)
>   - configure HL2 for advanced preloading, ( snd_mixahead , etc...) and
> maybe lower sound quality (??)
>   - have more free space on hd.
>
>   - - -
>
> How sound stuff work?
>
> I dont know. But can be something like this:
>
>   1) the server ask the client to preload stuff, on Half-Life2 this can
> be dinamically (you can load the buggy on any level!), I think.
>   2) some loading its done, single stdio work, data its in memory
>   ...
>   3) the server ask the client to play a sound file
>   4) the client move data from memory to sound card??? DMA stuff??
>   5) the speakers generate the audio wave :D
>
> Sutter can be a level "4" problem, I think*, uploading stuff to somewhere
> from somewhere for something being correctly stuffed :D
>
> note:
> *I have not real idea.
>
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Re: [hlcoders] Educative Link.

2004-11-23 Thread Andrew Foss
that looks like quake 3 without any lighting. or a non-sprite based doom2


On Tue, 23 Nov 2004 15:16:47 -0500, Bob Aman <[EMAIL PROTECTED]> wrote:
> On Tue, 23 Nov 2004 13:10:31 -0700, Hasan Aljudy <[EMAIL PROTECTED]> wrote:
> > heh .. looks worse than HL1
> > the human faces in particular are interesting :P are they entirely
> > made up of bump maps?
>
> Normal maps mostly.
> --
> Bob Aman
> http://www.rapidcanvas.com
>
>
>
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Re: [hlcoders] filesystem_stdio.dll

2004-11-23 Thread Andrew Foss
... On a side note, since we're all waiting for the full SDK, it'd be
nice if the guys working on the steam client side would make the steam
logo animate for new messages/updates and have all the recent changes
listed in one box (and not use IE by default when reviewing the old
changes in a new window.) I mean, sure I can use RSS, but that means I
have to learn something :)


On Tue, 23 Nov 2004 09:11:10 -0800, Jay Stelly <[EMAIL PROTECTED]> wrote:
> This is a bug.  The fix is included with the next SDK release.
>
>
> Jay
>
>
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Andrew Foss
> > Sent: Tuesday, November 23, 2004 7:22 AM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] filesystem_stdio.dll
> >
> > aaah, my bad.
> >
> >
> > On Wed, 24 Nov 2004 01:10:26 +1000, Teddy <[EMAIL PROTECTED]> wrote:
> > > Actaully, the hammer reference docs say:
> > >
> > > Once a map has been compiled and lit by VBSP and VRAD
> > (respectively),
> > > the cubemaps can be built.   Run the map and allow the any
> > node graphs
> > > or other pre-process activities to finish. Then use the
> > buildcubemaps
> > > console command to begin building the cubemaps for the level.
> > >
> > > If you try this, you'll of course get the error:
> > > mapname.bsp is not writable!!! Check it out before running
> > buildcubemaps.
> > >
> > > Valve said the full SDK will have support for cubemaps, what i'm
> > > asking is how is this going to work?
> > >
> > >
> > >
> > > Teddy
> > > http://dystopia-mod.com/
> > >
> > > On Tue, 23 Nov 2004 06:46:25 -0800, Andrew Foss
> > <[EMAIL PROTECTED]> wrote:
> > > > teddy: cubemaps are generated by the map. env_cubemap (?)
> > entities
> > > > (yes, more than one. Look at the cbble source) take a
> > screenshot of
> > > > the area they're in and determine what the cubemap for that area
> > > > looks like. you want to load hl2 normally and then
> > impulse 82(?) to
> > > > get the spheres to test the cubemap with. it's in the hammer
> > > > reference docs, IIRC.
> > > >
> > > >
> > > >
> > > >
> > > > On Tue, 23 Nov 2004 20:45:12 +1000, Teddy
> > <[EMAIL PROTECTED]> wrote:
> > > > > I was trying to find a way to build cubemaps for my
> > maps, I think
> > > > > it will require running the /sourcesdk/hl2.exe file.
> > But when you
> > > > > try to run it, it asks for filesystem_stdio.dll (which
> > i presume
> > > > > is needed to run our mods in non-steam mode). Will
> > valve release
> > > > > this with the Full SDK? Or will we need to run them in
> > some kind of steam "development"
> > > > > mode?
> > > > >
> > > > > Teddy
> > > > > http://dystopia-mod.com/
> > > > >
> > > > > ___
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> > list archives, please visit:
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> > > > >
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> > > >
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> > > >
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> > >
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> > >
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Re: [hlcoders] filesystem_stdio.dll

2004-11-23 Thread Andrew Foss
aaah, my bad.


On Wed, 24 Nov 2004 01:10:26 +1000, Teddy <[EMAIL PROTECTED]> wrote:
> Actaully, the hammer reference docs say:
>
> Once a map has been compiled and lit by VBSP and VRAD (respectively),
> the cubemaps can be built.   Run the map and allow the any node graphs
> or other pre-process activities to finish. Then use the buildcubemaps
> console command to begin building the cubemaps for the level.
>
> If you try this, you'll of course get the error:
> mapname.bsp is not writable!!! Check it out before running buildcubemaps.
>
> Valve said the full SDK will have support for cubemaps, what i'm
> asking is how is this going to work?
>
>
>
> Teddy
> http://dystopia-mod.com/
>
> On Tue, 23 Nov 2004 06:46:25 -0800, Andrew Foss <[EMAIL PROTECTED]> wrote:
> > teddy: cubemaps are generated by the map. env_cubemap (?) entities
> > (yes, more than one. Look at the cbble source) take a screenshot of
> > the area they're in and determine what the cubemap for that area looks
> > like. you want to load hl2 normally and then impulse 82(?) to get the
> > spheres to test the cubemap with. it's in the hammer reference docs,
> > IIRC.
> >
> >
> >
> >
> > On Tue, 23 Nov 2004 20:45:12 +1000, Teddy <[EMAIL PROTECTED]> wrote:
> > > I was trying to find a way to build cubemaps for my maps, I think it
> > > will require running the /sourcesdk/hl2.exe file. But when you try to
> > > run it, it asks for filesystem_stdio.dll (which i presume is needed to
> > > run our mods in non-steam mode). Will valve release this with the Full
> > > SDK? Or will we need to run them in some kind of steam "development"
> > > mode?
> > >
> > > Teddy
> > > http://dystopia-mod.com/
> > >
> > > ___
> > > 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
> >
> >
>
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Re: [hlcoders] So, what do you think of Half-Life2?

2004-11-23 Thread Andrew Foss
it's not that, believe me, I've tried. I'm talking about stutters that
halt the game for a couple thousand ms by opening a door.


On Tue, 23 Nov 2004 19:39:16 +1030, Kingsley Foreman
<[EMAIL PROTECTED]> wrote:
> rumour has it on hlfallout.com
>
> there is a patch for that due tommorow maybe kinda  :)
>
> Kingsley
>
>
>
> - Original Message -
> From: "Florian Zschocke" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, November 23, 2004 6:35 PM
> Subject: Re: [hlcoders] So, what do you think of Half-Life2?
>
> > Andrew Foss wrote:
> >> Now I'm just wondering about how to ssstttop ttthe
> >> sttuttterriiing.
> >
> > Have you tried if setting snd_mixahead higher helps?
> >
> > Florian
> >
> > ___
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Re: [hlcoders] filesystem_stdio.dll

2004-11-23 Thread Andrew Foss
teddy: cubemaps are generated by the map. env_cubemap (?) entities
(yes, more than one. Look at the cbble source) take a screenshot of
the area they're in and determine what the cubemap for that area looks
like. you want to load hl2 normally and then impulse 82(?) to get the
spheres to test the cubemap with. it's in the hammer reference docs,
IIRC.


On Tue, 23 Nov 2004 20:45:12 +1000, Teddy <[EMAIL PROTECTED]> wrote:
> I was trying to find a way to build cubemaps for my maps, I think it
> will require running the /sourcesdk/hl2.exe file. But when you try to
> run it, it asks for filesystem_stdio.dll (which i presume is needed to
> run our mods in non-steam mode). Will valve release this with the Full
> SDK? Or will we need to run them in some kind of steam "development"
> mode?
>
> Teddy
> http://dystopia-mod.com/
>
> ___
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Re: [hlcoders] HL2: first impressions

2004-11-22 Thread Andrew Foss
I was surprised at the lack of weapons.




spoiler ahead:







though the upgraded grav gun would have been more fun closer to the beginning.


Combine bowling, anyone?


On Fri, 19 Nov 2004 19:54:46 +0100, tei <[EMAIL PROTECTED]> wrote:
>
> WTF?,.. Where its the spy cam?  :
>
>
>
>
> McCormack, Chris wrote:
> > hehe tei you typed that like you have been on a coffee fuelled HL2 binge. I 
> > have images of you typing frantically occasionally throwing your head back 
> > in manic laughter whilst drooling at the keyboard.
> >
> > quality
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] Behalf Of tei
> > Sent: 19 November 2004 13:48
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] HL2: first impressions
> >
> >
> >
> > My first impresion:
> >
> >   A M A Z I N G ^H
> >
> > more impresive than these leet "intro/demos", some images look
> > photorealistic enough to fake the brain and eye.
> >
> > Good artisting and coding work!  (more than GOOD, this is ART with
> > capital letters)
> >
> >
> > Some critics:
> >
> >   - some sine surfaces on rough metal or wood, not everything its like
> > metal or glass,.. I see some abuse of that feature. Other than that, I
> > love much even the overuse of this feature, Its pretty.
> >
> >
> >   - the installer its dooomed, slow as dead, you have to wait eons to
> > install.. Reminds me the tape version of "F-111 Fighter Bomber" for C-64,
> > you need to wait 3 hours tape-loading to play the level 3.  The HL2
> > installer takes too loong.
> >
> >
> >   - the DRM thingie, I am a open source zealot so everything DRM freake
> > me, I also love this game and the Valve work so its dificult to me to
> > accept something. I think the idea of "internet required to play single
> > player" its doomed. Some people dont have internet at home, so can't play
> > this game. People on far town on mountains, etc.. not everyone on the
> > world has internet. Bad idea to require internet.
> >
> > Some positive critics:
> >
> >   - I love the game inmersion, that its lotsa cool, reminds me Doom3 but
> > with lights-up and with a european style city. Has a european guy, mi
> > city looks similar to this city, I love that.
> >
> >   - Good under-use of weapons and monsters, I suspect this game has tons
> > of good weapons and foes, but you can play 4 hours with only 3 types of
> > enemys and 3 types of weapons. Thats is amazing.
> >
> >
> > I am still playinng
> >
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Re: [hlcoders] RE: Valve GCF Editor?

2004-11-22 Thread Andrew Foss
there's a new GCFscape. it supports the larger files.

google is your friend.

On Mon, 22 Nov 2004 20:10:14 -0800 (PST), Adam amckern Mckern
<[EMAIL PROTECTED]> wrote:
> ask that here
>
> http://countermap.counter-strike.net/cgi-bin/ubb/forumdisplay.cgi?action=topics&forum=Nemesis|APO|+Utils+Forum&number=11&DaysPrune=45&LastLogin=
>
> Adam
>
>
>
>
> --- David Nelson <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > so why doesn't GCFScape work on all the .gcf files.
> > For me it only works on
> > half life source.gcf
> >
> > Thanks,
> > David
> >
> > ---Original Message---
> >
> > From: [EMAIL PROTECTED]
> > Date: 11/22/04 21:55:49
> > To: [EMAIL PROTECTED]
> > Subject: Re: [hlcoders] RE: Valve GCF Editor?
> >
> > The Steam GCF format is a filesystem in a file. You
> > get the same
> > effect by doing
> > dd if=/dev/zero of=/game.gcf bs=1M count=512 ;
> > mkfs.gcf -b 4096 /game.gcf
> > obviously, mkfs.gcf and the ability to mount it as a
> > filesystem on
> > *nix is heavily dependant on Valve or a third party
> > developing an
> > fsutils for gcf filesystems (fsck, mkfs.gcf, etc.)
> > and a kernel
> > module.
> >
> > On a side note, I wonder how well the gcf FS would
> > perform compared to
> > ext or FAT as a disk filesystem.
> >
> >
> > On Mon, 22 Nov 2004 20:45:36 -0600, Adam J. Mason
> > <[EMAIL PROTECTED]>
> > wrote:
> > > I believe the GCF format is very similar to the
> > old (dare I say its name
> > here?)
> > > Doom WAD file.  From what I remember reading, it
> > consists a file header, a
> > > directory and then all of the data in 4Kb
> > "chunks", in no particular order
> >   It
> > > should be as simple as reading in binary data in
> > the correct order, and
> > > discarding the "fluff" (probably a simple byte
> > patter) that fills from the
> > end
> > > of a file to the end of a "chunk"  A quick google
> > should give more details
> > (such
> > > as the file header and directory structures).
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or
> > view the list archives,
> > please visit:
> > >
> >
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> > >
> > >
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> >
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> >
> >
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Re: [hlcoders] So, what do you think of Half-Life2?

2004-11-22 Thread Andrew Foss
Speaking of, where is PowerPlay, anyway.

And TF2? Where's TF2? Is it a mod, a retail product, cancelled,
backburner-ed, vaporware... ?

I mean, I heard about TF2 a long, long, long time ago.


Other than that, RE other posts: Valve needs a PR person. someone to
interface with the other Valve guys. You know, a chief of staff. He
takes the calls (in our case, forum posts and e-mails) collates and
sorts them according to issues (this bug affects almost all players,
everyone wonders about this, this is unimportant, etc.) and then asks
the questions and replies to the people.

Hell, Valve needs a FAQ page and someone to update it.

As for hounddawg's post, he has a point. There are features that would
have made me cream my pants and shell out for new hardware 2 years
ago. Now I'm just wondering about how to ssstttop ttthe
sttuttterriiing. It's like my computer ingested a 4 pack of
Rockstar every time I open a goddamn door or look around after a level
load. I understand that a 1.8ghz/256 DDR333 and gf4Ti4200 isn't top of
the line, but come on guys, hl1's min sys reqs were a p133 with 32mb
ram with _no_ accelerator and it didn't stutter near as bad, even in
software.

Hopefully the new patch will boost performance a little. (Oddly, HL:S
and CS:S _don't_ stutter. they run slicker'n spit on a doorknob.)

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Re: [hlcoders] RE: Valve GCF Editor?

2004-11-22 Thread Andrew Foss
The Steam GCF format is a filesystem in a file. You get the same
effect by doing
dd if=/dev/zero of=/game.gcf bs=1M count=512 ; mkfs.gcf -b 4096 /game.gcf
obviously, mkfs.gcf and the ability to mount it as a filesystem on
*nix is heavily dependant on Valve or a third party developing an
fsutils for gcf filesystems (fsck, mkfs.gcf, etc.) and a kernel
module.

On a side note, I wonder how well the gcf FS would perform compared to
ext or FAT as a disk filesystem.


On Mon, 22 Nov 2004 20:45:36 -0600, Adam J. Mason <[EMAIL PROTECTED]> wrote:
> I believe the GCF format is very similar to the old (dare I say its name 
> here?)
> Doom WAD file.  From what I remember reading, it consists a file header, a
> directory and then all of the data in 4Kb "chunks", in no particular order.  
> It
> should be as simple as reading in binary data in the correct order, and
> discarding the "fluff" (probably a simple byte patter) that fills from the end
> of a file to the end of a "chunk"  A quick google should give more details 
> (such
> as the file header and directory structures).
>
>
>
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Re: [hlcoders] H /\ L F - L I F E - 2

2004-11-16 Thread Andrew Foss
The decryption key is "gabenewellisgod" of course


On Wed, 17 Nov 2004 07:58:31 +1030, Kingsley Foreman
<[EMAIL PROTECTED]> wrote:
> like 4
> :)
>
>
>
> - Original Message -
> From: "Hasan Aljudy" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, November 17, 2004 4:55 AM
> Subject: Re: [hlcoders] H /\ L F - L I F E - 2
>
> > no, it's a number too big for you to comprehend
> >
> >
> > On Tue, 16 Nov 2004 13:17:06 -0500, Napier, Kevin
> > <[EMAIL PROTECTED]> wrote:
> >> nope.. 69 dude..
> >>
> >>
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] Behalf Of Christopher
> >> McArthur
> >> Sent: Tuesday, November 16, 2004 11:36 AM
> >> To: [EMAIL PROTECTED]
> >> Subject: Re: [hlcoders] H /\ L F - L I F E - 2
> >>
> >> 42
> >>
> >> >From: "Oskar Lindgren"
> >> > So valve, what was the decryption key? :)
> >>
> >> ___
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> >> please visit:
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> >>
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Re: [hlcoders] RE: Source SDK released

2004-11-05 Thread Andrew Foss
I would rather have DOD:S for my multiplayer. :(

Second, anyone find it odd that you're also buying the games you
already own when you buy silver/gold? Why not knock off 5 bucks from
silver to get DOD:S and HL:S along with HL2 and CS:S without the back
catalog... Call it the "fanboy package" ("I already own everything
else, I just want the goodies") :D


On Sat, 06 Nov 2004 14:09:40 +1000, Bruce Bahamut Andrews
<[EMAIL PROTECTED]> wrote:
> Imperio59 wrote:
>
>
>
> > So, if we decided not to buy "t3h Kiddie MOD" game (aka CS:S) then we
> > have to wait until nov 16th the earliest to start coding?
> >
> > Please tell me this is only the hammer and model tools and not the code
> > yet, or i'm gonna shoot myself...
> >
> > I'm already paying 160 bucks for HL2 ( 50 bucks the game, 30 bucks
> > international shipping to my island, and the price itself in local taxes
> > and customs fees) just to get it early enough to get a head start for my
> > MOD, but that's not enough, if i want it now, i have to buy a Source
> > game, but since there's only one out, i have to buy... a MOD.
> >
> > I loose my faith in Valve more and more everyday...
> >
> > *Looks at his OpenGL engine.*
> > *Pets his OpenGL engine*
> > "We don't need them precious, you and me and we can rule the world!"
> >
> a) You don't buy CS:Source, you buy HL2 (you get access upon it's
> release, until then you get CS:S), and CS:Source comes with it as
> Multiplayer.  no matter what you do, you're going to get CS:Source.
> b) It sounds like it'd be far cheaper for you to download it through steam
> c) Yeah, the code isn't included yet, that'll probably be released
> around HL2's release.
>
> So, in USD, HL2 Gold is 89.95 and comes with: HL2, CS:S, DOD:S, HL:S,
> and all the old games (hl1, cs:cz, etc) plus a soundtrack, chance to win
> a trip to valve, posters, etc.  HL2 Silver comes with the gold games (no
> extra stuff).  HL2 bronze comes with HL2 and CS:S.
>
> So, no matter what you do, you're stuck getting CS:Source, but you're
> certainly not stuck ONLY getting it.
>
> --
>
> - Bruce "Bahamut" Andrews
>
>
>
>
> ___
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Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-27 Thread Andrew Foss
I have about 6 invites, so if anyone's interested...


On Wed, 27 Oct 2004 06:44:25 +0200, Florian Zschocke <[EMAIL PROTECTED]> wrote:
>Childe Roland wrote:
> > He really needs GMail.  Who's with me?
>
> I'm not. I'm with him. Totally.
>
> Florian
>
>
>
>
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Re: [hlcoders] Congrats Valve!

2004-10-22 Thread Andrew Foss
'grats.

Oddly, I still have my HL 1.0 disc. (and case, and I think even the
box...) It's been through hell and back with me, and it still works :D
It's too bad Steam turned it into a coaster. :(

I'm getting all sentimental... I think it's time to make a shrine...

I have a semi-on-topic question: Will the hlcoders list continue on
for HL2, or will there be another dedicated list? I'd wager that this
would be reused for HL2, since the last SDK was _the_ last. I think
Valve is declaring HL an EOL product...

RIP, dear friend. I will miss the old days of mods... (Imagine how
laughed at CS would be if it were released today...)

On Thu, 21 Oct 2004 21:32:00 +0100, Ben Davison <[EMAIL PROTECTED]> wrote:
> "(so, how about unlocking us folks on the hlcoders list a few days early,
> eh? :)"
>
> Hehe if that was true and it got out to the general populace at large I
> think valves list server would combust into many pieces.
>
> But anyway many congrats to valve! It must have been a hard journey to make
> but you made it, and if the reviews are anything to go by you succeed.
>
> And im looking forward to building a MOD with the tools you set forth, and
> hopefully I can put it in my future portfolio.
>
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Dave Sanders
> Sent: 22 October 2004 20:20
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] Congrats Valve!
>
> Since we're barely on topic anymore anyway, I figured I'd give a big
> W00T to Valve.  Just got my PCGamer today and they had a very, very
> good review of HL2.
>
> I've been following Valve and HL since I got my HL 1.0 disc. (which I
> still have!)  In the days of people hacking their own editors and
> having to build their own hacks into the engines to get their mods to
> work at all, Valve stepped forward and BUILT the modern mod community
> with cooperation and style, not elitism.
>
> Now its (hopefully) going to happen all over again!  I'm psyched!  I
> have been very worried over the past year that this version was never
> going to happen... glad to see it was not worth the worry.
>
> (so, how about unlocking us folks on the hlcoders list a few days early, eh?
> :)
> D
>
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Re: [hlcoders] What MSVC version do you use/have?

2004-10-22 Thread Andrew Foss
GCC is _not_ old.GCC is used more often than VC. it's free, and is
continually improving.
A basic makefile for those of us running cygwin envs, linux, and the
BSDs is not that difficult, right?

On Fri, 22 Oct 2004 13:45:32 -0500,  Childe Roland
<[EMAIL PROTECTED]> wrote:
> I'm with him.  The sooner we can get the SDK, the sooner we can find
> something to replace that POS, CS:Source.
>
>
>
>
> On Fri, 22 Oct 2004 11:34:37 -0700, HoundDawg <[EMAIL PROTECTED]> wrote:
> > > I just want to do a quick straw poll of how many people on this list
> > > DON'T have access to MSVC.NET or above for their MOD development (we
> > > hope to only release MSVC.NET project files with the SDK)?
> > >
> > > - Alfred
> >
> > Alfred, I'd rather see you guys release the SDK as soon as possible, even if
> > it only contains MSVC.NET project files.  I'd hate to see the SDK delayed in
> > order to support older environments.  If there are really that many people
> > that use VC6 or whatever, there will be at least someone who does a
> > conversion in order to make it work with VC6 (as long as there isn't
> > anything else that requires MSVC.NET) and release a download link for it.  I
> > wouldn't be surprised if there was even an open-source group formed for
> > this.
> >
> > Seriously though, just release it the most efficient way you can, the older
> > dev community will adapt as it has all along.  There are also update
> > releases you can do that can include support for older environments. I'd
> > just like to see the dev community having the ability to start working with
> > the new SDK ASAP.  There have been many projects sitting on hold for too
> > many years waiting for the HL2 delivery promise to be fulfilled.  With the
> > holiday season approaching, many developers will have some extra holiday
> > time to spend coding.  So, let's not waste that.
> >
> > - HoundDawg
> >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, please 
> > visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> --
> 
>  Childe Roland
> "I will show you fear in a handful of jelly beans."
>
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Re: [hlcoders] What MSVC version do you use/have?

2004-10-22 Thread Andrew Foss
Florian:
fluxbox with gnome-panel.

my ~/.xinitrc looks like this:


Esetroot /path_to_a_groovy_wallpaper.ext &
fluxbox &
gnome-panel


(note: leave off the & on the last item, or X will mysteriously die,
because the last program can't exit. fluxbox loves to have it's &)

(huggles gentoo)

Alfred, a VS.NET/VC*++ project->GCC makefile program, standalone,
would be highly useful to a lot of people.

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Re: [hlcoders] HL2 Dev CPU Requirements

2004-10-22 Thread Andrew Foss
No really, I was wondering why, oh why, can't gmax support odd screen
reolutions without complaining. Some of us don't, can't, run at
1280x1024. Much as I'd like to.


On Thu, 21 Oct 2004 18:13:34 -0700, Matt Boone <[EMAIL PROTECTED]> wrote:
> Damn, I missed the day they gave those out. :(
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
> "botman" Broome
> Sent: Thursday, October 21, 2004 3:39 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] HL2 Dev CPU Requirements
>
> Brian "Satertek" Irelan wrote:
> > You have to have a widescreen LCD monitor like all the guys at Valve.
>
> ...and you have to drive a Ferrari, like all the guys at Valve!  ;)
>
>
>
> --
> Jeffrey "botman" Broome
>
> ___
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Re: [hlcoders] Copy/Trademark question

2004-10-22 Thread Andrew Foss
Ask. Ask first. if you don't, you'll be recieving a C&D from the
owners. If the owners of the copyrighted material cannot be found, A:
Don't do it. or B: Do it, but don't keep your hopes up. (Not all
companies are as cool as Valve was with the Codename Gordon guys.)

If you aren't making a profit on it, and the copyright/IP (and how I
hate the concept of IP) owners _do_ come out of the woodwork, you
stand a better chance of recieving a pat on the head as opposed to a
C&D if you aren't making money off of their product. Make a concerted
effort to find them, and ask permission/a contract to make the
mod/game/TC for free, provided you don't make money off of it. Also,
if you _do_ decide to take option B, make it look _good_ above all.
not "good to you", but "good to the audience that they cater towards,"
because if you're making their IP look like crap, they won't be
pleased. This would apply from the design doc to the concept sketches,
from the first screenshots to the end product.


On Fri, 22 Oct 2004 16:40:05 +0200, tei <[EMAIL PROTECTED]> wrote:
>
> Tei raise his hand:
>
> Myself!
>
> --
>
> Continuing with the off-topic threads, here is a remind to vote Nov 2:
>
> http://votergasm.org/
>
> (this mail is read only, dont reply)
>
>
>
>
> Bruce "Bahamut" Andrews wrote:
>
> > Thanks for that, might clear it up for our friend =) - note that text
> > wasn't written by me, it was quoted by me :p
> >
> > - Bruce "Bahamut" Andrews
> >
> >
> >
> > Jorge Rodriguez wrote:
> >
> >> On Fri, Oct 22, 2004 at 04:13:01PM +1000, Bruce Bahamut Andrews wrote:
> >>
> >>
> >>> "The EULA is not a law, Its a contract. And you cant broken a
> >>> contract you
> >>> have not sign. No one on Freecraft or BNETD have sign that EULA. "
> >>>
> >>>
> >>
> >> Hmm, perhaps I can send this discussion in a better direction by
> >> elaborating on this. I am not a lawyer, but this is my amatuer
> >> understand on how these things work:
> >>
> >> A EULA is not a contract, it is a license. A contract you sign and
> >> cannot break, and it can pretty much stipulate your behavior on anything
> >> that does not infringe on the law and your rights under it. A contract
> >> can cause you to pay people, it can cause you not pay other people, it
> >> can cause you live in a certain place or use a certain phone. A contract
> >> is an agreement which is enforcable by law.
> >>
> >> A license on the other hand, is simply a statement of rights as
> >> pertaining to copyright law. When someone creates something they have
> >> the rights to make and distribute copies (ie copyright) unless they
> >> specifically allow someone else to do it as well. If you buy a book from
> >> the book store, you see that after the copyright notice it says "All
> >> rights reserved." This means that the author of the book reserves all of
> >> the rights to make copies of and distribute that book, within the terms
> >> of the Fair Use Act. However, the copyright for most software comes with
> >> a license that lets the users copy and distribute the software under a
> >> certain set of conditions.
> >>
> >> For example, the GNU Public License (GPL) allows users the right to copy
> >> and distribute modified versions of the program, as long as the source
> >> code of those changes is distributed as well. Also, most Microsoft
> >> license agreements stipulate that you are not allowed to copy or make
> >> modifications to or distribute versions of their software at all.
> >> However, in both of these cases, the original author holds the
> >> copyright (read: the right to copy) and you are only licensed this right
> >> under a specific set of terms.
> >>
> >> --
> >> Jorge "Vino" Rodriguez
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >>
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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Re: [hlcoders] Does HL2 have built-in metamod-like functionality?

2004-10-12 Thread Andrew Foss
Yes he did, read the date, dec. 25

Sent: Saturday, December 25, 2004 2:59 PM

> mm no you didn't =S maybe its the time from the server? =?
>
> Juan Fernando
>
>
>
> - Original Message -
> From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Saturday, December 25, 2004 2:59 PM
> Subject: Re: [hlcoders] Does HL2 have built-in metamod-like functionality?
>
> > voogru wrote:
> >> Is it me, or did Alfred's reply before the original mail get in? I see
> >> his
> >> reply at 1:50 PM, while Pavol's mail got in at 1:54.
> >
> > When you send email, the time on the client's machine is used for the
> > timestamp (not the sending email server's time, the recipient's email
> > server's time or the recipient's machine's time).
> >
> > Notice how I sent this message from the future!  ;)
> >
> > --
> > 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] RE: Incoming Msg

2004-09-02 Thread Andrew Foss
It's not the US, it's Poland.

why not blacklist "Alfred", because the real alfred is "Alfred Reynolds"

Also, I did a little visual diff on the headers, the last two viral
send attempts come from the same user.

Can't you blacklist a 'helo' from matys.com, or remove the user at IP
158.75.210.107 (the last two viral sends have been from that IP/helo
combo.)

I took it upon myself to send a message to his ISP (wlan.pl) and ask
that they inform their user about the virus infection. Maybe they
will, maybe they won't. hopefully they will.

On Thu, 02 Sep 2004 16:24:52 +0200, tei <[EMAIL PROTECTED]> wrote:
>
> Its white noise, so you know usa has not been anihilated by a texas sized
> meteor or by a hurrican with gay name: you still receive something from a
> computer on usa.
>
>
>
>
> McCormack, Chris wrote:
>
> > Jeez there are some slow days on this list ;)
> >
> >
> >
> >>It's not pointless, it's FUN!  :)
> >
> >
> >>--
> >>Jeffrey "botman" Broome
> >
> >
>
> >
>
> ___
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Re: [hlcoders] Half-Life:Source?

2004-08-30 Thread Andrew Foss
it's a damn shame. makes the maps look better :D

On Mon, 30 Aug 2004 14:57:30 -0500, Jeffrey "botman" Broome
<[EMAIL PROTECTED]> wrote:
> Andrew Foss wrote:
>
> > Didn't random texture tiling get broken outside of software in the won
> > days, anyway?
>
> Ah, yes.  That sounds correct.  Random texture tiling is only supported
> in the software rendering mode (it don't work in OpenGL or D3D).
>
> Good point.
>
>
>
> --
> Jeffrey "botman" Broome
>
> ___
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Re: [hlcoders] Half-Life:Source?

2004-08-30 Thread Andrew Foss
Didn't random texture tiling get broken outside of software in the won
days, anyway?

<[EMAIL PROTECTED]> wrote:
> Dominik Tugend wrote:
> > So I have 2 Questions:
> >
> > A) What happend to "random texture tiling"?
> > B) What happend to the lightning?
>
> The HL:Source one is probably a screenshot taken early in the porting phase.
>
> Wait until the game is released before complaining about things.  ;)
>
> --
> Jeffrey "botman" Broome
>
>
>
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Re: [hlcoders] Link Of The Day

2004-07-31 Thread Andrew Foss
Hmm, it makes one wonder: will HL1's engine source be released like
Quake when HL2 comes out?

I mean, the WON version, say 1.1.1.0?

On Sat, 31 Jul 2004 12:18:09 +0200, tei <[EMAIL PROTECTED]> wrote:
> off-topic
>
> Check the NEW engine
>
> http://djquake.quakepit.com/
>
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Re: [hlcoders] (no subject)

2004-07-30 Thread Andrew Foss
my, we're off topic.

I just use Firefox, not the whole moz package... Isn't firefox the
next version of the Mozilla browser, in beta testing?

On Sat, 31 Jul 2004 02:15:49 -0400, Jeff 'Kuja' Katz
<[EMAIL PROTECTED]> wrote:
> Thunderbird is better than the included mozilla email client.
>
>
>
> Andrew Foss wrote:
>
> > I don't see any of the three changing soon, so our best bet is people
> > switching to Mozilla and it's E-mail client.
>
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Re: [hlcoders] (no subject)

2004-07-30 Thread Andrew Foss
most of the E-mail virus issues are due to three facts:

1: Scripting is fundamentally insecure in E-mail because it runs with
local computer privleges.

2: Microsoft enables scripting in Outlook with no option to turn it
off without turning off HTML entirely.

3: People are generally suckers and will click on anything, and
generally love flashy, HTML  E-mail.

These three facts combine to form a wonderful vector for viruses.

I don't see any of the three changing soon, so our best bet is people
switching to Mozilla and it's E-mail client.

On Fri, 30 Jul 2004 19:19:11 -0600, Hasan Aljudy <[EMAIL PROTECTED]> wrote:
> I  don't get it
>
>
>
> On Fri, 30 Jul 2004 15:59:50 -0700, Andrew Foss <[EMAIL PROTECTED]> wrote:
> > I will love the day when sending viral e-mail is no longer an option.
> >
> > gg microsoft outlook.
> >
> > On Fri, 30 Jul 2004 14:00:19 -0500, Jeffrey "botman" Broome
> >
> >
> > <[EMAIL PROTECTED]> wrote:
> > > Nick LaPlante wrote:
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > jackdarippa459
> > >
> > > Well, at least it's not from "alfred".  :)
> > >
> > > --
> > > Jeffrey "botman" Broome
> > >
> > >
> > >
> > > ___
> > > 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
> >
> >
>
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Re: [hlcoders] (no subject)

2004-07-30 Thread Andrew Foss
I will love the day when sending viral e-mail is no longer an option.

gg microsoft outlook.

On Fri, 30 Jul 2004 14:00:19 -0500, Jeffrey "botman" Broome
<[EMAIL PROTECTED]> wrote:
> Nick LaPlante wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > jackdarippa459
>
> Well, at least it's not from "alfred".  :)
>
> --
> Jeffrey "botman" Broome
>
>
>
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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-07-23 Thread Andrew Foss
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
>
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Re: [hlcoders] admins

2004-07-03 Thread Andrew Foss
Norg.
- Original Message -
From: "Ooks Server" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, July 01, 2004 8:52 PM
Subject: Re: [hlcoders] admins


> zoot?
>
> - Original Message -
> From: "Nick LaPlante" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Thursday, July 01, 2004 11:18 AM
> Subject: [hlcoders] admins
>
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Jack Da Rippa
> > --
> >
> > ___
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> >
> >
>
>
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Re: [hlcoders] Hidden message

2004-05-24 Thread Andrew Foss
> Maybe somebody should kick Alfred off of this list!  :)

Or, as we say on mIRC, /mode +b [EMAIL PROTECTED]

Really Valve, wanna do something about it, it's getting old.

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Re: [hlcoders] Crash bug that I can not solve!

2004-04-21 Thread Andrew Foss
> /nologo /G5 /MT /W3 /Zi /O2 /I "..\dlls" /I "..\engine" /I "..\common" /I
"..\pm
> _shared" /I "..\game_shared" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D
"QUIVER" /D
>  "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /D "CLIENT_WEAPONS" /Fr".\Releasehl/"
/Fp".\
> Releasehl/hl.pch" /YX /Fo".\Releasehl/" /Fd".\Releasehl/" /FD /c

yeah, that's the one.

it should read "/nologo /G5 /ML" ... etc.


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Re: [hlcoders] MP map transistion.

2002-01-16 Thread Andrew Foss

>As you may (or may not) have noticed when you join the server it has the
black box showing server name, connection time and status in the
bottom-center of the >screen, well if you are downloading something the
little bar that shows up is conveniently placed underneath the status bar so
you can not read the darn thing.  Can >the code be modified on the engine
(patch action) to affect all mods so that one of those two box is moved up
or even over.

Why not stick the progress bar at the top of the screen, and make it longer
while you're at it...

>> 1: a cvar to allowdownloads of everything EXCEPT bsp files. so that
players
>> can get sprays and custom models. but not choke bandwidth getting a
map
>> from teh server.

You mean like Quake 2, where you can set skins/textures/BSPs/models/Sounds
to be able to be downloaded?

>> 2: a message that will show up kinda like teh MOTD, but in between
levels.
>> So that say the above does not happen, when a player is downloading a map
>> from the server, he would be sent a message that say "blah blah blah
>> download this map from here instead for fast downloads blah blah blah"
and
>> could be read in from a txt file on the server.  Maybe give a bit more
info
>> to the players as they wait..  just an idea.

Wise, without the adminmod stuff...

request: can an integral player voting system be put in while you're at it?

most cheaters would quail to learn that even the n00bs can vote you off,
most of the complaints are because admin isn't there, admin mod is not
running,
and they don't know how to vote a player off in CS.

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Re: [hlcoders] ogc required to play??

2002-01-06 Thread Andrew Foss

> 3dsmax has a dongle didnt it?
>
> It worked well there!

Is that supposed to be sarcastic? one of my friends had a cracked copy of
3ds max that required no dongle.

My suggestion is, is that HL passes a token to the dongle, the dongle spits
out another token, based on the algorithm used, plus the CDkey. that
prevents the crackers from having a chance, because the token has to be
authed at sierra's side. That opens the ability for the codelets to work.
The codelets then check for cheating.so here's how it goes:

1: user buys game, installs it
2: user plugs in dongle
3: User runs RegisterMachine, inserting CDkey into dongle and game
executable
---now the fun begins---
4: machine begins connection to server, sends wonID to Won.
5: Won recieves ID, sends a  random token.
6: HL passes token to Dongle, dongle crunches numbers for a couple
miliseconds
7: dongle spits authtoken back out.
8: on the WON side, it is decoded to: WonID, Token Answer
9: Won compares token with the list of token answers if it doesn't match,
Won disallows client connect.
10: if it matches, codelets are sent to machine to be run for anticheat
detection.

Of course, this is all well and good, but it can't be implemented until TF2
of HL2, whichever is first...

Valve? Any comments?

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Re: [hlcoders] ogc required to play??

2002-01-05 Thread Andrew Foss

> Ahh, perhaps another good addition to this version would be tieing down
> WONID's to clients. How you could do this, I don't know. Hrmm, how do
> people (cheaters) change WONID's at the moment? Surely its not by
> guessing a new (valid) code alone is it?

They have a prog that can set the WONID to any number they want.

The easiest solution is a USB passthru dongle. send one out with each copy
of TF2. the dongle contains a unique 'Dongle ID'. It can be programmed with
your wonID only once. after that, your wonID and dongle must match up,
otherwise, you can't play.

Nasty if someone figures out the dongle's operation. But, you can set a
tamper resistant "seal" I guess. if someone tries to re-flash the dongle's
firmware, it dies.won must send you a custom executable that matches up with
the wonID in the dongle. 128/256 bit encryption would be a solution, 512 is
semi-fesable, and 1024 would be extreme.

it'd probably be worth it for anti-cheat/anti-piracy measures. but it would
piss people off to no end...

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Re: [hlcoders] ogc required to play??

2002-01-05 Thread Andrew Foss

> You can also ban by IP address, but this will only be effective on static
IP
> cable modems and static IP xDSL connections.  Many cheaters will have
> dynamic IP broadband connections or dynamic 56K dial-up connections.  You
> may have to ban the same cheater hundreds of times to keep them off of the
> server.

or you can just ban by wonID, the codelet detects a cheat, the WON server
removes the user's ID to the Banned ID's list, and they won't be authed.

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Re: [hlcoders] ogc required to play??

2002-01-04 Thread Andrew Foss


> execute it. The output can then be returned to the server and checked
> against expected values.

this opens up a two client hack. have a legit client, and a cheat client.
the legit client recieves and processes the codelets, and sends the output
to the cheat machine, the cheat machine sends back the same response, but
still, it prohibits 1337 k1dd13z from doing it, unless they have 2
machines...

> When a new hack comes out, propagate a new codelet to detect it. When
> one is overcome remove it from the pool of possible codelets. You can
> use various methods to make the codelets themselves dynamic.

why not just make the codelets self modifying after Rand() time? modify
their own signatures and change what the expected output will be...

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Re: [hlcoders] ogc required to play??

2002-01-02 Thread Andrew Foss

Well said. However, all it takes is a luser to brute force the private key.
Using a packet capture tool, the luser can catch a full session, compare it
against what he did, and then generate some conclusions about it. then he
can do it again, and again and again, until he gets some correlation. then
we're back to square one. make a community effort, and add an extra menu to
HLDM/CS/TFC: 'report cheater'. give admins the ability to report a wonid to
sierra/valve. enough complaints, a warning wonid ban. step two is a full
revocation of their won ID. make them pay to cheat.


> It won't do any good to get hold of the public key. That's the beauty of
the
> public key system. You need both the private key and the public key to
> decrypt the message. The private key is never sent over the network.
>
> Regarding the time required to encrypt a message, Quake2 used RSA to place
> an encrypted checksum on the player movement commands without any real
time
> penalties. There is no need to use a 128 bit key since even small keys can
> take many hours to bust -- much longer than any player is going to wait
> around for. And if the keys are changed with each level, busting a key
would
> be useless since by the time it was broken, a new key would already be in
> use.
>
> The problem of the DLL having access to all the info known by the client
is
> a tough one which is why I was thinking of encrypting the player movement
> packet as processed by the mod. If the legitimate client DLL encrypted the
> movement packet before feeding it to the engine, the hack DLL would be
SOL.
> The hack would be forced to try to decrypt the message, modify it, then
> re-encrypt using the keys known only by the client DLL and the server. The
> trick here is keeping an outside DLL from discovering the private key of
the
> client DLL.


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Re: [hlcoders] ogc required to play??

2002-01-01 Thread Andrew Foss



pff. doing a test of the signature movements of OGC 
players (latest ver), over a local PB enabled lan game, with some 
bots, and a ghost following the cheater, PB is ineffective. I went and 
downloaded all the HL hacks I could. 
 
PB doesn't even need to be hacked... I can run a clean PB, 
and it works fine.
 
I've found: the newest OGC has a unique 3 letter 
random signature now, the test I ran had it as 'buc'. (ogc.buc.cfg). no 
need for "loader.dll" or any other currently checked dll. If I was 
lame, I could walk into a PB enabled sever, turn on aimbot, targeted 
at the chest, with a 10 degree botfov, and look like I was really 
good.
 
My test partner randomly switched the cheats off/off, and 
with varying degrees of obviousness. (aimbot head/aimbot off/no 
wallhack/wallhack/white wall/spiked models/no spikes/all off/no recoil/ 
etc...)
 
Conclusions:
pattern matching is a must. ogc*.???.cfg for anticheat 
methods.
Need signatures of OGC versions. 
Need a central valve anticheat sig updater(update ACheat 
sigs on WONID check) the sig of the AC module also being checked on wonid 
scan...
Need a wonid complaint/banning system. (ideally, a central 
banlist distributer. if more than three reged servers complain (more than 5 
people on the server complain, or admin steps in) then the wonid is banned, and 
sent to all the registered servers. their banlists are updated, and the punk 
finds out that his wonID is no good or, the wonID is revoked for a couple 
days...
 
I'd like to remind everyone that cheating is lame. I feel 
that the game becomes lame when you cheat


Re: [hlcoders] A little something you might like

2002-01-01 Thread Andrew Foss



hah. if you set low (-5) negative values of gamma and 
high (100+) of brightness, you get an effect of color patch lighting... 
HLDisco...

  - Original Message - 
  From: 
  Nathan Taylor 

  To: HLCoders 
  Sent: Monday, December 31, 2001 5:54 
  AM
  Subject: Re: [hlcoders] A little 
  something you might like
  
  Ahh death by lack of broadband...
  
- Original Message -
From: 
[DRP]Avatar-X
Sent: Monday, December 31, 2001 4:30 
AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] A little something 
you might like
 Here's a little something that i've been doing in my server 
for a few months.The video files are rather large, but well worth 
it.If you like this and wish to see one in real-time, let me 
know!Note: this is all done with half life and a server-side mod, and 
unmodifiedstandard client-side 
stuff.Enjoy!http://archaeology.csumb.edu/sillyzone/lightshow/---[DRP]Avatar-XSillyZone 
Homepage: www.thesillyzone.comSillyZone Forums: 
forum.thesillyzone.comMy Homepage: 
www.cyberwyre.com___To 
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visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  Get more from the Web. FREE MSN Explorer download : http://explorer.msn.com
  


[hlcoders] Sci's with needles

2001-12-29 Thread Andrew Foss

I'm a fairly green n00b, when it comes to coding, so, I'll be brief:

I'd like to make a scientist that, on being attacked, has a 50/50 chance
that he will interrupt the cower/run AI schedule, and charge you, with his
needle out, stabbing you, and killing you, kinda like the GiveHealth anim,
but only, taking it away, instead. I need two explanations:

Adding an AI schedule
hurting the player with a melee attack.

TIA

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Re: [hlcoders] FP charging

2001-12-28 Thread Andrew Foss

Has anyone ever tired to get the Counter-Strike patch on it's release? The
same time 1.1.0.8 came out? I had wait times of 850 minutes. at 1000 logins
allowed per server, two servers. and two 90mb files. that's not economics.
that's scalping. FP lowered it's max connects to make room for the personal
servers. all you get is a unique U/P to connect to the FP servers. it costs
them nothing but a little time to do.  FP is basically a monopoly. hard to
believe, eh? they used to be good, but now they are a spammy, slow, lame FTP
site, with long lines. 

- Original Message -
From: _Phantom_
To: [EMAIL PROTECTED]
Sent: Friday, December 28, 2001 4:43 PM
Subject: Re: [hlcoders] FP charging


That's not really ethics, it's economics (sp?), those who can afford to buy
the space and the speed will, those who cant wont.
- Original Message -
From: Dynerman David M
To: [EMAIL PROTECTED]
Sent: Saturday, December 29, 2001 12:36 AM
Subject: RE: [hlcoders] FP charging


Right.

Both your points are right on.

However, thinking more in the realistic sense - I've seen wait times of 700
minutes for a download during peak times.

So the ethical question again arises; sure you can wait several hours to
download that 2 megabyte mod, or you can dish out the $7.

david

-Original Message-
From: John Newfield [mailto:[EMAIL PROTECTED]]
Sent: Friday, December 28, 2001 5:31 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] FP charging

It would be selling your work ONLY if they said that the only way to get the
file would be to own a personal server.

I actually love fileplanet.. the queue system works great. Instead of a lot
of people having slow downloads, a portion of them can have really fast
downloads while the rest wait. I have never waited too long for something...
- Original Message -
From: _Phantom_
To: [EMAIL PROTECTED]
Sent: Friday, December 28, 2001 5:40 PM
Subject: Re: [hlcoders] FP charging

But, the point is, they are not selling your work, they are selling a faster
download (either speed, or not having to queue or both) the fact that it's
something you want to download is inmaterial (sp?).
Also, in the case of FLF it's a HL mod, which, by the nature of the EULA you
are not allowed to charge for, now, if you tried to make FP pay u some
money, you break the EULA coz you are making money from the MOD.
FP on the other hand are not charging for the mod, they are charging for the
service used to get the mod, yes, but not the mod it's self.

This is an intresting area, because this is the first time something like
this has happened as far as I know (a company opionaly charging for the
method of getting the files and not the files its self), and as you can see
from my above arguement it's a very gray area.
- Original Message -
From: Dynerman David M
To: [EMAIL PROTECTED]
Sent: Friday, December 28, 2001 9:13 PM
Subject: RE: [hlcoders] FP charging

Well of course I won't complain - I want people to be able to download my
mod.

Additionally, the law isn't reactive like you're implying. With large
corporations such as GSI, I shouldn't have to patrol FP looking for
violations - they should not be breaking the law in the first place.

What we're discussing is the ethical implications of FP essentially making
money off our work.

david

-Original Message-
From: _Phantom_ [mailto:[EMAIL PROTECTED]]
Sent: Friday, December 28, 2001 2:10 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] FP charging

If you have a problem with it, complain to them, as it yours you have the
right to do that.

- Original Message -
From: Dynerman David M
To: [EMAIL PROTECTED]
Sent: Friday, December 28, 2001 8:00 PM
Subject: RE: [hlcoders] FP charging

What do you mean by predetermined agreement.

If they snag a new version of FLF off some other mirror where I uploaded it
to, that's not getting my permission.

david

-Original Message-
From: Nathan Taylor [mailto:[EMAIL PROTECTED]]
Sent: Friday, December 28, 2001 1:20 PM
To: HLCoders
Subject: Re: [hlcoders] FP charging

What makes you say that?  Isn't it possible that there was a predetermined
agreement?

- Original Message -
From: Dynerman David M
Sent: Friday, December 28, 2001 2:07 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] FP charging

Right.

But as a mod author, what choice do you have for large scale file
distribution if you refuse to use FilePlanet?

Telefragged's filesystem is all-but dead, cdrom.com is dead.

Also, I have an inkling that FP never asked for our permission with FLF.
They just saw a new version up, and went ahead and mirrored it (and now
they're charging for it)

david

-Original Message-
From: _Phantom_ [mailto:[EMAIL PROTECTED]]
Sent: Friday, December 28, 2001 1:02 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] FP charging

There is a difference however, if u want the files from FP u dont HAVE
to
pay, just wait.
If you want the files on a CD you have to pay.
Also I'm assuming that if you want a file

Re: [hlcoders] what a bloody n00b

2001-12-28 Thread Andrew Foss

> You've still got to click it for them to get money, as it's VERY unlikey
> they have a display and pay system giving them cash.
Actually, they do get pay per seen. it's called the impression system. if a
user downloads the image the site gets about 0.0001 cents. multiply this by
about 3,000,000 (the amount of people on one given page at a time) and
multiply again by $bignum, for the amount of pages you have to see to get a
file, and the results add up fast.

if you're really anal about banners, get admuncher, it can kill off annoying
javascript, and filter off certain images and pop unders...

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Re: [hlcoders] Happy Christmas!

2001-12-24 Thread Andrew Foss

Martha Stewart Holiday eggnog. 

it's mostly alcohol...

that or straight peppermint schnapps.

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[hlcoders] Concave objects?

2001-12-19 Thread Andrew Foss

- Original Message -
From: Neale Roberts
Subject: Re: [hlcoders] VALVe: GMAX?
>There are limits placed on what you can do by the BSP engine anyway.
Concave objects are
>not permitted.

Why aren't concave brushes allowed, anyway?

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Re: [hlcoders] [OT] question to valve, curious

2001-12-05 Thread Andrew Foss



I can dig it. oh well. 
> You know those school pictures your mom has of 
you in 2nd grade wearing that purple and brown velour shirt with > you 
just after losing your front teeth and you had that really bad haircut your dad 
gave you?  Remember those pictures?  
 
hahah, sadly, yes. :)
 
next OT question: need any beta testers for HL2? :) 
(this topic has been modded down -1, troll, 
offtopic)


Re: [hlcoders] [OT] question to valve, curious

2001-12-05 Thread Andrew Foss

> However a fake bloopers real would be funny.  Barney dropping his gun,
> missed lines, shots of headcrab'ed scientists standing around between
> scenes at the donut table, etc.

Now I want to know who the voice actors were, so we can beg them to do
lines for a bloopers demo... (imagine a HL/Blue shift/opfor/CS bloopers
reel)

Remember on PHL a while ago, they had an mp3 of some HL bloopers? I'd
like to see that put to models, in a demo, with original voice actors...
"... the chest chamber."
Did you just say "the chest chamber"?
aww, damn, can we go again?

> > Maybe they will release a half-life Directors cut
That sounds like a cool bit, just, all the content that they cut, and the
approximate sequence, merged into HL...


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[hlcoders] [OT] question to valve, curious

2001-12-03 Thread Andrew Foss



I was digging around in my old CD's box, when I 
came upon a diamond viper driver disc. it contained a Half-life 
trailer.
 
upon watching it, I noticed some cool bits. almost 
all the monsters in the demo are not seen in the game. (the models still exist) 
there are also a bunch of maps that didn't make the cut. Datacore is an example, 
it was originally a singleplayer map.
 
My question is this:
Since HL is actually HL2, because a lot of code, 
maps, textures, and models were cut/not in the final game, do you still have any 
of the old stuff laying around, and B: would you consider releasing any of it? I 
would love to see the original maps, because they look pretty cool. also, does 
the smelling gibs code work? can the mosters smell out the stinky bodies? 
:)
 
--cannibal


Re: [hlcoders] Virus on the list ?

2001-11-30 Thread Andrew Foss

> I'm pretty sure they won't sent this to everybody, but just suspected
> criminasl and the sort.

It's not that, it's that someone with enough skill could make it infectious,
but still fit the AV sig. thus releasing a particularly nasty virus into the
world...

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Re: [hlcoders] Virus on the list ?

2001-11-26 Thread Andrew Foss

UnLurk( );

(Semi offtopic)

> Haha, what a coincedence, McAfee just sent me a warning concerning a new
virus

Do you use McAfee? Bad juju, the FBI is releasing a virus called Magic
Lantern, that infects by E-Mail. MSNBC confirmed it, McAfee is in line with
the FBI, saying that their products will not scan for it, and if it does
detect it, not tell the user about it. Thiss tells me one thing. they have
to weaken their search algorithm to hide it, meaning that other viri can
slip past if the writer is smart enough to make it fit the signature.

This virus inserts a backdoor into your windows machine, and installs a
keylogger, the FBI can see any keyboard input, meaning passwords,
pre-encryption plaintext, etc. I advise everyone to be very careful about
McAfee and other scanners who fall into line, because this could be a
potential hole if someone modifies ML to suit their tastes, and/or,
discovers the backdoor's port and password...

http://www.msnbc.com/news/660096.asp?cp1=1 relevant info.

Lurk();

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