Re: [hlcoders] Crash while staring mod in debugger ( Vista 64bit SP1 +VS 2k5 SP1)

2008-05-25 Thread Erling K . Sæterdal
I have tried this and it does not seem to work, im at a loss what I have
don’t work. If it can be helpful I pasted the log from the console window in
VS.
http://private.ampaste.net/219563

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
Sent: 22. mai 2008 23:12
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Crash while staring mod in debugger ( Vista 64bit
SP1 +VS 2k5 SP1)

Hi Erling-

Please try setting your working directory to:

D:\Games\Valve [EMAIL PROTECTED] sdk
base 2007

Instead of: 

D:\Games\Valve Steam\steamapps\SourceMods\Distanthope

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erling K.
Sæterdal
Sent: Thursday, May 22, 2008 1:47 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Crash while staring mod in debugger ( Vista 64bit SP1
+VS 2k5 SP1)

I start the mod via pressing f5.

Command: D:\Games\Valve [EMAIL PROTECTED] sdk
base 2007\hl2.exe

Command args: -game D:\Games\Valve Steam\steamapps\SourceMods\Distanthope
-allowdebug

Working Dir: D:\Games\Valve Steam\steamapps\SourceMods\Distanthope

 

The bug Visual studio catches, you will notice the callstack is inside valve
code. And none of our code anywhere in sight. 

 http://i27.tinypic.com/2eq5t37.png http://i27.tinypic.com/2eq5t37.png

 http://eks.steamfriends.com/SourceMM/Temp/hl2.dmp
http://eks.steamfriends.com/SourceMM/Temp/hl2.dmp

 

 

Sometimes when i start the mod, i getting this error:
http://i25.tinypic.com/v7zgnp.png , this seems very random but could be
related. And if I press continue I go to the above error.

Without the ability to attach the debugger its much harder to debug code, so
help where would be greatly helpful.

 

The other coders on the mod team does not have any similar problem, so I can
only guess its either a mistake I have made or a OS related one. I can start
the mod just fine via the steam games menu, but then my debugger is not
attached is it.

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[hlcoders] Crash while staring mod in debugger ( Vista 64bit SP1 + VS 2k5 SP1)

2008-05-22 Thread Erling K . Sæterdal
I start the mod via pressing f5.

Command: D:\Games\Valve [EMAIL PROTECTED] sdk
base 2007\hl2.exe

Command args: -game D:\Games\Valve Steam\steamapps\SourceMods\Distanthope
–allowdebug

Working Dir: D:\Games\Valve Steam\steamapps\SourceMods\Distanthope

 

The bug Visual studio catches, you will notice the callstack is inside valve
code. And none of our code anywhere in sight. 

 http://i27.tinypic.com/2eq5t37.png http://i27.tinypic.com/2eq5t37.png

 http://eks.steamfriends.com/SourceMM/Temp/hl2.dmp
http://eks.steamfriends.com/SourceMM/Temp/hl2.dmp

 

 

Sometimes when i start the mod, i getting this error:
http://i25.tinypic.com/v7zgnp.png , this seems very random but could be
related. And if I press continue I go to the above error.

Without the ability to attach the debugger its much harder to debug code, so
help where would be greatly helpful.

 

The other coders on the mod team does not have any similar problem, so I can
only guess its either a mistake I have made or a OS related one. I can start
the mod just fine via the steam games menu, but then my debugger is not
attached is it.

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[hlcoders] Anyone made a Source Rcon class that be used by 3d party programs yet ? ( One that works in .net )

2005-05-30 Thread Erling K. Sæterdal
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,

Not being a expert coder, it would take me alot of time making this myself. If 
anyone writen a library file that can be used in a C#  .net application or even 
better writen in C#. And would be willing to share it ?

I tried google, but ended up with the explation on how to create it.

Best Regards
Erling K. Sæterdal
--

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Re: [hlcoders] Anyone made a Source Rcon class that be used by 3d party programs yet ? ( One that works in .net )

2005-05-30 Thread Erling K. Sæterdal

http://wikki.kquery.net/index.php/Other:SourceRcon

http://collective.valve-erc.com/index.php?doc=1063146620-20111500

Are 2 links of my head
- Original Message -
From: Andrew Simpson [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, May 30, 2005 10:03 PM
Subject: RE: [hlcoders] Anyone made a Source Rcon class that be used by 3d
party programs yet ? ( One that works in .net )


I'll write one for you if you can point me in the direction of the Source
RCON spec...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Erling K.
Sæterdal
Sent: 30 May 2005 20:28
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Anyone made a Source Rcon class that be used by 3d party
programs yet ? ( One that works in .net )

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,

Not being a expert coder, it would take me alot of time making this myself.
If anyone writen a library file that can be used in a C#  .net application
or even better writen in C#. And would be willing to share it ?

I tried google, but ended up with the explation on how to create it.

Best Regards
Erling K. Sæterdal
--

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Re: [hlcoders] Server query

2005-05-24 Thread Erling K. Sæterdal

Could it be that the server is changing map ? ( IE if you download a list of
servers from the steam master servers. And query them all, some of them are
bound to be changing map when you query them. Or have been shut down).


- Original Message -
From: badger [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, May 24, 2005 5:54 PM
Subject: [hlcoders] Server query



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi,

I'm actually working on a small server admin / server query program for
the Source engine.

It works with some servers, but some servers just don't respond ? I can't
imagine that the code doesn't work with some of the servers...

Has somebody else got a problem like that ?



--


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Re: [hlcoders] Speed hack detection?

2005-05-19 Thread Erling K. Sæterdal
That is exacly why my solution required a aggressive high ping kicker. I
would love to see someone make a more robust solution then mine is.
- Original Message -
From: Michael Kramer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 2:54 AM
Subject: Re: [hlcoders] Speed hack detection?
But then whoever writes the hacks would find that exploit and make it
so it tricks the server to make him think is ping was 400++ a lag
hack
On 5/18/05, Erling K. Sæterdal [EMAIL PROTECTED] wrote:
I dont know what LPBs firstly.
If someone has a constant ping of 400 im sure that fine, but the problem
with when a users ping spikes, when this happens your speedhack detectors
gets a false detection.
This can easly be seen if a user is running a p2p program in the
background,
his ping can easly go from 50 ish to 400+++  for a minor second. Its
posible
someone with a better understand of the HL engine can make a better
solution
then what i made.
You could proberbly add a ping check that made sure his ping at least was
stable, as a midle ground.
- Original Message -
From: Andrew Foss [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, May 19, 2005 1:32 AM
Subject: Re: [hlcoders] Speed hack detection?
high ping kicking is mean and spiteful. I don't want to rant about it,
but lag comp nullifies any complaints LPBs have. (which should be
none, because HPBs don't lag the game. if anything LPBs with
aggressive settings do.)
On 5/18/05, Erling K. Sæterdal [EMAIL PROTECTED] wrote:
 I have created a speedhack detector for amxmodx  ( Not released publicy
 as
 of yet ), and i encountered alot of problems i dident think of before i
 started. There is alot of things in a half-life map that can effect the
 players speed  ( Ingame Entities ), that you neeed to check for.
 I also found that making sure the server FPS was stable above 60 lowered
 false detections.
 A aggresive high ping kicker ( ppl with constatly changning ping get
 easly
 detected )

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


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

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

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

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

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

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

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

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

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

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

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

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

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

 --
 Jeffrey botman Broome

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 please visit:
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