Re: [hlcoders] Crash while staring mod in debugger ( Vista 64bit SP1 +VS 2k5 SP1)
I have tried this and it does not seem to work, im at a loss what I have dont 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. ___ 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 __ Information from ESET NOD32 Antivirus, version of virus signature database 3123 (20080522) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com __ Information from ESET NOD32 Antivirus, version of virus signature database 3128 (20080523) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Anyone made a Source Rcon class that be used by 3d party programs yet ? ( One that works in .net )
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server query
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 ? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http
Re: [hlcoders] Speed hack detection?
I have created a speedhack detector for amxmodx ( Not released publicy as of yet ), and i encountered alot of problems i dident think of before i started. There is alot of things in a half-life map that can effect the players speed ( Ingame Entities ), that you neeed to check for. I also found that making sure the server FPS was stable above 60 lowered false detections. A aggresive high ping kicker ( ppl with constatly changning ping get easly detected ) - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, May 19, 2005 12:36 AM Subject: Re: [hlcoders] Speed hack detection? Jeff Fearn wrote: Say one put a threshold of 50% or 100% speed up, how would you go about detecting that in a server plugin? What I would do is keep a list of players currently on the server (store their edict as they connect along with their current location). The player's location can be obtained from the ICollideable::GetCollisionOrigin() function. If your server plugin GetFrame() function keep checking each player's current location every so often (say every 0.5 seconds). The current location (in the array of players that you keep in your plugin) becomes the previous location. Subtract the player's current location from the previous location to get a vector. Determine the length of that vector (the distance between now and then), and divide the distance by the time (to get speed, i.e. units/second). Store the new current location in the current location field of your array of players. If the speed calculated is above the server max, increment a hack counter. If the speed is below the server max, decrement the hack counter (not letting it fall below 0). When the hack counter reaches some maximum amount (let's say 6, which would be 3 seconds worth of compares), warn the player that the server thinks they are speed hacking and they will be given a 30 second grace period to turn it off or be banned from the server. Don't check them again for 30 seconds, then if they continue to reach the hack count, ban them. It's not fool proof and can lead to some false positives, but as long as you allow enough time between comparisons (the 0.5 second window) and as long as you require consecutive check failures (the counting to 6 thing), you should have less people failing due to high latency network connections. The only problem is how do you handle falling speeds (if you have a long drop that can last for 5 or 6 seconds) and how do you handle teleporters which will look like an intantaneous jump from point A to point B making a speed that approaches the speed of light! :) Again, averaging things out over several seconds should help avoid even these problems. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
I dont know what LPBs firstly. If someone has a constant ping of 400 im sure that fine, but the problem with when a users ping spikes, when this happens your speedhack detectors gets a false detection. This can easly be seen if a user is running a p2p program in the background, his ping can easly go from 50 ish to 400+++ for a minor second. Its posible someone with a better understand of the HL engine can make a better solution then what i made. You could proberbly add a ping check that made sure his ping at least was stable, as a midle ground. - Original Message - From: Andrew Foss [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, May 19, 2005 1:32 AM Subject: Re: [hlcoders] Speed hack detection? high ping kicking is mean and spiteful. I don't want to rant about it, but lag comp nullifies any complaints LPBs have. (which should be none, because HPBs don't lag the game. if anything LPBs with aggressive settings do.) On 5/18/05, Erling K. Sæterdal [EMAIL PROTECTED] wrote: I have created a speedhack detector for amxmodx ( Not released publicy as of yet ), and i encountered alot of problems i dident think of before i started. There is alot of things in a half-life map that can effect the players speed ( Ingame Entities ), that you neeed to check for. I also found that making sure the server FPS was stable above 60 lowered false detections. A aggresive high ping kicker ( ppl with constatly changning ping get easly detected ) - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, May 19, 2005 12:36 AM Subject: Re: [hlcoders] Speed hack detection? Jeff Fearn wrote: Say one put a threshold of 50% or 100% speed up, how would you go about detecting that in a server plugin? What I would do is keep a list of players currently on the server (store their edict as they connect along with their current location). The player's location can be obtained from the ICollideable::GetCollisionOrigin() function. If your server plugin GetFrame() function keep checking each player's current location every so often (say every 0.5 seconds). The current location (in the array of players that you keep in your plugin) becomes the previous location. Subtract the player's current location from the previous location to get a vector. Determine the length of that vector (the distance between now and then), and divide the distance by the time (to get speed, i.e. units/second). Store the new current location in the current location field of your array of players. If the speed calculated is above the server max, increment a hack counter. If the speed is below the server max, decrement the hack counter (not letting it fall below 0). When the hack counter reaches some maximum amount (let's say 6, which would be 3 seconds worth of compares), warn the player that the server thinks they are speed hacking and they will be given a 30 second grace period to turn it off or be banned from the server. Don't check them again for 30 seconds, then if they continue to reach the hack count, ban them. It's not fool proof and can lead to some false positives, but as long as you allow enough time between comparisons (the 0.5 second window) and as long as you require consecutive check failures (the counting to 6 thing), you should have less people failing due to high latency network connections. The only problem is how do you handle falling speeds (if you have a long drop that can last for 5 or 6 seconds) and how do you handle teleporters which will look like an intantaneous jump from point A to point B making a speed that approaches the speed of light! :) Again, averaging things out over several seconds should help avoid even these problems. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders