Re: [hlcoders] Compiling and running dll (.so)

2003-07-13 Thread Jonah Sherman
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Hash: SHA1

On Sat, Jul 12, 2003 at 09:48:03AM -0400, Michael Fisher wrote:
 I am compiling the Ricochet dll with minor changes. I first compiled on
 Windows, tested
 it and then prepared to port it over to Linux. After compiling the ricochet
 dll and putting it on my own linux server, it worked fine. Next, I put it on
 a friend's hosted server running on a machine with SuSE 7.3. Upon game
 startup he received the following error message:

 L 07/07/2003 - 09:05:37: [META] ERROR: dll: Couldn't load game DLL
 /home/hlserv2/hlds_l/ricochet/dlls/ricochet_i386.so: /lib/libc.so.6:
 version `GLIBC_2.3' not found
 (required by /home/hlserv2/hlds_l/ricochet/dlls/ricochet_i386.so)
 L 07/07/2003 - 09:05:37: [META] ERROR: Failure to load game DLL; exiting...


Your .so is linked against glibc 2.3 and the server has an older
version. You need to find what in the code is being linked against 2.3
and remove it.  You can do this as follows(here is how I fixed it):

This will tell you what symbols are using glibc 2.3:

[EMAIL PROTECTED]:~/dpbcode/dlls$ objdump -T pb_i686.so  |grep '2\.3'
  DF *UND*  0069  GLIBC_2.3   __ctype_toupper_loc
  DF *UND*  0069  GLIBC_2.3   __ctype_b_loc

Now find out which object files are using this symbol:

[EMAIL PROTECTED]:~/dpbcode/dlls$ grep __ctype_ *.o
Binary file pm_shared.o matches

At the top of pm_shared.c there is a #includectype.h.  This header is
apparently unneccesary, and removing it(or putting it in #ifdef _WIN32
since I haven't checked if it's required for windows) will remove the
references to the ctype stuff.  Do this for every reference to 2.3 you
found in the first command(this is the only one I had), and then it will
run properly on 2.2 systems.
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[hlcoders] Client-Side Hitbox Tracing

2003-07-07 Thread Jonah Sherman
--
--
As some of you know valve disabled hit-box tests for client-side
tracelines.  This causes problems with inconsistent hits between the
client and server, leading to many OMG HAXXOR I SHOT YOU!!111s.  To fix
this, I implemented my own hitbox tests using the ray-polyhedron
intersection algorithm from Graphics Gems II.  Code is attached.
g_BonePositions[n] is the stored value of m_pbonetransform after
StudioDrawPlayer for player index n+1.

Jonah
--
extern floatg_BonePositions[32][ MAXSTUDIOBONES ][ 3 ][ 4 ];
void RealTrace(vec3_t start, vec3_t end,pmtrace_t *tr)
{
vec3_t dir,c[2],vec[3],o;
int idx,i,x;
cl_entity_t *ent;
studiohdr_t *hdr;
mstudiobbox_t *bbox;
float t_near,t_far,t_max,t,vd,vn;
gEngfuncs.pEventAPI-EV_PlayerTrace(start,end,PM_NORMAL,-1,tr);
if(tr-fraction==1.0f)
return;
idx=gEngfuncs.pEventAPI-EV_IndexFromTrace(tr);
if(idx1 || idx  gEngfuncs.GetMaxClients())
return;
ent=gEngfuncs.GetEntityByIndex(idx);
if(!ent)
return;
hdr=(studiohdr_t*)IEngineStudio.Mod_Extradata(ent-model);
bbox=(mstudiobbox_t*)((unsigned long)hdr + hdr-hitboxindex);
idx--;
VectorSubtract(end,start,dir);
VectorScale(dir,1/Length(dir),dir);
for(i=hdr-numhitboxes-1;i=0;i--,bbox++) {
vec[0][0]=g_BonePositions[idx][bbox-bone][0][0];
vec[0][1]=g_BonePositions[idx][bbox-bone][1][0];
vec[0][2]=g_BonePositions[idx][bbox-bone][2][0];
vec[1][0]=g_BonePositions[idx][bbox-bone][0][1];
vec[1][1]=g_BonePositions[idx][bbox-bone][1][1];
vec[1][2]=g_BonePositions[idx][bbox-bone][2][1];
vec[2][0]=g_BonePositions[idx][bbox-bone][0][2];
vec[2][1]=g_BonePositions[idx][bbox-bone][1][2];
vec[2][2]=g_BonePositions[idx][bbox-bone][2][2];
o[0]=g_BonePositions[idx][bbox-bone][0][3];
o[1]=g_BonePositions[idx][bbox-bone][1][3];
o[2]=g_BonePositions[idx][bbox-bone][2][3];
VectorMA(o,bbox-bbmax[0],vec[0],c[0]);
VectorMA(c[0],bbox-bbmax[1],vec[1],c[0]);
VectorMA(c[0],bbox-bbmax[2],vec[2],c[0]);
VectorMA(o,bbox-bbmin[0],vec[0],c[1]);
VectorMA(c[1],bbox-bbmin[1],vec[1],c[1]);
VectorMA(c[1],bbox-bbmin[2],vec[2],c[1]);
t_near=-9.0;
t_far=9.0;
t_max=9.0f;
for(x=0;x2;x++) {
if(x)  {
VectorInverse(vec[0]);
VectorInverse(vec[1]);
VectorInverse(vec[2]);
}
for(int j=0;j3;j++) {
vd=DotProduct(dir,vec[j]);
if(vd==0.0f)
continue;
vn=DotProduct(vec[j],start)-DotProduct(vec[j],c[x]);
t=-vn/vd;
if(vd0.0tt_far)
t_far=t;
else if(vd0.0ftt_near)
t_near=t;
if(t_neart_far)
goto box_end;
}
}
tr-fraction=0.5f;
return;
box_end:
do { } while(0);
}
tr-fraction=1.0f;
}

--
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[hlcoders] Client-Side Hitbox Tracing

2003-07-07 Thread Jonah Sherman
Sorry if this got sent a second time, my first message did not go
through as of a day later...

Anyway, as some of you know valve removed client-side hitbox tracing
from 1110 for whatever reason, meaning that if any traceline hits a
player hull, it will count as hitting a player, leading to eg players
seeing other players bleed when they shoot them between the legs or
above the shoulder.  This becomes quite annoying...here is how you can
get hitbox testing on the client for more consistent hit detection:

g_BonePositions are bonetransform values for each player, saved
from StudioDrawPlayer.

extern floatg_BonePositions[32][ MAXSTUDIOBONES ][ 3 ][ 4 ];
void RealTrace(vec3_t start, vec3_t end,pmtrace_t *tr)
{
vec3_t dir,c[2],vec[3],o;
int idx,i,x;
cl_entity_t *ent;
studiohdr_t *hdr;
mstudiobbox_t *bbox;
float t_near,t_far,t_max,t,vd,vn;
gEngfuncs.pEventAPI-EV_PlayerTrace(start,end,PM_NORMAL,-1,tr);
if(tr-fraction==1.0f)
return;
idx=gEngfuncs.pEventAPI-EV_IndexFromTrace(tr);
if(idx1 || idx  gEngfuncs.GetMaxClients())
return;
ent=gEngfuncs.GetEntityByIndex(idx);
if(!ent)
return;
hdr=(studiohdr_t*)IEngineStudio.Mod_Extradata(ent-model);
bbox=(mstudiobbox_t*)((unsigned long)hdr + hdr-hitboxindex);
idx--;
VectorSubtract(end,start,dir);
VectorScale(dir,1/Length(dir),dir);
for(i=hdr-numhitboxes-1;i=0;i--,bbox++) {
vec[0][0]=g_BonePositions[idx][bbox-bone][0][0];
vec[0][1]=g_BonePositions[idx][bbox-bone][1][0];
vec[0][2]=g_BonePositions[idx][bbox-bone][2][0];
vec[1][0]=g_BonePositions[idx][bbox-bone][0][1];
vec[1][1]=g_BonePositions[idx][bbox-bone][1][1];
vec[1][2]=g_BonePositions[idx][bbox-bone][2][1];
vec[2][0]=g_BonePositions[idx][bbox-bone][0][2];
vec[2][1]=g_BonePositions[idx][bbox-bone][1][2];
vec[2][2]=g_BonePositions[idx][bbox-bone][2][2];
o[0]=g_BonePositions[idx][bbox-bone][0][3];
o[1]=g_BonePositions[idx][bbox-bone][1][3];
o[2]=g_BonePositions[idx][bbox-bone][2][3];
VectorMA(o,bbox-bbmax[0],vec[0],c[0]);
VectorMA(c[0],bbox-bbmax[1],vec[1],c[0]);
VectorMA(c[0],bbox-bbmax[2],vec[2],c[0]);
VectorMA(o,bbox-bbmin[0],vec[0],c[1]);
VectorMA(c[1],bbox-bbmin[1],vec[1],c[1]);
VectorMA(c[1],bbox-bbmin[2],vec[2],c[1]);
t_near=-9.0;
t_far=9.0;
t_max=9.0f;
for(x=0;x2;x++) {
if(x)  {
VectorInverse(vec[0]);
VectorInverse(vec[1]);
VectorInverse(vec[2]);
}
for(int j=0;j3;j++) {
vd=DotProduct(dir,vec[j]);
if(vd==0.0f)
continue;
vn=DotProduct(vec[j],start)-DotProduct(vec[j],c[x]);
t=-vn/vd;
if(vd0.0tt_far)
t_far=t;
else if(vd0.0ftt_near)
t_near=t;
if(t_neart_far)
goto box_end;
}
}
tr-fraction=0.5f;
return;
box_end:
do { } while(0);
}
tr-fraction=1.0f;
}

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[hlcoders] DOD hw/sw.dll redistribution?

2003-06-30 Thread Jonah Sherman
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DOD 1.0 replaces the engine hw.dll and sw.dll with new ones that support
transparent models.  This would be a very cool feature for other mods
too.  Obviously valve is allowed to redistribute their own engine dlls
however they want, but can a non-valve mod include the DOD hw/sw.dll's
so transparent models can be used?  I would really appreciate it if
someone from valve would answer this so we know if we can include them
or not...

- -Jonah
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Re: [hlcoders] SDK line crashing linux servers

2003-06-08 Thread Jonah Sherman
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On Sat, Jun 07, 2003 at 12:22:19PM -0700, James Couzens wrote:
 if (!pPlayer || !pPlayer-IsNetClient())

 Why does this logic crash a linux dedicated server?


I'm assuming you're using MSVC on windows.  If so, MSVC does not
evaluate boolean expressions according to the ANSI standard. The correct
way to do what you want is:

if( (!pPlayer) || !pPlayer - IsNetClient())


what you have is basically:

if( ! (pPlayer || !pPlayer -IsNetClient()), which will crash if pPlayer
is NULL.

Jonah
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Re: [hlcoders] Traceline going through people

2003-02-20 Thread Jonah Sherman
--
On Wed, Feb 19, 2003 at 09:58:45PM -0600, Entropy wrote:
 The head of the model extends beyond the bounding box when ducked.  You
 can see this if you uncomment the call to PM_ShowClipbox in PM_PlayerMove.
 If my understanding of the engine's collision detection is correct, the
 hitboxes on the model will never get checked if they are outside the
 bounding box.  I *think* using SetObjectCollisionBox to increase the size
 of the box when ducked might solve the problem.

Thank you! I checked the playermodel, and realized that it's head when
ducked is 36 units above the origin, while gman is only 18.  With that
GetHullBounds fix, it is working perfectly now. Thanks again.
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[hlcoders] Modifying non-player physics code

2003-02-18 Thread Jonah Sherman
--
I need to add air resistance for a particular entity's movement.
However, there is nothing the SDK which contains the movement code for
non-player entities(PM_* is Player Movement only).  Basically I need to
modify MOVETYPE_TOSS to add a
VectorScale(velocity,1.0-frametime*DRAG_COEF,velocity)
As the SDK doesn't contain non-player movement code, how should I go
about doing this?  I was thinking about using the entity's Think
function, and just have it called every frame.  To do this, what should
nextthink be set to? One last comment.. it appears that the HL movement
code is inconsistent.  The gravity calculations in the SDK PM code is
correct - it multiplies 0.5*gravity*frametime, however in the non-player
movement code, there is no 0.5 multiplication.  This is the reason for
hacks such as setting gravity to 0.5 in grenade.c, and should probably
be made more consistent...

 Jonah
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[hlcoders] mins/maxs/SetSize

2002-10-04 Thread Jonah Sherman

hi, i was wondering what the mins/maxs fields of a player entity do
specifically?  I thought the hit detection was done based on hitboxes on the
model's bones.  So where do mins/maxs come in? The only thing I can think of
is that the engine first checks for a hit in mins/maxs and then if there is
one, checks each hitbox individually.  Is that what they are used for? or
are they used for something completely different...?

Thanks,
Jonah

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Re: [hlcoders] Client commands

2002-06-16 Thread Jonah Sherman

It is generally better for the client to do the updating, as alot of servers
have firewalls to prevent extraneous socket communications(why
cheating-death was more popular than paladin).  Also, there is no way a
client hack could do anything with the system I described without breaking
your master server's signature keys.  Actually, the system I described is
*exactly* how the WON authentication works, you send a crypted version of
cdkey to won with timestamp, it sends back your wonid as well as a hash of
your wonid+ip+timestamp signed, then when you connect to a server the client
sends the wonid+signed hash in the second packet(you can packet sniff and
see this, it will say \uniqueid\12345\raw\AABBCCDDEEFF112233445566778899\
where the uniqueid is your wonid and the raw is a signed hash of the wonid +
ip + timestamp.  The only way for someone to spoof their wonid is either
with a keygen or by breaking WON's signature keys(something that wont be
happening in the next 10^27 years given current technology).  It is almost
always better to use an existing protocol than to develop your own. Existing
protocols, such as kerberos, have been torn apart by security experts and
still held strong.  Also, it wont be much different for the clients now.  In
addition to connecting to the won master server, they connect to your
server..thats all thats required.


From: Paul Samways [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Client commands
Date: Sun, 16 Jun 2002 08:53:04 +0100
I was intending to make the master server allow updates only from
registered
'trusted' IP addresses. Whats trusted and whats not would be down to me
trusting an admin.

Since I'm pretty much the only admin for our mod (no-one else ever seems to
run a dedicated server) it's why I'm not overly worried about this being a
chore.

If I have select trusted game servers then I can relax a lot of the
concerns. I'm intending for the client to have no interaction with the
database server, but instead to send username/password to the game server,
which then either gets their data or makes a new database entry if they
don't exist (or tells them where to go if the password is wrong). This
reduces the amount of places I need to trust, and also means clients have
no
power to change their stats with clientside hacks.

Opinions?

- Original Message -
From: Jonah Sherman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, June 15, 2002 9:47 PM
Subject: Re: [hlcoders] Client commands


For that, the most secure way would be something like...
Master server contains users keys(passwords), and data
When connecting to a server, the client connects to the master server, and
gives its login name.  The server sends back the clients name, its data,
and
a timestamp, encrypted with the clients password. It also sends a SHA1 hash
of an unencrypted version of what it sent to the client, digitally signed
with the master servers private key.  The client decrypts the data packet,
then sends this to the server, the server checks the timestamp is recent,
and that the signed hash matches the data.  If so, all is well and the
client is authenticated.

This only covers GETTING the data. As for updating it..there is no real
secure way to do that.  Any method you do would rely both on a secure
client
and  a secure server, neither of which could exist in reality.  The server
could spoof whatever it wants to the master server, and the master server
has no way of verifying this.  So, anyone could just make a server and send
spoofed updates the master server. There is absolutely no way to prevent
this whatsoever.

 From: Paul Samways [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Client commands
 Date: Sat, 15 Jun 2002 21:32:21 +0100
 All servers. Master DB server kind of thing. And please drop the
 patronising
 tone, I will understand your answer. The reason I'm asking for
 clarification
 is I want to make find out if what you're thinking of is something I've
 already thought of or not.
 
 - Original Message -
 From: Jonah Sherman [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Saturday, June 15, 2002 8:20 PM
 Subject: Re: [hlcoders] Client commands
 
 
 You wont understand what i said untill you answer my question:
 Is this persistent data for a player just on that server or for all
 servers?
 
  From: Paul Samways [EMAIL PROTECTED]
  Reply-To: [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Client commands
  Date: Sat, 15 Jun 2002 19:04:03 +0100
  But your argument there can be applied to anything. Yes, someone can
  intercept the username and hashed password, but that can be said for
 pretty
  much everything I log onto on the web. There's no way to prevent that
  without me putting SSL code in and rewriting the database server code
as
  well (like I'm gonna do that).
  
  And what exactly do you mean by just sending a hash of your password

Re: [hlcoders] Client commands

2002-06-15 Thread Jonah Sherman

Actually, this isnt as much of a problem as you might think. ALL HL data is
encrypted before being sent over the network..  Are you planning on storing
player data for just that server or globally?  If you planning on having a
master server store everyones info, you might want to rethink your protocol,
just sending a hash of your password to the server isnt secure, as the
server can just replay that hash and act as you...


From: Paul Samways [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] Client commands
Date: Fri, 14 Jun 2002 18:54:21 +0100
Is it possible to preprocess client commands being sent to the server
before
they're sent?

I'd like to run an md5digest on a password argument before it flys off over
the internet to the server. Is this possible?

I was going to have players persistent info stored against AuthID, but then
I realised it'd be nice to be able to log in at someone elses machine and
still get your stats/score updated. So now I need some way of a player
entering a username/password combo and not have a plaintext password either
travel across the network or be stored in a text file (which would happen
if
I used a cvar wouldn't it?).

Any suggestions to throw into the pot?

Paul

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Re: [hlcoders] Client commands

2002-06-15 Thread Jonah Sherman

You wont understand what i said untill you answer my question:
Is this persistent data for a player just on that server or for all servers?

From: Paul Samways [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Client commands
Date: Sat, 15 Jun 2002 19:04:03 +0100
But your argument there can be applied to anything. Yes, someone can
intercept the username and hashed password, but that can be said for pretty
much everything I log onto on the web. There's no way to prevent that
without me putting SSL code in and rewriting the database server code as
well (like I'm gonna do that).

And what exactly do you mean by just sending a hash of your password to
the
server isnt secure, as the server can just replay that hash and act as
you... ?. Not sure which server you mean by 'server' and also how you
think
they'd use this to their advantage?

- Original Message -
From: Jonah Sherman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, June 15, 2002 6:11 PM
Subject: Re: [hlcoders] Client commands


  Actually, this isnt as much of a problem as you might think. ALL HL data
is
  encrypted before being sent over the network..  Are you planning on
storing
  player data for just that server or globally?  If you planning on having
a
  master server store everyones info, you might want to rethink your
protocol,
  just sending a hash of your password to the server isnt secure, as the
  server can just replay that hash and act as you...
 
 
  From: Paul Samways [EMAIL PROTECTED]
  Reply-To: [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Subject: [hlcoders] Client commands
  Date: Fri, 14 Jun 2002 18:54:21 +0100
  Is it possible to preprocess client commands being sent to the server
  before
  they're sent?
  
  I'd like to run an md5digest on a password argument before it flys off
over
  the internet to the server. Is this possible?
  
  I was going to have players persistent info stored against AuthID, but
then
  I realised it'd be nice to be able to log in at someone elses machine
and
  still get your stats/score updated. So now I need some way of a player
  entering a username/password combo and not have a plaintext password
either
  travel across the network or be stored in a text file (which would
happen
  if
  I used a cvar wouldn't it?).
  
  Any suggestions to throw into the pot?
  
  Paul
  
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Re: [hlcoders] Client commands

2002-06-15 Thread Jonah Sherman

For that, the most secure way would be something like...
Master server contains users keys(passwords), and data
When connecting to a server, the client connects to the master server, and
gives its login name.  The server sends back the clients name, its data, and
a timestamp, encrypted with the clients password. It also sends a SHA1 hash
of an unencrypted version of what it sent to the client, digitally signed
with the master servers private key.  The client decrypts the data packet,
then sends this to the server, the server checks the timestamp is recent,
and that the signed hash matches the data.  If so, all is well and the
client is authenticated.

This only covers GETTING the data. As for updating it..there is no real
secure way to do that.  Any method you do would rely both on a secure client
and  a secure server, neither of which could exist in reality.  The server
could spoof whatever it wants to the master server, and the master server
has no way of verifying this.  So, anyone could just make a server and send
spoofed updates the master server. There is absolutely no way to prevent
this whatsoever.

From: Paul Samways [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Client commands
Date: Sat, 15 Jun 2002 21:32:21 +0100
All servers. Master DB server kind of thing. And please drop the
patronising
tone, I will understand your answer. The reason I'm asking for
clarification
is I want to make find out if what you're thinking of is something I've
already thought of or not.

- Original Message -
From: Jonah Sherman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, June 15, 2002 8:20 PM
Subject: Re: [hlcoders] Client commands


You wont understand what i said untill you answer my question:
Is this persistent data for a player just on that server or for all
servers?

 From: Paul Samways [EMAIL PROTECTED]
 Reply-To: [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Client commands
 Date: Sat, 15 Jun 2002 19:04:03 +0100
 But your argument there can be applied to anything. Yes, someone can
 intercept the username and hashed password, but that can be said for
pretty
 much everything I log onto on the web. There's no way to prevent that
 without me putting SSL code in and rewriting the database server code as
 well (like I'm gonna do that).
 
 And what exactly do you mean by just sending a hash of your password to
 the
 server isnt secure, as the server can just replay that hash and act as
 you... ?. Not sure which server you mean by 'server' and also how you
 think
 they'd use this to their advantage?
 
 - Original Message -
 From: Jonah Sherman [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Saturday, June 15, 2002 6:11 PM
 Subject: Re: [hlcoders] Client commands
 
 
   Actually, this isnt as much of a problem as you might think. ALL HL
data
 is
   encrypted before being sent over the network..  Are you planning on
 storing
   player data for just that server or globally?  If you planning on
having
 a
   master server store everyones info, you might want to rethink your
 protocol,
   just sending a hash of your password to the server isnt secure, as the
   server can just replay that hash and act as you...
  
  
   From: Paul Samways [EMAIL PROTECTED]
   Reply-To: [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Subject: [hlcoders] Client commands
   Date: Fri, 14 Jun 2002 18:54:21 +0100
   Is it possible to preprocess client commands being sent to the server
   before
   they're sent?
   
   I'd like to run an md5digest on a password argument before it flys
off
 over
   the internet to the server. Is this possible?
   
   I was going to have players persistent info stored against AuthID,
but
 then
   I realised it'd be nice to be able to log in at someone elses machine
 and
   still get your stats/score updated. So now I need some way of a
player
   entering a username/password combo and not have a plaintext password
 either
   travel across the network or be stored in a text file (which would
 happen
   if
   I used a cvar wouldn't it?).
   
   Any suggestions to throw into the pot?
   
   Paul
   
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Re: [hlcoders] New anti-cheat update...

2002-05-16 Thread Jonah Sherman

It computes a hash of memory regions, and server tests it.  You can see this
by dumping CS functions, and replacing add val instructions with sub -val,
it will say you are cheating.



Well I assume that OGC and all these other hacks affect all mods - not
just CS.  So is this something all mods can inherit?  Or does
revealing how to make it work basically show how to get around it?

[EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Be an officially Valve sponsered mod?

~Ghoul

Lets leave it at that...
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RE: [hlcoders] Anti-cheat code in mods

2002-04-28 Thread Jonah Sherman

dont ask how I got these?
You obviously arent very bright, and you still try to take credit for
other's work.  I posted them on the clientbot forum before you posted them
here(because they are mine)

http://clientbot.counter-strike.ru/forum/showthread.php?s=threadid=1227perpage=15pagenumber=1


From: Kuja [EMAIL PROTECTED]
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Subject: RE: [hlcoders] Anti-cheat code in mods
Date: Sun, 28 Apr 2002 14:20:12 -0400
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X-Original-Date: Sun, 28 Apr 2002 14:20:12 -0400

www.digitalpaintball.net/~noskill/noskill.rar

Dont ask how I got these, but, well, more proof its been hacked.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Dynerman
David M
Sent: Sunday, April 28, 2002 2:08 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Anti-cheat code in mods


Perhaps, but I think that clamping down, hiding code, and hurting
development as a whole isn't the solution.

You don't ban freedom of speech, even when the Neo-Nazi's hold a rally
in predominately Jewish Skokie, Illinois, or when the KKK marches
outside an African-American mayor's house.

david

-Original Message-
From: David Flor [mailto:[EMAIL PROTECTED]]
Sent: Sunday, April 28, 2002 12:05 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Anti-cheat code in mods

Exactly, but seeing as how we're programmers...

That's the problem: not everyone on this list is a nice programmer.
Don't you think that the cheat developers weren't the first ones to
register to this list?

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Re: [hlcoders] Anti-cheat code in mods

2002-04-27 Thread Jonah Sherman

The protection of client.dll is nothing more than a RC4-hybrid which is
easy to find.
entire loader:
http://clientbot.counter-strike.ru/forum/showthread.php?s=threadid=1226
proof its not even a halfass fix:
http://www.digitalpaintball.net/~noskill/cs14.jpg


From: Michael A. Hobson [EMAIL PROTECTED]
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Subject: [hlcoders] Anti-cheat code in mods
Date: Thu, 25 Apr 2002 11:39:41 -0700
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X-Original-Date: Thu, 25 Apr 2002 11:39:41 -0700

Botman:

Actually, AHL Beta 5 and Desert Crisis both have API Hooking detection
anti-cheat built-in and have had it since HL 1.1.0.8 / SDK 2.2.

This code was developed by Ikkyo of Desert Crisis.

I had some small technical input into version 2 of this code, which now
uses an additional technique I devised called  API Inventorying on the
  modules loaded into  HL.EXE's process space. API Inventorying detects
  PE Images with duplicate exported API's, which is the signature of any
  DLL replacement  API Hooking. This particular technique catchs all
  OPENGL32.DLL  replacement  cheat programs.

At 09:59 AM 04/25/2002 -0700, Botman wrote:
Valve has stated in the dedicated server e-mail lists that right now the
only
thing that is included in the anti-cheat is the blocking of client DLL
hooking.

OpenGL wall hacks and other non-client DLL cheats (scripts, etc.) will
still
work.  Also Counter-Strike is the only MOD with anti-cheat protection
built
into it.  Anti-cheats will be added to the other MODs in the near
future.

{OLD}Sneaky_Bastard!
Michael A. Hobson
email: [EMAIL PROTECTED]
icq:#2186709

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[hlcoders] UTIL_SharedRandomFloat() always returning low value

2002-04-05 Thread Jonah Sherman

anyone know what could cause this?

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Re: [hlcoders] UTIL_SharedRandomFloat() always returning low value

2002-04-05 Thread Jonah Sherman

Yep, I just checked.  Im getting the random_seed from HUD_PostRunCmd() then
use it as:

sx=UTIL_SharedRandomFloat(pl.random,-0.06f,0.06f);
sy=UTIL_SharedRandomFloat(pl.random,0.0f,0.12)-0.06f; //Testing to see if
negative #s were problem..they werent
gEngfuncs.Con_Printf(Random Float: %i %f %f\n,pl.random,sx,sy);

This prints out a different random seed each time..but always -0.12 for the
floats :(
From: Lord Booga [EMAIL PROTECTED]
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To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] UTIL_SharedRandomFloat() always returning low value
Date: Sat, 6 Apr 2002 04:43:09 +1200
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X-Original-Date: Sat, 6 Apr 2002 04:43:09 +1200

(long shot) But is the random generator being seeded properly?

- Original Message -
From: Jonah Sherman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, April 06, 2002 4:24 AM
Subject: [hlcoders] UTIL_SharedRandomFloat() always returning low value


  anyone know what could cause this?
 
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Re: [hlcoders] Ok Thanks for the help guys. New topic: Menu positions.

2002-02-22 Thread Jonah Sherman

Im just wondering...does anyone know where i could find a binary of egcs
1.1.2? I have gcc 2.95.3 and 3.0.3 on my linux system, but they give errors
when I attempt to compile the EGCS 1.1.2 source release...

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[hlcoders] bones/ bone controllers

2002-01-05 Thread Jonah Sherman

Hi, I want to set the position of a bone on the player.  But, all 
bonecontrollers for the player are used.  So, instead, i was wondering, how 
do you set the position of a bone directly, in the studiomodel code, instead 
of using the bone controller?

Thanks,
Jonah

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[hlcoders] boned/sequences

2001-12-14 Thread Jonah Sherman

I was looking through the player model code, and I don't understand where it 
is defined which bones get controlled by the gaitsequence, and which bones 
get controlled by the sequence.  can anyone help?
Also, as my first messing around with the model rendering code, I would like 
to hardcode the movement of the shoulders with the players viewpoint, 
instead of using blending(IE: the model will contain only a horizontal aim 
sequence, no blending).  Any ideas on where to start?


Thanks,
Jonah

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[hlcoders] events

2001-12-13 Thread Jonah Sherman

I cant figure out why...but my event isnt being called!
In my PrimaryAttack, i have a PLAYBACK_EVENT with FEV_NOHOST.  PrimaryAttack 
IS being called on the client, because i added a Con_Printf() before the 
call to test, and it iis being called. I have the HookEvent() call in the 
same place all the HL defaults.  But Still, the handler i registered isnt 
getting called :( I can't figure out what im missing!

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Re: [hlcoders] Bone controller

2001-12-08 Thread Jonah Sherman

wellThe only thing i intend to use bone controlling on IS the player 
model :/


From: Reedbeta [EMAIL PROTECTED]
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Subject: Re: [hlcoders] Bone controller
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X-Original-Date: Sat, 8 Dec 2001 11:17:12 -0800 (PST)

Well if it's the player model you're using, it's quite possible that 
something
else is overriding the bone controller values you set.  There are a lot of
special cases in the model rendering code that apply only to player models,
since they are the only ones that have to deal with gaitsequences and the
like...perhaps you should try doing this on a model other than the player 
model
(for example a grunt or something).

--- Jonah Sherman [EMAIL PROTECTED] wrote:
  i was trying to learn how to use the bone controller...but i had no luck 
:(
  I added this to my ClientCommand() function:
 
  else if(FStrEq(pcmd,bset))
  {
char *a1=(char*)CMD_ARGV(1),*a2=(char*)CMD_ARGV(2);
if(!a1||!a2)
  return;
int cont=atoi(a1);
float val=atof(a2);
GetClassPtr((CBasePlayer *)pev)-SetBoneController(cont,val);
ClientPrint(pev,HUD_PRINTCONSOLE,UTIL_VarArgs(Contorller: %i, value:
  %f\n,cont,val));
  }
 
  I then started with the modified DLL and typed bset 0 20 as Gman.  I 
tried
  many other things, from 0-3 for arg1 and -30 to 30 for arg2(gmans QC 
file
  defined these limits).  I was in 3rd person mode, and did not notice ANY
  changes in the models appearance.  What did I do wrong?  with the stuff 
i
  set the bones should be all deranged, but they didnt change at all!
 
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[hlcoders] Bone controller

2001-12-07 Thread Jonah Sherman

i was trying to learn how to use the bone controller...but i had no luck :(
I added this to my ClientCommand() function:

else if(FStrEq(pcmd,bset))
{
  char *a1=(char*)CMD_ARGV(1),*a2=(char*)CMD_ARGV(2);
  if(!a1||!a2)
return;
  int cont=atoi(a1);
  float val=atof(a2);
  GetClassPtr((CBasePlayer *)pev)-SetBoneController(cont,val);
  ClientPrint(pev,HUD_PRINTCONSOLE,UTIL_VarArgs(Contorller: %i, value: 
%f\n,cont,val));
}

I then started with the modified DLL and typed bset 0 20 as Gman.  I tried 
many other things, from 0-3 for arg1 and -30 to 30 for arg2(gmans QC file 
defined these limits).  I was in 3rd person mode, and did not notice ANY 
changes in the models appearance.  What did I do wrong?  with the stuff i 
set the bones should be all deranged, but they didnt change at all!

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