RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-17 Thread Manip
It would have been easier and long term more beneficial to add a Pure CVAR
than to restrict the freedom of server mod developers.

Let's take Microsoft's Windows for an example; currently Windows is heavily
consistent between machines and that is why it is currently a top market
player, but the difference there is Microsoft don't *FORCE* consistency. You
can design an application to look however you want. Look at Steam for
example, it uses all non-standard controls. Can you imagine what would
happen if Microsoft restricted your ability to do that? And you had to use
all standard looking buttons/text boxes/labels etc, you'd be the first
person in line complaining.

And further more frankly I don't care that a few players are complaining
about the look and feel of the game. There are well over one thousand game
servers that are populated and playable at any one time. If I went to the
cost and trouble of running a server I would want to run it the way *I FEEL*
not the way some floating user feels it should be.

Don't you think Server extensions have extended the life spam of 1.6? Do you
*really* think after all this time I play 1.6 because I want to play using
the de-facto CS rules. I play on a custom maps server; we have our own set
of rules and standards and that is WHY I play and why the server is
populated all day long.

CSS is already dying because of the poor chooses Valve has made and by not
listening to the devel community. You have broken custom map construction
and have locked down server devel completely. I predict CSS will be replaced
by a community built mod (which incidentally is what CS was originally) and
that mod will give people back the freedoms which you guys at Valve have
stolen. I mean talk about shooting yourselves in the foot Valve you just
don't know what's good for you and spend too much time listening to a
minority instead of the majority.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Deadman Standing
Sent: 18 June 2005 01:04
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Source SDK - Creating Map Entities - missing
function?

The PURE (or original, unmodified, standard, un-moded) concept would
certainly address the issue. Education of that should not be any more
difficult than education of secure/insecure or any of the other filter
options.

You could add a read-only cvar (similar to the way sv_secure works) that if
set it disables certain api calls.

Last time I looked the warcraft3 servers tended to have a lot of players on
them. You might want to consider that before you start intentionally
alienating those players.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Friday, June 17, 2005 1:01 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Source SDK - Creating Map Entities - missing
function?

We are more concerned with giving people consistent gameplay rather than
any specific cheat problem. You would be amazed at the number of people
that get confused (i.e email us complaining) when joining a HL1 based
server with some of the noisier mods (I am looking at the warcraft3
superhero mod here...).

- Alfred



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[hlcoders] ServerPlugins - Maze without map

2004-12-11 Thread Manip
This is insane. 90% of the information around about the SDK doesn't work in
server plugins. Look at this page for a good example:
http://www.valve-erc.com/srcsdk/Code/hud_elements.html
void UserMessageBegin( IRecipientFilter filter, const char *messagename )
The page doesn't say it doesn't apply to server plugins, that is even listed
under the 'server' part.. all well and good then, right?
Well no not really because in the server plugin project it is defined like
this:
virtual bf_write *UserMessageBegin( IRecipientFilter *filter, int msg_type )
= 0;
Worse, there is no default filter class for the server project and no good
way of getting the msg_type!
I could go on and on about this.. The server plugin needs an SDK all its
own..
Last but not least, this doesn't work (I have setup servergll correctly) -
It crashes telling me I haven't sent a usermessage, like if you JUST call
MessageEnd() without anything else:
edict_t *ed =
engine-PEntityOfEntIndex(g_EmtpyServerPlugin.GetCommandIndex()+1);
char name[128] = ; int sizereturn = 0;
bool boolrtn = false; int type = -1;
for(int x=2; x23; x++)
{
 boolrtn =  servergll-GetUserMessageInfo(x, (char*)name, 128,
sizereturn);
 if(strcmp(name, HudMsg) == 0)
 {
  type = x;
  break;
 }
}
if(type == -1)
 return;
char *buf = Hello World\n;
FilterClass filter;
filter.AddAllPlayers(maxClient);
bf_write *pWrite;
pWrite = engine-UserMessageBegin(filter, type);
pWrite-WriteByte( 1  0xFF );
pWrite-WriteFloat( 10.0 );
pWrite-WriteFloat( 50.0 );
pWrite-WriteByte( 100 );
pWrite-WriteByte( 100 );
pWrite-WriteByte( 0 );
pWrite-WriteByte( 0 );
pWrite-WriteByte( 255  );
pWrite-WriteByte( 255 );
pWrite-WriteByte( 250 );
pWrite-WriteByte( 0 );
pWrite-WriteByte( 0 );
pWrite-WriteFloat( 0.1 );
pWrite-WriteFloat( 0.1 );
pWrite-WriteFloat( 20.0 );
pWrite-WriteFloat( 3.5 );
pWrite-WriteString( Hello World\n );
engine-MessageEnd();


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Re: [hlcoders] ServerPlugins - Maze without map

2004-12-11 Thread Manip
If that was true then why is it returning a type code-number instead of -1?
- Original Message -
From: Ronny Schedel [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 11, 2004 6:14 PM
Subject: Re: [hlcoders] ServerPlugins - Maze without map

HudMsg isnt working with CS yet, try the same with
hl2mp and it should work. For x and y use -1, it will
center the message (10 and 50 is a little bit high afaik).
Greets
Ronny

This is insane. 90% of the information around about the SDK doesn't work
in
server plugins. Look at this page for a good example:
http://www.valve-erc.com/srcsdk/Code/hud_elements.html
void UserMessageBegin( IRecipientFilter filter, const char
*messagename )
The page doesn't say it doesn't apply to server plugins, that is even
listed
under the 'server' part.. all well and good then, right?
Well no not really because in the server plugin project it is defined
like
this:
virtual bf_write *UserMessageBegin( IRecipientFilter *filter, int
msg_type )
= 0;
Worse, there is no default filter class for the server project and no
good
way of getting the msg_type!
I could go on and on about this.. The server plugin needs an SDK all its
own..
Last but not least, this doesn't work (I have setup servergll
correctly) -
It crashes telling me I haven't sent a usermessage, like if you JUST call
MessageEnd() without anything else:
edict_t *ed =
engine-PEntityOfEntIndex(g_EmtpyServerPlugin.GetCommandIndex()+1);
char name[128] = ; int sizereturn = 0;
bool boolrtn = false; int type = -1;
for(int x=2; x23; x++)
{
 boolrtn =  servergll-GetUserMessageInfo(x, (char*)name, 128,
sizereturn);
 if(strcmp(name, HudMsg) == 0)
 {
  type = x;
  break;
 }
}
if(type == -1)
 return;
char *buf = Hello World\n;
FilterClass filter;
filter.AddAllPlayers(maxClient);
bf_write *pWrite;
pWrite = engine-UserMessageBegin(filter, type);
pWrite-WriteByte( 1  0xFF );
pWrite-WriteFloat( 10.0 );
pWrite-WriteFloat( 50.0 );
pWrite-WriteByte( 100 );
pWrite-WriteByte( 100 );
pWrite-WriteByte( 0 );
pWrite-WriteByte( 0 );
pWrite-WriteByte( 255  );
pWrite-WriteByte( 255 );
pWrite-WriteByte( 250 );
pWrite-WriteByte( 0 );
pWrite-WriteByte( 0 );
pWrite-WriteFloat( 0.1 );
pWrite-WriteFloat( 0.1 );
pWrite-WriteFloat( 20.0 );
pWrite-WriteFloat( 3.5 );
pWrite-WriteString( Hello World\n );
engine-MessageEnd();


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Re: [hlcoders] ServerPlugins - Maze without map

2004-12-11 Thread Manip
I think your just incorrect because I just tried it on HL2:DM and got the
same thing,
MESSAGE_END called with no active message - Engine Error
And then the server crashes and dies with a lovely 0x0040 read (the
server attempted to use a pointer to an object that wasn't defined).
Which, by the way could EASILY be resolved by simply adding a if(n == NULL)
return;
- Original Message -
From: Ronny Schedel [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 11, 2004 6:59 PM
Subject: Re: [hlcoders] ServerPlugins - Maze without map

The user message is registered, but the client side code is
either missing or the user message needs other values.
Someone from Valve said, user messages could change,
it could be different from the sdk code. So dont expect
anything, its luck when its working...
Greets
Ronny
If that was true then why is it returning a type code-number instead
of -1?
- Original Message -
From: Ronny Schedel [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 11, 2004 6:14 PM
Subject: Re: [hlcoders] ServerPlugins - Maze without map

HudMsg isnt working with CS yet, try the same with
hl2mp and it should work. For x and y use -1, it will
center the message (10 and 50 is a little bit high afaik).
Greets
Ronny

This is insane. 90% of the information around about the SDK doesn't
work
in
server plugins. Look at this page for a good example:
http://www.valve-erc.com/srcsdk/Code/hud_elements.html
void UserMessageBegin( IRecipientFilter filter, const char
*messagename )
The page doesn't say it doesn't apply to server plugins, that is even
listed
under the 'server' part.. all well and good then, right?
Well no not really because in the server plugin project it is defined
like
this:
virtual bf_write *UserMessageBegin( IRecipientFilter *filter, int
msg_type )
= 0;
Worse, there is no default filter class for the server project and no
good
way of getting the msg_type!
I could go on and on about this.. The server plugin needs an SDK all
its
own..
Last but not least, this doesn't work (I have setup servergll
correctly) -
It crashes telling me I haven't sent a usermessage, like if you JUST
call
MessageEnd() without anything else:
edict_t *ed =
engine-PEntityOfEntIndex(g_EmtpyServerPlugin.GetCommandIndex()+1);
char name[128] = ; int sizereturn = 0;
bool boolrtn = false; int type = -1;
for(int x=2; x23; x++)
{
 boolrtn =  servergll-GetUserMessageInfo(x, (char*)name, 128,
sizereturn);
 if(strcmp(name, HudMsg) == 0)
 {
  type = x;
  break;
 }
}
if(type == -1)
 return;
char *buf = Hello World\n;
FilterClass filter;
filter.AddAllPlayers(maxClient);
bf_write *pWrite;
pWrite = engine-UserMessageBegin(filter, type);
pWrite-WriteByte( 1  0xFF );
pWrite-WriteFloat( 10.0 );
pWrite-WriteFloat( 50.0 );
pWrite-WriteByte( 100 );
pWrite-WriteByte( 100 );
pWrite-WriteByte( 0 );
pWrite-WriteByte( 0 );
pWrite-WriteByte( 255  );
pWrite-WriteByte( 255 );
pWrite-WriteByte( 250 );
pWrite-WriteByte( 0 );
pWrite-WriteByte( 0 );
pWrite-WriteFloat( 0.1 );
pWrite-WriteFloat( 0.1 );
pWrite-WriteFloat( 20.0 );
pWrite-WriteFloat( 3.5 );
pWrite-WriteString( Hello World\n );
engine-MessageEnd();


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Re: [hlcoders] SDK Format Issues 2.

2004-12-09 Thread Manip
Wouldn't it just be easier for the mailing list admin to turn off the highly
annoying and essentially useless:
[ Picked text/plain from multipart/alternative ]
What does sticking that at the top of the message _really_ add? Why at the
top?
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, December 10, 2004 4:46 AM
Subject: RE: [hlcoders] SDK Format Issues 2.

Sdk folder is for multiplayer source.
ALSO:!
-- everyone, if you use outlook can you set the send type to plain text
please? Seeing all the mime and picked messages is annoying :X
-Original Message-
From: David Nelson [mailto:[EMAIL PROTECTED]
Sent: December 9, 2004 11:36 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] SDK Format Issues 2.
--
[ Picked text/plain from multipart/alternative ]
Sorry, I meant to put this in with the first email and almost forgot.
When
developing for single player do you only use the SDK folders or does the
HL
DLL folder come into play or is that folder just an example?
Thanks again!
David
--
---
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: [hlcoders] UserMessage? Ahh!

2004-12-08 Thread Manip
How are you setting IRecipientFilter to an instance of the player, when I do
it the server dies (fun!).
- Original Message -
From: Ronny Schedel [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, December 08, 2004 12:37 PM
Subject: Re: [hlcoders] UserMessage? Ahh!

I use IServerGameDLL::GetUserMessageInfo() for this.
But this function is broken in CS and HL2MP. It crashes
the whole server on invalid indeces (CS at 25, HL2MP at 22),
so you should not go over these limits.
Greets
Ronny

Thanks Ronny, now Mr.Wizard have you got a way to use GetUserMessageName
(part of usermessage.h/.cpp in game_shared)? :-)

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Re: [hlcoders] UserMessage? Ahh!

2004-12-08 Thread Manip
I got that, the problem I'm having at the moment is GetUserMessageInfo()
crashing the server each time it is called. Here is what I'm using:
char name[128] = ; int sizereturn = 0;
bool boolrtn = false;
boolrtn = srvdllfwd-GetUserMessageInfo(x, name, 128, sizereturn);
Whatever x is (1~10) it crashes. No error..
- Original Message -
From: Hendrik Punisher Leppkes [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, December 08, 2004 4:09 PM
Subject: RE: [hlcoders] UserMessage? Ahh!

There is a working example on hl2coders.com how to create a
IRecipientFilter
class :)
http://www.hl2coding.com/forums/viewtopic.php?t=31
--
Punisher

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[hlcoders] UserMessage? Ahh!

2004-12-07 Thread Manip
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Please, I just spent four hours trying and I can't figure out how to make a 
usermessage.

I want to get_type for a text message using usermessage-get_type(const char )  
or something like that, then I want to fill the buffer with a few things 
(bytes, floats, etc) and then MessageEnd().

I can do the first two (UserMessageBegin(), MessageEnd()) via the engine 
interface easily enough but how do you fill the buffer? I tried messing around 
with bf_write, now I feel suicidal..

I also can't figure out how to set the thing up to allow you to query the type 
(int) of a usermessage (char)? I see the code and I tried just moving it all 
around but ended up with 6 unresolved symbols and the strings holding it all 
together started to come apart and now I can't even remember what the logic was 
with copying stuff out of the headers.. ?

If you don't know the answer and think a trip though the SDK will allow you to 
figure it out then I advise you to stop now, you will regret it if you do.
--





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Re: [hlcoders] UserMessage? Ahh!

2004-12-07 Thread Manip
Sorry if I wasn't clear, this is for a server-plugin. We don't have access
to those headers without dependency hell.
- Original Message -
From: Skyler York [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, December 08, 2004 4:24 AM
Subject: Re: [hlcoders] UserMessage? Ahh!
Have you taken a look at the programmer's documention for network
messenging?  They describe in pretty good detail more than once how to
create user messages, both in general and specifically for HUD
elements.  No where do you ever touch a bf_write, you make use of the
classic WRITE_BYTE, etc.
On Wed, 8 Dec 2004 04:13:10 -, Manip [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Please, I just spent four hours trying and I can't figure out how to make
a usermessage.
I want to get_type for a text message using usermessage-get_type(const
char )  or something like that, then I want to fill the buffer with a few
things (bytes, floats, etc) and then MessageEnd().
I can do the first two (UserMessageBegin(), MessageEnd()) via the engine
interface easily enough but how do you fill the buffer? I tried messing
around with bf_write, now I feel suicidal..
I also can't figure out how to set the thing up to allow you to query the
type (int) of a usermessage (char)? I see the code and I tried just moving
it all around but ended up with 6 unresolved symbols and the strings
holding it all together started to come apart and now I can't even
remember what the logic was with copying stuff out of the headers.. ?
If you don't know the answer and think a trip though the SDK will allow
you to figure it out then I advise you to stop now, you will regret it if
you do.
--
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[hlcoders] Alive / Dead status?

2004-12-05 Thread Manip
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Any way to get a player's alive/dead status?
--





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Re: [hlcoders] Plugin supported Interface Factories...

2004-12-05 Thread Manip
Thanks botman!
PS You frigging own! :-)
- Original Message -
From: Jeffrey botman Broome [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, December 06, 2004 12:40 AM
Subject: Re: [hlcoders] Plugin supported Interface Factories...


v- HELP -v
I STILL haven't determined a method to get each player's origin and
angles in a plugin.  The best I have found so far is to use the
ICollideable::GetCollisionOrigin() and ICollideable::GetCollisionAngles()
for each client (ICollideable is available through the edict_t structure
using GetCollideable() function).
^- HELP -^
Oppps, forgot to say why I need help.  :)
The ICollideable gives you the proper origin, but the angles are always
zero
(I assume because Source uses AABB and the bounding box of players don't
rotate).
Anybody figured out how to get 'origin' AND 'angles' for each player on a
server via a plugin?
Jeffrey botman Broome

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Re: [hlcoders] Want To add handle_say event

2004-12-04 Thread Manip
You can't sorta --- Though you might need to do some hacking to get it to
actually fire the say, this acts as more of a blocking hook.
CON_COMMAND( say, say hook)
{
   char buf[128] = say ;
   for(int x=1; xengine-Cmd_Argc(); x++)
   {
   strncat(buf, engine-Cmd_Argv(x), sizeof(buf));
   strncat(buf,  , sizeof(buf));
   }
   strncat(buf, \n, sizeof(buf));
   Msg(buf);
}


- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 04, 2004 5:07 AM
Subject: RE: [hlcoders] Want To add handle_say event

You can't right now, I will be adding a game event that fires when a say
message is sent.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ray Toye
Sent: Friday, December 03, 2004 9:01 PM To:
[EMAIL PROTECTED] Subject: [hlcoders] Want To add
handle_say event
I didnt do any coding (besides smalls plugins) for hl1 so this is all
new to me and adding the fact that all my c++ coding is done with
Borland Builder, Im a bit lost on making a server plugin dll. I have
compiled the serverplugin_empty project using VC++ 6 successfully and
Now I would like to add the mechinism to trap the say and say_team
events and I dont even know where to begin.
Can someone point me in the right Direction?


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[hlcoders] Console command for clients?

2004-12-04 Thread Manip
In the default plugin project if I register a console command within
'convar.cpp' the clients can see and use the command as well as the server
console. If however I register a command within 'serverplugin_empty.cpp' the
client can not see the console command but the server can.
I would just register them all within convar.cpp (obviously) but then I
don't get access to any engine calls etc. How is convar.cpp set to register
the console commands on the client AND server?


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Re: [hlcoders] Console command for clients?

2004-12-04 Thread Manip
Fine but then how do I register a command so the clients can call it?
And don't tell me it can't be done because I have done it and so have
AMX/AM/etc on 1.6.
If I use CON_COMMAND in the serverplugin_empty.cpp it does not work on a
client. It gives you an unknown commaand error, works on the server console
though
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 04, 2004 8:35 PM
Subject: RE: [hlcoders] Console command for clients?

Plugins are server side only, putting them in convar is wrong and won't
work. You need to register them in serverplugin_empty.cpp.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent:
Saturday, December 04, 2004 12:23 PM To: [EMAIL PROTECTED]
Subject: [hlcoders] Console command for clients?
In the default plugin project if I register a console command within
'convar.cpp' the clients can see and use the command as well as the
server console. If however I register a command within
'serverplugin_empty.cpp' the client can not see the console command
but the server can.
I would just register them all within convar.cpp (obviously) but then
I don't get access to any engine calls etc. How is convar.cpp set to
register the console commands on the client AND server?


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Re: [hlcoders] Console command for clients?

2004-12-04 Thread Manip
I thought I tried that, clearly I didn't, THANK YOU! :-)
Ignore my previous reply I was still downloading mail at the time.
- Original Message -
From: Ronny Schedel [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 04, 2004 8:52 PM
Subject: Re: [hlcoders] Console command for clients?

CON_COMMAND_F with flags FCVAR_GAMEDLL should fit
your needs.
Greets
Ronny

In the default plugin project if I register a console command within
'convar.cpp' the clients can see and use the command as well as the
server
console. If however I register a command within 'serverplugin_empty.cpp'
the
client can not see the console command but the server can.
I would just register them all within convar.cpp (obviously) but then I
don't get access to any engine calls etc. How is convar.cpp set to
register
the console commands on the client AND server?


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Re: [hlcoders] Server plugins

2004-12-03 Thread Manip
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
If you plan to make the move from /bin to /addons/bin then I would do it
sooner rather than later. Yes it might confuse people but  better to have a
small number of confused developers than having an entire user-base confused
when their plugins stop working in a month (or whenever the first server
plugins start to appear).

Any thoughts on a /addons in _both_ the server root and the mod directory?

The bug, well .. I agree I can't think of a way to exploit it but that still
doesn't make it good practice.


- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, December 03, 2004 7:09 PM
Subject: RE: [hlcoders] Server plugins


 All binaries should be placed in a bin/ directory, I am considering
 making a addons/bin/ folder but I didn't want to further confuse the
 issue by doing that right now (and I haven't had the luxury of free time
 lately :). You are perfectly able to put a binary in that directory if
 you want (using a relative path in the .vdf file). And yes it is fine
 security because its installed by a server op, the data is not driven by
 a remote client.
 The steam dedicated server should work (once you update it with the
 release last night), send me more details of the problem you are seeing
 off the list if you can't get it to work.


 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent:
 Thursday, December 02, 2004 10:39 PM To: [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Server plugins

 Thanks Alfred!

 Two quick notes -
 It does not work on the Steam client dedicated server, only the
  stand-alone version. Has the Steam client server received an update?

 Also, wouldn't it be more prudent to use the /addons folder as the
 default store for binaries? My rational for suggesting that is as
 followed, if you (the server manager) want to reset the server back
 to a state when it had no addons installed then you would simply be
 able to remove the /addons folder for that Mod (or server) as opposed
 to hunting though the /bin. There is also a risk of the server
 operator removing an important Steam binary in the process of
 removing plugins. Keep in mind that the number of plugins will grow
 exponentially; the default store is giving a message to the
 programmers, they will use it for their plugins.

 If I had writing this particular framework I would have done it like
 this Root/addons/*.dll  - server wide binary-plugin store (all
 mods) Root/addons/*.vdf - VDFs for all Mods
 Root/Mod/addons/*.dll - Mod specific binary-plugin store
 Root/Mod/addons/*.vdf - VDFs for this Mod

 I make that suggestion with all due respect. :-)

 I noticed that you can place plugins below the server root .. Is this
 *Really* good security?
 ../../../../myplugin


 - Original Message -
 From: Alfred Reynolds [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, December 03, 2004 1:35 AM
 Subject: [hlcoders] Server plugins


  We just released a fix for server plugins note loading under Steam,
  restart Steam to get it. The path details for loading a plugin have
  also changed, the .vdf file should specify the filename relative to
  the bin/ directory of the server (i.e if you copy your binary into
  the
  base bin/ directory then it just needs to be the filename,
  serverplugin_empty ). The SDK document about plugins will be
  updated soon reflecting this
  change.
 
  - Alfred
 
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Re: [hlcoders] SteamID?

2004-12-03 Thread Manip
edict_t *ed = engine-PEntityOfEntIndex(m_iClientCommandIndex+1);
engine-GetPlayerNetworkIDString(ed);
--
In the above, if I use an int instead ofm_iClientCommandIndex+1 it
works fine.
'm_iClientCommandIndex' : undeclared identifier -- Is what I get when the
above is in there .. :-/

- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, December 04, 2004 12:59 AM
Subject: RE: [hlcoders] SteamID?

Oh, and if this is in a plugin:
edict *ed = engine-PEntityOfEntIndex(m_iClientCommandIndex+1);
IPlayerInfo *playerinfo = playerinfomanager-GetPlayerInfo( ed );
playerinfo-GetNetworkIDString();
Or
edict *ed = engine-PEntityOfEntIndex(m_iClientCommandIndex+1);
engine-GetPlayerNetworkIDString(ed);

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred
Reynolds Sent: Friday, December 03, 2004 4:45 PM To:
[EMAIL PROTECTED] Subject: RE: [hlcoders] SteamID?
CBasePlayer *pPlayer = UTIL_GetCommandClient();
pPlayer-GetNetworkIDString()
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Manip
Sent:
Friday, December 03, 2004 4:32 PM To: [EMAIL PROTECTED]
Subject: [hlcoders] SteamID?
 Does anyone have a method for retrieving a char array version of the
 callers SteamID from a CON_COMMAND() callback?





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Re: [hlcoders] Server plugins

2004-12-02 Thread Manip
Thanks Alfred!
   Two quick notes -
It does not work on the Steam client dedicated server, only the stand-alone
version.
Has the Steam client server received an update?
Also, wouldn't it be more prudent to use the /addons folder as the default
store for binaries? My rational for suggesting that is as followed, if you
(the server manager) want to reset the server back to a state when it had no
addons installed then you would simply be able to remove the /addons folder
for that Mod (or server) as opposed to hunting though the /bin. There is
also a risk of the server operator removing an important Steam binary in the
process of removing plugins. Keep in mind that the number of plugins will
grow exponentially; the default store is giving a message to the
programmers, they will use it for their plugins.
If I had writing this particular framework I would have done it like this
Root/addons/*.dll  - server wide binary-plugin store (all mods)
Root/addons/*.vdf - VDFs for all Mods
Root/Mod/addons/*.dll - Mod specific binary-plugin store
Root/Mod/addons/*.vdf - VDFs for this Mod
I make that suggestion with all due respect. :-)
I noticed that you can place plugins below the server root .. Is this
*Really* good security?
../../../../myplugin
- Original Message -
From: Alfred Reynolds [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, December 03, 2004 1:35 AM
Subject: [hlcoders] Server plugins

We just released a fix for server plugins note loading under Steam,
restart Steam to get it. The path details for loading a plugin have also
changed, the .vdf file should specify the filename relative to the bin/
directory of the server (i.e if you copy your binary into the base bin/
directory then it just needs to be the filename, serverplugin_empty ).
The SDK document about plugins will be updated soon reflecting this
change.
- Alfred
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Re: [hlcoders] if its worth it... where to begin !

2003-10-13 Thread Manip
Why don't you look at OLO's bits on AMX modules, on the AMX site. There is
also some examples under 'modules' section on the main site. Although
producing AMX modules will limit the adminMod compatibility, that is a good
place to start.

- Original Message -
From: McCormack, Chris [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, October 13, 2003 9:37 AM
Subject: RE: [hlcoders] if its worth it... where to begin !


 Just to add. I do know C++ and am a developer (but primarily in Java), the
level of detail I want is a bit higher than learn C++.

 -Original Message-
 From: McCormack, Chris
 Sent: 13 October 2003 09:19
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] if its worth it... where to begin !


 Hi folks

 I have been poking through the hlsdk and some amx scripts and have a nice
mod idea I have planned out. The trouble is I just don't know where to begin
physically coding a completely new mod ! Also with steam sdk not yet
released and, a number of posts from mod coders having steam related coding
problems I am wondering if now is not the best time to get heavily involved
with hl1 coding. So I suppose a few questions :

 In order to get a simple (multiplayer) mod (nothing inside it, literally
barebones code) running, where would I begin (no flames please I am genuine
here).

 I have read about entries in liblist and where to place an existing mod
under steam in order for it to be recognised etc and how to debug using vc,
but not actually anything about this is the place to start coding your mod,
101 create a class called blah.cpp, then some models, then maps/sounds/tex
etc etc.

 I know it must have all been said before at some point, but has anyone got
any constructive advice (stfw doesn't count :S ).

 If I can get some good advice/urls etc I intend to create a blog on the
progress of my mod from day 1 (smile you may be in it ;)  ).

 thanks in advance

 Chris

 (reply to me personally if you don't want to post to the list
[EMAIL PROTECTED])

 ***
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Re: [hlcoders] if its worth it... where to begin !

2003-10-13 Thread Manip
Oh also, if your having trouble finding this information instead of making
just a blog why not focus some attention on helping others in your current
situation get going :)
- Original Message -
From: McCormack, Chris [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, October 13, 2003 9:37 AM
Subject: RE: [hlcoders] if its worth it... where to begin !


 Just to add. I do know C++ and am a developer (but primarily in Java), the
level of detail I want is a bit higher than learn C++.

 -Original Message-
 From: McCormack, Chris
 Sent: 13 October 2003 09:19
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] if its worth it... where to begin !


 Hi folks

 I have been poking through the hlsdk and some amx scripts and have a nice
mod idea I have planned out. The trouble is I just don't know where to begin
physically coding a completely new mod ! Also with steam sdk not yet
released and, a number of posts from mod coders having steam related coding
problems I am wondering if now is not the best time to get heavily involved
with hl1 coding. So I suppose a few questions :

 In order to get a simple (multiplayer) mod (nothing inside it, literally
barebones code) running, where would I begin (no flames please I am genuine
here).

 I have read about entries in liblist and where to place an existing mod
under steam in order for it to be recognised etc and how to debug using vc,
but not actually anything about this is the place to start coding your mod,
101 create a class called blah.cpp, then some models, then maps/sounds/tex
etc etc.

 I know it must have all been said before at some point, but has anyone got
any constructive advice (stfw doesn't count :S ).

 If I can get some good advice/urls etc I intend to create a blog on the
progress of my mod from day 1 (smile you may be in it ;)  ).

 thanks in advance

 Chris

 (reply to me personally if you don't want to post to the list
[EMAIL PROTECTED])

 ***
 This e-mail and its attachments are confidential
 and are intended for the above named recipient
 only. If this has come to you in error, please
 notify the sender immediately and delete this
 e-mail from your system.
 You must take no action based on this, nor must
 you copy or disclose it or any part of its contents
 to any person or organisation.
 Statements and opinions contained in this email may
 not necessarily represent those of Littlewoods.
 Please note that e-mail communications may be monitored.
 The registered office of Littlewoods Limited and its
 subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB.
 Registered number of Littlewoods Limited is 262152.
 


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 Statements and opinions contained in this email may
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 Please note that e-mail communications may be monitored.
 The registered office of Littlewoods Limited and its
 subsidiaries is 100 Old Hall Street, Liverpool, L70 1AB.
 Registered number of Littlewoods Limited is 262152.
 


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Re: [hlcoders] Open Letter To Hacker Community

2003-10-10 Thread Manip
Actually, the definition of 'hacker' has changed and is generally accepted
as 'hacker' or 'cracker' and now most of the time a really good coder isn't
known as a 'hacker'



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[hlcoders] HL2 'Game Content' Leaked :(

2003-10-07 Thread Manip
HalfLife2.net

-As most of you in IRC and on the forums already know, a pre-release version
of Half-Life 2 has found its way onto Peer-to-peer, IRC, and web warez
networks around the globe.

We ask all of our participants of our community, both in our IRC channel
(irc.quakenet.org #halflife2) and our forum, to remain as sensible and calm
about the situation as possible. We will not hesitate to ban users posting
screenshots of the source, where to get the source, code from the source,
the file name of the Half-Life 2 pre-release, where to get the pre-release
or any content remotely similar to this likeness.

If you do insist on discussing the pre-release (in an appropriate, and legal
manner), we would prefer you do it in our IRC channel (irc.quakenet.org
#halflife2) rather than in our forums, for moderation related reasons. -


That is really bad... I'm assuming they mean the 'release content' of the
game, this will ruin valve and the delay will only make things worse :(
I'm never going to download the 'release content,' because that is just
wrong. Stupid  twat 'hackers'... :'(




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Re: [hlcoders] GameMenu.res commands

2003-10-07 Thread Manip
The GameUi source is already out... and the browser source
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, October 07, 2003 8:09 PM
Subject: RE: [hlcoders] GameMenu.res commands


 Afaik, those commands aren't being executed from the game OR client
 dlls.

 They're hardcoded into GameUI.dll.

 So with that said, theres nothing we can do until valve releases new SDK
 with gameui.dll source.


 -omega
 http://www.frontline2.com


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Charlie
 Cleveland
 Sent: October 7, 2003 12:26 PM
 To: hlcoder
 Subject: [hlcoders] GameMenu.res commands

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

 I am trying to customize my GameMenu.res (under Steam) to execute custom
 commands.

 --
 GameMenu
 {
  1
  {
   label #GameUI_GameMenu_ResumeGame
   command ResumeGame
   OnlyInGame 1
  }
  2
  {
   label #GameUI_GameMenu_Disconnect
   command Disconnect
   OnlyInGame 1
  }
  3
  {
   label #Menu_ReadyRoom
   command readyroom
   OnlyInGame 1
  }
  more
 --

 I entered block #3, but of course readyroom isn't a command recognized
 by Half-life.  It is in fact a client command.  Does anyone know how you
 execute client commands via this menu, or how you add your own custom
 commands?

 -Charlie
 --
 Charlie Cleveland
 Game programmer and designer
 http://www.natural-selection.org
 http://overmind.org
 --


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Re: [hlcoders] HL2 'Game Content' Leaked :(

2003-10-07 Thread Manip
The list is on a different machine (ovious) and I would assume they took the
content for HL2 when they took the source a couple of months ago... just
didn't release it until now.
- Original Message -
From: Kevin Gerry [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, October 07, 2003 9:30 PM
Subject: RE: [hlcoders] HL2 'Game Content' Leaked :(


 Stupid question here...

 If Valve's servers are/were offline... How'd you send that email to the
 list? =P

 list.VALVEsoftware.com  =p

 *sigh* =/

  Shit, where the hell have they got it from? I thought Valve's servers
were
  offline.
  You mean it ruins Valve because now there is content to try the source
  code on, right?
  Otherwise HL2 would have been hacked and distributed over P2P networks a
  few weeks after the release anyway. It's the same with every new game
now
  a days. (Sorry, I would use #halflife2, but there I can't answer you :/)


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Re: [hlcoders] HL2 'Game Content' Leaked :(

2003-10-07 Thread Manip
Yep, I'm not shocked about the push back. Just to stop the hacking /
cheating they would have to push it back a little. That is not to mention
all the other things that now need to be changed so the 'public' can't mess
with things.


- Original Message -
From: Stan Bubrouski [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, October 07, 2003 11:38 PM
Subject: Re: [hlcoders] HL2 'Game Content' Leaked :(


 I don't think it was stolen content or anything, from
 reading the articles that came out today.  Looks more
 like a recipient of one of the beta builds leaked,
 something that was bound to happen anyways.  From
 what I can gather this has no affect on things,
 especially if the release is already pushed back
 to April.

 -sb


 [EMAIL PROTECTED] wrote:
 
  Soy, maybe the same advice is a good idea here :D
 
 
 HalfLife2.net
 
 -As most of you in IRC and on the forums already know, a pre-release
version
 of Half-Life 2 has found its way onto Peer-to-peer, IRC, and web warez
 networks around the globe.
 
 We ask all of our participants of our community, both in our IRC channel
 (irc.quakenet.org #halflife2) and our forum, to remain as sensible and
calm
 about the situation as possible. We will not hesitate to ban users
posting
 screenshots of the source, where to get the source, code from the
source,
 the file name of the Half-Life 2 pre-release, where to get the
pre-release
 or any content remotely similar to this likeness.
 
 If you do insist on discussing the pre-release (in an appropriate, and
legal
 manner), we would prefer you do it in our IRC channel (irc.quakenet.org
 #halflife2) rather than in our forums, for moderation related reasons. -
 
 
 That is really bad... I'm assuming they mean the 'release content' of
the
 game, this will ruin valve and the delay will only make things worse :(
 I'm never going to download the 'release content,' because that is just
 wrong. Stupid  twat 'hackers'... :'(
 
 
 
 
  -
  This message was sent using Endymion MailMan.
  http://www.endymion.com/products/mailman/
 
 
 
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please visit:
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Re: [hlcoders] ABUSE REPORT

2003-10-06 Thread Manip
You kinda killed your own fire, talking about educational licence makes it
sound less wrong. But I agree it isn't that bad because as I said looking
over code doesn't harm anyone (more than already have), you just want to go
around and pick fights. Also my ISP simply wont kick me off because you
don't own the material, you don't have any rights to that material and valve
hasn't made a complain Maybe you should work on your people skills and
stop hiding behind bs-linux.com. Brian you make me sick, you make it sound
like I just downloaded windows without paying or something, I still plan to
buy half life 2 and don't plan to release anything (Why would I ?). I find
it ironic your on a Linux ISP... you don't seem to understand anything about
what open source is and what it stands for. I hope I never have the
opportunity to work with you because you have a serious attitude problem,
lack of natural curiosity (isn't this a key to good dev? ?) and are just
being an ass about things that frankly are non of your business. Also if my
ISP did go though my log's I would take them to court and most likely win,
according to my agreement with them they don't the right to just check my
log's at a wim. I can be kicked off by the TOS but not with my educational
bit and you have no proof I have HL2 code, I have not even said that I did..
I just implied it and have not re-distributed any part of it on this board
nor anywhere else.

Maybe you should have re-read what you sent to them, I didn't say I had the
source in it :) Oh I also not saying I have the source in this post
either



- Original Message -
From: Brian A. Stumm [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Cc: [EMAIL PROTECTED]; [EMAIL PROTECTED]; [EMAIL PROTECTED];
[EMAIL PROTECTED]
Sent: Monday, October 06, 2003 4:19 AM
Subject: [hlcoders] ABUSE REPORT


 On Sun, 5 Oct 2003, Brian A. Stumm wrote:

 
 
  This mail is to notify you of illegal activity by your internet
  subscriber. Your customer has admitted repeatedly on
  list.valvesoftware.com to possessing stolen source code from the recent
  break in to valvesoftware.com where in source code to the highly
  anticipated half life 2 source code was stolen by illegal means. I
  encourage you to check your logs to see if a file entitled hl2_src.rar
was
  downloaded by your customer and implore you to report your findings to
  your local authorities, US FBI as well as valvesoftware.com.
 
  Your customer may feel that since this code was obtained through illegal
  manner that HE is permitted to download said code but that doesn't
change
  anything. This is copywritted intellectual property that was obtained
  through illegal means. He feels that he has some educational licenese
to
  view said source but obtained no such license from the owner of said
  source code, valvesoftware.
 
  I implore you to take action, if you do not then I will take your lack
of
  action as support for illegal activities by your customers. And will
  elevate this complaint further.
 
  Thank you for your immediate attention to this matter.
 
  
  HEADERS:
  
 
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Re: [hlcoders] Re: Re: Re: HL2 Source

2003-10-06 Thread Manip
Brian if you had a real ISP I would mail this off and the abuse@ one,
pointing out that you only send the abuse@ mail off after I sent this.
Anyone else notice he relied to my messages before this but as soon as I
tell him to shut up about it he goes and sends an abuse@ mail off.. read
back though your list.

Before my shut up post:
They can sue you and press criminal charges just for being in possession
of it. You have no educational use license from valve to possess this
code. Your just an idiot that deserves to get his hand slapped.

After:
Your right, saying it over and over again is a waste of breath, instead I
think I'll inform your ISP of your illegal activities, it is ntl broadband
right?

Does his complaint have anything to do with his morals it more he is
insulted because I'm sick of hearing the same thing?


- Original Message -
From: Manip [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, October 05, 2003 10:09 PM
Subject: Re: [hlcoders] Re: Re: Re: HL2 Source


 Alright brian we have heard the same tired thing from you enough now. Yes
 I'm sure they will prosecute for looking at code 'everyone' has and you
can
 tell me you told me so.. you win but saying it over and over again doesn't
 make it any more or less true

 - Original Message -
 From: Brian A. Stumm [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Sunday, October 05, 2003 9:41 PM
 Subject: Re: [hlcoders] Re: Re: Re: HL2 Source


  On Sun, 5 Oct 2003, Manip wrote:
 
http://www.justinrossetti.com/albums/HalfLife2/hl2_death.jpg
  
   hahaha. I wouldn't want to work for valve right now either. Worse I
 wouldn't
   want to be the guy that got his
   account broken into, if it was his fault or not. Just generally not a
 good
   day, and I don't think a few developers
   talking openly about the source they know we have is going to make
 things
   worse. I'm not planning to develop
   games with it but I am curious about how they did certain things so
the
   label 'for education use only' kind fits the
   bill. Most developers that have blood going though their vanes can't
 resist
   information and something like this where
   you have the unique opportunity to see how the pro's are doing it is
too
   good to resist. I have nothing against valve and
   don't plan on making a penny off of their hard work but me looking
over
 code
   that is already public doesn't hurt anyone
   so stop slamming me just because I'm open unlike all of you that are
 looking
   but don't want to talk about it.
  
   Please stop going on about IP, I am not selling it, I am not making
 money
   off of it, they can sue me for every penny
   I have made off the half-life 2 source, duh.
 
  They can sue you and press criminal charges just for being in possession
  of it. You have no educational use license from valve to possess this
  code. Your just an idiot that deserves to get his hand slapped.
 
 
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Re: [hlcoders] Re: hlcoders digest, Vol 1 #1122 - 11 msgs

2003-10-06 Thread Manip
Ok will do :) Sorry
I am not going to talk about HL2 src anymore, I've said all I wanted to say
(and a little more)

I am quoting your Msg because I and responding to it :)
- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, October 06, 2003 9:59 AM
Subject: [hlcoders] Re: hlcoders digest, Vol 1 #1122 - 11 msgs



 When replying to post it would be appreciated if peopel would take the
time to
 remove the original message from the post unless it is important to quote
the
 original message.

 I jsut get tired of scrolling through  stuff like this

 RE: RE: RE: RE: RE: RE: RE: RE: RE: RE: RE: RE: huh?
  hi
  hl2 source what can i do
  nothing we will sue you
 123435 lines later end of message

 thanks to anyone who takes the time to remove the original message.



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Re: [hlcoders] Re: Re: HL2 Source

2003-10-05 Thread Manip
http://www.thedrydock.net/adminspace/manip/Compile_Half_Life_2.txt
- Original Message -
From: tei [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, October 05, 2003 10:28 AM
Subject: [hlcoders] Re: Re: HL2 Source



 Heee No one compile with warnings level 3?  ...debug mode?
 ...asserts?  ...logs?  ...batch tests?  #if 0 #else #endif?



 MC Ha, I love that. You spend hours trying to fix a bug.  You put like
100
 MC lines of debug code before you find a glaring typo!!  You fix the typo
 MC and the bug is still there.


 MC On Sun, 2003-10-05 at 04:44, Daniel Koppes wrote:
  Oh no, even better, you spend HOURS trying to fix a problem, only to
  discover it was your previously thought 100% perfect code elsewhere
that
  was causing the problem.
 
  At 09:31 5/10/2003, you wrote:
 
  I absotively LOVE IT when that happens!
  I also love it when you fix one bug, and find 2 more that were hidden
  BECAUSE of the one you fixed, and it ends up becoming a really really
  really long day trying to fix it :X!
  
  
  -omega
  http://www.frontline2.com
  
  
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of botman
  Sent: October 4, 2003 3:17 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Re: HL2 Source
  
  Okay, I'm bored.  I've just rebuilt my code for the 83rd billionth
time
  today and I everytime I fix a bug I seem to add 2 more.  I guess it's
  time
  to go out and get completely WASTED and try again tomorrow!  :)
  
  Jeffrey botman Broome
  


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Re: [hlcoders] Re: HL2 Source

2003-10-05 Thread Manip
What am I ignorant of?

- Original Message -
From: James Couzens [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, October 05, 2003 12:43 PM
Subject: [hlcoders] Re: HL2 Source


 Manip,

 You are an ignorant bastard, and I hope you are removed from this list.

 James


 Manip writes:

  Something like what ? I just got sent that so I stuck it on a web-server
and
  posted the link... freedome of information. It isn't illegal, that doc
at
  least because it isn't telling anyone to brake the law.. it doesn't
provide
  download  locations infact other than the title it could be about
anything.
  - Original Message -
  From: James Couzens [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Sunday, October 05, 2003 12:03 PM
  Subject: [hlcoders] Re: HL2 Source
 
 
  Manip,
 
  What the FUCK is wrong with you?  How ignorant can you possibly be?
Show
  some god damn respect you son of a bitch!  Why would you post something
  like
  that in this VALVE list?  You stupid cunt.
 
  James
 
 
  Manip writes:
 
   http://www.thedrydock.net/adminspace/manip/Compile_Half_Life_2.txt
   - Original Message -
   From: tei [EMAIL PROTECTED]
   To: [EMAIL PROTECTED]
   Sent: Sunday, October 05, 2003 10:28 AM
   Subject: [hlcoders] Re: Re: HL2 Source
  
  
  
   Heee No one compile with warnings level 3?  ...debug mode?
   ...asserts?  ...logs?  ...batch tests?  #if 0 #else #endif?
  
  
  
   MC Ha, I love that. You spend hours trying to fix a bug.  You put
like
   100
   MC lines of debug code before you find a glaring typo!!  You fix
the
  typo
   MC and the bug is still there.
  
  
   MC On Sun, 2003-10-05 at 04:44, Daniel Koppes wrote:
Oh no, even better, you spend HOURS trying to fix a problem, only
to
discover it was your previously thought 100% perfect code
elsewhere
   that
was causing the problem.
   
At 09:31 5/10/2003, you wrote:
   
I absotively LOVE IT when that happens!
I also love it when you fix one bug, and find 2 more that were
  hidden
BECAUSE of the one you fixed, and it ends up becoming a really
  really
really long day trying to fix it :X!


-omega
http://www.frontline2.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
botman
Sent: October 4, 2003 3:17 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: HL2 Source

Okay, I'm bored.  I've just rebuilt my code for the 83rd
billionth
   time
today and I everytime I fix a bug I seem to add 2 more.  I guess
  it's
time
to go out and get completely WASTED and try again tomorrow!  :)

Jeffrey botman Broome

  
  
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archives,
  please visit:
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Re: [hlcoders] Re: Re: HL2 Source

2003-10-05 Thread Manip
what is interesting about that? That is what I heard just after the news
broke on Slashdot. Obviously it isn't accurate but it was so soon after the
original post...

- Original Message -
From: Brian A. Stumm [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, October 05, 2003 6:22 PM
Subject: Re: [hlcoders] Re: Re: HL2 Source


 On Sun, 5 Oct 2003, Manip wrote:

  http://www.##.net/adminspace/manip/Compile_Half_Life_2.txt

 Do you have any respect for Itellectual Property at all?

 Interesting reading on your main site too...

 [quote]

 The half life source code has been leaked it has been covered on slashdot
 and other places. There is two copies floating about one is a 32mb file
 that contains around 50% of the source including the map editor. The
 second is 169mb and contains the Full 100% complete source for Half Life
 2.

 Of course if you PM'ed me I couldn't provide you with the 32mb version
 because that would be illegal
 [/quote]


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Re: [hlcoders] Re: Re: Re: HL2 Source

2003-10-05 Thread Manip
 http://www.justinrossetti.com/albums/HalfLife2/hl2_death.jpg

hahaha. I wouldn't want to work for valve right now either. Worse I wouldn't
want to be the guy that got his
account broken into, if it was his fault or not. Just generally not a good
day, and I don't think a few developers
talking openly about the source they know we have is going to make things
worse. I'm not planning to develop
games with it but I am curious about how they did certain things so the
label 'for education use only' kind fits the
bill. Most developers that have blood going though their vanes can't resist
information and something like this where
you have the unique opportunity to see how the pro's are doing it is too
good to resist. I have nothing against valve and
don't plan on making a penny off of their hard work but me looking over code
that is already public doesn't hurt anyone
so stop slamming me just because I'm open unlike all of you that are looking
but don't want to talk about it.

Please stop going on about IP, I am not selling it, I am not making money
off of it, they can sue me for every penny
I have made off the half-life 2 source, duh.



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Re: [hlcoders] RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?

2003-10-04 Thread Manip
Someone said to me that the Havok engine *isn't* actually in the leaked
source... only the links into it I have yet to confirm this and will
tell you when / if I do.

- Original Message -
From: Marco Leise [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, October 04, 2003 12:40 PM
Subject: Re: [hlcoders] RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?


 I agree that - besides the other things i mentioned before (cheat coders
etc.) - the physics code is the most interesting part of Half-Life 2. It is
a rather new concept and it is the merged brain power of Valve and the
*coughavocough* team that made the physics system in the first place.
 Now it is easy to write a stunning game engine with a high performance
physics engine :/

 OFF-TOPIC: I am not a HL-coder, but I find this a good source to ask if a
certain feature could be implemented into mod code so I can ask my favorite
mod coder to implement it, or just to get info about the engine limits when
creating models/maps. And finally this is a good source for general
information from Valve as well as the mod coding scene. Suddenly you know
what the mod coders are doing right now. New bod codes, solving problems
with steam (as in case of Natural Selection). I just like to be better
informed and up to date than I would be with the info that is posted on mods
web sites. I am a hobby coder though - mainly tools - so it is not that I
wouldn't understand a word :)

 Am Fri, 3 Oct 2003 19:57:35 -0700 hat Kevin Gerry [EMAIL PROTECTED]
geschrieben:

  Stupid question...
 
  How many non-coders are on this list anyway? And why?
 
  Sorry, just looking to change the subject ^^
 
  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlcoders-
  [EMAIL PROTECTED] On Behalf Of Cale 'Mazor' Dunlap
  Sent: Friday, October 03, 2003 19:25
  To: [EMAIL PROTECTED]
  Subject: RE: [hlcoders] RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?
 
  Even if you got the code, it wouldn't do you any good if you're not a
  coder. Even if you could just compile it, it's not like you could run
  it. I really don't see the big deal, but maybe I'm missing something.
  Putting identity codes in applications is what I'm planning on doing
for
  a project I'm working on. It didn't sound like a bad idea, so I'm gonna
  give it a shot.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ashley
  Sent: Friday, October 03, 2003 3:27 PM
  To: [EMAIL PROTECTED]
  Subject: [hlcoders] RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?
 
 
  In reply to someone who said my idea of inserting 'identity' code into
  pre-release testing code was silly ... i agree, sorry, i'm not a coder
  so i
  don't immediately think of the obvious flaws in my brainwaves  ;)
 
  As for the sad situation with HL2 code being released into the public
  domain, can Valve not push HL2 out ASAP to minimise the damage done to
  the
  HL2 product?
 
  In all honesty I am so glad I am off ADSL at the moment and stuck with
  56k
  modem, because the temptation to grab the code would be too great.
We've
  been waiting for this game for so long it hurts. My sympathy is with
all
  the
  team that worked so hard to bring us what we wanted, and I hope the
  losers
  that did this get caught.


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Re: [hlcoders] Porting HL2 to Linux

2003-10-04 Thread Manip
I'm all for discussing in theory about the source... but I wouldn't go
around posting that you have the source and give examples on an official
valve list... just is not smart. I am aware a few hundred thousand people
have it (if not more!) but still wouldn't do it. :)

Also grep is a wonderful tool LOVE grep :D

- Original Message -
From: tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, October 04, 2003 8:15 PM
Subject: Re: [hlcoders] Porting HL2 to Linux


 Stan Bubrouski wrote:

   tom wrote:
  
   Hi folks,
  
   a question: will valve port HL2 to Linux? If they made a dedicated
 server
   for Linux, the engine has to compile. And then it's only a small
   step to port the whole application. They only need to implement
  
  
   Not true by any means.  It would be extremely difficult to
   port this game to Linux seeing as unlike HL1 it uses DX
   exclusively.

 Really? Look at this:
 I think you are inteligent enough to find out what grep does, it's a
 nice tool.

 [EMAIL PROTECTED] src_main $ grep -r glBegin *
 Binary file dx8sdk/lib/d3dx8dt.lib matches
 Binary file dx8sdk/lib/d3dx8.lib matches
 Binary file dx9sdk/lib/d3dx8dt.lib matches
 Binary file dx9sdk/lib/d3dx9dt.lib matches
 Binary file dx9sdk/lib/d3dx8.lib matches
 Binary file dx9sdk/lib/d3dx9.lib matches
 engine/gl_test.cpp: glBegin (GL_LINES);
 utils/vbsp/gldraw.cpp:  glBegin (GL_POLYGON);
 utils/vview/gl_rsurf.cpp:   glBegin( GL_POLYGON );
 Binary file utils/viewbump/glut32.dll matches
 [EMAIL PROTECTED] src_main $

 As you can see, DirectX uses internaly OpenGL.
 Is this possible? Hmm. Interesting.

 if i do this
 [EMAIL PROTECTED] src_main $ grep -r D3DX *
 dx9sdk/include/d3dxmath.h:HRESULT WINAPI D3DXCreateMatrixStack( DWORD
 flags, LPD3DXMATRIXSTACK *ppStack );
 [snip] Headers in the dx8sdk and dx9ask directory
 materialsystem/shaderdx8/meshdx8.cpp:   void ClipTriangle( D3DXVECTOR3**
 ppVert, float zNear, D3DXMATRIX proj );
 [snip] More matches
 materialsystem/shaderdx8/playback/playback.cpp:
 D3DXFilterCubeTexture( pD3DCubeTexture, 0, 0, D3DX_FILTER_LINEAR );
 utils/scratchpad3dviewer/scratchpad3dviewer.cpp:
 D3DXMatrixPerspectiveFovLH( matProj, D3DX_PI/2, Sys_ScreenWidth() /
 (float)Sys_ScreenHeight(), 1.0f, 1.0f );
 [EMAIL PROTECTED] src_main $

 But nothing in the engine directory, most matches from the file
 materialsystem/shaderrdx8/meshdx8.cpp
 Is there the actual drawing core? I dont think so.

 [EMAIL PROTECTED] src_main $ grep -r OpenGL *
 cl_dll/view.cpp:// OpenGL has 0,0 in lower left
 cl_dll/view.cpp:// OpenGL has 0,0 in lower left
 shell/hl_res/hl_res_us/hl_res.rc:IDS_VIDMODE_GLLISTHEADER OpenGL
 Driver
 [snip: a long list]
 [EMAIL PROTECTED] src_main $

 [EMAIL PROTECTED] src_main $ grep -r opengl32.lib  *
 engine/engine.dsp:# [snip: a match]
 [snip: more matches]
 [EMAIL PROTECTED] src_main $

 Now please don't say that HL2 doesn't use OpenGL.
 Or am I wrong?

 tom



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Re: [hlcoders] Porting HL2 to Linux

2003-10-04 Thread Manip
You CAN report it to the ISP but the ISP doesn't have to do anything about
it because your not the owner of that IP and unlike the RIAA you don't have
the power of the owner (given the power to control IP etc) so you can
complain all you want but I doubt anything will happen.

Also reporting him to his ISP is moronic he didn't do anything to you
directly, grow up, if you HAVE to contact anyone send an e-mail to valve and
let them do the dirty work. Stupid children playing with your abuse@ e-mail
addresses :@

- Original Message -
From: Stan Bubrouski [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, October 04, 2003 6:46 PM
Subject: Re: [hlcoders] Porting HL2 to Linux


 Bulk wrote:

  Gee I sure hope you didn't just post illegal HL2 source code a public
list
  run by valve..
 
  Regards,
 
  -- Bulk
  Site Manager
  http://www.thewavelength.net
 

 Well in your reply you did too.  Tom thinks
 because he is in the Netherlands he is safe.
 Tom forget the Netherlands does have IP laws,
 does have theft laws, and his ISP does have
 a terms of service of agreement.  And unfortunately
 for Tom by posting the source in the US he
 has broken US laws as well, since he posted
 the source in a Listserv hosted and mirrored
 in the US.  Only Valve can react to the crime
 part, however anyone can report offenders
 sharing the code to Valve and to the user's
 ISP.

 -sb



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[hlcoders] Re: HL2 Source Leaked

2003-10-03 Thread Manip
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I do feel sorry for valve and I can't even imagine what is going on in the company 
right now. But from a development point of view I really hope the HLDS source has been 
leaked, it will give us the opportunity to develop the type of server we have always 
wanted but never had. It will allow us to link into something better than Vac and to 
improve the half-life experience.
--


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Re: [hlcoders] Re: HL2 Source Leaked

2003-10-03 Thread Manip
Have you actually tried the Linux version of the dedicated server? Also if
you could integrate adminmod or amx, or whatever else you want to use that
would increase speed and how stable it is, without the source your left
using the api interface which has to travel though Metamod... so much room
for problems. I am not suggesting I re-write the valve net code and all of a
sudden it becomes 200x faster, I want to add functionality and try and make
the Linux one more stable.
- Original Message -
From: Pat Magnan [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, October 03, 2003 5:50 PM
Subject: Re: [hlcoders] Re: HL2 Source Leaked


 Please think about this firstly, you're posting to a list owned and
 operated by Valve... you're then suggesting that a bunch of 1337 h4x0rs
can
 somehow do a better job than they did with the dedicated server, as if
 they're a bunch of amateurs..

 I'm sorry, but you're being rude and displaying an utter lack of
 consideration.. you were also warned politely about it.



 At 04:55 PM 10/3/2003 +0100, you wrote:
 How does making a dedicated server for valves software help valves
down-fall
 ? I don't have the source but I would like to have it. All I am saying is
in
 certain area's of development this can be helpful to both half-life 2 (it
 will have a kick-ass dedicated server, even if it is unofficial) and to
all
 the half-life admin's and players cause less lag etc :)
 - Original Message -
 From: Stan Bubrouski [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Friday, October 03, 2003 4:22 PM
 Subject: Re: [hlcoders] Re: HL2 Source Leaked
 
 
   Manip wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I do feel sorry for valve and I can't even imagine what is going on
in
 the company right now. But from a development point of view I really hope
 the HLDS source has been leaked, it will give us the opportunity to
develop
 the type of server we have always wanted but never had. It will allow us
to
 link into something better than Vac and to improve the half-life
experience.
--
   
  
   No it won't.  That source is stolen property of Valve
   Software L.L.C. and if you distribute it or modify
   and distribute it you are contributing to the downfall
   of Valve and of HL2.  And more than likely you will
   face civil and legal charges.  To clarify it is not
   ok to have the HL2 source at all, and frankly posting
   about having it is a bad idea.
  
   -sb
  
   
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Re: [hlcoders] Re: HL2 Source Leaked

2003-10-03 Thread Manip
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]

So you want to spend your time in court explaining your use of stolen
intellectual property?

A day trip is a day trip = )  I dunno if this will happen, the code is too hot (as you 
have said) so enless valve said, oh yes... who cares anymore, lets release the server 
code under the GPL then I doubt many dev's will develop it. If one was developed it 
would have to move around via kazaa and other warez sites and nobody would trust it so 
it would not survive long :(
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Re: [hlcoders] Re: HL2 Source Leaked

2003-10-03 Thread Manip
 manip, you suggested things to valve about security after the fact that
 this events occured, this like a psychic telling you the future from
 three days ago. honestly, how useful is that? if you suggested these
 things a few months ago then it might be useful but now your just
 stating the could ofs and  should ofs...  
I didn't say anything about their security (in this list...?)

The rest is your opinion and your entitled to it :) I do not support
violating  IP /
Copyright and do not encourage anyone to do it for whatever reason. I was
just
suggesting what *could be done.

- Original Message -
From: mike [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, October 03, 2003 9:40 PM
Subject: Re: [hlcoders] Re: HL2 Source Leaked


 I'm really pissed off today.
 i really pissed off from what manip said: But from a development point
 of view I really hope the HLDS source has been leaked, it will give us
 the opportunity to develop the type of server we have always wanted but
 never had. It will allow us to link into something better than Vac and
 to improve the half-life experience. 
 Manip from a development point of view its your best interest to respect
 these rights. if you do not respect them then why should other people
 respect the rights of things you created? I really hate even developers,
 programmers in specific, when they violate IP rights, from using warezs
 to using stolen code. the second thing manip said that made my blood
 boiled was his cockyness and the fact that he thinks he can make HLDS
 much better. this really annoys me because he, i think, believes that
 violating the these to make something better justifies his cause of
 violating the rights. also, he believes he can do a better job then the
 programmers at valve. i, like someone else on this list, i think, feels
 that this is an insult to valve. tei, you i believe are worse then
tei, i would also like to say
 that YOU fill my inbox with useless crap and this crap provide nothing
 as in meaningful content, good questions or awnsers, to the list.
 anyways, to sum up my rant, i really dont see why people submit
 criticism that isn't constructive, that also includes should of and
 could of type statements, and provide suggestions that are down right
 stupid.  yeah, i know, this is a pretty stupid post, not really by
 providing meaningfull content, and i know i just shot my own foot by
 sending this in. oh well, just my opinion.
 Stan Bubrouski wrote:

  Manip wrote:
 
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  I do feel sorry for valve and I can't even imagine what is going on
  in the company right now. But from a development point of view I
  really hope the HLDS source has been leaked, it will give us the
  opportunity to develop the type of server we have always wanted but
  never had. It will allow us to link into something better than Vac
  and to improve the half-life experience.
  --
 
 
  No it won't.  That source is stolen property of Valve
  Software L.L.C. and if you distribute it or modify
  and distribute it you are contributing to the downfall
  of Valve and of HL2.  And more than likely you will
  face civil and legal charges.  To clarify it is not
  ok to have the HL2 source at all, and frankly posting
  about having it is a bad idea.
 
  -sb
 
 
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Re: [hlcoders] Re: HL2 Source Leaked

2003-10-03 Thread Manip
In theory Valve could release it under GPL if the following is true:

- ID software agree (I don't see why they wouldn't actually but they might
not, as Quake 1, 2 are out and about)
- No third party has any code in the dedicated server, and if they do
couldn't only parts of the server be GPL'ed with links to compiled binaries
to the third party IP ?
- Valve don't have any 'top secret' tricks in their Dedicated server, but
then you come back to the Compiled files for some 'secret' things and open
source for the rest.

- Original Message -
From: Stan Bubrouski [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, October 03, 2003 8:15 PM
Subject: Re: [hlcoders] Re: HL2 Source Leaked


 There are other company's intellectual property in
 that source directory, and as such that archive
 with that source being distributed is infringing
 on many people's copyrights.  Valve could not GPL
 or make legal that source release.  If they were
 to GPL anything it would have to be officially
 released by them and not by some felon.

 There is ZERO flexability here.  Copyright laws
 are there to protect against these kinds of
 theft and piracy.  Please stop suggesting that
 fans of the game download the source and
 violate Valve's copyrights, doing so only
 makes the problem worse.

 -sb


 Manip wrote:

  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
 
 
 So you want to spend your time in court explaining your use of stolen
 intellectual property?
 
 
  A day trip is a day trip = )  I dunno if this will happen, the code is
too hot (as you have said) so enless valve said, oh yes... who cares
anymore, lets release the server code under the GPL then I doubt many dev's
will develop it. If one was developed it would have to move around via kazaa
and other warez sites and nobody would trust it so it would not survive long
:(
  --
 
 
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please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 




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Re: Re[2]: [hlcoders] Re: HL2 Source Leaked

2003-10-03 Thread Manip
No, his e-mail was access while he was away. His computer was broken into
when he was there reading an e-mail. I understand all that, the only part I
don't understand is how they got the source OUT the internal network. I
think the e-mail hack and the source code being take are NOT related even if
they think they are. To get at the internal network they would have to
exploit some piece of software to link the gap, but I doubt it had anything
to do with e-mail (unless it was the e-mail system its self ...) The key
logging software could have been installed after they had access to the
internal network and used to THEN get his password and read his e-mail, but
if they had that kind of access then they could just as easily take them off
his local machine cache. As I said I don't think they are linked but I'm
basing this off all the information I have read.

MyG0t group (www.myg0t.com) has got an internal e-mail which is odd (Got
that info from a forum post).
- Original Message -
From: Steven Van Ingelgem [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, October 03, 2003 10:21 PM
Subject: Re[2]: [hlcoders] Re: HL2 Source Leaked


 --
 [ Picked text/plain from multipart/alternative ]
 I guess so, my comp @ work is 24/7 online... And I'm not a game
developper,
 i'm just someone from an IT department :p



 At 21:43 3/10/2003, you wrote:
 Hello Stan,
 
 Sorry for stupid question, but I still fully do not understand how they
 stealed hl2 source if Gabe
 was travelling... Or his PC was on all the time and connected to the
 internet while he was out of office?
 
 Best regards,
   Slava
 
 
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 G00fy, (aka KaReL, aka Steven)

 Main Webpage : http://komma.cjb.net
 CQ Database  : http://lid.fragland.net/
 ICQ #: 35217584
 MSN  : [EMAIL PROTECTED]
 --



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Re: [hlcoders] Re: HL2 Source Leaked

2003-10-03 Thread Manip
Did you read what I said? Do you know what the GPL is... ?
Valve could release it under GPL 
notice the valve... and I hope valve knows who's code is owned by a third
party.
The engine that valve got from ID is now GPL'ed by ID software that is why
they might agree to let valve release any code they have left .

 This is not the point.  It's not just about trade secrets
 and IP.  They want to sell this engine, every method for
 shading, rendering, etc... and you are saying this amounts
 to nothing.  You don't see big companies open sourcing
 games they are trying to profit from at the time.  This
 is a very competetive market.

Sorry I forget to say, I *JUST* talking about the dedicated server. Sorry my
mistake :)

- Original Message -
From: Stan Bubrouski [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, October 03, 2003 10:27 PM
Subject: Re: [hlcoders] Re: HL2 Source Leaked


 Manip wrote:
  In theory Valve could release it under GPL if the following is true:
 
  - ID software agree (I don't see why they wouldn't actually but they
might
  not, as Quake 1, 2 are out and about)

 ID software sells their engine software to third parties like Valve
 to make games.  They only release it as GPL when they feel
 it is no longer profitable.  This comparison by no means
 can be made here.  The game's source was leaked before the
 game was released, without Valve's permission or anyone elses.

  - No third party has any code in the dedicated server, and if they do
  couldn't only parts of the server be GPL'ed with links to compiled
binaries
  to the third party IP ?

 How do you know which code is third party and which is theirs?
 If there is any third party code in the engine or anywhere
 else, it has already been released without permission.

  - Valve don't have any 'top secret' tricks in their Dedicated server,
but
  then you come back to the Compiled files for some 'secret' things and
open
  source for the rest.
 

 This is not the point.  It's not just about trade secrets
 and IP.  They want to sell this engine, every method for
 shading, rendering, etc... and you are saying this amounts
 to nothing.  You don't see big companies open sourcing
 games they are trying to profit from at the time.  This
 is a very competetive market.

 -sb




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Re: [hlcoders] Re: HL2 Source Leaked

2003-10-03 Thread Manip
No, his machine is on a NAT based network. That means you can have 500
machines on the inside but on the outside it only appears as one machine. So
if you installed a Trojan or remote control software on one of those 500
machines you couldn't connect with it. All the 'hacker' would be able to see
is the external node. That is why it is hard to understand, you MUST have
something to bridge the gap between the internal and external network, like
a exploit in some software that bridges that gap in normal operations, such
as the e-mail server, web-server, software that is on the external node etc
etc. I seriously doubt his machine wasn't going though the NAT interface and
that is why it leaves questions.

- Original Message -
From: Stan Bubrouski [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, October 03, 2003 10:56 PM
Subject: Re: [hlcoders] Re: HL2 Source Leaked


 Manip wrote:

  No, his e-mail was access while he was away. His computer was broken
into
  when he was there reading an e-mail. I understand all that, the only
part I
  don't understand is how they got the source OUT the internal network. I

 The payload of the e-mail exploit was a program that allows
 basicallty remote control of the PC.  With this access he
 could easily gain access to others and using Gabe's access
 to the source grabbing the latest source and sending it
 back to themselves any way they wanted.  Once they were
 in the network, the rest was easy I'm sure.

  think the e-mail hack and the source code being take are NOT related
even if
  they think they are. To get at the internal network they would have to

 You didn't understand Gabe's message, see above, a remote
 attacker had control over his pc.

  exploit some piece of software to link the gap, but I doubt it had
anything
  to do with e-mail (unless it was the e-mail system its self ...) The key
  logging software could have been installed after they had access to the

 Once they had they had the software on Gabe's computer
 they wouldn't need to log keys to get his password, they
 could get it from his outlook settings or by other means.

  internal network and used to THEN get his password and read his e-mail,
but
  if they had that kind of access then they could just as easily take them
off
  his local machine cache. As I said I don't think they are linked but I'm
  basing this off all the information I have read.
 

 Gabe said the source tree was copied then stolen, if
 it were copied it probably would have been copied from
 version control.

  MyG0t group (www.myg0t.com) has got an internal e-mail which is odd (Got
  that info from a forum post).

 myg0t does not seem to realize the magnitude of the
 things they are posting in their forums.  I'd expect
 they are already suspects, given they were among the
 first to announce the public release of the code.  As
 far as that e-mail goes who knows whats real and whats
 fake without a statement from Valve on the matter.

 -sb




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Re: [hlcoders] Re: HL2 Source Leaked

2003-10-03 Thread Manip
Lucky I didn't say that then isn't it.

- Original Message -
From: Mark Gornall [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, October 03, 2003 11:19 PM
Subject: [hlcoders] Re: HL2 Source Leaked


 I'm with Stan and Mike, in fact I think the users who have admitted
 downloading the source code and/or redistributing it should be banned from
 this list and prosecuted for handling stolen property.





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Re: Re[2]: [hlcoders] Re: HL2 Source Leaked

2003-10-03 Thread Manip
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Read about Windows VPN...

http://www.microsoft.com/technet/treeview/default.asp?url=/technet/columns/profwin/pw0201.asp

If valve has VPN setup then this would be a way for the 'hacking' described to happen. 
But nowhere
in his post was VPN mentioned so right now this is speculation.

We're talking about a laptop here, it could have happened anywhere

Nowhere in his post does he say laptop. I think you read about him travelling and read 
someone's forum
post or something. He was talking about travelling referring to his e-mail account 
which has nothing to do
with what type of computer he was using.

See this just isn't true.  If NAT prevented applications from
making any connection in or out then few people would use it.
If the trojan on Gabes computer opened a connection to an
attacker's PC (most likely another compromised machine) NAT
will know to send the traffic to and from Gabe's computer.
Network Address Trasnlation is just that, it translates
packets from internal to external addresses and ships them
where they are going.
I agree, some people have worked on one way trojans in order to bypass NAT based 
networks. I was
discussing this with someone earlier and this was one way that we came up with, also 
came up with VPN btw.

 No, his machine is on a NAT based network. That means you can have 500
 machines on the inside but on the outside it only appears as one machine. So
 if you installed a Trojan or remote control software on one of those 500
 machines you couldn't connect with it.

Yes, you could.
You can if the admin is nice enough to forward the ports, the only other way is to 
bridge the gap or have an outgoing
connection.

It might be hard to understand for you, but not for someone who
knows even the least bit about trojans and networking.

I would like to hear you explain the details of how a NAT protected network or NAT 
shielded network works. It is beyond the
basics and you need to know more than you can learn off the Norton official 
web-site


Sorry if I did lots of short answers but lots of stuff was directed at me.
--


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