RE: [hlcoders] Source SDK - Creating Map Entities - missing function?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] ServerPlugins - Maze without map
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(); ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ServerPlugins - Maze without map
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(); ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ServerPlugins - Maze without map
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(); ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Format Issues 2.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UserMessage? Ahh!
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)? :-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UserMessage? Ahh!
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] UserMessage? Ahh!
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UserMessage? Ahh!
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Alive / Dead status?
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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Plugin supported Interface Factories...
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Want To add handle_say event
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? __ Do you Yahoo!? Yahoo! Mail - You care about security. So do we. http://promotions.yahoo.com/new_mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Console command for clients?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Console command for clients?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server plugins
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SteamID?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] if its worth it... where to begin !
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]) *** 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders *** 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] if its worth it... where to begin !
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders *** 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Open Letter To Hacker Community
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' ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL2 'Game Content' Leaked :(
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'... :'( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] GameMenu.res commands
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 'Game Content' Leaked :(
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 :/) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 'Game Content' Leaked :(
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ABUSE REPORT
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: Return-Path: [EMAIL PROTECTED] Received: from list.valvesoftware.com (mail.list.valvesoftware.com [207.173.176.202]) by bs-linux.com (8.11.6/linuxconf) with ESMTP id h95JdXF05225 for [EMAIL PROTECTED]; Sun, 5 Oct 2003 12:39:33 -0700 Received: from localhost ([127.0.0.1] helo=list.valvesoftware.com) by list.valvesoftware.com with esmtp (Exim 3.35 #1 (Debian)) id 1A6Eay-00014I-00; Sun, 05 Oct 2003 12:31:08 -0700 Received: from [207.44.152.105] (helo=DD1.TheDryDock.Net) by list.valvesoftware.com with esmtp (Exim 3.35 #1 (Debian)) id 1A6EaH-yD-00 for [EMAIL PROTECTED]; Sun, 05 Oct 2003 12:30:25 -0700 X-ClientAddr: 80.3.177.6 Received: from utserver (public1-fare1-3-cust6.cosh.broadband.ntl.com [80.3.177.6]) (authenticated (0 bits)) by DD1.TheDryDock.Net (8.11.6/8.11.6) with ESMTP id h95JVQN17416 for [EMAIL PROTECTED]; Sun, 5 Oct 2003 14:31:28 -0500 Message-ID: [EMAIL PROTECTED] From: Manip [EMAIL PROTECTED] To: [EMAIL PROTECTED] References: [EMAIL PROTECTED] [EMAIL PROTECTED] Subject: Re: [hlcoders] Re: Re: Re: HL2 Source MIME-Version: 1.0 X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 6.00.2800.1158 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2800.1165 X-MailScanner-Information: Please contact the ISP for more information X-MailScanner: Found to be clean X-MailScanner-SpamCheck: not spam, SpamAssassin (score=0.9, required 8, OPPORTUNITY_2 1.26, QUOTED_EMAIL_TEXT -0.48, RCVD_IN_OSIRUSOFT_COM 0.55, REFERENCES -0.50) content-transfer-encoding: 7bit content-type: text/plain; charset=iso-8859-1 Sender: [EMAIL PROTECTED] Errors-To: [EMAIL PROTECTED] X-BeenThere: [EMAIL PROTECTED] X-Mailman-Version: 2.0.11 Precedence: bulk
Re: [hlcoders] Re: Re: Re: HL2 Source
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: hlcoders digest, Vol 1 #1122 - 11 msgs
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Re: HL2 Source
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: HL2 Source
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Re: HL2 Source
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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Re: Re: HL2 Source
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: RELEASE HL2 ASAP TO MINIMISE THE DAMAGE ?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Porting HL2 to Linux
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Porting HL2 to Linux
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: HL2 Source Leaked
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: HL2 Source Leaked
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: HL2 Source Leaked
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 :( -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: HL2 Source Leaked
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: HL2 Source Leaked
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 :( -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] Re: HL2 Source Leaked
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders G00fy, (aka KaReL, aka Steven) Main Webpage : http://komma.cjb.net CQ Database : http://lid.fragland.net/ ICQ #: 35217584 MSN : [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: HL2 Source Leaked
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: HL2 Source Leaked
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: HL2 Source Leaked
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] Re: HL2 Source Leaked
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders