Re: [hlcoders] Gmail & Mailing Lists

2004-12-05 Thread Matt Thompson
ZoMtEc wrote:
But GMail rocks ur Outlook-Rules ;)
I used Outlook like you did but gmail is much better i think!

Yes, but with gmail, there is no offline browsing.  For that reason, I
use my gmail account, but use Mozilla Thunderbird to read it, since
gmail gives you pop access.
I couldn't imagine using Outlook unless I had to for work.  But thats a
different thread.  :)
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RE: [hlcoders] Re:The CS:S Bomb Design

2004-11-12 Thread Matt Boone
Models are attached to the player on the client. The same is done for
any grenades the player has.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Nelson
Sent: Friday, November 12, 2004 7:37 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re:The CS:S Bomb Design

--
[ Picked text/plain from multipart/alternative ]  Sorry about that
misunderstanding.  I brought this up because while using the new HLMV I
noticed that there are attachment points for a pistol, rifle, grenades,
etc.  And the terrorist has one for the bomb on his back.  So are object
being attached to the player or do you think its like CS?

thanks,
David

---Original Message---

From: [EMAIL PROTECTED]
Date: 11/12/04 10:00:49
To: [EMAIL PROTECTED]
Subject: [hlcoders] Re:The CS Bomb Design

Indeed, he said CS:S, the title mislead me :(


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Re: [hlcoders] Re: Source SDK Released

2004-11-08 Thread Matt
your right it is a boring subject, i bought diablo 2:LOD and the disk
exploded in my drive, blizzard thought it was boring aswell :/
The first lesson in business is: "if you dont respect your customers dont
expect respect back"
Random Quotes:
[00:18]  Why not if its commonly asked? why don't you make it
possible? its obviously something alot of people want
[00:19]  Give the Custmer's what they want, There always RIGHT!
- Original Message -
From: "Christopher McArthur" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, November 08, 2004 11:46 PM
Subject: Re: [hlcoders] Re: Source SDK Released
This is a very commonly asked question on the steam forums. short answer,
its not possible.
Id link you to the steam faq, but the link are unholy long for some reason,
check out this question on there:
Can I transfer my CD Key to another Steam Account?
This issue has raged on the steam forums for a while not, creating many long
and extremely boring threads.
-ctm
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Re: [hlcoders] Re: Source SDK Released

2004-11-08 Thread Matt
its already registered.. shame you didnt suggest that before i did it :/
- Original Message -
From: " Childe Roland" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, November 09, 2004 12:03 AM
Subject: Re: [hlcoders] Re: Source SDK Released
Why don't you just register HL2 under a new e-mail account?
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Re: [hlcoders] Re: Source SDK Released

2004-11-08 Thread Matt
It's not going to let you use the same CD Key for more than one account ??
ive got an original bought copy of hl1 and got the full package of hl2, but
i cant find a way to unregister the original to re-register (to affectivly
have two hl1 accounts) : ¬ /
- Original Message -
From: " Childe Roland" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, November 08, 2004 2:51 PM
Subject: Re: [hlcoders] Re: Source SDK Released

Why would you put it on the same account in the first place?  It's not
going to let you use the same CD Key for more than one account.
On Mon, 8 Nov 2004 10:05:45 -, Matt <[EMAIL PROTECTED]> wrote:
Ive just bought hl2 on the same account at hl1 and now i cant find a way
to
put hl1 on another account OMG!



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Re: [hlcoders] Re: Source SDK Released

2004-11-08 Thread Matt
Ive just bought hl2 on the same account at hl1 and now i cant find a way to
put hl1 on another account OMG!
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RE: [hlcoders] Anyone bypassed the max weapons limit before?

2004-11-03 Thread Matt Boone
Another way is to overload one of the iuser variables to act as a second
pev->weapons. This involves some work to determine when the user gains
and loses weapons, as well as properly transmitting the iuser variable
with enough bits to handle the number of new weapons.

Eg..

Void CBasePlayer::AddWeaponByWeaponID( int weaponid )
{
if( weaponid <= 31 )
{
pev->weapons |= ( 1 The HEV suit is defined as the 31st weapon. As we know, the max weapon

> allowed is 31. Unfortunately, I have 32 including the suit.
>
> Is there a way to increase it? No point following the tutorial at the
> HL programming planet on increasing the max weapons to 45. It doesn't
work.
> Weapons defined from 32 onwards doesn't animate or work.

The way to bypass the 32 weapon limit in HL is to combine all the
weapons into one entity. This way, the HL engine thinks that all the
weapons are the same weapon, but you specify that this one weapon look
and act differently depending on what type of weapon it is. It takes a
lot of special coding, not easy.

--
Jorge "Vino" Rodriguez

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Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-27 Thread Matt Judge
Lots of clients do.
My personal preference is Mozillas Thunderbird .
Matt.
Brian "Satertek" Irelan wrote:
While were on the topic, anyone know of a good email client that does
to emails what Gmail does (Threadedness) or is that unique.



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Re: [hlcoders] Removing Grenades From a Player

2004-10-23 Thread Matt Judge
Jeffrey "botman" Broome wrote:
Your own MOD?  Some other MOD?  More details?
Sorry, my bad.
I am coding this as a metamod plugin to be used with CZ and 1.6.

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[hlcoders] Removing Grenades From a Player

2004-10-23 Thread Matt Judge
Hello,
I have a function which will remove all the weapons from a player
(including Night Vision and Back Pack).  Can anyone give me some
pointers to remove smoke and HE grenades without forcing the player to
use them?
Thanks,
Matt.
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RE: [hlcoders] HL2 Dev CPU Requirements

2004-10-21 Thread Matt Boone
Damn, I missed the day they gave those out. :(

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
"botman" Broome
Sent: Thursday, October 21, 2004 3:39 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] HL2 Dev CPU Requirements

Brian "Satertek" Irelan wrote:
> You have to have a widescreen LCD monitor like all the guys at Valve.

...and you have to drive a Ferrari, like all the guys at Valve!  ;)

--
Jeffrey "botman" Broome

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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread Matt Judge
ROFL
Bruce "Bahamut" Andrews wrote:
or a guy?  *pulls $60 out of his wallet*
- Bruce "Bahamut" Andrews

 Childe Roland wrote:
That also means, that I can get the professional version with an
academic liscense for around $60.
Now, I just need to find 6 fat chicks to whore myself out to for $10 a
piece... Or 2 really fat chicks for $30 a piece.
On Thu, 21 Oct 2004 01:48:57 -0500,  Childe Roland
<[EMAIL PROTECTED]> wrote:

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Re: [hlcoders] Annoying problem with setting deaths on client using 'retry'

2004-09-26 Thread Matt Judge
Deadman Standing wrote:
When is this code called? What mod are you testing this with?

Hi,
I am using this on CS 1.6 and CS:CZ.
This code is executed immidiately after gmsgInitHUD,
Cheers,
Matt.
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[hlcoders] Annoying problem with setting deaths on client using 'retry'

2004-09-26 Thread Matt Judge
Hi,
I am trying to get my plugin to remember players money, frags and deaths
over a retry.  I can set the money and frags without any issue, but even
though I store the deaths and update the deaths at the same time as the
frags, the deaths always remain at 0.
Here is my snippet of code for setting the clients score when the server
calls gmsgInitHUD.
Any help or insight would be appreciated,
Thanks,
Matt.
(wonid is left over from 1.5 :)
   sprintf(mysqlbuf, "SELECT money,frags,deaths FROM retry
WHERE wonid=\"%s\" AND server=\"%s\"",
   GETPLAYERAUTHID(pEntity),CVAR_GET_STRING("ip"));
   _mysql_query(mysqlbuf);
   if(mysql_num_rows(mysql_res) > 0)
   {
   mysql_row = mysql_fetch_row(mysql_res);
   *((int *)pEntity->pvPrivateData +
OFFSET_CSMONEY) = atoi(mysql_row[0]);
   pPlayer->frags = atoi(mysql_row[1]);
   pPlayer->deaths = atoi(mysql_row[2]);
pEntity->v.frags = pPlayer->frags;
   *((int *)pEntity->pvPrivateData +
OFFSET_CSDEATHS) = pPlayer->deaths;
   MESSAGE_BEGIN( MSG_ALL, GET_USER_MSG_ID(PLID,
"ScoreInfo", NULL) );
   WRITE_BYTE( ENTINDEX(pEntity) );
   WRITE_SHORT( pPlayer->frags
);
WRITE_SHORT( pPlayer->deaths
);
WRITE_SHORT( 0 );
   WRITE_SHORT( pEntity->v.team + 1 );
   MESSAGE_END();
   }
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Re: [hlcoders] using metamod to get client rates

2004-09-19 Thread Matt Judge
voogru wrote:
Put something like this in ClientPutInServer.
int rate =
atoi(g_engfuncs.pfnInfoKeyValue(g_engfuncs.pfnGetInfoKeyBuffer(PLAYER_EDICT_
T),"rate"));
However, if they change it while connected you might want to do something so
it updates.

Hi,
Thanks for that, didn't realise it was so straight forward,  however, I
am trying to get "rate","cl_cmdrate" and "cl_updaterate" values when a
person connects with the following code;
   int rate = atoi(g_engfuncs.pfnInfoKeyValue(
g_engfuncs.pfnGetInfoKeyBuffer(pEntity), "rate"));
   int cl_cmdrate = atoi(g_engfuncs.pfnInfoKeyValue(
g_engfuncs.pfnGetInfoKeyBuffer(pEntity), "cl_cmdrate"));
   int cl_updaterate = atoi(g_engfuncs.pfnInfoKeyValue(
g_engfuncs.pfnGetInfoKeyBuffer(pEntity), "cl_updaterate"));
This is only returning values for "rate" and "cl_updaterate".
"cl_cmdrate" is always "0",
Any further help would be appreciated,
Thanks,
Matt.
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Re: [hlcoders] using metamod to get client rates

2004-09-17 Thread Matt Judge
Brian A. Stumm wrote:
I believe he means the CVAR "rate" which the client uses based on his
internet connection speed but in case its ping and packet loss we are
after try this:

Aye, it is the clients CVAR setting I am after.  I know AMX could pull
some CVARs from the client, so I should probably go check their code.

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[hlcoders] using metamod to get client rates

2004-09-16 Thread Matt Judge
Hello all,
I am guessing searching for anything to with rates on google is a dead
loss so I shall ask directly here.
Can someone suggest a way that my metamod plugin can check client rates?
Cheers,
Matt
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RE: [hlcoders] Re: Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-08-12 Thread Matt Boone
Yup, that's it.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy
Sent: Wednesday, August 11, 2004 8:38 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: Player-specific Hitbox Bug? (Help, Alfred?
Help, valve? Reproduction steps included.)

In today's steam update we have:

- Improved lag compensation for the player with the last player slot
(ie. player 10 on a 10 player server)

I guess this is it?

On Wed, 11 Aug 2004 10:06:25 -0700, Bud-froggy <[EMAIL PROTECTED]>
wrote:
> Maybe that is why they keep pushing back the release of HL2. Its just
> a big cover up because HL is still profitable and they essentially
> want to run it for all its worth and make as much money as possible
> before HL2 comes out which they will in turn run into the ground.
> *passes everyone tin foil hats*
>
>
>
> Bruce Andrews wrote:
> > And with the VALVe still patching years after Half-Life's release,
> > it's because they can still sell the game (mostly because of
> > counterstrike), patching it still gives them a good profit, whereas
> > most other six year old games are pretty dead...
> >
> >
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Re: [hlcoders] (no subject)

2004-08-02 Thread Matt Judge
David Fencik wrote:
I didn't question the first half...i questioned the "comment".
Dave

Ahh, sorry.  I am only going by what I remember.  It may or may not have
been as I quoted, but what I said was a good summarisation of the actual
content.  Maybe someone with a FreeBSD box will be able to help :)
Matt.
--
When you do things right, people won't be sure you've done anything at all.
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Re: [hlcoders] (no subject)

2004-08-02 Thread Matt Judge
David Fencik wrote:
I question that last comment.  Pine was coded as an academic project,
thus the code was heavily scrutinized.
Dave

http://www.securiteam.com/unixfocus/6Z0001P0BI.html
http://www.securityspace.com/smysecure/catid.html?id=12602
http://www.sfu.ca/~siegert/linux-security/msg00147.html
http://www.linuxsecurity.com/advisories/freebsd_advisory-1782.html
Sure question away :)
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Re: [hlcoders] (no subject)

2004-08-02 Thread Matt Judge
Brian A. Stumm wrote:
On Sat, 31 Jul 2004, Jeff 'Kuja' Katz wrote:

Thunderbird is better than the included mozilla email client.

I've yet to get a virus with my mail client.
Pine via command line.

I recall, from the eons ago, when I installed this under FreeBSD or
OpenBSD, the port listed pine as having been discovered to contain a bug
which an attacker could exploit by sending a carefully crafted email
(which was fixed).  They went on to explain that pine was so badly
coded, that it was likely to contain other exploits and so therefore was
not reccommended, and was therefore not part of the default install.
Matt.
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Re: [hlcoders] Anti-Cheat idea.

2004-05-24 Thread Matt
cheats are gonna exist until pcs are nothing more than monitors connected to
the internet and even then someone will find a way to cheat, the best way to
stop cheats is to have a good way to report them< not as far as blizzard
went =/ > but a constantly monitored system, mabey even by non valve
representatives, who can deal with complaints, using some genious system
whereby if any anti-cheat guy/gal is online they can join the game and see
for themselves.. ill let you pay me for it =) on the other hand.. if the
hardware manufacturers gave it an ounce of thought they would build special
hardware modes where only individual programs could access the screen, and
have a hardware device connected between the modem and the monitor cable to
turn it on and off. failing that.. the death penalty!! hahahahahahaha!


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RE: [hlcoders] DoD pPlayer->v.playerclass

2004-05-20 Thread Matt Boone
enum
{
PLAYERCLASS_UNDEFINED = 0,

//Allied classes
PLAYERCLASS_LIGHTINF_GARAND,
PLAYERCLASS_LIGHTINF_CARBINE,
PLAYERCLASS_ASSAULT_TOMMY,
PLAYERCLASS_ASSAULT_GREASE,
PLAYERCLASS_SNIPER,
PLAYERCLASS_HEAVYWEAPONS,
PLAYERCLASS_MACHINEGUNNER,
PLAYERCLASS_BAZOOKA,
PLAYERCLASS_MORTAR,

//Axis classes
PLAYERCLASS_LEICHTINF_KAR,
PLAYERCLASS_LIECHTINF_K43,
PLAYERCLASS_STURMTRUP,
PLAYERCLASS_HEAVYWEAPONSGER,
PLAYERCLASS_GERMANSNIPER,
PLAYERCLASS_FG42_BIPOD,
PLAYERCLASS_FG42_SCOPE,
PLAYERCLASS_MG34,
PLAYERCLASS_MG42,
PLAYERCLASS_PSCHRECK,
PLAYERCLASS_GERMORTAR,

//British classes
PLAYERCLASS_BRIT_LIGHTINF,
PLAYERCLASS_BRIT_ASSAULTINF,
PLAYERCLASS_BRIT_SNIPER,
PLAYERCLASS_BRIT_MACHINEGUNNER,
PLAYERCLASS_BRIT_PIAT,
PLAYERCLASS_BRIT_MORTAR,

PLAYERCLASS_RANDOM,

NUM_PLAYERCLASSES
};

The MORTAR ones are unused.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A.
Stumm
Sent: Thursday, May 20, 2004 5:29 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] DoD pPlayer->v.playerclass

On Thu, 8 Jan 2004, Matt Boone wrote:

> enum
> {
>   PLAYERCLASS_UNDEFINED = 0,
>
>   //Allied classes
>   PLAYERCLASS_LIGHTINF_GARAND,
>   PLAYERCLASS_LIGHTINF_CARBINE,

8<--snip--

> Though in 1.2 there may be some changes ..

Matt or someone else at VALVe can provide an update to this?


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Re: [hlcoders] Removing entities

2004-05-04 Thread Matt Judge

David Anderson wrote:
while (!FNullEnt(tEnt)) {
const char *model = STRING(model);
Sorry, spent a few days doing other stuff, but found the problem :)
const char *model = STRING(tEnt->v.model);
Nice function, and thanks for your help.  And apologies to valve for
accusing them for breaking something they hadn't :)
Matt.
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Re: [hlcoders] Removing entities

2004-04-30 Thread Matt
along the same lines.. i made a mod that worked for 1.5 that gave every
player all weapons, now in 1.6 it get to 4/5 and crashes, the code im using
is:

  for (int i=0;iv.spawnflags |= SF_NORESPAWN;
   r->v.origin = a->v.origin + Vector(1,1,1);
   pEntity = (CBaseEntity *)GET_PRIVATE(r);
   if (pEntity)
   {
pEntity->pev->absmin = pEntity->pev->origin - Vector(1,1,1);
pEntity->pev->absmax = pEntity->pev->origin + Vector(1,1,1);
pEntity->Spawn();
  }
  }

anyone have any ideas why it crashes?


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Re: [hlcoders] Removing entities

2004-04-30 Thread Matt Judge
Help!

(I have never coded for 1.5, but I am beginning to wish I had.  Are they
going to make it this hard for us to do stuff in HL2?)
The DeleteCSWeapon is not working for me.

DeleteCSWeapon("models/w_awp.mdl","weapon_awp",index);

Am I using this wrong?

If I call this function when the player is carrying an AWP and there is
also an AWP on the floor, the server crashes.
Here is my code (I added your solidstate stuff to it):

void GiveNamedItem(edict_t *pEdict, const char *pszName)
{
   if(strncmp(pszName,"weapon_",7) == 0||
strncmp(pszName,"item_",5) == 0|| strncmp(pszName,"ammo_",5) == 0)
   {
   edict_t *pent;
   int istr = MAKE_STRING(pszName);
   pent = CREATE_NAMED_ENTITY(istr);
   if(FNullEnt(pent))
   {
   ALERT(at_console, "NULL Ent in GiveNamedItem!\n");
   return;
   }
   VARS(pent)->origin = VARS(pEdict)->origin;
   pent->v.spawnflags |= SF_NORESPAWN;
   (*gpGamedllFuncs->dllapi_table->pfnSpawn)(pent);
   int solidstate = pent->v.solid;
   (*gpGamedllFuncs->dllapi_table->pfnTouch)(pent, pEdict);
   if(pent->v.solid == solidstate)
   REMOVE_ENTITY(pent);
   }
}
And your code copied as is (pretty much).
void DeleteWeapon(char *weaponmodel, char *weapon, int player)
{
   edict_t *pPlayer = INDEXENT(player);
   edict_t *tEnt = FIND_ENTITY_BY_STRING(NULL, "classname",
"weaponbox");
   edict_t *wEnt = NULL;
   while (!FNullEnt(tEnt)) {
   const char *model = STRING(model);
   UTIL_LogPrintf("DeleteWeapon: %s\n",model);
   if (strcmp(model, weaponmodel) == 0) {
   if (ENTINDEX(tEnt->v.owner) == player) {
   wEnt = FIND_ENTITY_BY_STRING(NULL,
"classname", weapon);
   while (!FNullEnt(wEnt)) {
   if (ENTINDEX(wEnt->v.owner) ==
ENTINDEX(tEnt)) {
   RemoveWeapon(wEnt);
   }
   wEnt =
FIND_ENTITY_BY_STRING(wEnt, "classname", weapon);
   } //finding wEnts
   } //owners matched
   RemoveWeapon(tEnt);
   } //weapon matched
   tEnt = FIND_ENTITY_BY_STRING(tEnt, "classname",
"weaponbox");
   } //finding tEnts
}


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Re: [hlcoders] Removing entities

2004-04-29 Thread Matt Judge


Deadman Standing wrote:

Any entities you create can be removed without issue (I do it all the
time).
Deleting entities created by the game (like map spawned entities) may
cause issues with the caching mechanism introduced a few releases ago.
At least that is the word as I recall it.


Any sample code for me to "borrow"? ;)

Matt.

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Re: [hlcoders] Removing entities

2004-04-29 Thread Matt Judge


Jeffrey "botman" Broome wrote:

Yes.  There are many people that have taken the standard 20 player maps
and made 32 player maps from them.  If you want to play around with a
metamod plugin that allows dynamically adding and remove stuff to/from a
map, take a look at my Stripper2 plugin...
http://planethalflife.com/botman/stripper2.shtml
Adding and removing of weapons works with 1.6?  All my attempts to
remove a spawned weapon causes the server to crash :(
I have looked at your code, but I shall revisit it now :)

Matt.

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Re: [hlcoders] Removing entities

2004-04-29 Thread Matt Judge


Jeffrey "botman" Broome wrote:

We can spawn entities, look them up, modify certain aspects, why the
hell can't we delete them?


You can.

Please can we have this *bug* fixed.  I see this as a setback to anyone
trying to create a mod.


What entities specifically can't you remove if you are creating your own
MOD?


Oh, this looks like I have got the wrong end of the stick :)

I am looking to be able to add or remove spawn points, and also remove
weapons from the CS.
Is this possible?

This is all new to me, and I am only part way through coding my first
plugin for metamod.  google searches and other peoples code have been
invaluable in finding most things I needed to know.  I have even
downloaded the archived hlcoders mailing list before posting, and my
interpretation of previous posts was that weapons could not be removed
from the game.
2 other questions I have :)

1) Is there a way to force a client to drop a weapon without issuing the
CLIENT_COMMAND(pEntity, "drop")?
2) Is there an easy way to see if a shield is being carried but not
deployed?  I have these 2 bits of code which hint on a solution, but I
am hoping that asking here will give me a better insight.
// Block Server-Crash exploit
if( pPlayer->v.sequence == 86 )
   // Block shield exploit
if( pPlayer->v.sequence == 98 )
Cheers,

Matt.

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[hlcoders] Removing entities

2004-04-29 Thread Matt Judge
I have seen a number of posts and articales on this, is there any chance
that you can enable people to remove entities without crashing the server?
We can spawn entities, look them up, modify certain aspects, why the
hell can't we delete them?
Please can we have this *bug* fixed.  I see this as a setback to anyone
trying to create a mod.
My 2 pennies worth,

Matt.

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Re: [hlcoders] CS player/item structure

2004-04-22 Thread Matt
Thanks a lot, i found similar information on a website and was about to
start looking for them myself =)


- Original Message -
From: <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, April 22, 2004 7:29 AM
Subject: SV: [hlcoders] CS player/item structure


This is a multi-part message in MIME format.
--
Be my guest...
EXTRAOFFSET would be 5 for Linux builds.
OFFSET_CLIPAMMO is probably what you are looking for.


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Re: [hlcoders] Crash bug that I can not solve!

2004-04-21 Thread Matt
is the random value an integer? have a look at the function see what values
it can return, you say when someone needs a spawn point? is it only then
that its crashing?

- Original Message -
From: <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, April 21, 2004 10:59 AM
Subject: [hlcoders] Crash bug that I can not solve!



I have nearly reached my own end with this bug.  I can not solve it for the
life of me. Every so often my game freezes. It sort of hangs, and the server
has to be restarted. If I compile a debug version and run the server in the
debugger and wait for a crash, I will get an assertion error
_BLOCK_TYPE_IS_VALID_(pHead->nBlockUse). So I google searched that error and
I
found a few causes which make some sense. One of them was running outside
the
bounds of an array. I assume that's a global array which is in the heap, not
the stack.  I also read that the error can occur when dynamically allocated
memory gets deleted twice. This would seem the more likely case in my
situation.
However the weird part is the crash only occurs "sometimes". I have tried
for 3
weeks to repeat it or look for a patterns with very little luck. I have
managed
to isolate the crash to one particular function which deletes a bunch of
dynamically allocated memory. However, like I said, most of the time, it
works.
Some times it crashes. About 1/20 crashes.
The code where the crash occurs is very simple. I am simply deleting a
linked list I created previously. In no place in my code were the pointers
to
my memory changed, nor were any new pointers assigned to the same block of
memory via = assignment operator. It's a cut and dry case and this is why
I'm
dumbfounded. I have gone to the extreme of making a file dump and outputting
commands during the execution of the game. This is how I found out where the
crash occurred. The last output was entering this function.  So it crashes
somewhere in that function. I'll just go ahead and post the function and see
if
anyone else can make sense of it.

What I have done is redone the spawn code. I load all the spawn points from
a
map into a list and the get a random number from 0-X where X is the amount
of
spawn points -1 and return that spawn point when someone needs a random one=


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Re: [hlcoders] CS player/item structure

2004-04-20 Thread Matt
LINK_ENTITY_TO_GAME(*); you mean?



- Original Message -
From: "Deadman Standing" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, April 20, 2004 5:20 PM
Subject: RE: [hlcoders] CS player/item structure


> Look at the code for amx. It has magic number offsets for the commands
> they use to set ammo. www.amxmod.net or www.amxmodx.org

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[hlcoders] CS player/item structure

2004-04-20 Thread Matt
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Im making a metamod plugin for a CS server and need to know where ammo is stored.. ive 
narrowed it down, but really need to see the CS CBaseEntity class.
int ammo_9mm can be changed to affect the mp5 rounds in game, but im not sure how/if 
the other ammo's are stored here or in the weapon entity edict_t structure somewhere?, 
id prefer to use this approach than to create ammo entitys as all players on the 
server will be receiving all weapons
--


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RE: [hlcoders] pwd?

2004-03-13 Thread Matt Boone
Yes.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Saturday, March 13, 2004 2:52 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] pwd?

This is a multi-part message in MIME format.
--
is that your website?
--
[ details.zip of type application/x-zip-compressed deleted ]
--



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RE: [hlcoders] ServerSide HitBox Drawing (won't work the way it should)

2004-03-12 Thread Matt Boone
Here's a snippet that I use to draw server side boxes in DoD. I have it
restricted to only draw on client 2, and only if developer 2 is on.

Put this at the bottom of SV_StudioSetupBones in animation.cpp in the
game dll.

The code above will have retrieved the bone information for you. DrawBox
is a function that draws a box when sent an array of 8 vertices, and the
r, g, b values of the colour to draw it with. It uses TE_LINES and is
quite inefficient, I'll leave it to you to write a better one :) Also I
only draw overy other hitbox - the ( i % 2 == 0 ) part.

Looking over this, you could probably speed it up quite a bit. Some
ideas would be sending a vector for angle, one for origin, one for mins
and one for maxs instead of trying to send all 8.


//Only draw hitboxes on entity with index 2
//and if developer is 2 or more
if( developer && developer->value >= 2 &&
pEdict == g_engfuncs.pfnPEntityOfEntIndex(2) )
{
mstudiobbox_t   *pbbox;
vec3_t  tmp;
vec3_t  p[8];
int i,j;

pbbox   = (mstudiobbox_t *)((byte *)g_pstudiohdr
+ g_pstudiohdr->hitboxindex);

for (i = 0; i < g_pstudiohdr->numhitboxes; i++)
{
//get the vector positions of the 8 corners of
the bounding box
for (j = 0; j < 8; j++)
{
tmp[0] = (j & 1) ? pbbox[i].bbmin[0] :
pbbox[i].bbmax[0];
tmp[1] = (j & 2) ? pbbox[i].bbmin[1] :
pbbox[i].bbmax[1];
tmp[2] = (j & 4) ? pbbox[i].bbmin[2] :
pbbox[i].bbmax[2];

VectorTransform( tmp,
(*g_pBoneTransform)[pbbox[i].bone], p[j] );
}

//Only draw every other hitbox
if( i % 2 == 0 )
DrawBox( p, 255, 0, 0 );
}
}

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dominik
Tugend
Sent: Friday, March 12, 2004 3:52 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] ServerSide HitBox Drawing (won't work the way it
should)

Thank you for your fast answer.

yes I already had the problem with oveflowing the client with TE_LINE
messages but it only caused s.th. like lag and a warning message in
console.
Only drawing the important ones is a good idea, at the time the function
is called form an console command and gets an index which box to draw.

I hope I'll find where the correct angles are stored, cause like I said
GET_BONE_POSITION( ENT(pPlayer->pev), iBone, origin, angles ); doesn't
return the correct ones, only the positions are usefull.
Is the origin form the middle of the hitbox or from one of its edges? (I
asumed form the middle but If not that would explain a minor
origin-height problem of my drawing function.)

I plan to let the lines of a box last 7 seconds and draw every second a
new box (form an selectable player and a selectable hitboxindex).
So you can make an Screenshot and see how they moved on the server :)


Here is an example screenshot of the function in work:
http://home.arcor.de/matrixstorm/files/cstrike/msmod0001.jpg
This Screenshot has been taken on our ClanServer and as you can see my
crapy drawing function calcluates an incorrect hight.
But the horizontal difference is not an mistake, this seems to be a
problem since 1.6, I checked that by using the trace function and it
reported that there is an head-hitbox on the server (as you can see on
the screenshot too).
 (could be that when player starts to change his angle a message to the
clients is sent and is not correctly updated when
finished?)


greetings
PS: also i wonder why the shieldbox (number 20) is calculated even if
you haven't a shield but that doesn't matter :)


- Original Message -
From: "Matt Boone" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, March 12, 2004 10:40 AM
Subject: RE: [hlcoders] ServerSide HitBox Drawing (won't work the way it
should)


> This is certainly a way to do it. However I think you'll find that
> drawing that many TE boxes will overflow the client. One good way is
> to only draw them on a single client, and only draw every second one.
> That gives you a good general shape of the player and an indication if

> your server hitboxes actually are where you think they are.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Dominik
> Tugend
> Sent: Friday, March 12, 2004 12:58 AM
> To: [EMAIL PROTECTED]
> Subject: [hlcoders] ServerSide HitBox Drawing (won't work the way it
> should)
>
> [ see
http://list.valvesoftware.com/mailman/private/h

RE: [hlcoders] ServerSide HitBox Drawing (won't work the way it should)

2004-03-12 Thread Matt Boone
This is certainly a way to do it. However I think you'll find that
drawing that many TE boxes will overflow the client. One good way is to
only draw them on a single client, and only draw every second one. That
gives you a good general shape of the player and an indication if your
server hitboxes actually are where you think they are.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dominik
Tugend
Sent: Friday, March 12, 2004 12:58 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] ServerSide HitBox Drawing (won't work the way it
should)

Hello!
(At first sry 4 my bad English)

I am trying to code a serverside Metamod fun plugin, it has already many
standard stuff (can manipulate entities at runtime, show info about what
you are aiming at (iHitGroup and so on), makeing players glow, spawn and
prechache entities at runtime (a little bit buggy), list entities, ...).

At the time I am trying to code a function to makes clients display
specific hitboxes that are aligned to the player model.
I hoped to get access to them like sub entities, so that I only would
have to change some rendering properties.
That should have looked like the client one
engine_studio_api_s::StudioDrawHulls( ); (used when typing
r_drawentities 3 in console, see "StudioModelRenderer.cpp").
But I guess this function alters the way things are drawn on the client
and does not set entvars, doesn't it?

If there is a way to draw the boxes like the one i searched above,
please let me know.

This plugin is made for working with the Counter-Strike mod.


What the function does now is basically this:

1. It retrives the model pointer:
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t*)GET_MODEL_PTR( ENT(pPlayer->pev) );

2. Accesses HitBox and Bone data
   mstudiobbox_t *hitbox = (mstudiobbox_t *)((byte *)pstudiohdr +
pstudiohdr->hitboxindex + (iBoxIndex * sizeof(mstudiobbox_t) ));
   int iBone = hitbox->bone;
   mstudiobone_t *bone = (mstudiobone_t *)((byte *)pstudiohdr +
pstudiohdr->boneindex + (iBone * sizeof(mstudiobone_t) )); // just 4
displaying bone name

3. Gets Bone Position by using an engine function:
   GET_BONE_POSITION( ENT(pPlayer->pev), iBone, origin, angles );

The problem here is that the angles that are returned are completly
crap.
Also getting angles through BoneControllers won't work, cause the bones
seem to have none set (?).

4. It transforms the angles and calulates the 8 points of the hitbox I
don't know why but the boxes have to be rotated by 90 degrees here and
also I can only correct the headbox according to viewangles, cause I
don't get any other angles :( (also I draw the height of the origin
either to low or to high (~ half of the box's height))

5. It draws them using TE_LINE messages (by drawing a box with lines,
TE_BOX can't be rotaed :( Also this makes the lines rest on their last
position of course :(


I'll try a summary of my questions: (If there is a answer for 1. you can
forget about 2,3 and 4 please :)

1. Is there a better way to make the client draw specific hitboxes of
the players (I tried to find one that worked but had no success :( (I
don't mean this sv_cheats 1 r_drawentities 3 crap, I mean for example
accessing the boxes like edict_t or entvars_s :) 2. How can I retrieve
the correct angles (I know these must be near to the original values
that are returned by GET_BONE_POSITION but I don't know how to get a
pointer to the model transform data).
3. Is there a better way to draw the boxes? (Especially can they be
moved realtive to the player without having to send messages all the
time) 4. Should I give up?


I hope this text is not too long, but I didn't find answers that could
help me any further in the old hitbox posts and also
google/thewavelength.net didn't help much :( I would be very thankfull
if anyone out there could help me please and I also hope that I have
posted to the right mailing list.
Dominik


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RE: [hlcoders] Client-side BSP models

2004-03-02 Thread Matt Boone
DoD has client side models only, no bsp.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Philip
Searle
Sent: Tuesday, March 02, 2004 1:10 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Client-side BSP models

I'm recreating the entity every frame (actually every second with p->die
set to the current time plus 1).  If I use a model like
"models/apache.mdl", then the entitiy shows up fine.  I can even get it
to animate by using the callback function.  It seems that CL_LoadModel()
only loads .mdl and .spr models, not BSP models ("*51").  I though DoD
had client-side func_illusinary, but looking at the documentation on the
web it seems not.  I guess what I'm asking is: is it even possible to
use BSP models in client-side entities, or can I only use .mdl/.spr?

jc wrote:
> off the top of my head and probably wrong anything created in
> HUD_CreateEntities has to be created every frame... HUD_CreateEntities

> is basically how you add something to the render list :s
>
> jc
>



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Re: [hlcoders] CS Cheats - Aimbot in 1.6.

2004-02-23 Thread Matt
Ive got an idea, dunno how feasible!?
Make a living breathing entity =) that floats around the level pretending
randomly to be differnt players, and see who fires at it, cos i bet the
randomized code would be more efficient than the aimbot!

- Original Message -
From: "S. Hendriks" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, February 23, 2004 7:03 PM
Subject: RE: [hlcoders] CS Cheats - Aimbot in 1.6.


> True, these kind of 'cheats' are beyond control of the game itself.
> However, aim-bots do need to adjust game information somehow. This is
> where could be worked on. When most holes are fixed or when using an
> option to force clients to load specific modules (and nothing else)
> there are a lot of cases of possible cheating eliminated.
>
> Any other possible cheat or problem that is not because of the game,
> should not be the responsibility of the game creator. A good
> conversation between the company and those who provide drivers and
> sofware would be nice though.
>
> I'd say, hunt every cheater down and destroy their HD... I bet they
> won't try it again ;)
>
> -Stefan
>
> -Oorspronkelijk bericht-
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Jeffrey "botman"
> Broome
> Verzonden: maandag 23 februari 2004 19:03
> Aan: [EMAIL PROTECTED]
> Onderwerp: Re: [hlcoders] CS Cheats - Aimbot in 1.6.
>
>
> S. Hendriks wrote:
>
> > Something i like is what ID does with Quake 3 and such. This 'pure
> > server' thing. Where the clients are forced to load DLL's that are
> > 100% identical to the server ones. With STEAM this should not be a
> > problem i guess. When detecting a mismatch between client and server
> > you could force the client to download a new dll and get it loaded
> > instead.
>
> The problem is not so much the game code (or engine code) but the
> problem is instead with the code the engine relies on (the operating
> system and the drivers used to render video frames).
>
> Clients can alter the way the operating system behaves (unbeknownst to
> the game).  Clients can alter the way the video drivers display
> information (wireframe mode and such).
>
> The problem is that the Windows OS and Windows drivers are NOT secure
> and can not be trusted.
>
> --
> Jeffrey "botman" Broome
>
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>
>
>
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[hlcoders] CS Cheats - Aimbot in 1.6.

2004-02-23 Thread Matt



does anyone have any ideas about how to combat 
aimbots in 1.6?


Re: [hlcoders] Restricted player slots

2004-02-13 Thread Matt
thats the point tho, if the server had a max_public_players and max_players
cs would know not to let you on if you havnt got a password registed for
that server, as for sv_maxvisibleplayers i didnt know that existed so my
post is invalid

- Original Message -
From: "Florian Zschocke" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, February 12, 2004 6:35 PM
Subject: Re: [hlcoders] Restricted player slots


> voogru wrote:
>
> > The only problem I had was if I set the sv_maxvisibleplayers to the real
> > "effective" max player count, basically it won't let players join even
> > though there's another slot avail. Kind of defeats the purpose of the
> > cvar altogether.
>
> Actually it doesn't since this is the precise purpose of the cvar.
> The cvar is there to hide server slots from normal players in the
> built-in game browser. So that when you reserve slots and set the
> cvar to maxplayers minus reserved slots only the value of the cvar
> will show in the browser. This results in the client not even
> trying to connect to that server. The idea behind it is to prevent
> people from getting annoyed when they try to join a server just to
> get kicked again immediately since there was no slot for *them* to
> join into.
>
> Users with reserved slot previledges can still join the server via
> the console, via a desktop shortcut or via any of the third-party
> server browsers that handle this differently. So setting the cvar
> prevents Joe Player from getting confused and annoyed while still
> allowing the advanced player/admin to join his server into a
> reserved slot.
>
> Florian
>
>
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[hlcoders] Restricted player slots

2004-02-12 Thread Matt
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[ Picked text/plain from multipart/alternative ]
Im suprised that no one on the steam team has fixed the "join a server with reserved 
slots" problem :/ sucks, i expect it could be addressed with adminmod or amx but it 
seems that the game should deal with it?
--


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[hlcoders] Name hack

2004-02-11 Thread Matt
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ive only seen this in the recent update, but it seems that the code for spectate mode 
has a few bugs, for one, it lets u see a string name and if u enter it as your name it 
sends the string whenever the name appears something like spec_nopip (picture in 
picture) "no picture in picture for first person mode"
--


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Re: [hlcoders] Steam problem

2004-01-17 Thread Matt
heh, I didnt. gotta do it for university, i know C++, just i thought it
might cause me to get banned if i run qbasic while on steam as it might
think its a cheat program or something? also seems odd that qbasic wont go
into fullscreen mode after steam is completly stopped, probably something to
do with XP tho

- Original Message -
From: "Marco Leise" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, January 17, 2004 3:30 PM
Subject: Re: [hlcoders] Steam problem


> Hey, didn't we all start with QBasic? Looking through the source codes of
Gorillas and Nibbles?
>
> Am Thu, 15 Jan 2004 20:16:36 +0100 hat tei <[EMAIL PROTECTED]>
geschrieben:
>


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RE: [hlcoders] dod_control_point and v.body

2004-01-16 Thread Matt Boone
Which model is shown in a dod_control_point for each state is determined
by the mapper, but if they use the standard -
"models\mapmodels\flags.mdl":

Bodygroup   model

0   Axis
1   Allies
2   British
3   Uncapped
4   Axis small flag
5   Allies small flag
6   British small flag
7   Uncapped small flag


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A.
Stumm
Sent: Thursday, January 15, 2004 4:03 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] dod_control_point and v.body


Am I correct in assuming that v.body for the entity dod_control_point
tells me what flag is being displayed? I'm guessing 0 means noone
controls the point and 1 means us-inf or axis-inf and 3 is the other.
Can someone tell me what number goes to what team if my theory here is
correct?


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[hlcoders] Steam problem

2004-01-15 Thread Matt
If i load qbasic and try to run steam it wont run, then if i close qbasic
run steam, quit it, then run qbasic again it wont go into fullscreen mode..?


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RE: [hlcoders] DoD pPlayer->v.playerclass

2004-01-08 Thread Matt Boone
enum
{
PLAYERCLASS_UNDEFINED = 0,

//Allied classes
PLAYERCLASS_LIGHTINF_GARAND,
PLAYERCLASS_LIGHTINF_CARBINE,
PLAYERCLASS_ASSAULT_TOMMY,
PLAYERCLASS_ASSAULT_GREASE,
PLAYERCLASS_SNIPER,
PLAYERCLASS_HEAVYWEAPONS,
PLAYERCLASS_MACHINEGUNNER,

//Axis classes
PLAYERCLASS_LEICHTINF_KAR,
PLAYERCLASS_LIECHTINF_K43,
PLAYERCLASS_GERMANSNIPER,
PLAYERCLASS_STURMTRUP,
PLAYERCLASS_HEAVYWEAPONSGER,
PLAYERCLASS_MG34,
PLAYERCLASS_MG42,

//British classes
PLAYERCLASS_BRIT_LIGHTINF,
PLAYERCLASS_BRIT_ASSAULTINF,
PLAYERCLASS_BRIT_SNIPER,
PLAYERCLASS_BRIT_MACHINEGUNNER,

//Allied para classes
PLAYERCLASS_PARA_GARAND,
PLAYERCLASS_PARA_CARBINE,
PLAYERCLASS_PARA_THOMPSON,
PLAYERCLASS_PARA_GREASEGUN,
PLAYERCLASS_PARA_SPRING,
PLAYERCLASS_PARA_BAR,
PLAYERCLASS_PARA_30CAL,

//Axis para classes
PLAYERCLASS_PARA_KAR,
PLAYERCLASS_PARA_K43,
PLAYERCLASS_PARA_SCOPEDKAR,
PLAYERCLASS_PARA_MP40,
PLAYERCLASS_PARA_MP44,
PLAYERCLASS_PARA_FG42_BIPOD,
PLAYERCLASS_PARA_FG42_SCOPE,
PLAYERCLASS_PARA_MG34,
PLAYERCLASS_PARA_MG42,

PLAYERCLASS_RANDOM,

NUM_PLAYERCLASSES
};

Though in 1.2 there may be some changes ..

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A.
Stumm
Sent: Wednesday, January 07, 2004 1:30 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] DoD pPlayer->v.playerclass


v.playerclass is reporting MANY numbers under DoD (in the 30s at least).
This makes sense to me since sometimes you are axis or allied or brit
etc.
But is there someway for me to translate the class number to a class
name?
Or can someone tell me what number goes to what class?


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Re: [hlcoders] Software companies

2003-12-15 Thread Matt
tbh, this is the only place i could think of sending something like this, as
at least someone who knows something will read it, as opposed to those
robotic tech support people who quote FAQ's as if its the law :/
my hope if any for this email is to make valve aware that some companys have
problems with things like this and not to let it happen to themselves!

- Original Message -
From: "Steven Van Ingelgem" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, December 15, 2003 7:08 AM
Subject: Re: [hlcoders] Software companies


> --
> [ Picked text/plain from multipart/alternative ]
> The only thing it has to do with HLcoding is that he meantioned Valve in
> his little text. That's about it.
>
> At 07:50 15/12/2003, you wrote:
> >[ Converted text/html to text/plain ]
> >
> >This has got what to do with Half-Life coding?
> >
> > >Ive had a problem with a diablo2 from blizzard, it exploded in my CD
drive
> > >:/. i tried to contact them, i live in england, the only person i could
> > >contact was on his lunch break most of the day and when he did finally
> > >answer he told me i had to speak to the vender, i spoke to them and
they
> > >said it was the publishers fault, i rang them back and was told that
nothing
> > >can be done?. I would have thought blizzard would have been beyond
petty
> > >arguments like microsoft seem to be. Hopefully valve doesnt have this
> > >problem :). If anyone knows the law(if any) on this matter id be glad
to
> > >know, the cd broke my drive aswell which i did mention to them.
> > >
> > >
> > >___
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>
> G00fy, (aka KaReL, aka Steven)
>
> Main Webpage : http://komma.cjb.net
> CQ Database  : http://lid.fragland.net/
> ICQ #: 35217584
> MSN  : [EMAIL PROTECTED]
> --
>
>
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[hlcoders] Software companies

2003-12-14 Thread Matt
Ive had a problem with a diablo2 from blizzard, it exploded in my CD drive
:/. i tried to contact them, i live in england, the only person i could
contact was on his lunch break most of the day and when he did finally
answer he told me i had to speak to the vender, i spoke to them and they
said it was the publishers fault, i rang them back and was told that nothing
can be done?. I would have thought blizzard would have been beyond petty
arguments like microsoft seem to be. Hopefully valve doesnt have this
problem :). If anyone knows the law(if any) on this matter id be glad to
know, the cd broke my drive aswell which i did mention to them.


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Re: [hlcoders] Server Events

2003-11-14 Thread Matt
>From a log file?

On Fri, 2003-11-14 at 12:17, [EMAIL PROTECTED] wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Does anyone know where I can find a complete list of Counter-Strike server
> events? For example, the text you'd see in the logs when a bomb is planted, when
> a player is killed, when someone switches teams, etc.
>
> Thanks,
> Alex Wasserman (Produkt)
> --
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Re: [hlcoders] HL1 / HL 2 / Steam suggestion.

2003-10-29 Thread Matt

> 2. Valve is in the game development business, not the Internet file
> storage business.

Pre-Steam, I would believe it.  As far as the user is concerned, they
are waiting 15 hours to download a gig of data from Valve when they
install Steam.  That puts them in the file storage business.


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Re: [hlcoders] ABUSE REPORT

2003-10-09 Thread Matt
I was unaware closed source stood for anything.  Since open source is
free, as in speech, it 'stands for something' just by its nature.  What
does closed source stand for?  Superfluous amounts of patent
litigation?  Immoral software licenses?  Moronic support contracts?
Charging customers for bug fixes?  Massive security flaws and cascading
software failures?  The ever misleading 'warranty'.  None of these
things have to do with Valve of course but they are just things that
came to my head when I thought about some of the biggest proponents of
closed source.

On Mon, 2003-10-06 at 20:21, Philip wrote:
> On Monday, October 6, 2003, at 08:55  pm, Manip wrote:
>
> > you don't seem to understand anything about
> > what open source is and what it stands for.
>
> And you don't seem to understand anything about what closed source is
> and what it stands for.
>
>
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RE: [hlcoders] Re: HL2 Source

2003-10-04 Thread Matt Chambers

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


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


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Re: [hlcoders] Porting HL2 to Linux

2003-10-04 Thread Matt Chambers

The way I see it, the cat is out of the bag.  Valve has to start
thinking how its going to go about doing damage control.  Someone
mentioned Valve hunting down and prosectuing those who have admitted
publicly they have the source.  I think that would make this whole thing
more sureal than it already is and simply make the source even more
sought after.  Plus, you would need more proof than a forum posting or
something.

They could do nothing and just move on, see what happenes, and hope it
goes away.  I think this is the most likely to occur but all thats going
to happen is rampant infringement and abuse of their IP.

In my own little dream world, I would like to see something like Relic
did when they released the source to Homeworld.  A developers network
where the latest source for Half-Life 1 and HLDS are available for
download.  You could compile your own optimized hlds.  Any work done on
the source and programs released would automatically be property of
Valve software.  Valve could then pick and choose patche(s) from the
community to integrate into their engine.  I could extend the life of
the engine even further than its already gone by allowing the massive HL
community to get their hands dirty with one of the best games ever.

Cya all

Matt




> Not true by any means.  It would be extremely difficult to
> port this game to Linux seeing as unlike HL1 it uses DX
> exclusively.
>
> -sb
--
Matt Chambers <[EMAIL PROTECTED]>
http://www.playway.net


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Re: [hlcoders] hl2 rcon protocol

2003-10-02 Thread Matt Chambers
I don't even have it.  I wouldn't know what to do with it anyway.  My C
skills are very limited and I don't have a Windows partition or VC.  All
the info I found on it was from the quakenet IRC server and from
halflife2.net.

On Thu, 2003-10-02 at 19:27, Marco Leise wrote:
> > The reason I got back on this list was because I'm working on finishing
> > 1.0 of HLBook and I was wondering if anyone knows if the RCON spec is
> > changing for HL2.
>
> Just take a look at the source code. :/
>
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[hlcoders] hl2 rcon protocol

2003-10-02 Thread Matt Chambers
The reason I got back on this list was because I'm working on finishing
1.0 of HLBook and I was wondering if anyone knows if the RCON spec is
changing for HL2.

--
Matt Chambers <[EMAIL PROTECTED]>
http://www.playway.net


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Re: Re: [hlcoders] HL2 Source Leaked

2003-10-02 Thread Matt Chambers
Sorry, Botman + Valve. I made a mistake.  I got the info from
Halflife2.net, isn't that owned and operated by Valve as well?  I just
figured that since every game forum in the world, including
halflife2.net has the info, it was ok to post it.

On Thu, 2003-10-02 at 18:04, botman wrote:
> > Yes.  With a little setup, everything compiles.
> >
> > > On a side note... anyone know if the new Worldcraft can be compiled from
> the leaked code?
> > >
>
> Wow.  C'mon guys, I know it's hard not to talk about HL2 source code issues
> here, but give Valve a break.  It's bad enough people spreading the word
> about how to build the HL2, TF2, CS2, etc. code from the leaked source, but
> do you HAVE to do it on a list that's owned and operated BY VALVE???  Talk
> about adding insult to injury!  :(
>
> I would politely request that people on this list refrain from giving out
> information to help other people gain from Valve's loss.  Have a heart guys.
> Stop spreading this around any more than it already is.  I know it's like
> trying to put the genie back in the bottle after you've let him out, but do
> you have to do it on THIS e-mail list?
>
> Just my $0.02 worth.
>
> Jeffrey "botman" Broome
>
>
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RE: Re: [hlcoders] HL2 Source Leaked

2003-10-02 Thread Matt
Yes.  With a little setup, everything compiles.

> On a side note... anyone know if the new Worldcraft can be compiled from the leaked 
> code?
>
> > ___
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Re: [hlcoders] HL2 Source Leaked

2003-10-02 Thread Matt
For those of you running dedicated servers I've seen 2 or 3 poeple post
in IRC about how they have been finding what could be exploitalble
buffer overflows in hlds.  Of course, none of them were willing to
comment any further so I don't know how great a threat this may be.
Anyone running a server should keep a close eye on it though.  It seems
HL1 source was also included as well as Counter-Strike, TF2, and
WorldCraft.  It all builds perfectly with VC6.


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RE: Re: [hlcoders] HL2 Source Leaked

2003-10-02 Thread Matt
Hi. All.

Gabe just posted This on halflife2.net but the forums just got
slashdotted so here.  Also, apparently the leak occured via Outlook
trojan.




Ever have one of those weeks? This has just not been the best couple of
days for me or for Valve.

Yes, the source code that has been posted is the HL-2 source code.

Here is what we know:

1) Starting around 9/11 of this year, someone other than me was
accessing my email account. This has been determined by looking at
traffic on our email server versus my travel schedule.

2) Shortly afterwards my machine started acting weird (right-clicking on
executables would crash explorer). I was unable to find a virus or
trojan on my machine, I reformatted my hard drive, and reinstalled.

3) For the next week, there appears to have been suspicious activity on
my webmail account.

4) Around 9/19 someone made a copy of the HL-2 source tree.

5) At some point, keystroke recorders got installed on several machines
at Valve. Our speculation is that these were done via a buffer overflow
in Outlook's preview pane. This recorder is apparently a customized
version of RemoteAnywhere created to infect Valve (at least it hasn't
been seen anywhere else, and isn't detected by normal virus scanning
tools).

6) Periodically for the last year we've been the subject of a variety of
denial of service attacks targetted at our webservers and at Steam. We
don't know if these are related or independent.

Well, this sucks.

What I'd appreciate is the assistance of the community in tracking this
down. I have a special email address for people to send information to,
[EMAIL PROTECTED] If you have information about the denial of
service attacks or the infiltration of our network, please send the
details. There are some pretty obvious places to start with the posts
and records in IRC, so if you can point us in the right direction, that
would be great.

We at Valve have always thought of ourselves as being part of a
community, and I can't imagine a better group of people to help us take
care of these problems than this community.

Gabe


-


On Thu, 2003-10-02 at 16:45, [EMAIL PROTECTED] wrote:
> >No offense to anyone, but that's a pretty rediculous sounding rumor.  Why
> exactly would Valve give ATI a copy of their HL1, >CS, TF2, and HL2 source
> code?  What, are they contracting ATI to proofread their code comments?
>
>
> Actually ATI having at least partial code makes sense. I remember reading
> after some benchmarks Valve made with HL2 on certain video cards they said
> they were working closely with vid card makers to get the performance up. I
> could see this including some ATI engineers looking through partial source
> code to look for issues that could be fixed on either end.
>
> Jeremy
>
>
>
>
>
>
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Re: [hlcoders] VAC SDK?

2003-06-11 Thread matt gossage
I hope not then all the hackers out there will know how VAC works and can
write cheats to avoid it.

it's a bit of a silly idea


- Original Message -
From: "Martin Webrant" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, June 11, 2003 5:02 PM
Subject: [hlcoders] VAC SDK?


> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Will it ever happen?
> Regards
> Martin
>
>
> ---
> Outgoing mail is certified Virus Free.
> Checked by AVG anti-virus system (http://www.grisoft.com).
> Version: 6.0.489 / Virus Database: 288 - Release Date: 2003-06-10
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