Re: [hlcoders] Gmail & Mailing Lists
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. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Re:The CS:S Bomb Design
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 :( ___ 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: Source SDK Released
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Source SDK Released
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Source SDK Released
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Source SDK Released
Ive just bought hl2 on the same account at hl1 and now i cant find a way to put hl1 on another account OMG! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Anyone bypassed the max weapons limit before?
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 |= ( 1The 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 ___ 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] [OT] [RANT] [REQUEST] Trimming posts
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Removing Grenades From a Player
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Removing Grenades From a Player
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HL2 Dev CPU Requirements
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 ___ 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] What MSVC version do you use/have?
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: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Annoying problem with setting deaths on client using 'retry'
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Annoying problem with setting deaths on client using 'retry'
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(); } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] using metamod to get client rates
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] using metamod to get client rates
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] using metamod to get client rates
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Re: Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)
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... > > > > > > ___ > > 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] (no subject)
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
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 :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Anti-Cheat idea.
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] DoD pPlayer->v.playerclass
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? ___ 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] Removing entities
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Removing entities
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Removing entities
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 } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Removing entities
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Removing entities
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Removing entities
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Removing entities
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CS player/item structure
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crash bug that I can not solve!
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= ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CS player/item structure
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] CS player/item structure
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] pwd?
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 ] -- ___ 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] ServerSide HitBox Drawing (won't work the way it should)
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)
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 ___ 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] Client-side BSP models
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 > ___ 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] CS Cheats - Aimbot in 1.6.
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 > > ___ > 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] CS Cheats - Aimbot in 1.6.
does anyone have any ideas about how to combat aimbots in 1.6?
Re: [hlcoders] Restricted player slots
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 > > > ___ > 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] Restricted player slots
This is a multi-part message in MIME format. -- [ 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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Name hack
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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" -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam problem
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: > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] dod_control_point and v.body
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? ___ 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] Steam problem
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..? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] DoD pPlayer->v.playerclass
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? ___ 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] Software companies
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. > > > > > > > > >___ > > >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 > > > 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
[hlcoders] Software companies
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Events
>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) > -- > > ___ > 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] HL1 / HL 2 / Steam suggestion.
> 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ABUSE REPORT
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. > > > ___ > 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
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 > > > > > >___ > >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 > > > -- > Programmer and Modeller for The Pokemod > http://pokemod.phantasmsoft.com > > -- > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Chambers <[EMAIL PROTECTED]> http://www.playway.net ___ 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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hl2 rcon protocol
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. :/ > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Chambers <[EMAIL PROTECTED]> http://www.playway.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] hl2 rcon protocol
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re: [hlcoders] HL2 Source Leaked
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 > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Chambers <[EMAIL PROTECTED]> http://www.playway.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Re: [hlcoders] HL2 Source Leaked
Yes. With a little setup, everything compiles. > On a side note... anyone know if the new Worldcraft can be compiled from the leaked > code? > > > ___ > > 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 Source Leaked
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Re: [hlcoders] HL2 Source Leaked
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 > > > > > > > ___ > 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] VAC SDK?
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 > -- > > ___ > 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