Re: [hlcoders] [OT] Server-side plugins and mod ownership

2005-02-17 Thread Ruari O'Sullivan
You can't trust clients, either. That doesn't stop us - or rather, Valve
- working hard to make sure we can trust them just enough to keep
cheaters out of our games.
Developers of any multiplayer game have to engage in this arms race.
It's nothing new. The point isn't to eradicate cheating, but to keep it
to acceptably low levels by:
a) making it hard, reducing the number of people who have the skill or
patience to develop a cheat; and
b) punishing end users for using cheats so it's not worth it. mass
account bans, Blizzard style.
-randomnine-
Pavol Marko wrote:
You would waste your time trying to make it plugin immune. If I
_really_ want to and invest a lot of time into the issue, I can crack
your stats system if it any public server can access it. Once someone
does that your whole stats system is broken. You can't trust some public
server anyway.
About listing server plugins:
I can patch the server so it says it's pure anyway...
Same for my I as Lance described :)

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Re: [hlcoders] [OT] Server-side plugins and mod ownership

2005-02-16 Thread Ruari O'Sullivan
So why should I make it easy for you?
-randomnine-
Pavol Marko wrote:
About your stats-issue:
You can't trust my server. The minute I have your binaries on my server,
I can change their behaviour without any server plugin. I could just
disassemble and patch them. I could actually not run a server at all and
only pretend that I am one to your stats system. The only way to do what
you described would be a list of trusted IPs/steamids/whatever in my
opinion.

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Re: [hlcoders] [OT] Server-side plugins and mod ownership (was: Safe way of setting weapon damages?)

2005-02-15 Thread Ruari O'Sullivan
Consider a mod using some kind of persistence to track stats, or reward
players across games for putting in effort. This isn't so far-fetched; a
mod could easily be a multiplayer persistent RPG somewhere between the
instanced worlds model of Guild Wars and the more general model of
shared worlds containing hundreds of people. This is purely hypothetical
at the moment, I think - I haven't been following the variety of HL2
mods in the works - but it's certainly a situation in which server
plugins would be as undesirable as clientside cheats, and for the same
reasons. Even for a cookie cutter team-A-shoots-team-B mod which tracks
and rewards play time or kills across games, like the rank system in
RTCW or proposed for Battlefield 2, could presumably be hacked to
effectively powerlevel every player on the server with a server plugin.
It's also been impossible for a fair while to get a good casual game of
TFC, since there's no filter for server contains real people, not more
bloody bots. The interests of admins and of players apparently do not
always coincide, and that's hurt the game. In contrast, server plugins
have only improved the CS and NS experiences.
These things should really be resolved in ways that are agreeable to
everyone - server admins, mod authors and most of all players. At the
moment, plugin authors and server admins hold all the power. I don't
recall who suggested it, but a server browser filter to look for
specific plugins or to look for 'pure' servers only, with the default
being pure servers so that people new to the mod get the original
experience by default. This alone would drive up demand for pure
servers, so pure servers wouldn't simply disappear completely as they
have with some mods.
That would give both server admins and players a veto, but still leave
mod authors out in the cold. Allowing mod authors to detect and respond
to server plugins in a function in the SDK would give mod authors their
own veto, or - even better - allow them to detect modified servers and
simply not track statistics for them. This could also perhaps let mod
authors whitelist specific plugins so servers running them show up as
'pure'; simple things like nextmap come to mind.
I'm sure we can all agree that the right plugins can make a mod a better
experience, so I can't imagine any mod author wanting to ban plugins
outright if both they and players are able just to distinguish between
pure and modified servers. Survival of the fittest applies to mods, just
as it does to plugins. If a mod author's actions are unpopular with
server admins, that mod will lose servers; it's not as though mod
authors would be completely unaccountable, as server admins are at present.
As Lance said, it doesn't have to be a war. There can be an appropriate
balance of power.
Just my two cents on all this. :p
-randomnine-
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Re: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread Ruari O'Sullivan
I liked how the patch rolling out HL2DM stopped all Steam programs -
including HL2 SP and Codename: Gordon - from working entirely for
several hours for a number of users. Seemed like a good quarter or more.
There's a reason why companies looking at corporate auto-patching
systems always insist on the ability to roll back patches. As we know,
programmers are human, and so software contains bugs. Patches are
software. Hopefully Valve will be looking at an advance access program
for modders in the future so we can respond to engine changes when they
become necessary, or the first thing you know about a problem with your
mod is when it starts segfaulting everywhere from SF to Sydney.
-randomnine-
tei wrote:
HEe...
Normal users NEED a automatic patch system. Like windowsupdate, or steam.
ME, you and powers users dont need that, and hate that, but we are less
than 8% of users*

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Re: [hlcoders] entity limit?

2004-12-06 Thread Ruari O'Sullivan
Does this include logical entities? Natural Selection was bumping up
against the 1024 entity limit in HL1, and now with larger maps, map
scripting through logical entities and potentially much higher player
limits, I could see some problems.
-randomnine-
Yahn Bernier wrote:
The engine currently has this entity limit:
// How many bits to use to encode an edict.
#define MAX_EDICT_BITS  11
// # of bits needed to represent max edicts
// Max # of edicts in a level (1024)
#define MAX_EDICTS
(1MAX_EDICT_BITS)
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Re: [hlcoders] sdk release and a surprise ideas..

2004-11-30 Thread Ruari O'Sullivan
Hey, there it is.
Didn't most people say they were still using MSVC++ 6? I know I am. Any
chance of project files? If not, how about a makefile for g++?
Digging the documentation so far. It's good to have something there.
-randomnine-
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Re: [hlcoders] So, what do you think of Half-Life2?

2004-11-17 Thread Ruari O'Sullivan
Aye, there were some things that have been done better by other engines,
but Source is hardly weak in that regard itself. The character
technology is way beyond anything out there. Though much of the
scripted-sequence stuff could be considered just set-piece animation and
thus nothing new - when you get in their way, you're pushed aside - the
way they walk and talk generally when they're feeling more interactive
is better than the animation in many games' cinematics. On top of that,
the expression stuff is amazing. HL2's closed the gap between games and
CGI by a couple of years.
It did seem a bit odd how simple some of the level geometry was,
especially when the outdoor sections were so intricate and beautiful at
times. The dynamic shadows were glitchy, too, and it was kind of
distracting how heavily they re-used HL1 sound effects. But then, I
think HL2 is going to be remembered for physics, gameplay,
characterisation and artistic style, not for cutting-edge graphics and
audio. Compare it with how fun Doom 3 or FarCry was and I hope you'll
agree that that isn't such a bad tradeoff.
Course, the problem with playing with its weak points is that they're
likely so deeply embedded the modding community may not have access to
them. We'll see.
-randomnine-
Yes, it finally did get released.  The whole steam deal yesterday was a bit
frustrating along with all of the other issues that retail purchasers are
faced with.  But, overall, it is fun to play and I am looking forward to the
full SDK release.
As far as a next-generation engine, for Valve it is, but in gaming, the HL2
engine is a few years dated now.  FarCry surpasses HL2 in many, many ways.
Yes, including water effects, heat distortions around steam and other heat
sources, true dynamic lighting (you can shoot a light to make it move and
the light it shines moves at the same time), and even the AI NPCs reacted
more as a team.
Other things that I found kind of lame in HL2, included the lack of seeing
Gordan's hands more and the inability to shoot while using the suit zoom
feature.  Picking up objects, I've seen in HL1 before like in voogru's
entity moving modification.  At least there could have been hands on the
airboat handlebars.  Even console games have been doing that much for years.
IMO, HL2 would have rocked more if released 2 years ago, or addressed some
of the issues more.  The levels often felt like HL1 textured levels (flat)
with a few new features like more real cables, reflective surfaces, and
objects with physical properties (like the glass bottles, cement bricks, or
even the unraveling cardboard boxes).  Even though other engines provide
superior effects, Valve still wins as they release a full SDK and not a
scripted engine (like UT and FarCry).  I'm looking forward to MODs that are
based around the gravity gun and even airboat races.  There's definitely a
lot you can do to extend the HL2 SP into multiple MP mods.
I have yet to finish the game, although it's still fun and looking forward
to seeing the MODs come out, I wouldn't quite classify it as the first,
unique, or best implementation on what many gamers call next-generation
gaming features.  The story is fun to go through and I like how it's all
organized into chapters.  But, I'd like to just point out that there are
features that were better implemented by other games along with other games
having features that HL2 lacks.  We'll just have to wait to see what this
coding community can do to extend and fill in the gaps.
- HoundDawg
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Re: [hlcoders] So, what do you think of Half-Life2?

2004-11-17 Thread Ruari O'Sullivan
Technically you're in the Mark 5 now, not the Mark IV. :p There were a
lot more sound effects that were recycled, though - weapons, doors,
machinery, enemies - and to me they kinda sounded out of place against
the new sounds and visuals.
-randomnine-
They had to reuse the sound tracks, you're still in the old HEV suit.
One thing I don't get is, at the end of HL1 you got to keep your HEV,
yet it was stored in the doc's lab? o.O
Since I finished it yesterday, it's really hard not to talk about some
parts of the game that you only see near the end when giving my
opinion :/
--
- Bruce Bahamut Andrews
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Re: [hlcoders] Congrats Valve!

2004-10-23 Thread Ruari O'Sullivan
I definitely remember a bandwidth test on CS vs CS:S when the latter
first came out. They were about even.
-randomnine-
tei wrote:
Inversion for cybercafes can be too high, has HL1 still ran well on
existing hardware. A new engine may need a huge investement on new
hardware (mostly a new 3d card 200$ by station, and maybe +256 MB), and
cybercafes are always short of money.
Also I suspect the dedicated version of HL2 will need much more memory
and better cpu, maybe even a hiperthread or a dual one board. Will be
phisic for all players emulated on the server? We dont know how will ran
the server on old hardware.
This mean a enormeous group of people will continue, because can't afford
he new game + the hardware enhancements.
Anyway because HL1 is that old, I suspect this problem will be surprising
smaller.
HL1 will abe still a huge userbase worldwide, Its only USA, UK, etc users
that will swich globally, west countrys.
Its also important to check if HL2 need more bandwidth per player, some
countrys (Brasil, Rusia and Aus) still has lots of users, but bad wires,
still a lot *cough* modem *cough* users.
Bandwidth can be optimized for modwise, I suspect, but latency its
critical, will be interesting to check if player prediction its better on
HL2. I am not a expert, trough. :I

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

2004-10-21 Thread Ruari O'Sullivan
Steven Guy wrote:
or you could setup a custom build in VC6 to use a batch file that
builds the
files using the vs.net compile tools
...and give up debugging functionality in the process.
-randomnine-
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[hlcoders] HL2 Gold

2004-10-18 Thread Ruari O'Sullivan
*VIVENDI UNIVERSAL GAMES ANNOUNCES PLANS TO LAUNCH THE MOST ANTICIPATED
PC ACTION GAME OF 2004*
/Half-Life/ /2/ to Ship to Retail Outlets Globally This Holiday Season
*LOS ANGELES (October 18, 2004)*  Vivendi Universal Games (VU Games)
today announced that /Half-Life/ ,/2/, the sequel to one of the most
critically acclaimed PC titles in gaming history, will ship to retail
outlets around the world in November. The Company confirmed that
/Half-Life 2/, developed by Valve Software, has gone gold with a planned
retail street date of November 16, 2004...
http://www.vugames.com/news_story.do?storyId=1963
--
so, Valve...
...when's the SDK?
-randomnine-
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Re: [hlcoders] HL2 Gold

2004-10-18 Thread Ruari O'Sullivan
Jeffrey botman Broome wrote:
Alfred already said...
It should be soon (weeks, not months), we are working on it right now.
righto - just curious really as to whether it'd be along before or
simultaneously with the game. I'm feeling a bit impatient, I guess. :p
-randomnine-
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