RE: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread James Freedman
Well, you're looking at overriding the ReadEncryptedKVFile() function in
weapon_parse.cpp - or at least commenting it out. Of course, you'd then
have to manually set all those variables in the weapon's constructor
function, which sounds to me like a fairly time-consuming and mundane
task.

James Freedman
[EMAIL PROTECTED]
http://www.seascape.uk.net


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: 31 January 2005 06:47
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Possible to not use weapon script files?


I would assume it is possible to override the weapon_?.txt files. How
big of a task would this be?



r00t 3:16
CQC Gaming
www.cqc-gaming.com

___
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] Possible to not use weapon script files?

2005-01-31 Thread Draco
But wouldn't it be safer to not let the users play with this stuff,
hide it in the code?(I haven't modded HL2 yet, so I don't know exactly
how the txt files work)


**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Possible to not use weapon script files?

2005-01-31 Thread James Freedman
Sure, if you're paranoid it's nice to hide things in the DLL... But I'd
say that at release-time, packing them into a GCF is good enough. A
large proportion of your user base either doesn't know how to change
those script files, or quite frankly doesn't care... We're not all
cheaters ;)

James Freedman
[EMAIL PROTECTED]
http://www.seascape.uk.net


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Draco
Sent: 31 January 2005 12:03
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Possible to not use weapon script files?


But wouldn't it be safer to not let the users play with this stuff, hide
it in the code?(I haven't modded HL2 yet, so I don't know exactly how
the txt files work)


**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

___
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] Possible to not use weapon script files?

2005-01-31 Thread Mike Blowers
It's easy to override these variables... in fact just as Valve did for
HL1...
checkout one of the various gamerules.cpp files.
I think you'll find that in multiplay_gamerules.cpp Valve forced various
values after they were read in from the script file.
So it really shouldn't be that difficult.
If memory server me right it's in: RefreshSkillData or something very
similar.
Mike.
- Original Message -
From: James Freedman [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, January 31, 2005 12:08 PM
Subject: RE: [hlcoders] Possible to not use weapon script files?

Sure, if you're paranoid it's nice to hide things in the DLL... But I'd
say that at release-time, packing them into a GCF is good enough. A
large proportion of your user base either doesn't know how to change
those script files, or quite frankly doesn't care... We're not all
cheaters ;)
James Freedman
[EMAIL PROTECTED]
http://www.seascape.uk.net
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Draco
Sent: 31 January 2005 12:03
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Possible to not use weapon script files?
But wouldn't it be safer to not let the users play with this stuff, hide
it in the code?(I haven't modded HL2 yet, so I don't know exactly how
the txt files work)
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net
___
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] Possible to not use weapon script files?

2005-01-31 Thread Luke Graham
Unless youre talking about the people running your mod on their
servers, it shouldnt matter if clients muck around with the files...
should it?? As far as I was aware, everything that could be abused in
a simplistic manner was done server-side. If those files can in fact
be used to cheat, then I agree that turning them into code would be a
good idea. May I suggest writing a small script to generate c-code
from the files? I prefer ruby but perl is more common for these sort
of operations :) It would save a lot of maintainence work down the
track.


On Mon, 31 Jan 2005 17:05:54 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
  Draco wrote:
  But wouldn't it be safer to not let the users play with this stuff,
  hide it in the code?(I haven't modded HL2 yet, so I don't know exactly
  how the txt files work)


  This is kind of what I was thinking.


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com

 ___
 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] Possible to not use weapon script files?

2005-01-31 Thread r00t 3:16
Well that is a good question
If the server sets all this info, then in theory why would the client need
those files? (Unless it is single player type game)
So yes I believe the server does control this but is it possible for the
client to somehow override these?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Luke Graham [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, January 31, 2005 7:52 PM
Subject: Re: [hlcoders] Possible to not use weapon script files?

Unless youre talking about the people running your mod on their
servers, it shouldnt matter if clients muck around with the files...
should it?? As far as I was aware, everything that could be abused in
a simplistic manner was done server-side. If those files can in fact
be used to cheat, then I agree that turning them into code would be a
good idea. May I suggest writing a small script to generate c-code
from the files? I prefer ruby but perl is more common for these sort
of operations :) It would save a lot of maintainence work down the
track.
On Mon, 31 Jan 2005 17:05:54 -0500, r00t 3:16 [EMAIL PROTECTED]
wrote:
 Draco wrote:
 But wouldn't it be safer to not let the users play with this stuff,
 hide it in the code?(I haven't modded HL2 yet, so I don't know exactly
 how the txt files work)
 This is kind of what I was thinking.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
___
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] Possible to not use weapon script files?

2005-01-31 Thread Oscar Björhn
It's not possible for the client to override them.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders