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