Re: [hlcoders] stencil buffer

2003-07-25 Thread jc
i think i *might* have it. but it wont work, dont know if its me :/ :: hook the SetPixelFormat function =D Trying to make a modified cl_metamod... Will eventually strip out the plugin management bit so it just hooks me the SetPixelFormat stuff... if (!InterceptDllCall( GetModuleHandle(NULL),

[hlcoders] stencil buffer lives!

2003-07-25 Thread jc
well it does :) hooked GetProcAddress from cl_metamod type setup, then used that to intercept the ChoosePixelFormat call and set the stencil buffer bit. result! worried about VAC stuff though :/ qconsole.log: !--snip-- Probing OpenGL Hardware...

Re: [hlcoders] I hate linux :X

2003-07-25 Thread James Couzens
As hullu kindly pointed out to me, you can check your self by using a program called 'nm' which will return symbols in a dll provided you left in debugger code. a U to the left of a symbol would mean its undefied. James - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To:

Re: [hlcoders] I hate linux :X

2003-07-25 Thread Florian Zschocke
James Couzens wrote: As hullu kindly pointed out to me, you can check your self by using a program called 'nm' which will return symbols in a dll provided you left in debugger code. a U to the left of a symbol would mean its undefied. You can use the -u switch to get displayed only

Re: [hlcoders] stencil buffer lives!

2003-07-25 Thread Marco Leise
You are teh l33t haxor my friend. Hehe, well done. But BE afraid. But you can still tell server admins that they have to disable all cheat protection. Or at least they shall only verify the DLL with an encrypted CRC check. Half-Life does offer that, doesn't it? well it does :) hooked

[hlcoders] int 3 user defined break problem

2003-07-25 Thread Kyle
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm not really sure how big a deal this is, or if is crashing servers, but this is happening and cant figure out why. What happens is this: I have a game mode, where players spawn fully loaded (valve

RE: [hlcoders] int 3 user defined break problem

2003-07-25 Thread Kyle
Hmm.. settings pev-nextthink = 0; in void CBasePlayerItem::Drop( void ) seemed to fix the problem, but I'm not sure what side effects that's gonna have. :( -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kyle Sent: Friday, July 25, 2003 12:44 PM To:

Re: [hlcoders] int 3 user defined break problem

2003-07-25 Thread botman
I'm not really sure how big a deal this is, or if is crashing servers, but this is happening and cant figure out why. What happens is this: I have a game mode, where players spawn fully loaded (valve weapons) including the longjump. When they die, I set DeadPlayerWeapons to return snip This

[hlcoders] (no subject)

2003-07-25 Thread Sebastian Budzinski { [EMAIL PROTECTED] }
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] (no subject)

2003-07-25 Thread Phil
Is it just me or is there no message body? Problem with the listserver parsing the message? -Phil Quoting Sebastian Budzinski { [EMAIL PROTECTED] } [EMAIL PROTECTED]: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] --