Natural Selection
dunno what ns is ?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Adam amckern Mckern [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, June 06, 2005 11:14 PM
Subject: Re: [hlcoders] m_Skins on models and other things
you mean
On 6/6/05, Deadman Standing [EMAIL PROTECTED] wrote:
It is based on world time, not # of commands. A speed hack is essentially an
exploit of the server's lag compensation. Number of commands is irrelevant.
A speed hack would still work if you were to only send a packet a second.
I think you
Ask someone at Valve :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Jeff Fearn
Sent: 07 June 2005 08:37
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Speed hack detection, was new SDK version is
live
On 6/6/05, Deadman Standing [EMAIL
LOl, it is the same thing. The movement command is based on time, that is
why velocity not position is passed. Keep in mind velocity is a measurement
of distance over time. If you advance time it thinks you traveled farther.
You can look at the old quake code to get a fell how this is done. Also
Good luck with that btw, as_highrise was one of the best cs maps ever.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of LDuke
Sent: 07 June 2005 03:32
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] as maps and chickens
Sorry, I'll try there.
I
chickens,.. who cares of chickens? what everybody want its a mod Kill
the kittens with Domo-kun player models !!
http://cardhouse.com/travel/japan/domokun.htm
McCormack, Chris wrote:
Good luck with that btw, as_highrise was one of the best cs maps ever.
-Original Message-
From:
On 6/7/05, Deadman Standing [EMAIL PROTECTED] wrote:
LOl, it is the same thing. The movement command is based on time, that is
why velocity not position is passed. Keep in mind velocity is a measurement
of distance over time. If you advance time it thinks you traveled farther.
I don't think it
This has probably been asked several times before, but is there any
possibility of getting a Maya export plugin for OS X? If we had the
source for the exporter, we could likely port it without _too_ much
difficulty, but I believe all we have is the 3DSMax exporter. If a
port isn't done by Valve
On 6/7/05, McCormack, Chris [EMAIL PROTECTED] wrote:
Ask someone at Valve :)
Good idea, I hear there is another email list where some of the guys
for Valve join in the discussion, I'll go post there ;)
Jeff
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Jeffrey botman Broome wrote:
Use the source Luke...
src\game_shared\usercmd.h (see the CUserCmd operator = function)
src\game_shared\usercmd.cpp (see the WriteUserCmd ReadUserCmd functions)
UserCmd is what's passed from the client to the server when a client
moves, jumps, ducks, fires
Jeff Fearn wrote:
On 6/7/05, McCormack, Chris [EMAIL PROTECTED] wrote:
Ask someone at Valve :)
Good idea, I hear there is another email list where some of the guys
for Valve join in the discussion, I'll go post there ;)
Use the source Luke...
src\game_shared\usercmd.h (see the CUserCmd
On 6/8/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
Jeffrey botman Broome wrote:
Use the source Luke...
src\game_shared\usercmd.h (see the CUserCmd operator = function)
src\game_shared\usercmd.cpp (see the WriteUserCmd ReadUserCmd functions)
UserCmd is what's passed from the
On 6/8/05, Deadman Standing [EMAIL PROTECTED] wrote:
Based on the quake code here is what the move command passes:
BYTE 3 (means move)
FLOAT time (Used to calculate lag, ping, and movement)
ANGLE viewangle X
ANGLE viewangle Y
ANGLE viewangle Z
// The next three are the velocity of the
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