Re: [hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-21 Thread Jeff Fearn
Good luck! I think more mods should have AI in MP/Co-op, so let us know if you find a good solution :) -- Jeff Fearn "Postmodernism: Once more without feeling." -- Geoffrey Nunberg ___ To unsubscribe, edit your list pre

Re: [hlcoders] Overlay Text

2006-03-02 Thread Jeff Fearn
on a single machine. They have no networking whatsoever - just a > table stored in the engine that is accessed by the client and the server > code on the same machine. > > Jay JayStelly.Bravery++; -- Jeff Fearn ___ To unsubscrib

Re: [hlcoders] Overlay Text

2006-03-02 Thread Jeff Fearn
nces, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > - Benjamin Davison > -- > > ___ > To unsubscribe, edit your list preferences, or

Re: [hlcoders] filesystem_steam.dll cant load

2006-03-14 Thread Jeff Fearn
Hi. On 3/15/06, Adam Donovan <[EMAIL PROTECTED]> wrote: > [ Converted text/html to text/plain ] > > well just woke up today to play with some things I was doing with the sdk to > find that all my mod files will not run in hammer. I even tried making a new > mod from scratch to test things and I go

Re: [hlcoders] Crash in release mode only AND Changing the viewports

2006-04-26 Thread Jeff Fearn
bug I get in release mode, even after full rebuilds. Any more > suggestions? Try this: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vccore/html/_core_turn_on_generation_of_debug_information_for_the_release_build.asp -- Jeff Fearn "Postmodernism: Once more without feeling." -- Geoffrey Nunberg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Fwd: [hlds_linux] Source mod server crash

2006-05-05 Thread Jeff Fearn
_ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > > > > > > > > > > > -- > > > >

Re: [hlcoders] Test

2006-07-10 Thread Jeff Fearn
Damn noobs! /me runs like hell On 7/8/06, Eric Smith <[EMAIL PROTECTED]> wrote: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Jeff

[hlcoders] sub models

2002-01-13 Thread Jeff Fearn
g I have found that changing pev->body on the server does not update the local data, so the incorrect model body is displayed. How do I make it so that weapon->pev->body gets updated on the client? I was thinking it may be in delta.lst, but which entity? DarthBobo ___

Re: [hlcoders] Hull3?

2002-01-14 Thread Jeff Fearn
I am still having trouble getting the hit boxes to work on players using hull 3. The models clip correctly but they are hard to shoot, bullets etc go right through them, or hit them in an unexpected location. Like shooting them in the groin results in a head shot!. Below is code we use: #define V

Re: [hlcoders] Hull3?

2002-01-15 Thread Jeff Fearn
gaitsequence is active, > you'll have problems. > > -Original Message- > From: Jeff Fearn [mailto:[EMAIL PROTECTED]] > Sent: Monday, January 14, 2002 8:45 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Hull3? > > > I am still having trouble getting the hit boxes

Re: [hlcoders] Hull3?

2002-01-16 Thread Jeff Fearn
re drawn is the > location the server is using for traceline collisions. If these are > radically different from where they appear when the gaitsequence is active, > you'll have problems. > > -Original Message- > From: Jeff Fearn [mailto:[EMAIL PROTECTED]] > Sent

Re: [hlcoders] Hull3?

2002-01-17 Thread Jeff Fearn
if you need to edit them use the "-h" option in studiomdl and it'll print > them out. Cut and paste the hitbox descriptions back into your QC file and > adjust their sizes as needed. I have forwarded this on to our modeller, will advise of results. Thanks again for your help. Da

Fw: [hlcoders] Hull3?

2002-01-18 Thread Jeff Fearn
Lets try sending this again :} > > ah, I follow you, and the SetObjectCollisionBox() takes the boxes values > > from pev->mins and pev->maxs (in CBaseEntity at least, which is what > > CBasePlayer uses). > > So, if the models hull box is correct (ie it's colliding with world object > > correctly)

Re: [hlcoders] Hull3?

2002-01-20 Thread Jeff Fearn
> I'm still not exactly sure what the problem is you're having, so here's some > basics: When using large models for player models the hitboxes are located as per a normal sized player, not in the loactions specified for the large model. Large non-player models perform correctly in all regards, i

Re: [hlcoders] Hull3?

2002-01-20 Thread Jeff Fearn
> 4) For all hitbox calculations, the SERVER uses the model referenced by the > players server side pev->model variable, and nothing else. On the server it says pev->model os models/player/garg/garg.mdl, which is correct and pev->modelindex = 244 > 5) For display, the client uses a number of dif

Re: [hlcoders] Hull3?

2002-01-20 Thread Jeff Fearn
> > > 5) For display, the client uses a number of different methods to > override > > > the model is shows for any given player, most commonly through something > > > like: "m_pRenderModel = > > IEngineStudio.SetupPlayerModel( m_nPlayerIndex );". > > > As a test, you should elimiate these override

[hlcoders] Models and sequences

2002-01-21 Thread Jeff Fearn
Ok, now that we are actually using our MP models correctly, thanks again Ken, there appears to be a serious misunderstanding of how MP models need to be configured (damn modellers! ;) To quote Modelling for Half-Life.doc "Multiplayer animations When the server in a multiplayer game updates the cl

Re: [hlcoders] dos command

2002-01-21 Thread Jeff Fearn
dir /b *.bsp > maplist.txt Jeff "DarthBobo" Fearn - Original Message - From: "Dustin Hannon" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, January 22, 2002 9:43 AM Subject: [hlcoders] dos command anyone know the dos command to make a text file list of files from a folder?

Re: [hlcoders] Constructors

2002-01-23 Thread Jeff Fearn
> > It's bugging me, what where the names of those methods to emulate > > constructors and destructors? Which classes should they be used for? Which > > classes should they not be used for? > > Constructors and Destructors should not be used for anything that inherits > from the CBaseEntity class

Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-28 Thread Jeff Fearn
> I don't believe this can be done. In order to extend the limits, one would > have to modify not only Worldcraft, but the compile tools and the engine BSP > reading code as well. As I understand it, spatial locations in BSP files are > stored as a 16-bit integer for each coordinate. The number

Re: [hlcoders] Making WorldCraft's editing area bigger?

2002-01-29 Thread Jeff Fearn
) leader > trying to convince aload of people that they way they made the maps like 4x > as big wasnt my shrinking players on its forums. Im not sure he realised why > there is the limit which is currently in place > > > - Original Message - > From: "Jeff Fe

Re: [hlcoders] VPP Code

2002-02-12 Thread Jeff Fearn
I could not remember the URL I got it from, so I uploaded it to ftp://ftp.edgefiles.com/edgegaming.com/swarm/DarthBobo/vpp.zip ... always good to have a mirror I suppose :} DarthBobo. - Original Message - From: "Philip Plante" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, Fe

[hlcoders] rmf format

2002-02-15 Thread Jeff Fearn
Does anyone know the file layout for worldcrafts rmf format? Also does anyone know the differences between the file layouts for wc2 map files and wc3 map files? Thanks, DarthBobo. ___ To unsubscribe, edit your list preferences, or view the list archives

Re: [hlcoders] rmf format

2002-02-15 Thread Jeff Fearn
> Worldcraft uses MFC's CObject serialization system to read and write RMF > files. The RMF file holds runtime class type information so that the objects > can be automatically constructed as the file is read. After each runtime > class block are the raw data members of each object. There's no met

[hlcoders] WC Linux Port

2002-02-15 Thread Jeff Fearn
Hey Valve guys, is there any chance of Valve letting me (or anyone) port WC to Linux? Can be open or closed source, I'd prefer open. Maybe something like how ID have allowed GTK-Radiant to be done. I'd be prepared to sign any NDA's etc as required. Jeff 'DarthBobo' Fearn [EMAIL PROTECTED] __

[hlcoders] Tute Feedback

2002-02-15 Thread Jeff Fearn
Hi all, I have a modified my zoom tute, on bigguys site ages ago, to be fully client side and sdk2.2 friendly. Please take a look and give me some feedback on style, layout etc. http://swarm.edgegaming.com/team/darthbobo/tutes/zoom.php3 Gots to update my personal site, it is way outta date ;} Th

Re: [hlcoders] Finished a bot. But how do i build a linux release?

2002-03-02 Thread Jeff Fearn
> can't i just export a makefile from windows? or will this not work when it > comes to > compiling for a linux machine? Sorry for the _long_ delay in replying, but my motherboard shat itself ... it took a month for me to scrape up the cash, but at leats I got to go from a 650MHz to a 1.7GHz CPU

Re: [hlcoders] HW.DLL crashing because of new weapon...

2002-03-05 Thread Jeff Fearn
> Cortex wrote: > > A good tool to use in this case could be "Call stack". Sometimes I had > > similar problems and thanks to the Call Stack, I've found what pointer > > pointed to null :) > > That works when you pass a null pointer as an argument to the code that > crashes. In my case, no code of

Re: [hlcoders] Egon gun - Yellow beam or Blue beam?

2002-03-05 Thread Jeff Fearn
> > I've been working on patches to modify the Full and Standard SDK 2.2 to compile > > cleanly with Borland, MinGW and Microsoft Visual C++. > > While you're at it, why not include gcc 2.95.3 in your list? :) This is easy, it's just fully defining the function pointers, moving some variable defi

Re: [hlcoders] Linux is the bane of my existence...

2002-03-12 Thread Jeff Fearn
> I was able to compile it "no problem" under Redhat 6.x, but now that > that installation tanked and I'm forced on to Redhat 7.2, I have compile > issues. Wish I knew the intricacies of Linux; took me an hour to get > things like FTP or the HL Dedicated Server running... > > > gcc -Dstricmp=strca

[hlcoders] Brush origins

2002-04-12 Thread Jeff Fearn
I am trying to get the origin of brush based entities, specifically a func_bomb_target. pev->origin is all 0, pev->absmin and absmax. VecBModelOrigin returns -1, -1, -1. I am trying to support CS de type maps, as they fit my mod well. I already have HLDM working properly :} I am using LINK_ENTIT

Re: [hlcoders] Brush origins

2002-04-12 Thread Jeff Fearn
> It sounds like the func_breakable you are spawning is setting the size of the > entity and thus messing up the VecBModelOrigin() calculations. > > Do you have UTIL_SetSize(), UTIL_SetOrigin() or something similar in your > func_breakable code somewhere? > > The min and max values for the brush m

Re: [hlcoders] Brush origins

2002-04-12 Thread Jeff Fearn
> All of the Spawn() functions for brush models that I looked at had this... > > SET_MODEL( ENT(pev), STRING(pev->model) ); > > ...setting the model of the entity to the *modelindex value for the brush > model. > > Perhaps you need to do the same thing and set the pev->model up properly before > t

Re: [hlcoders] Brush origins

2002-04-12 Thread Jeff Fearn
> > Now I am getting an access error, strange thing is the only thing in the > > stack window is SW! 043442f7(). I don't get this when using swarm or hldm > > maps...I think that stack windows is hiding something. > > > > Jeff. > > Perhaps there is an entity in the Counter-Strike maps that also ex

[hlcoders] Visible but no collision breakable

2002-04-16 Thread Jeff Fearn
Hi ho, I am having problems getting a func_breakable ceated in game to collide. I want to break it of course :} The model is visible, just can't figure out why it is not colliding. Every thing with // Test has been added as a test and has been enable or diabled in every combination I could thnk o

Re: [hlcoders] Visible but no collision breakable

2002-04-17 Thread Jeff Fearn
> The "CSwarmCSDE" entity is solely being used to create a func_breakable entity > (pointed to by "breakable" in this example) and then removes itself. The > "CSwarmCSDE" entity is NOT the one that is supposed to be breakable. I'm not > sure why Jeff is doing things this way (rather than just sp

Re: [hlcoders] Visible but no collision breakable

2002-04-17 Thread Jeff Fearn
> this may sound silly, but why not just link the func_breakable to the bomb > site in the first place? Mainly because there may be some settings in this entity that may cause strange behaviour, this makes sure I have to deliberately set everything. It's just a way of keeping things as clean as p

Re: [hlcoders] Visible but no collision breakable

2002-04-21 Thread Jeff Fearn
> I see two potential problems with the way you're spawning the entity. First, > you're using GetClassPtr() to create an instance of the CBreakable class. Most > other places in the SDK where an entity is created use the > CREATE_NAMED_ENTITY() macro to instantiate the class. This is wrong, the

[hlcoders] Model sequencing woes - fixed :)

2002-04-23 Thread Jeff Fearn
As we seem to be sharing fixes for strange behavior, I thought I'd share my latest ... "experience" with you. I have been having a problem where the incorrect animation would be displayed for a player, seemingly at random. So instead of running a player would swim, or it would say sequence 77 not

Re: Re[2]: [hlcoders] Sprite problems

2002-04-24 Thread Jeff Fearn
> However, KeyValue still isn't being called and the > GetClassPtr function is still being skipped over. So > it was a map problem masquerading as a code problem. > Oh that tricky MSVC!!! :) > > I suppose I'll just let it go on doing that, although > I suspect when the keyvalue data actually becom

[hlcoders] Memory Leak - Long debug txt!!!

2002-04-26 Thread Jeff Fearn
Below is a debug log of some memory leaks I get when debugging my client dll on occassions. Not really sure what happens to make it come up, it seems rather random. Any ideas on how to track it down/fix it? I closed the game by typing quit in the console. Loaded symbols for 'C:\SIERRA\Half-Life\

Re: [hlcoders] Memory Leak - Long debug txt!!!

2002-04-26 Thread Jeff Fearn
> question: Does "{2492} normal block at 0x054A6FD8, 264 > bytes long. > Data: < A7 say_team mov> 10 41 37 05 73 61 79 5F 74 > 65 61 6D 20 6D 6F > 76" come up every time you say something to your team? > These look like part of the networking protocol, is it > possible that you're misdeclaring th

[hlcoders] modifying usercmd_s

2002-05-12 Thread Jeff Fearn
I was wondering if it would be possible to increase the size of buttons in usercmd_t, from an unsigned short to an int? I believe I can't do it as it is part of the engine :{ If this is the case is there any chance of getting the SDK updated at some stage? I want to add some melee attacks, and

Re: [hlcoders] Third person player / Developer mode

2002-05-21 Thread Jeff Fearn
> But doesn't that assume you set the model yourself with the "SET_MODEL" > command, and precache it? > > What I'm trying to avoid is precaching ALL of our player models, which > would mean: > 1) Only server-defined player models could be used. This isn't an issue > because I restrict the models

[hlcoders] gaitsequence problems

2002-06-02 Thread Jeff Fearn
I am having a strange problem with player models. The problem is that if the idle sequence selected for the gait sequence is in position 0 then the model is always bent forward, facing toward the ground at about 45%. Idle animations in other positions do not have this problem. Also if I switch the

Re: [hlcoders] gaitsequence problems

2002-06-05 Thread Jeff Fearn
:) > I am having a strange problem with player models. The problem is that if the idle > sequence selected for the gait sequence is in position 0 then the model is always > bent forward, facing toward the ground at about 45%. Idle animations in other > positions do not have this problem. Also if

Re: [hlcoders] StreamLine and a TFC server

2002-06-24 Thread Jeff Fearn
> Hey guys I made a cool tfc server-side and was wondering if anybody could host it for me? > I just need a 15 player server max and at LEAST a T1 connection, let me know if you can > help me out in anyways, thanks alot. I need a PIV 2Ghz with 4GB ram and a T3 ... oh yeah and a shovel to start hi

[hlcoders] Extra Files in SDK

2002-10-05 Thread Jeff Fearn
I was just wondering if anyone knew what Wxdebug.cpp was for? Obviously debugging, but for what, and is it of any use to mod makers? Also stats.cpp. Thanks, Jeff. - Jeffrey Fearn [EMAIL PROTECTED] Programmer & Software Engineer ---

Re: [hlcoders] RE: Palladium

2002-10-08 Thread Jeff Fearn
> > The Palladium is public by Microsoft however MS employees decided it would > > be fun to release other details such as the "trusted code" part which > means > > microsoft checks anythign and everything before its runtime, this infact > > won't be practical and... > > Sounds like Steam to me :

Re: [hlcoders] Specific clip entity brush for players

2002-10-28 Thread Jeff Fearn
> Is it possible to block players through something like "playerclip" and > allow monsters to pass through? > > Currently Half-Life has: > A standard clip brush which blocks players and monsters. > A monsterclip entity-brush which blocks monsters but allows players to pass > through. > > I can't se

[hlcoders] List management - connection refused

2002-12-21 Thread Jeff Fearn
Hi, I was trying to stop mail delivery while I am away on holidays, but I keep getting connection refused messages when trying to access http://list.valvesoftware.com/mailman/listinfo/hlcoders or http://list.valvesoftware.com/mailman/options/hlcoders/jfearn%40labf.org Thanks, Jeff. __

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

2004-10-20 Thread Jeff Fearn
On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > I just want to do a quick straw poll of how many people on this list > DON'T have access to MSVC.NET or above for their MOD development (we > hope to only release MSVC.NET project files with the SDK)? > > - Alfred I h

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

2004-10-20 Thread Jeff Fearn
> Jeff, > > The Academic version of VS.NET is reasonably priced - if you're not > developing for commercial purposes, its quite a good buy. > > Michael Your assumption is that I qualify for the Academic version, I do not. You don't have to be a student to be pov :( Jeff. ___

Re: [hlcoders] HL2 Dev CPU Requirements

2004-10-21 Thread Jeff Fearn
> > You have to have a widescreen LCD monitor like all the guys at Valve. > > ...and you have to drive a Ferrari, like all the guys at Valve! ;) > > -- > Jeffrey "botman" Broome I bet you're kicking yourself you took that job at at Gearbox and didn't hold out for a job offer from Valve! Must be h

Re: [hlcoders] Anyone bypassed the max weapons limit before?

2004-11-03 Thread Jeff Fearn
Another way is to use the players class as a reference into an array of weapons. This way you can have 31 weapons for each class. If you don't have player classes then you can use the player class variable as a weapon class and achieve a similar effect. I implimented this for my Swarm mod a fair w

Re: [hlcoders] Documentation

2005-01-26 Thread Jeff Fearn
On Tue, 25 Jan 2005 22:26:37 -0600, jeff broome <[EMAIL PROTECTED]> wrote: > On Wed, 26 Jan 2005 03:56:14 +, Serapth Blah <[EMAIL PROTECTED]> wrote: > > Hello all, > > > > > What negatives do you see? > > > > Thanks, > > Mike > > If you are new to this list, you should first check out some of

Re: [hlcoders] Documentation

2005-01-26 Thread Jeff Fearn
On Thu, 27 Jan 2005 00:02:52 +, Serapth Blah <[EMAIL PROTECTED]> wrote: > >What would be cool is if you integrate these two things. i.e. have a > >tool in VC that hooks into one of these wikis and lets you > >retrieve/submit information. > > > >One approach would be to use XML and a Schema, thi

Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date

2005-01-31 Thread Jeff Fearn
On Sun, 30 Jan 2005 21:39:54 -0800, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > There needs to be a HL2DM release for it to export these new interfaces > (so far only CS:S has had such a release). Hopefully sometime in > February. > > Your plugin code needs to be able to handle an out of date (or

Re: [hlcoders] STOPP FUCKING

2005-02-23 Thread Jeff Fearn
On Wed, 23 Feb 2005 10:38:50 -0800, Alfred Reynolds <[EMAIL PROTECTED]> wrote: > I manually unsubscribed him. *sigh*. Keep his name, you'll probably see it on this years Darwin Awards! Jeff ___ To unsubscribe, edit your list preferences, or view the li

Re: [hlcoders] String Table

2005-03-31 Thread Jeff Fearn
On Thu, 31 Mar 2005 17:32:27 -0800, Daniel Jennings <[EMAIL PROTECTED]> wrote: > char message = "Here is your striing"; try: char message[] = "Here is your striing"; Jeff ___ To unsubscribe, edit your list preferences, or view the list archiv

[hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-05-15 Thread Jeff Fearn
Hi all, I have suddenly started getting MSVCR70.dll missing error when my mod crashes in a debug session. Now obviously I'm trying to debug wtf it is crashing so this is annoying as after this message VC stops the debugging session so I can't find out why it's crashing. HL1, VC6 + SP5, Win2K Full

Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-05-15 Thread Jeff Fearn
On 5/15/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: > Just download the dlls' > > You can find them in the zhlt package - > http://downloads.ammahks.com/zhlt/zhlt321.zip (place > them in the system32 folder) > > I dont know why its asking for them, mayb vs6 > downloaded a service pack in the

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeff Fearn
On 5/18/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > You would probably not have difficulty detecting a speed hack that was a > LARGE increase from the server's max speed (i.e. 2X speed, 4X speed, > etc), but trying to determine if someone is going 10% to 20% faster over > a small amount

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeff Fearn
On 5/19/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > r00t 3:16 wrote: > > Does anyone know (please do not post it if you do know) how the speed hack > > actually works? > > It seems they are somehow changing a variable in memory ? Or are they > > tricking the server somehow ? > > Usually

Re: [hlcoders] Speed hack detection?

2005-05-19 Thread Jeff Fearn
On 5/19/05, LDuke <[EMAIL PROTECTED]> wrote: > Sometimes a player will lag out for a couple seconds and then when his > posistion is updated he "jumps" to his actual location. It seems like > that would appear to be a speed hack if you weren't checking an > "average" speed for a long enough period

[hlcoders] SZ_GetSpace error - HL1

2005-05-22 Thread Jeff Fearn
Hi, I occasionally get the dreaded SZ_GetSpace fatal error, crash and burn thing. I was wondering if there was anyway to debug this as it seems the engine catches this and exits, so I can't find out whats causing it in gdb. Jeff ___ To unsubscribe, edit

Re: [hlcoders] SZ_GetSpace error - HL1

2005-05-24 Thread Jeff Fearn
On 5/23/05, Deadman Standing <[EMAIL PROTECTED]> wrote: > Adding -zone 8192 to the command line can sometimes help this. From looking > at the Quake code it appears the SZ_GetSpace error occurs when the engine > overruns static buffers used to build network messages. Too many or poorly > written pl

Re: [hlcoders] Speed hack detection?

2005-05-24 Thread Jeff Fearn
On 5/23/05, Andrew (British_Bomber) <[EMAIL PROTECTED]> wrote: > > If the client says its game time A and I'm here, then, it's game time > > B and I'm there, how is that in anyway difficult to calculate > > distance/time? This is only a problem if the client doesn't send or > > the server doesn't u

Re: [hlcoders] non HL question

2005-05-24 Thread Jeff Fearn
On 5/24/05, r00t 3:16 <[EMAIL PROTECTED]> wrote: > uh, That isn't advised > You will probably screw up your box if you do that. It won't break anything. > There are alot of better ways to secure the box then to just change the root > login. True, but it's a good first step. > > r00t 3:16 >

Re: [hlcoders] non HL question

2005-05-24 Thread Jeff Fearn
On 5/24/05, r00t 3:16 <[EMAIL PROTECTED]> wrote: > If he is worried about someone cracking his password use a better password. Which is exactly what he asked how to do. --snip-- Jeff ___ To unsubscribe, edit your list preferences, or view the list arc

Re: [hlcoders] non HL question

2005-05-25 Thread Jeff Fearn
On 5/25/05, r00t 3:16 <[EMAIL PROTECTED]> wrote: > lol, > > He asked how to change the username not the password... > If he meant the password then as root > type "passwd" on the command without the quotes. bwahahahahahah that's so funny, my mind couldn't cope and made me read password lol hehe

Re: [hlcoders] SZ_GetSpace error - HL1

2005-05-26 Thread Jeff Fearn
On 5/25/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > Jeff Fearn wrote: > > On 5/23/05, Deadman Standing <[EMAIL PROTECTED]> wrote: > > > >>Adding -zone 8192 to the command line can sometimes help this. From looking > >>at the Quake code it

[hlcoders] Speed hack detection, was new SDK version is live

2005-06-02 Thread Jeff Fearn
On 6/3/05, Mike Dussault <[EMAIL PROTECTED]> wrote: > http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html Am I correct that a player does not actually state their position in the world but simply gives impulses (buttons), and therefore it's the number of impulses per second that a

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-03 Thread Jeff Fearn
On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > Jeff Fearn wrote: > > > > Am I correct that a player does not actually state their position in > > the world but simply gives impulses (buttons), and therefore it's the > > number of impulse

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-04 Thread Jeff Fearn
On 6/4/05, Teddy <[EMAIL PROTECTED]> wrote: > I don't think you can speed hack by increasing your cl_cmdrate. Of course not, simple maths would lead anyone to that conclusion. Client sends X packets a second with Y commands per packet. If you double cl_cmdrate you get X*2 packets each containing Y

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-06 Thread Jeff Fearn
On 6/6/05, Teddy <[EMAIL PROTECTED]> wrote: > Have a dig around in CBasePlayer::PhysicsSimulate() to see how it runs > the player commands (#2779 of /dlls/player.cpp). It only runs the > physics once per frame. Increasing the number of commands per packet > won't change this... A: The engine is wh

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
t a second. I think you are wrong, Botman said this earlier: On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > Jeff Fearn wrote: > > > > Am I correct that a player does not actually state their position in > > the world but simply gives impulses (buttons), an

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
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 thin

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
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 ___ To unsubscribe, edit your list prefer

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
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 w

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
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

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-08 Thread Jeff Fearn
On 6/8/05, Deadman Standing <[EMAIL PROTECTED]> wrote: > To have a concept of future time you have to synced clocks. The engine does > have a svc_time event the server can send, this event is not adequate to > compensate for network lag (and does not need to be). You would not be > guaranteed the c

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-08 Thread Jeff Fearn
On 6/9/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > Jeff Fearn wrote: > > > > Clearly I am missing some fundamental understanding of how the lag > > compensation works because I don't get how you come to this conclusion > > from this scenario. Can

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-08 Thread Jeff Fearn
On 6/9/05, LDuke <[EMAIL PROTECTED]> wrote: > Imagine that the client lags out for 5 seconds, then an update gets > through. From the tick before the update to the tick after the update, > the client moves 5 seconds * maxspeed. At a max speed of 320, that's > 1600 units in less than a tenth of a se

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-09 Thread Jeff Fearn
On 6/10/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > Jeff Fearn wrote: > > > > I can see how exploiting lag compensation could allow you to speed up > > by a factor or two, but the hacks I have seen have been measured in > > magnitudes. > > >

Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-14 Thread Jeff Fearn
On 7/14/05, Ben Davison <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > I wish there was an easy way to install that XML parser, I'm a god damn > linux nub. I'm loosing track of who is who here ... are you using Fedora? Googling for '"XML Parser" rpm' first lin

Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-14 Thread Jeff Fearn
On 7/14/05, Ben Davison <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > If I could kiss you I would ;) Ben had better be short for Benita! ;) Jeff ___ To unsubscribe, edit your list preferences, or view the list arc

Re: [hlcoders] Keeping track of information inside the game

2005-07-20 Thread Jeff Fearn
There is save/restore functionality in the SDK, you could just add a couple of extra fields for when and how the player got the item to the base item entity, add a new item list for non-current items to the player, add that list to the player data description and then use the existing save/restore

Re: [hlcoders] Calculating a gradient?

2005-07-20 Thread Jeff Fearn
green 0, 255, 0 red 255, 0 ,0 % = 50 ((max(x,y) - min(x,y)) * %) + min(x,y); for(int i = 0; i < 3; i++) { new_color[i] = ((max(g[i], r[i]) - min(g[i], r[i])) * 0.5) + min(g[i], r[i]); } Jeff On 7/21/05, Kamran <[EMAIL PROTECTED]> wrote: > There's no way to calculate the color between two ot

Re: [hlcoders] Keeping track of information inside the game

2005-07-20 Thread Jeff Fearn
Probably, but why use KeyValues to store game data? Jeff On 7/21/05, Kamran <[EMAIL PROTECTED]> wrote: > But would it allow me to save a KeyValues object? > > Jeff Fearn wrote: > > >There is save/restore functionality in the SDK, you could just add a > >couple of

[hlcoders] Max Players

2005-07-23 Thread Jeff Fearn
>From the FAQ: # Will mods be able to set maxplayers > 32? Our plan is to allow a mod to go above this on a per-mod basis. No promises yet on that :) Did this ever happen? If so what is the absolute max and how is it set? Jeff ___ To unsubscri

Re: [hlcoders] Max Players

2005-07-24 Thread Jeff Fearn
On 7/24/05, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > Cs:s is 64 players max. > It's all defined in shareddefs.h Ahhh 255 ... should be workable ... hehe Thanks, guys :) Jeff ___ To unsubscribe, edit your list preferences, or view the list archive

Re: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Jeff Fearn
On 8/1/05, Michael A. Hobson <[EMAIL PROTECTED]> wrote: > Dear All, > > First of all I AM NOT A LAWYER. > > Do not make legal decisions based upon my opinions. > > Hire a real lawyer for legal opinions. Same here! :) > You are not a lawyer either and you can get people into big trouble by > advis

Re: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Jeff Fearn
Again the note that no one here is a lawyer, so either get a lawyer or simply don't use software written by arseholes who give mixed messages. On 8/3/05, Predatory Kangaroo <[EMAIL PROTECTED]> wrote: > you must not have gained any of the knowledge you need for > this from the GPLed MySQL - if you

Re: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Jeff Fearn
On 8/3/05, Damien <[EMAIL PROTECTED]> wrote: > Now what I think : > I'm developping a plugin for CS:S (and other mods soon) and it will use > mysql. I will distribute the source code if people ask me... Aside from the MySQL "Limited GPL" stupidity, if you hold that MySQL's interpretation is correc

Re: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Jeff Fearn
On 8/3/05, Predatory Kangaroo <[EMAIL PROTECTED]> wrote: ...snip... GPL discussion I disagree with those articles definition of what is legally enforcable as a derivative product. By that kind of definition anything that uses the MS header files is a derivative of Windows, clearly insanity! The

Re: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Jeff Fearn
l use, you have to pay for a license. > > Isn't commercial when you charge people money to play or download the > plug-in/mod and the writer/development team profits off of it. > > So as long as the mod is freely available, > > - voogru. > > -Original Message- > F

Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-08-06 Thread Jeff Fearn
nyway :) SteamApp.cfg: SteamAppId=70 SteamAppVersionId=0 SteamInstallPath="D:\Steam" [EMAIL PROTECTED] BinaryLogEnable = disable Steam.dll & msvcr70.dll in half-life directory Jeff On 5/15/05, Jeff Fearn <[EMAIL PROTECTED]> wrote: > On

Re: [hlcoders] Threaded plugin

2005-08-08 Thread Jeff Fearn
On 8/8/05, Damien <[EMAIL PROTECTED]> wrote: > >> But are there dedicated functions in the engine to do multithreading, or > >> should I include myself the thread libraries (win and linux) ? > > > > AFAIK, there isn't anything in the Half-Life or Half-Life engine that is > > threaded (and the engin

Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session

2005-08-10 Thread Jeff Fearn
Still can't catch exceptions when running HL1 mod in VS .NET 2003 ... anyone have any idea what may be causing such a thing? Jeff On 8/7/05, Jeff Fearn <[EMAIL PROTECTED]> wrote: > Hi everybody! I have just upgraded to VS .NET 2003, yes I am cutting > edge ;) And I still can not

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