system does not reflect *reality* even
remotely, yet you claim you want to do a realistic mod.
Do whatever the hell you want - but don't insult people's intelligence by
calling it realistic, if that is not what you are going to do, ok?
Sneaky_Bastard!
Michael A. Hobson
email: [EMAIL PROTECTED]
yahoo
Dylan Wreggelsworth writes:
--
[ Picked text/plain from multipart/alternative ]
As far as debating the realism of such an aiming system goes, in the real
world your weapon is independent of your head and moved by your arms. You do
not run around with the weapon glued to your chin as other games
is not caught.
I tried to use the hl.exe path, but launching a listen
server that way came up with filesystem.dll not found.
How the hell am I supposed to debug an HL 1 mod, please ?
--
Michael A. Hobson
mike (at) crusader (dash) services (dot) com
://articles.thewavelength.net/382/
I hope it helps
Adam
--- Michael A. Hobson [EMAIL PROTECTED]
wrote:
Guys,
I'm getting a crash whenever someone remotely
connects
over the internet the AHL:DC server, but no crash if
they connect over a LAN.
Attempting to debug this in MSVC using the steam.exe
path
/mailman/listinfo/hlcoders
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(Michael A. Hobson)
mike (at) crusader (dash) services (dot) com
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Michael A. Hobson
mike (at) crusader (dash) services (dot) com
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Michael A. Hobson
mike (at) crusader (dash) services (dot) com
--
Michael A. Hobson
mike (at) crusader (dash) services (dot) com
Hello again.
Has anyone figured out how to get the server's
unique STEAM ID or failing that, it's IP address
and port ?
I don't see any API's for this in the Engine
Interface. Should I be looking at some other interface ?
--
Michael A. Hobson
mike (at) crusader (dash) services (dot) com
at ?
--
Michael A. Hobson
mike (at) crusader (dash) services (dot) com
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this info anywhere. (Yes, I looked on
the Source Wiki).
If it is not actually adjustable at all, then what is the
fixed frame rate these play at ?
--
Michael A. Hobson
mike (at) crusader (dash) services (dot) com
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need to know for other
reasons.
--
Michael A. Hobson
mike (at) crusader (dash) services (dot) com
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:
If a client has to download these textures and materials in
CS:S, then they cannot see the decals, until they reconnect
to the server at map change (or manually).
What am I doing wrong?
How do I fix this?
Thank you for your time.
--
Michael A. Hobson
mike (at) crusader (dash) services (dot
these textures and materials in
CS:S, then they cannot see the decals, until they reconnect
to the server at map change (or manually).
What am I doing wrong?
How do I fix this?
Thank you for your time.
--
Michael A. Hobson
mike (at) crusader (dash) services (dot) com
to get in the know and then try to experiment and solve problems
by yourself. It should be a last resort to ask here... who knows, you
may find a better way to accomplish a goal.
[EMAIL PROTECTED] wrote:
--
Michael A. Hobson
mike (at) crusader (dash) services (dot) com
this for LevelInit(), ServerActivate(),
GameFrame()
and ClientCommand() at the moment, but having this documented for all
of the callbacks would be helpful and greatly appreciated.
--
Michael A. Hobson
mike (at) crusader (dash) services (dot) com
Jeffrey \botman\ Broome said:
Michael A. Hobson wrote:
Just FYI, you can determine this yourself by making your own mod game
DLL and logging these calls to a text file and making a plugin to that
same mod that logs these calls to the same text file (open and closing
the text file with each
?
(plugin callback first -- then game dll callback).
The reason I ask, is that that would not make sense for
LevelInit(), since map entity initialization is done in
the game DLL.
--
Michael A. Hobson
mike (at) crusader (dash) services (dot) com
really could
have created a custom mod and plugin to find out for yourself. Unless
that would take you around 15 hours to do, in which case I agree it
would be far quicker to post here.
--
Michael A. Hobson
mike (at) crusader (dash) services (dot) com
Foundation or a lawyer as appropriate.
--
Michael A. Hobson
mike (at) crusader (dash) services (dot) com
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that works
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)
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Alfred,
Thanks for clearing that up.
At 06:01 PM 7/5/2005, you wrote:
When the game process returns control to the command prompt.
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
Hobson Sent: Tuesday, July 05, 2005 5:53 PM
1.1159 (20050630) Information __
This message was checked by NOD32 antivirus system.
http://www.eset.com
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)
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Jeff,
I'm sorry.
I have stopped to re-read the original post on this thread
which asked for a simple server plugin.
There is certainly nothing simple about SourceMM or
SourceMod.
Again, I apologize.
At 02:06 PM 7/1/2005, you wrote:
Jeff,
At 01:46 PM 7/1/2005, you wrote:
Michael A. Hobson
it anywhere.
Michael A. Hobson
email: [EMAIL PROTECTED]
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-in with existing
Valve-supported API's ?
At 03:01 PM 6/16/2005, you wrote:
That function has long been removed from the codebase.
- Alfred
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
Hobson
Sent: Thursday, June 16, 2005 2:49 PM
To: HLCoders
.
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)
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, crying, whining
and/or name-calling.
Michael A. Hobson
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the MenuSelect format change are not even server plug-in
authors,
but are instead server admins who were using somebody else's hack plug-in.
If you aren't a programmer, you have no business posting to this list.
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell
interfaces in server plugins and also unclear
(to me at least), which one lets me add entities to the game from a
plug-in (something that was pretty trivial to do with Metamod).
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)
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At 07:51 PM 5/18/2005, root 3:16 wrote:
but it should reload faster though cause reloading is tick based ?
Weird stuff...
Not wierd at all.
The server's clock is what determine's server tick rate and therefore
the timing of Think() functions.
Server alone decides when you have reloaded.
Michael
:
game_shared\hl2\hl_gamemovement.cpp
the ladder movement code is in there.
Michael A. Hobson
email: [EMAIL PROTECTED]
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://www.tbs.usmc.mil/Pages/Downloads/Student%20Handouts/Weapons/B2200%20Weapons%20Handling%20and%20Safety.pdf
(if the list mailer mangles this link, reassemble it with copy/paste)
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)
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the DoD manufacturing specification for the M16A2
dated 12 December 1986. Do you think you know more about this weapon
than both the USMC and the DoD?
Michael A. Hobson
email: [EMAIL PROTECTED]
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Hello,
I guess there won't be any legal issues if I'll get rid of using
Source Engine's .dll for loading .vtf's?
If I am not right, please correct me.
--
Regards,
Vyacheslav Dzhura
Webmaster, Half-Life 2: Online Source
http://www.hl2source.com
[EMAIL PROTECTED]
Michael A. Hobson
email: [EMAIL
, CS:Source mod and the game engines are
all closed-source. That means only the Valve Software programming
teams can change anything of the things you are asking.
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585 (cell)
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support.
If any of us help you with your little problem, then they
would be encouraging more non-programmer morons
who know this is probably the wrong place, but insist
on coming here to clutter up the list with garbage traffic
like yours.
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 344-3585
Jay, Yahn or Alfred:
Does the engine load server plug-ins *before* or *after* a mod's game DLL
and is this order guaranteed (even on Linux ) ?
Michael A. Hobson
email: [EMAIL PROTECTED]
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what is the current estimated time frame?
{OLD}Sneaky_Bastard!
email: [EMAIL PROTECTED]
Michael A. Hobson
icq:#2186709
yahoo: warrior_mike2001
IRC: Gamesurge channel #wavelength
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/listinfo/hlcoders
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 649-0792
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your firewall logs for traffic from 207.173.177.43 or any
other machine on Valve's network and report it.
Michael A. Hobson
The Dolphin Speech Project
[No, I don't work with dolphins. See my web site for info.]
web:http://www.dolphin-speech.org
email: [EMAIL PROTECTED]
icq:#2186709
soon after the
original post...
{OLD}Sneaky_Bastard!
Michael A. Hobson
icq:#2186709
email: [EMAIL PROTECTED]
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Studio', and someone who comes
from the win32 world doesn't want to miss this tool, although i think
vi/emacs make is better than anything else.
tom
{OLD}Sneaky_Bastard!
Michael A. Hobson
icq:#2186709
email: [EMAIL PROTECTED]
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uses the same port that QuakeWorld clients use (UDP 27001) .
This means you can't run both at the same time.
Read more here:
http://www.fuhquake.net/forum/viewtopic.php?t=1706
Seems like Valve is triing to cybersquatter the port 27001 :D
{OLD}Sneaky_Bastard!
Michael A. Hobson
icq:#2186709
email
. The resulting new workspace will be a *native code* project.
At 06:35 AM 9/4/2003 -1000, you wrote:
Anyone have experience porting their code to .net to see what the
differences in the Managed code are?
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 649-0792
find ASP (and more so .net) far more flexible and capable the PHP any day.
However, it, like Perl, awk, sed, etc all have their place in the scheme of
development ;)
Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 649-0792
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performance hack on one x86 version
processor may actually slow down another.
At 12:48 PM 8/2/2003 -0700, Mike Foss wrote:
yeah, but you can't compete with the raw speed of hand crafted assembler.
{OLD}Sneaky_Bastard!
Michael A. Hobson
icq:#2186709
email: [EMAIL PROTECTED
:)
But in this fact all other games with mods can be dangerous not only HL.
Bodek
{OLD}Sneaky_Bastard!
Michael A. Hobson
icq:#2186709
email: [EMAIL PROTECTED]
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Just plonk it anywhere in your cl_dll.
{OLD}Sneaky_Bastard!
Michael A. Hobson
icq:#2186709
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of tweaking you could use mingw in windows to
compile the dlls as well.
Michael A. Hobson
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at Valve.
-Original Message-
From: Michael A. Hobson [mailto:[EMAIL PROTECTED]
Sent: Friday, July 18, 2003 2:34 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] (no subject)
Alfred:
You don't appear to be a Valve employee.
Please provide us with a copy of whatever communication you
have
think that
script languages are toy languages, which is not justified by the current
state of the art (http://home.pacbell.net/ouster/scripting.html).
{OLD}Sneaky_Bastard!
Michael A. Hobson
icq:#2186709
email: [EMAIL PROTECTED]
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[Correction]
This phrase:
(algorithms + data = programs)
Should be:
(algorithms + data structures = programs)
{OLD}Sneaky_Bastard!
Michael A. Hobson
icq:#2186709
email: [EMAIL PROTECTED]
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/com_model.h)
{OLD}Sneaky_Bastard!
Michael A. Hobson
icq:#2186709
emial: a href=/faq.html#spam[EMAIL PROTECTED]/a
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, the PHP
interpreter will have to do much the same things you have already posted
(setting up a hash-table, doing strcmps etc).
Hope that helps (well, it does not help at all actually, it simply says it's
not possible in C/C++).
TheTinySteini
Michael A. Hobson
Web Programmer
IBRC, Inc.
email: [EMAIL
acts
as a sort of universal constructor!
{OLD}Sneaky_Bastard!
Michael A. Hobson
icq:#2186709
emial: [EMAIL PROTECTED]
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Counter-Strike is the only MOD with anti-cheat protection built
into it. Anti-cheats will be added to the other MODs in the near future.
{OLD}Sneaky_Bastard!
Michael A. Hobson
email: [EMAIL PROTECTED]
icq:#2186709
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And not
get detected with only that method..
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Michael A.
Hobson
Sent: Friday, 26 April 2002 4:40 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Anti-cheat code in mods
This particular technique catchs all
being
used of IAT Redirecting and hooking won't be used on the encrypted Pes,
although they can still be used on non-encrypted dlls..but im sure
that's soon to change..
Michael A. Hobson
Web Programmer
IBRC, Inc.
email: [EMAIL PROTECTED]
phone: (310) 338-9719 (home office - vm)
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