Re: [hlcoders] Test
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 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
-- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kiroke Lead Game Designer Troy : Divine Playground http://www.troymod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kiroke Lead Game Designer Troy : Divine Playground http://www.troymod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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] Crash in release mode only AND Changing the viewports
On 4/26/06, ChromeAngel [EMAIL PROTECTED] wrote: Subject: Re: [hlcoders] Crash in release mode only AND Changing the viewports scheme Reply-To: hlcoders@list.valvesoftware.com ChromeAngel wrote: 2 Issues, I doubt they are related : Issue 1) I've got my HL2DM mod running sweet and lovely and i'm about ready to send it out to my testers, so I compiled in in release mode, only to find it causes a crash in HL2.exe when I spawn on my listen server. How should I go about finding the cause of this crash? http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vccore98/html/vcrefgz(catchrelease-builderrorsindebugbuild).asp -- Jorge Vino Rodrigue Issue 1) Cheers for the URL Vino. By adding the /GZ parameter to my debug compile I did manage to catch and fix a bug that was not otherwise happening in debug builds. However, it still does not reproduce the crash 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] filesystem_steam.dll cant load
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 got the error of filesystem_steam.dll cant load.. I did notice that there was an upadtae for steam just before it all stopped working..so what is the go here anyone have any clues to whats happened. thanks Adam Donovan Hybrid Media Artist -- From: [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: hlcoders digest, Vol 1 #2407 - 8 msgs Date: Mon, 13 Mar 2006 19:36:03 -0800 Send hlcoders mailing list submissions to hlcoders@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than Re: Contents of hlcoders digest... This is a nice message, perhaps someone could add a nice message about trimming irrelivant information out of the digest as well And perhaps another suggesting that new emails, such as this, don't use reply at all. Today's Topics: 1. Re: Re: Glue that damn player to the seat! (Vicent Marti) 2. Re: Re: Re: Glue that damn player to the seat! (Michael Kramer) 3. Re: Re: Re: Glue that damn player to the seat! (Skillet) 4. IMesh::Draw() ignoring colors (Jorge Rodriguez) 5. RE: IMesh::Draw() ignoring colors (Jay Stelly) 6. Re: IMesh::Draw() ignoring colors (Jorge Rodriguez) 7. RE: IMesh::Draw() ignoring colors (Jay Stelly) 8. Problems.. (Michael Kramer) --__--__-- Because it's really annoying Message: 1 Date: Mon, 13 Mar 2006 17:50:05 +0100 From: Vicent Marti [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Re: Re: Glue that damn player to the seat! Reply-To: hlcoders@list.valvesoftware.com Thanks for that code, I'm sure it will come in handy. Yesterday I fixed my problem by hacking the GetRenderAngles() and GetRenderOrigin() functions of the player class so they return the vehicle's angles and origins when inside a vehicle. Looks like a really cheap way to fix it (no physics involved, clientside), although I'm concerned about the effects when being shoot by other players, and with the position that will show on the other clients. I will have to run some tests, probably give your code a go... to have to check I'll make sure to write something in the Wiki as soon as I've got something that really works. I can't believe nobody hasn't written anything serious on vehicles yet. Thanks again, -Vicent. [ Picked text/plain from multipart/alternative ] I don't know if this will help, but for the StickyLauncher which I have coded, the bombs stick to objects, and follow them, as you can throw the object around and it follows it as it should. The code for that is as follows: CBaseAnimating *pOtherAnim =3D dynamic_castCBaseAnimating *(pOther); //if ( pOtherAnim ) //{ matrix3x4_t bombWorldSpace; MatrixCopy( EntityToWorldTransform(), bombWorldSpac= e ); // get the bone info so we can follow the bone FollowEntity( pOther ); SetOwnerEntity( pOther ); m_boneIndexAttached =3D pOtherAnim-GetHitboxBone( tr.hitbox ); matrix3x4_t boneToWorld; pOtherAnim-GetBoneTransform( m_boneIndexAttached, boneToWorld ); // transform my current position/orientation into the hit bone's space through 15 pages // UNDONE: Eventually we need to intersect with the mesh here // REVISIT: maybe do something like the decal code to find a spot on //the mesh. matrix3x4_t worldToBone, localMatrix; MatrixInvert( boneToWorld, worldToBone ); ConcatTransforms( worldToBone, bombWorldSpace, localMatrix ); MatrixAngles( localMatrix, m_boneAngles.GetForModify(), m_bonePosition.GetForModify() ); return; You can then, add a , SetParent( pOther ); I don't know if this will help you, but it might. On 3/12/06, Vicent Marti [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Over the last
Re: [hlcoders] Overlay Text
On 3/3/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Well keep bitching and nothing will get done. Or create plugins for other games, vote with your feet which is much more effective than im gonna complain whenever a plugin topic comes up on the mailing list On 3/3/06, LDuke [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thank you Jay. That answers my original question of whether it's possible, which is what I came here to find out. Grant (L. Duke) On 3/2/06, Jay Stelly [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm actually creating a server plugin. It needs to allow people to edit settings/info while in game and not require developer mode to be on. Entity overlay text would have been perfect. I was just hoping there was some way I was missing to set a recipient filter for the debug overlays so everyone could see them. Debug overlays are only implemented to the level of being a debugging tool 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 ___ 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 -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders I'm sure your comment is directed at other people since Mr L Duke didn't actually complain or bitch in any of his posts. -- 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] Lots of NPC's on screen in a multiplayer.
On 2/22/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Kills the network, any suggestions on how to lower the bandwidth of NPC's like the zombie? Are you sure the lag is network related? AI puts a heavy load on the server, a lot of NPC's on the map will mean the server is doing a hell of a lot more work and using a fair bit more memory than having a bunch of players on the server. First thing I'd check would be cpu and memory usage on the server. The next point to consider is how much information gets sent for each NPC across the network? How much of that do yo need to be sent from the server and can any of it be predicted on the client? i.e. is it really necessary for the NPC position to be updated every frame? Maybe it can be predicted on the client and the server information can be sent less often. Where can you get away with small differences? Where can you get away with big differences? Or should I roll my own AI(eek) Rolling your own AI won't change the network load unless you make it mostly client side. In any event you'd probably still be better off using the supplied AI and predicting some of it client side. Be aware that moving things client side is not a panacea for lag. My comp is running pretty close to maxed out on some mods, so while moving a whole lot of stuff client side may reduce network lag, it may also hammer the client in to submission :} 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 preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] NO MORE OFFTOPIC PLEASE
On 1/26/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: This list is for code - not maps or support... Please sumbit your comments to the correct list - if there is no correct list then please stop at the steampowered's faq - and then a google of your symptoms - if thats no help, please contact a website such as interlopers with your issues. [HLCODERS] IS NOT A LIST FOR SUPPORT OF LEVEL DESIGN HELP - OFFTOPIC SHOULD BE KEEPT AS CLEAR OF THE LIST AS POSIBLE. I have a syndrome that causes me to make typos, i can not spell that syndrome, so i wont even try. Adam My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delete the email, and not respond in any way to it. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Oh goody, mail list etiquette flame fest, errr discussion. While we are correcting posting etiquette, long and pointless sigs, like yours, are as annoying as off topic posts. Please trim your sig when posting to this list. The generally accepted length for sigs on mailing list is 4 lines. Three of those lines are taken up by Yahoo, so one line for you to play with. I love that your emails include spam about Yahoo and their wonderful spam avoidance, priceless. I have plenty of gmail invites should you wish a non-spamming mail provider ;) Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] NO MORE OFFTOPIC PLEASE
On 1/27/06, Env [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Please gentlemen this list is not for posting things that are not to be posted on. On 26/01/06, Scott Loyd [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I don't believe this list needs to be regulated; if someone comes along with a topic that you feel doesn't belong on the list, just ignore it. But I really don't like the idea of being limited to any particular topic here, or having people holding back answers as a result. On 1/26/06, Jeff Fearn [EMAIL PROTECTED] wrote: On 1/26/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: This list is for code - not maps or support... Please sumbit your comments to the correct list - if there is no correct list then please stop at the steampowered's faq - and then a google of your symptoms - if thats no help, please contact a website such as interlopers with your issues. [HLCODERS] IS NOT A LIST FOR SUPPORT OF LEVEL DESIGN HELP - OFFTOPIC SHOULD BE KEEPT AS CLEAR OF THE LIST AS POSIBLE. I have a syndrome that causes me to make typos, i can not spell that syndrome, so i wont even try. Adam My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delete the email, and not respond in any way to it. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Oh goody, mail list etiquette flame fest, errr discussion. While we are correcting posting etiquette, long and pointless sigs, like yours, are as annoying as off topic posts. Please trim your sig when posting to this list. The generally accepted length for sigs on mailing list is 4 lines. Three of those lines are taken up by Yahoo, so one line for you to play with. I love that your emails include spam about Yahoo and their wonderful spam avoidance, priceless. I have plenty of gmail invites should you wish a non-spamming mail provider ;) Jeff. ___ 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 Ok ... but top posting is wrong, as is not trimming your posts. hehe Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux binary compiles fine but fails to load.
On 12/22/05, Stephen Micheals [EMAIL PROTECTED] wrote: tier0_i486.so = not found vstdlib_i486.so = not found You have not exported your library path, it can't find the HL libraries. export LD_LIBRARY_PATH=/path/to/hlds:$LD_LIBRARY_PATH Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux binary compiles fine but fails to load.
On 12/22/05, Stephen Micheals [EMAIL PROTECTED] wrote: compile is done the thing compiles fine but still the thing refused to get loaded by the server. this is driving me insane. Realise that you had at least two problems and you have overcome one. :) heres some items from the console: srcds # ldd hostiletest/bin/server_i486.so linux-gate.so.1 = (0xe000) libm.so.6 = /lib/libm.so.6 (0xb72d3000) libdl.so.2 = /lib/libdl.so.2 (0xb72ce000) tier0_i486.so = /opt/srcds/bin/tier0_i486.so (0xb72a) vstdlib_i486.so = /opt/srcds/bin/vstdlib_i486.so (0xb728b000) libc.so.6 = /lib/libc.so.6 (0xb7173000) /lib/ld-linux.so.2 (0x8000) libpthread.so.0 = /lib/libpthread.so.0 (0xb7121000) srcds # ./srcds_run -game hostiletest -insecure +maxplayers 12 +map hi_test Auto detecting CPU Using default binary. Auto-restarting the server on crash Console initialized. Failed to load server_i486.so Failed to load server binary maxplayers set to 0 Unknown command mp_forcerespawn Network: IP 127.0.0.1, mode MP, dedicated Yes, ports 27015 SV / 27005 CL Failed to load server_i486.so Failed to load server binary Can't start game, no valid server.dll loaded Thu Dec 22 03:31:28 PST 2005: Server Quit srcds # nm -g -C hostiletest/bin/server_i486.so | grep U | grep -v GLIBC U CommandLine U DevMsg U DevWarning U Error U GetCPUInformation U KeyValuesSystem U MemAllocScratch U MemFreeScratch U Msg U Plat_FloatTime U Q_FileBase U Q_FixSlashes U Q_IsAbsolutePath U Q_SetExtension U Q_StripFilename U Q_atof U Q_atoi U Q_binarytohex U Q_pretifymem U Q_snprintf U Q_strcasecmp U Q_strcat U Q_strncasecmp U Q_strncat U Q_strncmp U Q_strncpy U Q_strnicmp U Q_vsnprintf U RandomFloat U RandomInt U RandomSeed U Warning U _Unwind_Resume U DevWarning(char const*, ...) U DevMsg(char const*, ...) U Q_stristr(char const*, char const*) U CVProfNode::EnterScope() U CVProfNode::GetSubNode(char const*, int, char const*, int) U CVProfNode::Pause() U CVProfNode::Reset() U CVProfNode::Resume() U CVProfNode::ExitScope() U CVProfNode::MarkFrame() U CUniformRandomStream::RandomFloat(float, float) U CUniformRandomStream::SetSeed(int) U CUniformRandomStream::RandomInt(int, int) U CUniformRandomStream::CUniformRandomStream() U CVProfile::OutputReport(int, char const*, int) U CVProfile::BudgetGroupNameToBudgetGroupID(char const*) U std::type_info::__do_catch(std::type_info const*, void**, unsigned int) const U std::type_info::__do_upcast(__cxxabiv1::__class_type_info const*, void**) const U std::type_info::__is_pointer_p() const U std::type_info::__is_function_p() const U std::bad_typeid::~bad_typeid() U std::bad_exception::~bad_exception() U std::bad_cast::~bad_cast() U std::bad_alloc::~bad_alloc() U std::exception::~exception() U std::type_info::~type_info() U typeinfo for CNPC_Citizen U typeinfo for std::bad_typeid U typeinfo for std::bad_exception U typeinfo for std::bad_cast U typeinfo for std::bad_alloc U typeinfo for std::exception U typeinfo for std::type_info U vtable for __cxxabiv1::__class_type_info U vtable for __cxxabiv1::__si_class_type_info U vtable for __cxxabiv1::__vmi_class_type_info U vtable for std::bad_typeid U vtable for std::bad_exception U vtable for std::bad_cast U vtable for std::bad_alloc U __cxa_allocate_exception U __cxa_call_unexpected U __cxa_free_exception U __cxa_pure_virtual U __cxa_throw U __dynamic_cast U __gxx_personality_v0 U g_ClockSpeedMillisecondsMultiplier U g_ClockSpeedSecondsMultiplier U g_VProfCurrentProfile U g_pMemAlloc U g_pVCR U vtune It looks like you need to add -lstdc++ to LDFLAGS when compiling -- 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] This Steam account is being used in another location
On 12/20/05, Gnolfo [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm bumping this thread to say that my mod still has this problem (HL2). Nobody on the team can join a server together via our mod, though the steam accounts are fine elsewhere (HL2DM, CS:S, etc). My roommate can join if I create a server, regardless of what sv_lan is, but it seems that anything across the net gets rejected by steam. Any ideas? Let me know if you need more details. I'm coming close to another alpha build that we'll be trying again on, but it's not like I've done anything to make a difference in that area between the last build and this one. The problem is hosting a listen server behind a NAT, two options ATM: 1: Install the dedicated server, it does not have this problem. 2: Have one of the other players, who is not behind a NAT, host the listen server I suppose you could, technically, remove the NAT device, or disable NAT on the device. However as most NAT in these situations tend to be modems doing either can be inconvenient :/ Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL1 SDK 2.3 Broken?
It, 1:30 am, so forgive me if this has been discussed, but the 2.3 SDK does not compile. Fresh install, no mods, .NET 2003: Error 1: d:\HL-SDK\Multiplayer Source\engine\cdll_int.h(72) : error C2011: 'client_textmessage_s' : 'struct' type redefinition d:\HL-SDK\Multiplayer Source\engine\Sequence.h(18) : see declaration of 'client_textmessage_s' I fixed above by puting in a couple of #defines. Error 2: d:\HL-SDK\Multiplayer Source\cl_dll\hl\hl_weapons.cpp(607) : error C2440: '=' : cannot convert from 'const char *(__cdecl *)(unsigned long)' to 'const char *(__cdecl *)(uint32)' This conversion requires a reinterpret_cast, a C-style cast or function-style cast d:\HL-SDK\Multiplayer Source\cl_dll\hl\hl_weapons.cpp(618) : error C2440: '=' : cannot convert from 'long (__cdecl *)(long,long)' to 'int32 (__cdecl *)(int32,int32)' This conversion requires a reinterpret_cast, a C-style cast or function-style cast 607:g_engfuncs.pfnNameForFunction = stub_NameForFunction; 618:g_engfuncs.pfnRandomLong = gEngfuncs.pfnRandomLong; Is this a switch I need to set in VS? Bed now, me sleep... Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Porting HL mod to HL2
I'm considering porting a HL mod, or 2, to Source. Anyone have any feedback on how porting compares to starting from scratch? Only interested in the coding aspect atm. Any resources on the net for this? FGoogle has failed me ... or more correctly I have failed Google ;) Thanks, Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Porting HL mod to HL2
On 12/15/05, Adam amckern Mckern [EMAIL PROTECTED] wrote: Like chosing to use a SDK for a TC or start from nothing, it can be done, its just the render engine will be missing some hooks, and you will have to do almost as much bug hunting as it would take to compare the hl2 class with your hl1 counterpart. I was hoping you wouldn't say that :} If you got access to the list history, search it for this time last year, and i think there is something about this, and Alfred let us know how (It was prob at the VERC) I rejoined the list on Oct 13, 2004 11:25 AM, so everything since then is right here in gmail. I couldn't find much talking about porting, and most of what I did find was pre the release, not much after. Guess I'll have to try some better searches. Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Latest HL1 SDK
Hi, I was just wondering if the latest HL1 SDK was 2.3 or if there has been any patches released? Will the HL1 SDK be added to the Steam Tools? Tracking 2.3 down took a bit of work :) Thanks, Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Latest HL1 SDK
On 12/14/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Actually, there have been patches released on hlcoders that (for some reason or another) aren't in 2.3 Go to www.metamod.org and click SDK Files, 2.3-p2 is as of the clientcvarquery1 interface. The most important thing are changes that happened about two years ago for AMD64 compat. Thank you :) Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Can't debug HL1 mod
Hi ho all, for some resaon I can no longer debug my Hl1 mod. It's been a month or so since I last tried, yes I am slack, no idea why it's stopped. Setting up renderer... SKY: nottinghamrt, nottinghambk, nottinghamlf, nottinghamft, nottinghamup, nottinghamdn, done **Graph Pointers Set! Compressing split packet (2372 - 1733 bytes) Custom resource propagation complete. Codiac1STEAM_0:1:1245707 STEAM USERID validated No observer targets. Dropped Codiac from server Reason: Unable to connect to Steam Netchan_Clear() : reliable length not 0, reliable_sequence: 1024, incoming_reliable_acknowledged: 1 Unable to connect to Steam Host_EndGame: Server disconnected If I run the mod via steam I can play without a problem, it's just debugging from VS .NET 2003 that is broken. Thanks, Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Can't debug HL1 mod
On 12/11/05, Alfred Reynolds [EMAIL PROTECTED] wrote: You can also run with sv_lan 1. Hmmm that fixes it ...cept for the annoying mscvrt70.dll missing error when it crashes ... google to the rescue! Thanks, Alfred :) Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Can't debug HL1 mod
On 12/11/05, Alfred Reynolds [EMAIL PROTECTED] wrote: If you want to have an internet server (i.e sv_lan 0) and still want to debug then you can also launch your game via Steam and then attach the debugger to the process. Nah, that's fine debugging on lan is ok. I am having a problem getting VS .NET 2003 to catch seg faults though. It just exits back to VS instead of breaking. ---sample out put--- 'hl.exe': Loaded 'D:[EMAIL PROTECTED]', Symbols loaded. 'hl.exe': Loaded 'D:[EMAIL PROTECTED]', Symbols loaded. ---snip First-chance exception at 0x08a56a75 (wizardwars.dll) in hl.exe: 0xC005: Access violation reading location 0x004c. 'hl.exe': Loaded 'D:\Steam\dbghelp.dll', No symbols loaded. 'hl.exe': Loaded 'D:\Steam\CSERHelper.dll', No symbols loaded. 'hl.exe': Loaded 'D:[EMAIL PROTECTED]', No symbols loaded. File d:[EMAIL PROTECTED] was never closed The thread 'Win32 Thread' (0x860) has exited with code 0 (0x0). The thread 'Win32 Thread' (0xebc) has exited with code 0 (0x0). The thread 'Win32 Thread' (0x914) has exited with code 0 (0x0). 'hl.exe': Unloaded 'D:[EMAIL PROTECTED]' ---end--- Then it unloads everything else and drops back to VS. Thanks, Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Can't debug HL1 mod
On 12/11/05, Alfred Reynolds [EMAIL PROTECTED] wrote: Go to Debug-Exceptions in MSVC and set Access Violation to Break Always. It just had to be embarrassingly simple :( Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] This Steam account is being used in another location
Just thought I'd let the list know that Alfred has confirmed this as a bug and is working on a fix. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod Developer alternative to steam://updatenews/
On 12/2/05, Alfred Reynolds [EMAIL PROTECTED] wrote: We are working on a more extensive system to allow popular Mods to directly message their users. No ETA or hard feature set yet, but we are on it. It would be easier to become more popular if people could update less popular mods and get their news easier. Particularly new mods who may have very quick update cycles or very significant functionality improvements. I recall their being fields in the liblist.gam file for d/l homepage urls, it would seem a simple option to hook them in to steam. This would add little if any overhead to the steam servers and you'd still have to get your mod noticed outside of steam, but once people had it they could keep up to date more easily. Keeping all the clients in synch is by far the most troublesome aspect of modding, people just don't seem to want to seem to patch unless it's automated :/ Having said that I am looking at using Vapour to distribute our mod. It does need a litttle polish, but unless your mod is popular it seems steam will not help you out anytime soon :( Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] This Steam account is being used in another location
When trying to run my HL1 mod as a listen server I get This Steam account is being used in another location error. Setting sv_lan 1 in listenserver.cfg bypasses this problem. Fully updated Dedicated Server seems to work ok. -- 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] Compiling on GCC4, threads.cpp with pthread implementation?
On 11/16/05, Marcelo Bezerra [EMAIL PROTECTED] wrote: On Tue, 2005-11-15 at 13:51 -0800, Alfred Reynolds wrote: C++ interfaces are passed from it to our GCC 3.x compiled binaries). How did you solve that? gcc-4.0 and gcc-3.4 share the same C++ ABI, so that should not be a problem. There where ABI change between gcc 3.1 and 3.3 and then between 3.3 and gcc 3.4; so if the tools Valve are using are pre 3.4 then it will be different. Note that it may be possible to get objects using different ABI's to link, however it is not possible to determine if there will be any strange run time behaviour without extensive testing. Is that crash due to a bug in the SDK or a run time ABI clash? Welcome to ABI hell ;) Valve dudes, which 3.x version of gcc are you using? The x being pretty important give the (expletive words) practice of changing the ABI in minor versions :/ -- 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] Upcoming Steam update and MODs
On 9/29/05, Erik Johnson [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] It at least falls under the umbrella of some of the next set of things we're working on for Steam. Along those lines, we're pretty actively thinking about/working on a distribution system that will work for free content. It's not far enough along to give out too many details, but it's something that should be pretty useful for MOD developers. Hi Erik, are there any details you can give us about this? Like are you actually working on something or just thinking about it? Would any mod be able to use it or would you have to qualify somehow? I am considering developing an open source project to help distribute mods, particularly patches, but if you guys are going to do that for me then I'll go play some more HL2 ;) Thanks, Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Valve and Mod Distro...
On 9/29/05, Ian Warwick [EMAIL PROTECTED] wrote: I do believe if your mod is good enough Valve would make it available through steam, there is an option in steam to view 3rd party mods and download them, only the good ones get listed. You get a link to your web site, no actually installation or patching or anything. Maybe Valve could do a deal with GameSpy or ModDB or similar site to host the mod content for unofficial mods and use the hosted by part of steam as a pay off. Anyone know how you get your mod in the 3rd party mods list? Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Last update has broken Mod shaders and is causing crashes
On 9/28/05, Andrew (Bromfitsen) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Good point Draco, I suppose it was wrong of me to say that, when they have started releasing names of mods they are following the progress of and are more than willing to help out if contacted. I suppose I am just as bad as Dan, not thinking about what I'm posting, though I do pride myself on being slightly more literate. oh, well the updates to the SDK are gonna be rolling out hopefully now DOD is out since the only things left are Aftermath and TF2. K, I'm gonna stop replying to this topic I've beaten my fair share of this dead horse. Excellent, when you start boasting that your English is better than that of someone from Romania you know there is nothing rational left to say. Jeff P.S. I like steam, would rock if mods could distribute that way. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Last update has broken Mod shaders and is causing crashes
Any plans for: HL1 mod support Handling mods that are already installed Linux servers Jeff On 9/29/05, Patrick Flanagan [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] P.S. I like steam, would rock if mods could distribute that way. Not to derail the thread, but I've got a side project that might interest you. I've written a similar program specifically geared toward mods, I've got some screenshots of it in action and the download link at http://www.vapour-online.com/ It lets players automatically update the mods they have installed, browse for new mods to install, find servers, chat with players, find related sites, and some other stuff. It currently supports HL2 mods and Doom3 mods, although it's pretty simple to add support for new games and I'm planning on expanding it to include several more. Each mod team is capable of uploading their own updates whenever they want, so you don't have to wait on anyone to set it up for you after you've got an account. If you've got a mod you'd like hosted on it, drop me an email and I can hook you up. You'll need the .net framework installed to be able to run it. This program isn't about stealing steam's thunder, it's about filling a niche that valve has so far not seemed too interested in. -- ___ 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] Last update has broken Mod shaders and is causing crashes
If you support HL1 I'd be glad to get Wizard Wars hosted on it, upgrading has always been a pita :( Jeff On 9/29/05, Patrick Flanagan [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] It will detect mods that are already installed and they'll show up in the list, you'll be able to find servers and launch them but you just won't be able to update them through the app if they're not hosted on vapour. A linux version for servers shouldn't be too hard to crank up. I've got it partially implemented but no one had asked for it yet so it's been on the backburner. Support for new games (e.g. hl1 mods) isn't too hard to add, it's just a matter of filling in the blanks (directory structure of the new game, commands to launch mods, server protocol, etc). If there's interest, I can add hl1 support too. Patrick On 9/28/05, Jeff Fearn [EMAIL PROTECTED] wrote: Any plans for: HL1 mod support Handling mods that are already installed Linux servers Jeff On 9/29/05, Patrick Flanagan [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] P.S. I like steam, would rock if mods could distribute that way. Not to derail the thread, but I've got a side project that might interest you. I've written a similar program specifically geared toward mods, I've got some screenshots of it in action and the download link at http://www.vapour-online.com/ It lets players automatically update the mods they have installed, browse for new mods to install, find servers, chat with players, find related sites, and some other stuff. It currently supports HL2 mods and Doom3 mods, although it's pretty simple to add support for new games and I'm planning on expanding it to include several more. Each mod team is capable of uploading their own updates whenever they want, so you don't have to wait on anyone to set it up for you after you've got an account. If you've got a mod you'd like hosted on it, drop me an email and I can hook you up. You'll need the .net framework installed to be able to run it. This program isn't about stealing steam's thunder, it's about filling a niche that valve has so far not seemed too interested in. -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapons -- Model collision-based damage
On 8/16/05, Skyler York [EMAIL PROTECTED] wrote: Maybe just make the view model a VPhysics object that's attached to the player at a point and tries to stay oriented forward, and it will interact naturally with the environment. Just my two cents. This would rock! What are the limits on VPhysics objects in SP? Quantity wise. On a slightly different path, is it possible to have the player as a VPhysics object? Maybe then they wouldn't walk like puppets or get stuck on 2 inch high objects. I'm thinking than this would be cool even if it was a demonstration on how immersive and realistic an envirnoment could be. And to wonder over there a bit; how are the collisions for the VPhysics objects calculated? Is it just a bounding box with axil rotation or is it done on the models mesh? Again calculating the collisions on the models mesh would be cool even in a very simple environment ... too me anyways ;) Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session
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 get the debugger to catch seg faults :( I can set break points and if they are set before a crash then it will stop and get in to the debugger ok, however if the crash is before the break point then the server will just crash and exit. Just to recap... Halflife 1 mod, VS .NET 2003, can set and catch break points, seg faults don't get caught by debugger, Windows XP. Commmand line args: -steam -allowdebug -game wizardwars Not sure -allowdebug is required for HL1 mods, but tried it anyway :) 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 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 background I should have mentioned, I did d/l this dll and put it in the steam directory, which removes the message, however VC++ will still not debug the crash, steam just exits :( Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session
Thanks :) Jeff On 8/11/05, Alfred Reynolds [EMAIL PROTECTED] wrote: The HL1 engine has a structured exception handler around the main function call so it can create a minidump on crash (similar to HL2). To catch exceptions in the debugger rather than through the handler set go to the Debug-Exceptions menu and set the exception type you want (Access Violation for example) to Stop always. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn Sent: Wednesday, August 10, 2005 3:27 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session 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 get the debugger to catch seg faults :( I can set break points and if they are set before a crash then it will stop and get in to the debugger ok, however if the crash is before the break point then the server will just crash and exit. Just to recap... Halflife 1 mod, VS .NET 2003, can set and catch break points, seg faults don't get caught by debugger, Windows XP. Commmand line args: -steam -allowdebug -game wizardwars Not sure -allowdebug is required for HL1 mods, but tried it anyway :) 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 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 background I should have mentioned, I did d/l this dll and put it in the steam directory, which removes the message, however VC++ will still not debug the crash, steam just exits :( Jeff ___ 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] Threaded plugin
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 engine API routines aren't thread safe). If you are trying to make a plugin that has multiple threads you will need to implement your own system of locking (i.e. semaphores or mutexes) to insure that no more than one engine API call is happening at the same time in the context of that plugin. Snif... Ok, I'll implement threads myself... Maybe the Valve developpers may think about Thread implementation, to let coders use threads in their mods/plugins. Because the first problem I've found for thread coding is that thread implementation in linux and windows are VERY different... So if the engine could give some Thread primitives, it may be better (I mean thread_start, thread_stop,thread_yield, and basic mutex functions)... Read http://www.next-gen.biz/index.php?option=com_contenttask=viewid=510Itemid=2 It's about the new consoles but it's not a big step from multi-core back to multi-threads. This is an interesting quote People who were marginally productive before, will now be people that you can't afford to have write engine or game code. No PS3/XBox360 soup hacking for you! ... or me ;) Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session
Hi everybody! I have just upgraded to VS .NET 2003, yes I am cutting edge ;) And I still can not get the debugger to catch seg faults :( I can set break points and if they are set before a crash then it will stop and get in to the debugger ok, however if the crash is before the break point then the server will just crash and exit. Just to recap... Halflife 1 mod, VS .NET 2003, can set and catch break points, seg faults don't get caught by debugger, Windows XP. Commmand line args: -steam -allowdebug -game wizardwars Not sure -allowdebug is required for HL1 mods, but tried it anyway :) 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 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 background I should have mentioned, I did d/l this dll and put it in the steam directory, which removes the message, however VC++ will still not debug the crash, steam just exits :( Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keeping track of information inside the game
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 advising them on licenses *from memory*. As it happens, you are *WAY WRONG* about MySQL licensing: http://www.mysql.com/company/legal/licensing/ which says (in part): In their simplest form, the following are general licensing guidelines: *If your software is licensed under either the GPL-compatible Free Software License as defined by the Free Software Foundation or approved by OSI, then use our GPL licensed version. *If you distribute a proprietary application in any way, and you are not licensing and distributing your source code under GPL, you need to purchase a commercial license of MySQL As a non-lawyer (who studied law for a year and then ran like hell) this is unenforcable junk as anything _using_ a database is _not_ a derivative product as is therefore not required to be open source by the GPL. However if MySQL want to carry on like dicks, just avoid them and use postgresql, http://www.postgresql.org it uses BSD license (irrelevant really but avoids nasty MySQL lawyers), is more standards compliant, has better data integrity and less than half the dicks! It also comes with a set of steak knives and a years supply of donuts*. *donuts may be virtual or may have been eaten by the author already Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keeping track of information inside the game
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 do, then your software is indeed a derivative work, This is rubbish, it's called interoperable and it has nothing to do with being a derivative. Something that uses another application through an interface, published or otherwise, is not a derivative regardless of whether the developer wants you to believe that or not. It's one of myths about the GPL that annoys me, it's not viral to use GPL'd applications in your system, ever, period, unless you MODIFY the GPL'd software and even then ONLY your mods to the GPL'd software are covered by the GPL, NOT the other applications you distribute with it. MySQL simply want to cloud the issue as they wish to make a profit, which is fine, but their position is legally very questionable ... now if only I had the dollars to challenge them ;) DMCA is a red herring in this discussion. Having said that, anyone making free, non-gpl'd software would be stupid, very stupid, to use MySQL instead of postgresql because of this situation. Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keeping track of information inside the game
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 correct (I don't) then releasing the code is insufficient, you HAVE to GPL your code, which you can't because Valve's license for the SDK is not GPL compatible. You either violate MySQLs interpretation of the GPL and leave yourself open to a law suit from MySQL, or you GPL you code and risk a suit from Valve, or you use PostrgreSQL and don't have to worry. It seems obvious to me which is the most logical choice. Note that I don't think MySQL or Valve would actually bother to sue you ... unless your plugin is super and lots of people use it :) Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keeping track of information inside the game
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 MS office stuff is different because it's not GPL or any other kind of open and they don't pretend it is, which say a lot about the MySQL devs to me. Anyways... I can't speak as to whether MySQL's licenses are GPL compatible or not, but they're the terms MySQL has set down and so we must comply. Almost :) You can choose to use a different database, like PostgreSQL, which doesn't have that sort of legal issue. This is my main point, if you use pgsql you don't have to consider such issues where you are distributing free, non-gpl software. Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keeping track of information inside the game
No, it's the otherway around. If your program is not GPL then you can't distribute the GPL version of MySQL you need to buy a commercial license. So if you aren't going to distribute MySQL there is no problem with _any_ program you distribute, and if you write GPL stuff you can distribute GPL MySQL. It's only if you want to distribute MySQL with your program you run in to this problem. Jeff On 8/3/05, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: I thought the keyword was, if you use MySQL in a program that's for commercial 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- From: Jeff Fearn [mailto:[EMAIL PROTECTED] Sent: Tuesday, August 02, 2005 6:59 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Keeping track of information inside the game 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 correct (I don't) then releasing the code is insufficient, you HAVE to GPL your code, which you can't because Valve's license for the SDK is not GPL compatible. You either violate MySQLs interpretation of the GPL and leave yourself open to a law suit from MySQL, or you GPL you code and risk a suit from Valve, or you use PostrgreSQL and don't have to worry. It seems obvious to me which is the most logical choice. Note that I don't think MySQL or Valve would actually bother to sue you ... unless your plugin is super and lots of people use it :) Jeff ___ 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] Max Players
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 archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Max Players
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 unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Keeping track of information inside the game
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 functionality. i.e. most of what you want is already coded so its a lot less work to modify it to your purpose than to recode it from scratch. Jeff On 7/18/05, Kamran [EMAIL PROTECTED] wrote: This isn't really a support question because I'm not having trouble... more of a concept question. If I wanted to keep track of a player's information... like all the objects they've picked up throughout their game and I'd also like to save it when they save the game, is it better to store a KeyValues object inside the code and save it to a file when they save the game? Or is it better to create a temporary file and then delete it when they exit or copy it when they save the game to their save directory? Of course, I'll be tracking a bit more than that but KeyValues seem like the best way. I'm only at a loss at what is more efficient... if HL2 can save large KeyValue objects, then my problem is solved... but if it can't save large KeyValues than I will have to either use memory (in-code tracking) or hard drive space (but... the file will only be, at max, like 2MB, probably smaller). Then when the game loads I can load the needed KeyValues file into an object that can be accessed in the code. My initial plan is this, if no one has a suggestion: When the game loads -- 1. Check to see if there is a save data file. If not, we create a new KeyValues object in the code. If we do, load the KeyValues object. 2. During the game, update the KeyValues as necessary. 3. If the user saves the game, save the data. If not, clear it. My only problem is figuring out how to build a KeyValues object that looks like this: Data { data1 { value 1 } } Using code. Ultimately no matter what I will have to figure out how to append data or update data. I suppose I could code it like a database with lookup functions, update functions, and delete functions. -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ 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] Keeping track of information inside the game
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 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 functionality. i.e. most of what you want is already coded so its a lot less work to modify it to your purpose than to recode it from scratch. Jeff On 7/18/05, Kamran [EMAIL PROTECTED] wrote: This isn't really a support question because I'm not having trouble... more of a concept question. If I wanted to keep track of a player's information... like all the objects they've picked up throughout their game and I'd also like to save it when they save the game, is it better to store a KeyValues object inside the code and save it to a file when they save the game? Or is it better to create a temporary file and then delete it when they exit or copy it when they save the game to their save directory? Of course, I'll be tracking a bit more than that but KeyValues seem like the best way. I'm only at a loss at what is more efficient... if HL2 can save large KeyValue objects, then my problem is solved... but if it can't save large KeyValues than I will have to either use memory (in-code tracking) or hard drive space (but... the file will only be, at max, like 2MB, probably smaller). Then when the game loads I can load the needed KeyValues file into an object that can be accessed in the code. My initial plan is this, if no one has a suggestion: When the game loads -- 1. Check to see if there is a save data file. If not, we create a new KeyValues object in the code. If we do, load the KeyValues object. 2. During the game, update the KeyValues as necessary. 3. If the user saves the game, save the data. If not, clear it. My only problem is figuring out how to build a KeyValues object that looks like this: Data { data1 { value 1 } } Using code. Ultimately no matter what I will have to figure out how to append data or update data. I suppose I could code it like a database with lookup functions, update functions, and delete functions. -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ 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 -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ 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] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type
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 link http://dag.wieers.com/packages/perl-XML-Parser/ Follow the instructions on the link below to add that repo to your yum config so you can use yum to get any deps for you. That is, after follwing those instructions 'yum install perl-XML-Parser' will install the parser and any dependencies. http://dag.wieers.com/home-made/apt/FAQ.php#B Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type
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 archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection, was new SDK version is live
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. I don't believe lag compensation has any visual (rendering) component to it. It's solely used on the server to determine if my bullets hit anyone at the time I said I fired my gun on my client. There's nothing in lag compensation that would effect where a player appears to be (rendered) on a client. The only thing that would effect where a player appears to be on the client would be client side prediction. Speed hacks aren't exploiting lag compensation or client side prediction. Speed hacks are telling the server that my client is moving at a faster rate than the client side movement code would normally allow (because my client's clock is running faster than the servers). If distance is calculated using velocity * time, and I increase either the velocity or the time, the distance I have moved will increase. This distance is passed as the forwardspeed or sidespeed floats in the UserCmd packet between the client and the server. I think maybe you are trying to over-analyze this a little too much. lol have you been talking to my boss? ;) Perhaps you should download a speedhack, start up a LAN dedicated server with a mod built using the SDK and log the received UserCmd data to a text file. Also log the amount of time elapsed between each tick on the server. I wish I had some spare time, I'd definately do this ...I will do it, might have to wait a few weeks to get the time though :( Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection, was new SDK version is live
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 clocks were exactly in sync. That is why (and rightfully so) the calcs use deltas in time rather than absolute time comparisons. I think it should be up to the server admin to choose to support HPB's if it's the main reason speed hacks exist. Even low ping players could still speed hack. Some one with a ping of 40 could speed hack and move at twice the speed of everyone else and appear to the server as a player with a ping of 80. 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 you recommend a good discussion on lag compensation? Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection, was new SDK version is live
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 you recommend a good discussion on lag compensation? Lag compensation basically allows the server to move everyone back in time to the point when I fired my weapon to see if I hit anybody. That's how people can run around behind cover and still get killed by somebody that they just hid from. The multiplayer networking tome does a pretty good job of explaining this... http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html (scroll to the bottom, see the pretty pictures). hmmm I suppose what I need is a discussion of the flaws and exploits of such a system, because I still can't get how the server can allow someone to say I did this at tick 4000 and have the server process that at server tick 2000. 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. Let's say a player shoots at a target at client time 10.5. The firing information is packed into a user command and sent to the server. While the packet is on its way through the network, the server continues to simulate the world, and the target might have moved to a different position. The user commands arrives at server time 10.6 and the server wouldn't detect the hit, even though the player has aimed exactly at the target. This error is corrected by the server-side lag compensation According to this it should be time based, if I speed up my comps time I'm sending commands from the games future, how the hell do these get processed when no one else is at that time? How would setting sv_unlag 0 affect a speed hack? Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection, was new SDK version is live
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 second. How does the server know if this is a speedhack or a lagging client? You need to construct the entire scenario, else you miss the parts that make no sense ... to me ;) 1: Client joins server at tick 100 2: Client starts playing 3: Client gets lagged at tick 200 4: Server gest tick 200 at tick 205 5: Server back tracks, player moves faster as ticks 200-205 are corrected See how when you are lagged the server recieves your tick from the past, the server should never process ticks from the future. I'm pretty sure that the speed hacks make your client tick faster and thus send ticks from the future, i.e. at server tick 200 client tick 205 is being processed. Somehow it would have to average the speed over a period of time. How far back would you have to check? How much processing time would it take to check that far back? The server defaults to 1 second of lag compensation, so you should only be able to speed a little by fooling lag. Also it should only work in short spurts as you have to catch up for time you missed, which you actually have to miss at some point. I'm still interested in knowing if turning off lag compensation, sv_unlag 0, breaks speed hacks. It probably breaks HPB's ;) Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection, was new SDK version is live
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 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), and therefore it's the number of impulses per second that allows speed hacking? Yes, I believe that is correct. The player sends movement commands to the server and the server says H, okay you are moving in this direction, let me calculate your new velocity and location based on where I think you were before and which way you were going before and then I'll send that information back to you. The client doesn't even specify HOW MUCH they moved (i.e. the distance during that update). The client only says I'm moving THIS way now. So now I'm stuck, do I believe Botman or Deadman! Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection, was new SDK version is live
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 passes velocity, what Botman said was that it passes the impulse keys and that the server calculates your velocity from your existing velocity and the effect those impulse keys have on that velocity. Are you saying that the server is ticking along and the client is ticking at say twice as fast and the server processes ticks from the client that the servers knows are in future? It would seem that if the client sends it's game time with it's packets then it really is trivial to stop speed hacks. It becomes very simple to calculate velocity/time and compare that to sv_maxspeed. It also becomes trival to simply ignore any packet from the future. It's also fairly simple to modify that to handle teleporters and such, which aren't used in most mods anyway. It's a little more difficult, but not hugely so, to include the effects of known environmental effects, like explosions and vehicles etc. You can look at the old quake code to get a fell how this is done. Also look on the web, there are some open source hacks out there. They basically speed time up for the program. This is an easy fix, ignore packets from more than a few seconds in the future. This wouldn't completely remove such hacks, but it would certainly limit them significantly. I suppose what I'm trying to find out is why this is hard to fix, I haven't heard any reason I would consider a blocker to significantly reducing the effectiveness of these hacks. Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection, was new SDK version is live
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 preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection, was new SDK version is live
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 client to the server when a client moves, jumps, ducks, fires weapon, etc. Any magic that happens will happen in side there. :) Doooh! I hit Send to quick. Two mistakes, you are HUMAN! ;) You'll notice that forwardmove and sidemove are 'floats' so I was wrong. The total amount of movement is passed from the client to the server saying I've moved THIS much during the last tick.. Now it becomes obvious how sending packets with I've moved X amount during the last Y seconds can cause the player to move faster than normal on the server if the client lies about how much the client has moved or how long/short the time interval was. It still is not obvious, to me at least, why solving or at least highly limiting the spoofing of this is difficult. I don't have the SDK at work, so I can't check anything atm, but I am still working on HL1 so I'm wondering if there has been any major changes to the networking code for HL2. I think it's at least as spoofable as people seem to have similar issues. Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection, was new SDK version is live
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 player SHORT forward_movement SHORT sideway_movement SHORT up_movement BYTE bits (for attack and jump) BYTE impluse I don't have the SDK at work, so I can't check anything atm, but I am still working on HL1 so I'm wondering if there has been any major changes to the networking code for HL2. I think it's at least as spoofable as people seem to have similar issues. As martino wrote about HL2 lag compensation: The extra lantency caused by lower update rates is part of the general client latency. The actual code uses timestamps send with the user commands to set the execution time. These timestamps are checked against the average latency and if they are within a valid range, these timestamps are used since they are more precise then the calculation as stated in the doc. We can't fully rely on these timestamps since speedhackers could alter them. It appears HL2 has some level of detection for this, just do not know to what extent. Where did you get that from? Not saying you're wrong, just want to read the whole thing :) It would seem that if the client sends it's game time with it's packets then it really is trivial to stop speed hacks. It becomes very simple to calculate velocity/time and compare that to sv_maxspeed. It also becomes trival to simply ignore any packet from the future. sv_maxspeed is irrelevant. Calcs for maxspeed are already part of the velocity calculation and are correct. The key is the differences in the time stamps between packets compared to differences in real world time of when the packets arrived. If you compare the delta's of the message embedded times to the delta's of the real world times of when the packets arrived it should work (in theory). So if embedded delta's of the last two messages are 100 yet the real world delta's of when the packets arrived is 5 you would know something was up. The danger is a laggy player could appear as a speed hacker if you make the detection too sensitive (since network lag and UDP packet loss really do happen). So that leaves a window where some speed hacking will always be possible. Two things, first wouldn't lagged players be sending you older packets/times not future ones? Second, I think it should be up to the server admin to choose to support HPB's if it's the main reason speed hacks exist. Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection, was new SDK version is live
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 what controls this not the mod dll. B: Please explain how you can get a speed hack from the client without sending more packets and/or commands. I don't mind being proven wrong, however that may require you provide an alternate explanation instead of just saying I'm wrong. Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection, was new SDK version is live
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/2 commands. The number of packets changes but the number of commands per second remains the same ... or at lest pretty damn close. Check out this bit of networking doco valve published recently: The client creates user commands from sampling input devices with the same tick rate that the server is running with. A user command is basically a snapshot of the current keyboard and mouse state. http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html Unfortunately you didn't quote the most useful part of that paragraph: This means two or more user commands are transmitted within the same packet. Increasing cl_cmdrate would decrease the number of commands contained in a packet as the packets get sent more often. So sending more snapshots is still only telling the server you're holding down the forwards button. And the server dosen't add your velocity every time it gets the user commands, it does it once per server frame. I believe this is wrong, if it were right, there would be no client side speed hacks. Assuming the server processes one packet per tick (we don't know this, the document does not say this is so, it may have a buffer of packets and process all packets in the buffer), each packet can contain multiple commands and each and every command in a packet will get processed by the server. By increasing your packet rate or increasing the number of commands per packet or combinations of both, you will be able to speed hack the server. This is how most of the hacks appear to work, they speed up the OS and send more packets per second and keep the commands per packet the same. The server processes these extra packets and the cheater gets to speed. What I'm suggesting is that the admin be able to set how many client commands the server should process per tick and that any extra commands for a player be dropped or use every X command to get a spread of commands from those supplied. e.g. if the max commands was 5 and the client sent 10, 10/5 == 2 so every 2nd command would be dropped. I await the appearance of the Valve team with their dreaded guns of we know what we are doing sonny to shoot me down in flames as this appears way to damn easy ;) As I said to a boss once If it appears easy, you just don't understand the problem well enough! :P Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection, was new SDK version is live
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 impulses per second that allows speed hacking? Yes, I believe that is correct. The player sends movement commands to the server and the server says H, okay you are moving in this direction, let me calculate your new velocity and location based on where I think you were before and which way you were going before and then I'll send that information back to you. The client doesn't even specify HOW MUCH they moved (i.e. the distance during that update). The client only says I'm moving THIS way now. But note that the client is also simulating this movement update purely client-side (it just isn't authoritative since the server is the only one that keeps track of where everything REALLY is as far as collisions and bullet hits, etc.). Except the server can be fooled if you send it lots of updates because it doesn't seem to validate how often you send updates ... assuming that's how the speed hack actually works :) Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Speed hack detection, was new SDK version is live
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 allows speed hacking? I note that the server can specify the maximum rate clients can request updates from the server. Would it be possible to have a sever variable to control the maximum number of ticks/updates recieved from the client per second? If a server received more than this setting the extra updates would be dropped or averaged. Jeff Codiac Fearn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SZ_GetSpace error - HL1
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 appears the SZ_GetSpace error occurs when the engine overruns static buffers used to build network messages. Too many or poorly written plugins can aggravate the situation. I'll try that. What exactly makes a plugin badly written? I have a bot plugin based on HPB bot that might be at fault, but no idea what to target to fix it. The HPB bot can generate the SZ_GetSpace crash when displaying lots of waypoints (if you are editing waypoints on the client). The waypoint display method sends a reliable network message for each waypoint line drawn. If enough of these reliable messages are sent in too short a time period, the buffer overflows. One of the Counter-Strike bot authors (I don't remember which one) changed this to use an un-reliable message for displaying these lines which helps prevent the overflow. In the worst case, sometimes a waypoint line wouldn't get drawn and then would appear the next time it was updated. The SZ_GetSpace crashing problem also occurred if some plugin attempts to send a network message to a fake client (bot). The HPB bot code tries to prevent this, but there can still be cases of other pluggins running (if you are using metamod, which it sounds like you are not) that send a network message to all players that could cause this problem. I'm still getting this on occasions with -zone 8192 set :( I am using metamod from http://metamod-p.sourceforge.net and the HPB version modified to work with that, as I plan on using the bot with a couple of mods. I don't have any other metamod plugins installed, not even adminmod. It seems to crash when a human player joins or leaves the server, and then only on rare occasions. I'm pretty certain it has nothing to do with the waypoints as I have not been setting them up when it has crashed. It has mostly been during stress test of the server with 14+ bots and a couple of humans. OT: My server is a little laggy with 30 bots and me, but it's hell funny on small maps ;) Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] non HL question
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 snigger funniest thing I've re-read in ages :) giggle Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SZ_GetSpace error - HL1
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 plugins can aggravate the situation. I'll try that. What exactly makes a plugin badly written? I have a bot plugin based on HPB bot that might be at fault, but no idea what to target to fix it. Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
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 use the idea of game time. I would think that the issue is, that they both know that time has passed, but they also know that player should be somewhere new and through the general confusion that is lag, the server or client decides he should be *points at a location* there. So they make him be there. I dont know the exact technicalities but through that extreme change in location the ground is made up quite quickly and the speed hack detects them. I could be horribly wrong on this, infact I know I am wrong and would love to find out the REAL answer, rather than my made up story. so pick it appart all you want :D I'll do that as soon as I'm not as horribly wrong as you are :) C'mon Yahn, all this ignorance must be aggravating you! ;) Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] non HL question
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 CQC Gaming www.cqc-gaming.com - Original Message - From: Andreas Kang [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, May 24, 2005 7:17 PM Subject: [hlcoders] non HL question Hello, I'm a newb and i was just woundring howto change the root username_ ? In that way make the server more secure.. :) and im sure that you guys know that :) man passwd Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] non HL question
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 archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] SZ_GetSpace error - HL1
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 your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
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 of game history (10-20 seconds?). How does this account, or not as is the case, for game time? 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 use the idea of game time. I understood that this is how the prediction stuff works, using game time to schedule and co-ordinate events between client and server. I think the problem of detecting a speed hack is much more complex than it sounds at first. It must be :) Anyone have any links to some dicussion on this? Google has forsaken me! ;) Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
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 of time would be more difficult (and more likely to generate false positives). If you come up with a good method of doing this that doesn't falsely accuse players who have wildly varying network latencies, please let us all know about it. ;) Say one put a threshold of 50% or 100% speed up, how would you go about detecting that in a server plugin? Obviously if you consistantly ban people going 50%+ faster the hackers will lower their speed below that threshold. However, it's a lot less annoying for others to play against that kind of limited cheating as you at least have a chance of killing the SOB. The other Jeff ;) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Speed hack detection?
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 the client's system clock is running faster (slower?) than normal, I can't remember which way the system clock needs to go to make the game engine think time is passing more slowly. Your client machine is running faster than normal so normal movement speed on your machine become high movement speed on the server (who's running on a different clock speed). If the client's game engine is ticking faster/slower than the server's game engine, the client will be able to move larger distances over the same amount of time. It's sort of like the reverse of Einstein's theory of relativity. Distances become smaller for people who are moving faster in time (or something like that). Surely this is where it should be caught by the engine. I don't mean the engine should ban/stop/warn the player, but that the engine should know that even though the cheater is saying this is tick 3000, the server is only at tick 2000, and thus the movement should not be processed until tick 3000. i.e even if the game plays faster on the cheaters computer, those extra ticks should not be processed inline by the server and should not be propigated to the other clients until it's the right time. Obviously I am very wrong, because if it was that easy it would be fixed ... google is my friend, I go visit him now ;) Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MSVCR70 Missing - HL1 Debugging Session
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 background I should have mentioned, I did d/l this dll and put it in the steam directory, which removes the message, however VC++ will still not debug the crash, steam just exits :( Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] String Table
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 archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] STOPP FUCKING
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 list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM IPlayerInfoManager Out of Date
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 even missing) interface, there are no guarantees that MODs will export the various plugin interfaces. What is the best way to determine the interface version? If it's an ugly hack, can you add a GetInterfaceVersion method? Jeff ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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, snip What negatives do you see? Thanks, Mike If you are new to this list, you should first check out some of the HL2 wiki websites, like... http://www.sourcewiki.org/wiki/index.php/Main_Page http://www.hl2-dev.com/wiki/index.php ...or others. Search the archives for a couple of others. 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, this would allow the wiki and VC to display the data in different ways and would allow information to be catergorised. Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
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, this would allow the wiki and VC to display the data in different ways and would allow information to be catergorised. Jeff. That is pretty much the plan. I want to create a VS snapin that has two functions. First, has the ability to take the selected text within the selected context ( IE, file name/class/method ) and submits the selected comment to the back end. Second, is an extension so pressing F1 on a HL2 class/datatype/method will hit the sites webservice and pull back all relevant documentation. However, its not a wiki on the back end, its a relational database. And that is why it is useful, but not cool :) You can run wikis with a db as the back end. Suprisingly, adding these kinds of extensions to VS2k3 is actually not that difficult... but building the logic to grab the correct info, that part is going to be tricky. :) I may have to enforce comments to be in a somewhat sane format ( aka, immediatly above the method or class ) in order to parse correctly. That said, I think 95% of people comment pretty much the same way position wise anyways. My point is that taking the extra step and intergrating this in to a wiki is relatively simple but increases the useability and attractiveness of the project, imho. Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Anyone bypassed the max weapons limit before?
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 while back. You can d/l the source from http://www.edgefiles.com/index.php/file?id=/edgegaming.com/swarm/current/swarm2240-source.rar Jeff Codiac Fearn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2 Dev CPU Requirements
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 hell being forced to slum it in a Porsche! Jeff Codiac Fearn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
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 have VC6 ... maybe you could do a special deal with MS to have a cheap version of VC.NET on Steam for us pov modders ... I was trying to be funny, but that actually sounds like a good idea ... Jeff Codiac Fearn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What MSVC version do you use/have?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Specific clip entity brush for players
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 seem to figure out a way to do this, or if it's even possible. It seems possible though... I keep thinking about trigger_multiple/trigger_once entity-brush and their clients only flag. You may be able to do this with a combination of trigger-multiple and a CFuncWallToggle. It would mean that monsters could not pass the area if a player was in the vicinity though. Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] RE: Palladium
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 :^) lol, well there are a few ex MS employees at Valve...maybe Steam is another MS plot to take over the world! Eric are you a pawn of evil? Do you need to be rescued? I can have a squad of Linux geeks to you in 4 hours if needs be. :P The only thing that keeps me going is knowing that the reason HL2 is so long in coming out is because Valve are porting it to Linux... lol Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Extra Files in SDK
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 - ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] StreamLine and a TFC server
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 hitting wankers who post off topic to this list. DarthBobo ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] gaitsequence problems
poke :) 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 idle sequences around, then this behaviour will occur on the sequence moved to position 0 and the idle sequence that was in position 0 will now look up/down correctly. This only seems to occur for idle animation, although these are always first in our models and are therefor the only type of ACT's in position 0. It is very strange that setting gait sequence to 0 would affect the top half of the model anyway. I have not modified any of the model display code. It does look rather silly having your model switch between bending forward at 45% and standing upright looking up/down as the idle sequence changes. My work around at the moment is to put a dummy ACT in position 0, like ACT_SLEEP, which seems to work fine. We generaly have 3 idle sequences per player model, named idle, look_idle and deep_idle. It looks like the croch idle top has been used with the standing legs from idle. Jeff DarthBobo Fearn - Lead Coder, Web Master, Server Administrator for SWARM http://swarm.edgegaming.com - ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] modifying usercmd_s
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 maybe make grenades off hand, and using pev-button seems the obvious way to do it. Now pev-button is an int, so it seems only usercmd_t sould need to be updated. I know I could do this with messages, but it seems to me that this would be a cheaper (bandwith), and more logical, method. After all, it would keep all the different buttons in the one spot :} Jeff _ Chat with friends online, try MSN Messenger: http://messenger.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Memory Leak - Long debug txt!!!
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 the lengths of one of your client-side messages? Just a stab in the dark... Persuter It only comes up after I have quit, I assumed this was because it only picked up on no deallocation after the program shuts down. Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Re[2]: [hlcoders] Sprite problems
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 becomes important I'll have to look into it. Ah well. Thanks all. I am assuming that you mean that keyvalue is not being called for entities you create with GetClassPtr ... else this is meaningless and I should not be wating my own damn time! ;) I believe that keyvalue is only called for map based entities, i.e. those placed in a map by a mapper. Needless to say that if you are using GetClassPtr to create an entity, then it is not map based and therefore keyvalue will not be called. Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Visible but no collision breakable
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, there are 8 calls to CREATE_NAMED_ENTITY and 81 calls to GetClassPtr, in my mod anyways :} Second, you should call DispatchSpawn() instead of calling the CBreakable's spawn function yourself. Take a look at CBaseEntity::Create() or CMonsterMaker::MakeMonster() for other examples of how entities can be created by other entities in the SDK. Calling the spawn function is fine, it is done for grenades, spraycans, rpg rockets and many other things. Fundamentally I don't think there is much difference in either of these methods. However as nothing else has worked I tried the following code, with exactly the same results, i.e it spawn and is displayed but does not collide. Vector origint = VecBModelOrigin(pev); // Get origin of model edict_t *pent; CBaseEntity *pEntity; pent = CREATE_NAMED_ENTITY(MAKE_STRING(func_breakable)); if ( !(FNullEnt( pent ) )) { pEntity = Instance( pent ); pEntity-pev-origin = origint; pEntity-pev-model = MAKE_STRING(CSDE_MODEL); DispatchSpawn(pent); } Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Visible but no collision breakable
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 spawning a func_breakable from somewhere else in the code when he wants one to appear), but I don't see any reason why this shouldn't work. This is correct, I was starting to think I was being obtuse :} CSwarmCSDE is simply a wrapper class to handle Counter Strike func_bomb_target entities, I figured this was the easiest way to get compatible with CS destroy maps. Jeff DarthBobo Fearn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Visible but no collision breakable
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 possible. Yes I do realise the irony of this :{ Jeff DarthBobo Fearn. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Visible but no collision breakable
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 of. LINK_ENTITY_TO_CLASS(func_bomb_target, CSwarmCSDE); // CSDE_MODEL models/csdebomb.mdl // #define CSDE_MODEL models/crystal.mdl #define CSDE_MODEL models/player/agrunt/agrunt.mdl // This should work as it works for a player extern Vector VecBModelOrigin( entvars_t* pevBModel ); void CSwarmCSDE::Spawn() { Precache(); SET_MODEL( ENT(pev), STRING(pev-model) );// Need to do this to use VecBModelOrigin // Create a func_breakable to blow up. CBreakable *breakable = GetClassPtr((CBreakable *)NULL); breakable-pev-model = MAKE_STRING(CSDE_MODEL); // Used in SET_MODEL in CBreakable::Spawn breakable-pev-health = 500; breakable-pev-target = MAKE_STRING(csdemission); breakable-pev-spawnflags = 0;// Test breakable-pev-effects = 0;// Test breakable-scenarioID = 0; // UTIL_SetSize(breakable-pev,Vector(-20,-20,-20),Vector(20,20,20)); UTIL_SetSize(breakable-pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);// Test Vector origint = VecBModelOrigin(pev); // Get origin of model UTIL_SetOrigin(breakable-pev, origint); breakable-Spawn(); // breakable-pev-solid = SOLID_BBOX; // Test // breakable-pev-movetype = MOVETYPE_NONE; // Test // UTIL_SetOrigin(breakable-pev, origint);// Test DROP_TO_FLOOR(ENT(breakable-pev)); // Drop to ground. // Create a swarm mission entity to award points etc ... snip UTIL_Remove(this); } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Brush origins
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_ENTITY_TO_CLASS to map a func_bomb_target to a custom entity, which basically spawns a func_breakable and removes itself. So i need the origin to place the func_breakable . I had a look in the bsp file, and it does not contain the origin, so I have to get it from the engine. Playing de_dust as a Gargantua trying to blow up some human gadget would rock :) Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Brush origins
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 model will be in the dmodels section of the BSP file (but you shouldn't have to resort to reading the BSP file directly if you are spawning the brush model properly). Jeffrey botman Broome It does not get that far. The func_breakable gets created in PlaceDTO(), which will no becalled unless the origin can be determined. This is the spawn function for the entity I use to handle the func_bomb_target: LINK_ENTITY_TO_CLASS(func_bomb_target, CSwarmCSDE); void CSwarmCSDE::Spawn() { Precache(); Vector origint = VecBModelOrigin(pev); - This returns -1,-1,-1 if((pev-origin.x == 0) (pev-origin.y == 0) (pev-origin.z == 0)) These are all 0 and never get set { pev-nextthink = gpGlobals-time + 1.1; SetThink(CSwarmCSDE::Wait); return; } PlaceDTO(); } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux is the bane of my existence...
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=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -DVALVE_DLL -w -m486 -O2 -ffast-math -funroll-loops -fomit-frame-pointer -fexpensive-optimizations -malign-loops=2 -malign-jumps=2 -malign-functions=2 -nostartfiles -fPIC -I. -I../engine -I../common -I../pm_shared -I../persistence -I../game_shared -o obj/genericmonster.o -c genericmonster.cpp genericmonster.cpp: In method 'void CGenericMonster::Spawn ()' genericmonster.cpp:112: invalid static_cast from type '{unknown type}' to type 'void (CBaseEntity::*)()' The line in question is SetThink(DoThink); Suggestions, anyone? A perl script to fix most of the problems, and instructions on how to fix the rest. ftp://ftp.edgegaming.com/edgegaming.com/swarm/DarthBobo/correctfp.pl Jeff DarthBobo Fearn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HW.DLL crashing because of new weapon...
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 mine, (or address code outside the engine for that matter) was on the stack at all. Perhaps we should start a list of functions that can cause crashes with invalid input. I'll start it :} ALERT will crash if you call it before HL is fully set-up, i.e. calling ALERT in DllMain() will cause this crash. It may be limited to crashing if you start HL with -game myMod, though I have not verified that. Nice thing is that the call stack will NOT display your mod dll, or any of it's functions, so it's hard to track down. There are other areas within the SDK where the same effect can be had, although I can't remember where I first discovered that :{ I guess that ALERT does not check it has a valid output stream before it tries to write to it. Jeff DarthBobo Fearn. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Egon gun - Yellow beam or Blue beam?
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 definitions out of loop scope, and adding a few headers for some of the functions not included by default in 2.95.3. I'm interested to know what code is causing problems in Borland MinGW, i.e. is it the function pointers or something else? I'd also be interested in knowing if the fix I did for gcc 2.95.3 would allow compilation on these compilers ... of course not interested enough to install them and see ;) Jeff DarthBobo Fearn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Finished a bot. But how do i build a linux release?
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 17GHz CPU :} To make you code more ANSI compliant, and therefore more compiler friendly use this ftp://ftpedgefilescom/edgegamingcom/swarm/DarthBobo/correctfppl There are only a small amount of manual changes required once you have used this The manual changes are listed at the top of that file To make compiling your mod easy use this make file ftp://ftpedgefilescom/edgegamingcom/swarm/DarthBobo/Makefile It will automatically add any new files to your mod Once you have used correctfp you will be able to use the same source files under windows and Linux You only need to run correctfp once, then just use standard function pointers after that and you won't ever have to care about them again :} The only defences to using non-standard code are: there is no standards compliant way to do it, you needed a lot faster way of doing it, or you are stupid Jeff DarthBobo Fearn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://listvalvesoftwarecom/mailman/listinfo/hlcoders
Re: [hlcoders] rmf format
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 metadata describing the data fields, so the format is very sensitive to changes in file layout, meaning Worldcraft typically crashes if something is wrong with the data. There is a header block that identifies the file as an RMF and has a format version number. The differences in the formats are all described by the parsing code, but we don't have a separate document that describes them. I'd recommend using the MAP file format if at all possible to accomplish your goals. :) -- David ohhh lots of juicy info :) I was going to convert it to map format, just for fun :} Jeff. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] WC Linux Port
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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Tute Feedback
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 ;} Thanks, Jeff 'DarthBobo' Fearn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Making WorldCraft's editing area bigger?
4 times is still no where near a million on each axis ;) Funny how the least challenging questions get the most responses though :P Jeff. - Original Message - From: Michael Shimmins [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, January 29, 2002 6:39 PM Subject: RE: [hlcoders] Making WorldCraft's editing area bigger? LOL Adrian :) Just comes in and cuts everyone down with one sentence. - Shimms -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Adrian Finol Sent: Tuesday, 29 January 2002 7:29 PM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] Making WorldCraft's editing area bigger? Actually, last time I checked the Polyfighter guys had maps 4 times as big as the current limits. - Adrian -Original Message- From: Tom [mailto:[EMAIL PROTECTED]] Sent: Tuesday, January 29, 2002 2:12 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Making WorldCraft's editing area bigger? I remember some dum ass mod (I think it was uncrossable parallel) 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 Fearn [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, January 29, 2002 3:00 AM Subject: Re: [hlcoders] Making WorldCraft's editing area bigger? 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 is stored in 13.3 format, which means there are 3 bits past the radix point (allowing precision up to 1/8 unit), but the maximum and minimum numbers that can be stored are 4095 and -4096 respectively (therefore the world is 8192x8192x8192). It would be possible, if one could modify the engine, to extend this limit, but precision would have to be given up. For example, the numbers could be stored in 14.2 format, allowing the world to be 16384 units in each direction, but with precision only up to 1/4 unit. It is possible for doors and such to extend beyond the 8192 limit in-game, because the engine uses a floating-point representation for the coordinates internally---I assume so, at least, but please remember this is all guesswork. Of course if you had access to the engine you'd just store each co-ordinate as a 32bit integer and use 29.3, which is about 536 million each axis, lol.You would still have the engine limits as to how large a particular room/area could be, i.e large == laggy. I wonder how this would impact on performance, especially memory use and how that would affect locality. A large map may cause a lot of page faults etc ... unless your a lucky boy with a Xeon :) then again if you started going in to the millions each direction I bet any computer will have a hard time :P Jeff. ___ 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 ___ 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