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I don't know if this has been presented yet as a solution to the stencil
buffer topic, the exchange server has been down for a while so I'm stuck on
webmail which is shoddy for reading HL_Coders.  Anyway, how about replacing
DLLMain to delete the existing GL context and create a new one with stencil
buffer?  This wont work with D3D, but its something:

You can get a new DLLMain method at
http://www.sesechialsoftware.com/shimms/dllmain.txt

Just plonk it anywhere in your cl_dll.

Btw: I make no assurances this will work heh, saw it on the Wavelength forums
a while ago, so I can not take credit for it either.  Sorry to the original
author I can't remember your name.

Michael Shimmins
Sesechial Software

>You are teh l33t haxor my friend. Hehe, well done. But BE afraid. But you
>can still tell server admins that they have to disable all cheat
>protection. Or at least they shall only verify the DLL with an encrypted
>CRC check. Half-Life does offer that, doesn't it?
>
>> well it does :)
>>
>> hooked GetProcAddress from cl_metamod type setup, then used that to
>> intercept the ChoosePixelFormat call and set the stencil buffer bit.
>> result!
>>
>> worried about VAC stuff though :/
>>
>> qconsole.log:
>>
>> Probing OpenGL Hardware...
>> ----------------------------------------------------------------
>> Vendor: ATI Technologies Inc.
>> Renderer: Radeon 9100 DDR x86/MMX/3DNow!/SSE
>> Version: 1.3.3604 Win9x Release
>> ----------------------------------------------------------------
>> St! encil Bits 8
>> Depth Bits 24
>> Color Bits: 16
>> ----------------------------------------------------------------
>>> ATI_vertex_array_object: (found)
>>> ATI_element_array: (found)
>>> ARB_vertex_buffer_object: (absent)
>>> GL_ARB_multitexture: (found)
>>> GL_ARB_vertex_program: (found)
>>> GL_EXT_fog_coord: (found)
>>> GL_EXT_point_parameters: (found)
>>> GL_EXT_texture_env_combine: (found)
>>> GL_EXT_texture_filter_anisotropic: (found)
>>> GL_NV_point_sprite: (absent)
>> ----------------------------------------------------------------
>>
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>
>
>
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