Re: [hlcoders] For the love of god...

2003-12-21 Thread Jeroen \ShadowLord\ Bogers
 A few hours ago, someone managed to come to a quotation depth of 9 with
 the full texts. On Usenet this probably would have started a flamewar :)

Then agian, this is not Usenet, so get over it :)


 All of us should know how to quote. It's not that hard.

What if you want to quote the whole mail, like you just did?

You know what I hate? (This is more directed toward Slash.) People bitching
about other people's mail style. Everyone replies to mails the way they
want. If you don't like it, that's your problem.

Jeroen ShadowLord Bogers



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Re: [hlcoders] For the love of god...

2003-12-21 Thread Jeroen \ShadowLord\ Bogers
 No one complains about different ways to quote. All we do is complaining
 about *useless* and *huge* quote contents, mainly fullquotes, like in
 the Deathmessages stopped working in Steam thread.

And I'm saying that you shouldn't complain. Everyone has their own mailing
style. If you don't like it start your own, moderated, mailinglist.

Jeroen ShadowLord Bogers



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Re: [hlcoders] Something New I Hope

2003-11-25 Thread Jeroen \ShadowLord\ Bogers
Except for the banning part, I know the problem.
We had a server that was a bit tight on RAM. This made the mapswitches
really slow. The client times out after a minute or so, while the server is
loading the map. This might be happening in your case too.

Jeroen ShadowLord Bogers

- Original Message -
From: Jay Paul [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, November 25, 2003 05:43
Subject: [hlcoders] Something New I Hope


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Okay, here is my situation. Our mod is going to be released in the next few
weeks (Hostile Intent) and we now have a dedicated server hosted by
WiredServers.com for general testing purposes pre-release. Now something
that has never happened before, when ever we are playing and the level
changes.. it just hangs at 'loading' and nothing happens for about a minute
and i get an error saying i was 'terminated: Timed Out'. I open the console
and all it says as far as you can scroll up is 'Youve been banned from this
server.' Does anyone know what is causing this? Or heard of this happening?
Any help would be greatly appreciated.
--


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Re: [hlcoders] Server Events

2003-11-14 Thread Jeroen \ShadowLord\ Bogers
Check out http://www.hlstats.org/logs/

It lists all possible log message types, which is probably what you are
looking for.

Jeroen ShadowLord Bogers

- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, November 14, 2003 23:00
Subject: Re: [hlcoders] Server Events


 --
 [ Picked text/plain from multipart/alternative ]
 No, on the internet somewhere, or if someone has a document saved on their
 computer. I need a complete list of all server events, every one that is
 programmed into the HLDS, I need the list for a program I am making.
 --

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Re: [hlcoders] Re: HL2 Source Leaked

2003-10-03 Thread Jeroen \ShadowLord\ Bogers
The problem is that this code is useless for anoyone trying to do 'good'.
You can't make a better hl(ds) since you don't have the final version, but a
beta version. And it will be virtually impossible to get it working just
like the final version, let alone improve on it.

The only thing you can do with the source is rip off ideas and write ugly
game hacks (most of which will be cheats, since no-one wants to release a
crappy mod that fails to work after every tiny hl patch and takes days of
work to keep compatible).

This whole mess will only lead to bad things.

Jeroen ShadowLord Bogers

- Original Message -
From: Steven Van Ingelgem [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, October 03, 2003 20:28
Subject: Re: [hlcoders] Re: HL2 Source Leaked


 --
 [ Picked text/plain from multipart/alternative ]
 I do think he has a point.
 He has a point in that due to the sad release of the code, unknown bugs
 and exploits can be fixed by many more programers then only those of
valve,
 and improvements to netcode can be made by more then some programers. They
 might be the best out there, they still have 24h/ day... Now take a lot
 (like 20k worse programmers), and give them access to source. There will
be
 much more ideas and such swarming in 2 people then in 20 (I don't know
 how huge the team is).

 Although you got a point to, it's horrible what happened here!

 At 18:50 3/10/2003, you wrote:
 Please think about this firstly, you're posting to a list owned and
 operated by Valve... you're then suggesting that a bunch of 1337 h4x0rs
can
 somehow do a better job than they did with the dedicated server, as if
 they're a bunch of amateurs..
 
 I'm sorry, but you're being rude and displaying an utter lack of
 consideration.. you were also warned politely about it.


 G00fy, (aka KaReL, aka Steven)

 Main Webpage : http://komma.cjb.net
 CQ Database  : http://lid.fragland.net/
 ICQ #: 35217584
 MSN  : [EMAIL PROTECTED]
 --



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Re: [hlcoders] liblist.gam problem

2003-09-12 Thread Jeroen \ShadowLord\ Bogers
Teh steam updater stopped working here altogether. Both the client and the
server just hang, doing nothing.

Jeroen ShadowLord Bogers

- Original Message -
From: Brian A. Stumm [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, September 12, 2003 22:19
Subject: Re: [hlcoders] liblist.gam problem


 On Fri, 12 Sep 2003, Florian Zschocke wrote:

  Brian A. Stumm wrote:
  
 
   I'm still working on my LIVE servers now. Can't even try to get the
client
   til I get home tonight :( By then it will surely be worse than it is
   now...
 
  Don't even think about trying, Brian. I've been trying to get the client
  and the base content installed and running for four hours now and must
  have suffered various strokes and heart attacks by now. *Oh* *my* *god*
  the horror. I have never ever had any application crash and hang more
  often at me than this little  *** ** ** *.

 It took me 5 hours to get the server base files (hlds_l directory and
 valve directory) just finally started the tfc directory LOL. Also my wife
 is attempting to do the steam client stuff on her machine at home, no idea
 how much luck she is having though (yes she is a gamer).

 One of my community members apparently stared at steam for 3 hours before
 he figured out he had to check the properties for mod tfc and set it to
 auto download new content LOL... hehehe

 we are laughing on the outside but crying on the inside hehe. Either that
 I or just lost it

 oh look, connection reset again We


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Re: [hlcoders] sobig @ valve

2003-09-09 Thread Jeroen \ShadowLord\ Bogers
*sarcasm mode*Well, as coder, you should know it's a measure of l33t-nes.
The better know the virus, the better the coder is!*sarcasm mode*
That's why a lot of virii get written, just to prove that 'they are better
then the rest'. Not only in a competition sence, but also in a life sense
(Klez, for example, has evidence it was written by someone seeking for a job
that way, ILOVEYOU's coder failed at school and tried to prove with his
virus he was qualified, etc. etc.).

Another proof for this is the fact that we aren't seeing really destructive
virii. Why only send itself around and doing things like DDoS-ing? Why not
nuke the whole PC (there are lots of ways of doing that)? Because the virii
writer doesn't want to destroy, he just wants to show what he can do. When
he doesn't think about is the fact that even a non-destructive virus costs a
LOT of money in things like excess bandwidth use, time needed to filter it
from e-mail and the time needed to patch systems against it.

Jeroen ShadowLord Bogers


- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 09, 2003 06:54
Subject: RE: [hlcoders] sobig @ valve


 It just ticks me off that so many people get their rocks off by making
 viruses and exploits. Its so annoying to have to watch your back all the
 time so to speak, because some prick is attempting to destroy everything
 on you, and costing everyone extra money on security, sure its good to
 fix the bugs, but why do they have to unleash them upon the world? Why
 can't they use their obvious skills to make things better? I guess I'll
 never understand these people :/

 Anyway, @alfred, yeah, I ended up discussing that after, but it was too
 late, its not like a mailing list is like a forum where I can just
 cancel an email, oh well =)


 -omega
 http://www.frontline2.com


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: September 9, 2003 12:30 AM
 To: [EMAIL PROTECTED]
 Subject: SV: [hlcoders] sobig @ valve

 I have also gotten a lot of sobigf mails, and some of them seem to come
 from Valve and also other people within the HL/CS community (Gooseman
 was one of em) but I'm just guessing these people aren't the ones that
 are truly infected. That's just the way sobigf works, it fakes the
 sender. I don't know how to find the real sender, but it seemed to take
 my ISP about a week to figure out how to block those mails. I got ~100
 sobigfs/hour. Now it ceased, although I know there's still trouble out
 there since some people still seem infected and continue to spam
 messages, putting my mail address as sender, and I get tons of
 Undeliverable messages. Although the situation was so worse I had to
 completely change email address. Internet is falling apart :-(



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Re: [hlcoders] Posts twice

2003-09-08 Thread Jeroen \ShadowLord\ Bogers
Are you sure you didn't sign up twice (possibly with different e-mail
adresses). Check the adresses you are receiving the mail on.

Jeroen ShadowLord Bogers

- Original Message -
From: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, September 08, 2003 23:03
Subject: [hlcoders] Posts twice


 Hi

 I always get posts twice from this list. Note that it only happens with
 this list, not any of the other @ list.valvesoftware.



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Re: [hlcoders] an hl sound bug

2003-09-08 Thread Jeroen \ShadowLord\ Bogers
This is being used for cheating in Counter-Strike. With a simple script, on
can do a quick weaponswitch and back after a shot. This almost totally
silences the shot. It's -very- effective on the AWM. Either weaponswitching
while reloading should be disabled (but that is a mod specific thing), or
the sound needs to be fixed, like Tony proposes.

Jeroen ShadowLord Bogers

- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, September 08, 2003 21:16
Subject: [hlcoders] an hl sound bug


I'm not sure which version of hl it started in, but I've really noticed
this lately.. I don't know how easily it can be fixed (or if anyone
there at valve will even fix it, it's just irritating), again this is
another post where that I'm not sure where to send it; so I'm posting it
here since it IS mod related as well.

It seems that any created on the client via the function
gEngfuncs.pfnPlaySoundByIndex( iSound, vol ); uses CHAN_ITEM now, and
ALWAYS kills _ANY_ sound already playing on it. I don't remember this
happening a long time ago. A good example is the Geiger counter, if
you're near radiation, it stomps all over your weapon select on the hud;
which used to ALWAYS play, and the code for it looks the same as it did
back in sdk 1.0.

Even if you cycle weapons, anything on the client using that function
will stomp on the previous sound playing on it. Is it possible to make
it just use the auto channel like I *think* it used to a long time ago?

-omega
http://www.frontline2.com




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Re: [hlcoders] SP-MP HL2? (Was: Pay to play response from Gabe Newell. (?))

2003-09-03 Thread Jeroen \ShadowLord\ Bogers
Well said botman...

However, relating to the same interview, the non-moddable version of HL2 is
very on-topic.
I'm assuming the interview is real else you can just ignore this mail.
Actually I'm doubting a bit, but it's fun to speculate :)

I wonder if it's possible to 'upgrade' your SP only HL2, if you decide you
DO want to play on the net. Or would you have to buy a new copy of HL?

Also, with non-moddable, does that mean HL2 SP will be non-moddable at all,
or just no MP MOD's (since you don't have MP in the first place).
And how is the SP only enforced? I think I got it right when I say the
CD-KEY just doesn't allow you to auth online, but one would still be able to
play on LAN's, possibly with a hack/crack. SP MOD's and MP MODs against bots
are a possibility too. Anyone got any ideas how they might prevent using
MODs and playing on LAN's?

Also, I wonder what the impact of a SP HL2 would be on the MOD scene. A lot
of potential new internet players are going to be 'blocked'. What I mean by
this, is that I, for example, discovered this whole 'Internet gaming thing'
just because I wondered what the  is this HL Multiplayer stuff all
about. People with the SP HL don't have this entry point and thus are not
as likely to get into multiplaying.

While this isn't a problem for the existing user base (they will be bying
HL2 'full'), it might have an impact on new MODs. The current playerbase is
most likely to stick to the mods they know, and just start playing their HL2
versions. While these people will play other mods too, I think that new mods
also gain a lot of players from people that are trying their first MOD.
And the influx of new players will be smaller.

Any opinions on this all? (Except the bad spelling... :)

Jeroen ShadowLord Bogers


- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, September 03, 2003 22:50
Subject: Re: [hlcoders] Pay to play response from Gabe Newell. (?)


  Link here:
 
  http://halflife2.homelan.com/forums/showthread.php?threadid=5867
 
  There are suggestions that it's a fake. But the poster insists it's
  real. Not sure what to think myself. It looks plausible.

 rant on
 Why is this on hlcoders e-mail list when this has NOTHING to do about
coding
 for Half-Life or Half-Life2.

 Not directed at the original poster, but please keep all the rumors,
rants,
 whining, bitching, moaning confined to the various Half-Life and/or
 Half-Life2 Internet forums.

 I REALLY don't need to see more threads here debating about how Valve is
 screwing people and stating that they aren't going to buy the game if they
 are forced to subscribe to Steam.  If you don't like Valve's (and/or
 Sierra's) policies, your money (or lack of it) will speak MUCH more loudly
 than any rants that you make on any website or e-mail list.

 This is NOT a PISS ON VALVE e-mail list.  Can't we try to keep it that
way?
 rant off

 Jeffrey botman Broome


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Re: [hlcoders] About outlook (NOT half-life related)

2003-08-23 Thread Jeroen \ShadowLord\ Bogers
If you are talking about Outlook (the mail client shipped with MS Office), I
can only recommend you get yourself a REAL mail reader.

If you are talking about Outlook Express, I can only say RTFM, or look at
the tools menu. There you will find a 'Message Rules' item. With that you
have have a quite good set of message filters.
Also, in the message menu (next to the tools menu), there is an item called
'Create rule from message...'. Guess what that does.

Next time, RTFM before you bash a nice product (if you are talking about
Outlook Express that is).

Jeroen ShadowLord Bogers

- Original Message -
From: Kyle [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, August 22, 2003 20:52
Subject: [hlcoders] About outlook (NOT half-life related)


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 This is an Emergency!



 Some idiot with my email got that stupid virus going around so now he
sends
 me 500 emails a day with spoofed addresses also from his computer. The
good
 news is they all have the same subject:



 Re: That movie

 Re: Your application

 Re: Thank you!

 Re: Details

 Re: Re: MY details

 Re: Your details

 Re: Details

 Re: Wicked screensaver



 Etc.



 I think there are about 7 or 8 possible subjects that this virus produces.
 My question is this.. how the heck do I set subject filters in outlook?
From
 what I can see is that outlook is designed for idiots and has no advanced
 security features.. well That's not true but I don't know how to use them.
I
 saw txt file filters.txt and that looked like a config file because it
had
 Commands like



 Body contains for free?



 Or..



 From contains profits@



 These looks like nice little commands built right into a confg file BUT
NO..
 I later found out filters.txt was useless and had no point or meaning or
 valve.. outlook doest even open or load the file. Why is it there? Does
 anyone on this list know how the heck to filter stuff correctly? This
would
 help me a lot, I use this email account for all my hl mod stuff, its how I
 communicate with my team









 --


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Re: [hlcoders] winsock question

2003-08-04 Thread Jeroen \ShadowLord\ Bogers
What Windows version are you using? Maybe 9x has a bug that causes this, but
I'm pretty sure Windows XP doesn't do this.
Also, are you sure you don't open a socket elsewhere in the program? Also,
it might be a netstat problem, not a sockets problem.

Now, about the flaws in the code:
- I spotted a typo (SockAdr *). That should be (sockaddr *), but I think you
are doing a typedef somewhere? Else this wouldn't compile...
- You forget to zero the sin_zero part of address. Failure to do so _may_
cause unwanted sideeffects.
- htonl(INADDR_ANY); -- you should NOT use htonl on that constant!

Jeroen ShadowLord Bogers

- Original Message -
From: matthew lewis [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, August 04, 2003 02:23
Subject: [hlcoders] winsock question


 |
 | I have never seen this happen. Are you sure you aren't looking at
netstat
 | the wrong way, or that you aren't opening a TCP socket by accident?
 |
 | Jeroen ShadowLord Bogers
 |


 Here's the actual code:

 //-
 int CIrisSockets::OpenSocket ( const char *sz_ipaddr, int iPort )
 {
  char func_name[] = CIrisSockets::OpenSocket ;

  // create a UDP socket.
  sockfd = socket(AF_INET, SOCK_DGRAM, 0);

  if (sockfd == SOCKET_ERROR)
  {
   PRINTF( %s: Could not get socket descripter. '%d'\n,
func_name, WSAGetLastError());

   return -1;
  }

  // assign an ip address and port number to the socket.
  address.sin_family = AF_INET;

  if (sz_ipaddr)
   address.sin_addr.s_addr = inet_addr(sz_ipaddr);
  else
   address.sin_addr.s_addr = htonl(INADDR_ANY);

  address.sin_port = htons(iPort);

  // open the new socket for business
  if (bind(sockfd, (SockAdr *) address, sizeof(address)) ==
 SOCKET_ERROR)
  {
   PRINTF(%s: Couldn't bind socket. '%d'\n, func_name,
 WSAGetLastError());
   CloseSocket();
   return -1;
  }

  return 0;
 }

 // - end code ---

 The netstat command used was netstat -an. I searched the news groups
(deja
 news) and found that,
 others have experienced the same problem, but no cause or solution was
 offered. This code works fine
 under linux.

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Re: [hlcoders] (no subject)

2003-08-03 Thread Jeroen \ShadowLord\ Bogers
Simple, blocking Windows sockets are fairly easy...
Check out
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vcsample98/html/vcsmpwinsock.asp?frame=true
for some helpfull samples on how to do it in C(++). The sample you'll find
most helpful is the 'Simple: Sample TCP/UDP server'.

Once you get the hang of coding sockets the simple way, you can start
looking at using 'select' and 'ioctl (WSAIoctl)' for the more advance
accessing of blocking sockets. And you can look at asynchronous sockets,
altho those can be tricky.

Jeroen ShadowLord Bogers


- Original Message -
From: Daniel Koppes [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, August 03, 2003 06:58
Subject: Re: [hlcoders] (no subject)


 Yep, True, I pretty much only use Delphi for Windows apps / networking
apps
 (until I figure [EMAIL PROTECTED](ing windows sockets out), but I use C++ for games /
HL
 SDK (duh) etc.

 At 05:50 03/08/03, you wrote:
 I've said it before and I'll say it again, languages != programming. If
we
 can't put aside our personal preference for language x, we're like a
 carpenter who only knows how to use a saw. Choose the tool that fits the
 job, don't make the job fit the tool... ;).
 
 
 At 04:59 AM 8/3/2003 +1200, you wrote:
 Ok... perhaps I was wrong about Pascal then (I've never used pre-Delphi
 pascal), but Delphi is still good :)
 
 At 04:33 03/08/03, you wrote:
 Hallo,
 
 Saturday, August 2, 2003, 18:27,
 Daniel Koppes [EMAIL PROTECTED] wrote:
 
   I've found Delphi just as compentant as C++
   Normal Pascal is no worse than C really.
 
 Then you might want to read this one:
 http://www.lysator.liu.se/c/bwk-on-pascal.html
 
 --
 Sebastian Steinlechner [EMAIL PROTECTED]//
www.resourcecode.de
  In the beginning the Universe was created. This had made a
lot of
  people very angry and been widely regarded as a bad
move.
 - Douglas
Adams
 
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 please visit:
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 --
 Programmer and Modeller for http://pokemod.fragoff.net/The
 http://pokemod.fragoff.net/Pokemod
 
 --
 
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 Programmer and Modeller for http://pokemod.fragoff.net/The
 http://pokemod.fragoff.net/Pokemod

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Re: [hlcoders] winsock question

2003-08-03 Thread Jeroen \ShadowLord\ Bogers
I have never seen this happen. Are you sure you aren't looking at netstat
the wrong way, or that you aren't opening a TCP socket by accident?

Jeroen ShadowLord Bogers

- Original Message -
From: matthew lewis [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, August 03, 2003 17:38
Subject: [hlcoders] winsock question


 Does anyone know why winsock2 also opens a TCP socket when you create a
UDP
 socket? It's not hurting anything, but its very strange. (The TCP socket
 shows up when doing a netstat.)

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Re: [hlcoders] FW: Half-Life: fun with MODs

2003-07-30 Thread Jeroen \ShadowLord\ Bogers
The interpreter could be bugged and the mod could still be a serious threat.
Alsoe, these interpreters are not written for security, but for efficiency.
So there will be most likely a lot of exploitable flaws to break out of the
interpreters constraints.

Anyways, the whole issue 'a mod could be a virus/trojon' is a bit lame,
since this applies for any and all executables you download. And it also
applies to almost all other things you download. Even a txt file might be
malformed to make use of some unknown bug in notepad... Or in vi.

Jeroen ShadowLord Bogers

- Original Message -
From: Michael A. Hobson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, July 30, 2003 23:21
Subject: RE: [hlcoders] FW: Half-Life: fun with MODs


 Bodek:

 This statement is false.

 Games that use byte-code script interpreters which run a mod's code in
 secure sandboxes in Java fashion -- with no actually machine contained
 in the mod --  cannot be used to implement trojan mods.

 At 10:50 PM 7/30/2003 +0200, you wrote:
 No problem :)
 But in this fact all other games with mods can be dangerous not only HL.
 
 Bodek
 
 

 {OLD}Sneaky_Bastard!
 Michael A. Hobson
 icq:#2186709
 email:  [EMAIL PROTECTED]

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Re: [hlcoders] building another tcp/udp port into hlds

2003-06-27 Thread Jeroen \ShadowLord\ Bogers
I'm from aWindows background of coding, so I don't know how this applies
under Linux. But it should be similar.

When sending data you can dump as much as you like on the non-blocking
socket (taking the maximum frame size into consideration to avoid unwanted
splitting, but you have to do that with a blocking socket too). The only
difference is that the snd function returns without waiting for the data to
be sent. Thus the return value from the send is unreliable. You need to
check your socket later if the data got sent or something went wrong.

When receiving data it's pretty much the same. The only differecne is that
recv doesn't wait for data. If there is none, it will return immediately. If
there is (which means it's actually already received by the OS), your recv
buffer will be filled. The only care must be taken with UDP packets, where
reading on will always destroyit, if you got all the data or not. Note that
this limitation also applies to blocking sockets.

The 'bad' thing about creating sockets in HL plugins, is that most people do
so in a situation where you shouldn't be using it. A good (or bad) example
of this is the HLDS webserver. The idea might sound good, but dropping a
webserver in a game is a BAD idea. But al long as the strain of the socket
is low (only e few or even 1 client connected), you should be fine.

Jeroen ShadowLord Bogers

- Original Message -
From: botman [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, June 28, 2003 00:28
Subject: Re: [hlcoders] building another tcp/udp port into hlds


  There should be no problems with opening a socket (udp or tcp) from a
  3rd party plugin. The only thing to worry about is blocking for too long
  when reading from the socket (and potentially writing). Make sure the
  socket is non-blocking and do a zero time select() to poll the socket
  for data to read.

 Once you've set your socket up to non-blocking mode, like Alfred said, be
 REAL careful about reading and writing data.

 For normal blocking socket operations, you can write a huge block of data
 and the OS will suspend your process until it has completely written all
of
 the data.  For non-blocking socket operations, you MUST check the return
 values of the write function to see how much data was written.  It might
be
 less than the size that you passed into the write function.  This is your
 indication that the OS can't shove any more data into the pipe right now
and
 you should try sending the rest of the data again in a little while
(perhaps
 during the next frame?).  The point is that you can't just assume that all
 of the data will be written to the socket when you tell it to.

 The same goes for reading.  You might request 1000 bytes, but you might
only
 get back 200.  You'll need to read again later to complete that read
 operation.

 This all mostly applies to TCP.  UDP is nastier in that the OS won't
buffer
 any data for you.  If you don't read it all in one pass, it's gone
forever.
 I'm not sure what the result would be if you tried to write 1400 bytes to
a
 UDP packet and the OS was only able to write part of it.  It probably
won't
 be a problem if you stick to small packets (less than the MTU size of 1400
 bytes or so), but it could become a large problem if your packet size is
 fairly big.

 Jeffrey botman Broome

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Re: [hlcoders] Fw: Re:origin / collision problem

2003-06-23 Thread Jeroen \ShadowLord\ Bogers
I might be wrong here, but that ball looks really tiny.

Could it be possible that HL rounds the collision boxes to make it easier to
work with them? Or maybe HL requires a minimum size, because it might take
too much processor power to calculate collisions for tiny boxes. When
rouding or increasing size HL is also apparently not centering the object in
the collision box, thus giving the appearance that 'left' walls are bad, but
'right' ones are good (and this also goes for forward/backward and up/down
then).

Try changing the size of the ball to 'nice' numbers (like 8, 16, 32, 64,
etc). Maybe that will solve the problem.

Jeroen ShadowLord Bogers

- Original Message -
From: Mark Gornall [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, June 23, 2003 23:37
Subject: [hlcoders] Fw: Re:origin / collision problem


 Ok, I'll try one more time, then I'll give up (on the problem and probably
 on this list!)

 The fist image (5K) shows the *closest* I can push the ball to the wall
 without it stopping as if it's collided with something:
 http://www.planethalflife.com/ios/collision_bad.jpg

 The second image (4K) shows how close I can move the ball to the wall on
the
 opposite side of the map:
 http://www.planethalflife.com/ios/collision_good.jpg

 One thing I noticed, when getting pm_debug / PM_DrawPhysEntBBox to draw
the
 bounding box, the pe-model pointer is null, but pe-name has the correct
 name for the ball and it also reports the correct min/max, which it then
 draws. The null pointer seemed odd but the code checks for it so maybe
it's
 ok, I don't know.

 I thought it might be the map or clip brushes but I tried it in other maps
 and  the same thing happens on the same sides of the maps.
  The map in the picture shows normal bsp walls, no clip, nothing fancy.
 I have rebuilt the map with Zoners tools and some really old ones that
come
 with hammer, just in case it was a map/hull problem. Both gave identical
 results.

 This doesn't make sense to me so I'd appreciate any help.
 Thanks,
 Mark.


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Re: [hlcoders] SDK line crashing linux servers

2003-06-08 Thread Jeroen \ShadowLord\ Bogers
You cannot assume that it is not evaluated. Maybe the compiler compiles the
code is such a way both get checked anyways. Or maybe the compiler copiles
it so the second statement gets checked first. You -never- know for sure, so
you should be explicit about it. I would do it this way (please note I use
NULL instead of using !, because strictly taken, you should always check
pointers with NULL. I think gcc even complains about it.)

if (pPlayer == NULL)
{
// Do the code
}
else
{
if (!pPlayer-IsNetClient())
{
// Do the code here too
}
}

This structure is a bit odd, beacouse you have the code twice. So you should
use a function there. If you want to avoid using a function, just figure out
a different way to write the check (there always is a way to do it). Just
make sure you never try pPlayer-IsNetClient() if pPlayer is NULL.

Jeroen ShadowLord Bogers


- Original Message -
From: Persuter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, June 08, 2003 22:28
Subject: Re: [hlcoders] SDK line crashing linux servers


If pPlayer is NULL, then !pPlayer will return true, in which case the
second part of the or statement will not get evaluated, so that's not the
problem.

Persuter

At 10:02 PM 6/8/2003 +0200, you wrote:
hmm, if pPlayer = NULL then you canĀ“t do pPlayer-IsNetClient()..


- Original Message -
From: James Couzens [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, June 07, 2003 9:22 PM
Subject: [hlcoders] SDK line crashing linux servers


  if (!pPlayer || !pPlayer-IsNetClient())
 
  Why does this logic crash a linux dedicated server?
 
  Cheers,
 
  James
 
  ---
  James Couzens
  ClanMod Dev Team
  WWW: http://unitedadmins.com/clanmod.php
  UA LISTS: http://list.unitedadmins.com/mailman/listinfo
 
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Re: [hlcoders] c++ vs. scripts

2003-05-27 Thread Jeroen \ShadowLord\ Bogers
 If you (or ANYONE) belive that C++ is the be all and end all of
developement
 of games then you need to take a reality check, wake up and stop being so
 blinkered.
It's not the be all and all. But it is the base for almost any AAA game. So
you can't just shove C/C++ aside without looking back.

 Anyways, I'm not going to argue this point any more, simply because i've
 been in your postion, did some reading and researching into scripting
 systems and realised just how good they are and what you can do with them,
 and frankly i've had enuff of bashing my head against a brick wall here
and
 i've better things to do (like work and make a living).
 So, go through life beliving C++ is the best if you like, but if you plan
on
 taking your skills out into the game industry be prepared for a shock and
a
 kick in the teeth when they use other things as well.
The thing is that with only a scripting language Half-Life 2 modding will
never be as big. The modders basicly need the same access to the game as the
developper had, except maybe the core engine (altho there are ways aorund
the enige too). Just like the HL SDK works now. With only scripting this is
just not feasable. The scripting would be so complex and feature rich that
it would be easier to just start coding in binary code :)

The key is a combination of scriping and C/C++, just like game developpers
use. The creative staff uses the scripting language to create whatever they
want in a simple way. If it doesn't support a certain feature, it's added
with C/C++. Just like that, the modder would need the same access. If you
want to create a 'simple' mod, you can just use the scripting language only.
And you're happy it was all so simple to mod HL. On the other hand, if you
want to make a real TC, like a rally mod, you just fire up your favorite
C/C++ editor next to the script editor and start working... If you need
extra power or a new script feature, you just switch ot your C/C++ window,
code it there and then continue with the script. This way you have the best
of both worlds. And it allows the creative staff of your mod to do a lot of
coding for you with the script, while the core coding team concentrates on
the bowels of the engine.

Jeroen ShadowLord Bogers


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Re: [hlcoders] Half-Life 2: Programming, Hmm?

2003-05-27 Thread Jeroen \ShadowLord\ Bogers
A bit of an update on this. GamingNEXT had an interview with Gabe Newell...
This is what he had to say about the modability of the engine:

GamingNEXT - Finally, how user friendly is this engine and will modders be
able to create unique environments and maps that made the first Half-Life
last so long?
Gabe Newell - We learned a lot through our experiences with TFC,
Counter-Strike, Day of Defeat, and so on.  This engine is much more MOD'able
(if that's a word) than Half-Life 1 was, and the tool set has been improved
a lot.  We'll also be releasing a bunch of material to help MOD teams get
their existing work up and running on the new engine as a starting point.


His last line suggests that you can port existing work for HL MODs to HL2.
If this is the case, it's almost certain there will be C/C++ modding. Please
note that this does NOT exclude a scripting language.

To read the full interview, go to
http://www.gamingnext.com/articles/index.asp?id=17

Jeroen ShadowLord Bogers

- Original Message -
From: Sniper [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, May 25, 2003 04:56
Subject: [hlcoders] Half-Life 2: Programming, Hmm?


This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Just a quick thought/question.

Half-Life 2 and it's modifications will be done with C/C++, as it was in
Half-Life, correct? There's a handful of discussions blooming up on various
Half-Life 2 forums talking about this. Scripting languages can be very
limiting... so it's a bit scary what Gabe Newell's quote from a PC Gamer
article said:


While the old system required its fair share of technical know-how, amateur
modders are now promised the chance to focus on content and gameplay flow
rather than the nuts and bolts of programming.


This could imply a scripting language, don't you agree? (Emphasis on could)
Hopefully this is not the case, of course.

A scripting language might be neat for people new to creating modifications,
but it'd be nice to have C/C++ in addition. I don't think Valve would step
away from the power C/C++ offers to modders, but nothing has really been
confirmed.

Can anyone from Valve confirm if C/C++ will still be used for Half-Life 2?


Sniper
--


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