Re: [hlcoders] For the love of god...
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] For the love of god...
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Something New I Hope
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. -- ___ 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] Server Events
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. -- ___ 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] Re: HL2 Source Leaked
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] -- ___ 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] liblist.gam problem
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 ___ 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] sobig @ valve
*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 :-( ___ 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] Posts twice
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. ___ 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] an hl sound bug
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 ___ 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] SP-MP HL2? (Was: Pay to play response from Gabe Newell. (?))
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 ___ 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] About outlook (NOT half-life related)
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 -- ___ 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] winsock question
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. ___ 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] (no subject)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer and Modeller for http://pokemod.fragoff.net/The http://pokemod.fragoff.net/Pokemod -- ___ 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 -- Programmer and Modeller for http://pokemod.fragoff.net/The http://pokemod.fragoff.net/Pokemod -- ___ 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] 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 - 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.) ___ 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] FW: Half-Life: fun with MODs
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] ___ 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] building another tcp/udp port into hlds
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 ___ 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] Fw: Re:origin / collision problem
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. ___ 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] SDK line crashing linux servers
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 ___ 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] c++ vs. scripts
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Half-Life 2: Programming, Hmm?
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 -- ___ 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