[hlcoders] Re: Vectorized Aiming - Realism (Guns 101)
Dylan: Dylan Wreggelsworth writes: -- [ Picked text/plain from multipart/alternative ] As far as debating the realism of such an aiming system goes, in the real world your weapon is independent of your head and moved by your arms. You do not run around with the weapon glued to your chin as other games would have you believe, at most you move with the gun held in a low ready position. When it comes to firing, yes with the weapon down or to the side you will not be able to hit anything well, just like real world... Further more especially when it comes to pistols the recoil phase causes serious gun movement independent of the body. Guns 101: In the real world, for projectile firing weapons, your shot travels along a ballistic arc which begins within a very tight cone of where the barrel is actually pointed and the flightpath may be modified by the presense of wind and such-like. The length and shallowness of the arc is pretty much determined by muzzle velocity, which in turn is mostly determined by projectile mass and propellant charge. For any projectile weapon, there is a range within which the trajectory may be considered flat and for which the arc (bullet rise or drop) need not be compensated. Generally speaking, in FPS shooter games, we ignore this phenomena, but it can affect the sense of realism greatly. For instance, in Counter-Strike: Source, I see people routinely getting one shot headshot kills with 9mm pistols at ranges greater than 25 yards. This is ridiculous, because a 9mm pistol round has considerable muzzle drop beyond that range and must be compensated for by elevating the barrel and aiming with utmost care, which simple is not done under tactical conditions (people shooting at each other). Aiming is all about directing the weapon to make the projectile hit the target one intends. Accuracy is really all about how well one can make the weapon point at the target and keep it pointed at the target through a series of shots. Recoil Control is the ability to keep the weapon accurately aimed despite the recoil from successive shots. Weapons have sights on them so that the shooter can accurately aim them. To do this, one has to *look through the sights* and line them up with the target, aiming the barrel at it. This is the only means of *accurately aiming* - using the sighting system. In the real world, movement causes the weapon's aim point to bounce around. The more violent the movement, the worse the bouncing and the less accuracy is possible. Trained tactical shooters are taught various means of holding their weapons so as to enable accurate aiming *using the sights*, even whilst moving about (within limits), and how to control the recoil of the firing weapon, so as to keep their successive rounds on target. All methods of accurate aiming involve holding the weapon in such a way as to keep the aiming device and the operator's eyes lined up with the target or potential target. For accurate, aimed fire, one *must* treat the head and weapon as if it were a single locked together unit. But it is quite impossible to *run* and shoot with even a pretense of accuracy, and that's why tactical squads have to divide into two units that move around by having one unit provide accurate aimed covering fire, whilst the other unit advances or retreats to it's next protected firing position and then switching off to cover the first units movement. It is possible to spray fire in the general direction of an enemy position whilst running, but with no hope whatsoever of hitting the enemy. Your proposed vectorized aiming system does not reflect *reality* even remotely, yet you claim you want to do a realistic mod. Do whatever the hell you want - but don't insult people's intelligence by calling it realistic, if that is not what you are going to do, ok? Sneaky_Bastard! Michael A. Hobson email: [EMAIL PROTECTED] yahoo IM: warrior_mike2001 ICQ IM: #2186709 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Vectorized Aiming
Dylan Wreggelsworth writes: -- [ Picked text/plain from multipart/alternative ] As far as debating the realism of such an aiming system goes, in the real world your weapon is independent of your head and moved by your arms. You do not run around with the weapon glued to your chin as other games would have you believe, at most you move with the gun held in a low ready position. When it comes to firing, yes with the weapon down or to the side you will not be able to hit anything well, just like real world... Further more especially when it comes to pistols the recoil phase causes serious gun movement independent of the body. The group I am a part of are made up of ex-military, weapon specialists, military buffs etc. and we spend a lot of time trying to portray weapons and their tactical employment in a manner befitting the real world counterparts. So we have put a lot of thought to this and it is a much better option than having your firearm moving from superglued to your armpit to superglued to your chin. We will figure out how to do this, my question was intended to find out if anyone had devised a method or had run into any pitfalls incorporating this aim style into their mod, not its game design ramifcations. Thanks all who replied. :) On 1/31/06, Jason Houston [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] of course, you play any light gun game and you can see how shooting at the hip might work, but to get any kind of accuracy, especially with moving targets, you need to shoot properly. Note that when you 'shoot from the hip' you still move your body and arms with the gun, you generally don't fire it at all kinds of crazy angles(except looking down, cant move your body with that :) ). -- Draco -- ___ 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
[hlcoders] Debugging HL 1 server DLL
Guys, I'm getting a crash whenever someone remotely connects over the internet the AHL:DC server, but no crash if they connect over a LAN. Attempting to debug this in MSVC using the steam.exe path and -applaunch 70, but MSVC seems to think nothing is happening at all, because the crash is not caught. I tried to use the hl.exe path, but launching a listen server that way came up with filesystem.dll not found. How the hell am I supposed to debug an HL 1 mod, please ? -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Debugging HL 1 server DLL
McKern: I can do web searchs as well as you. Probably better. That TWL article hasn't been correct or valid for over a year. I reckon you have not tried that method recently, have you ? As it happens, I have discovered a method that works, which is similar to the current Wiki instructions for Source debugging. You must set the debugging executable to: myinstallpath\steamapps\myaccount\half-life\hl.exe The command arguments to: -game mymod -developer -allowdebug And the debug working directory to: myinstallpath\steamapps\myaccount\half-life Props to BAILOPAN of #sourcemod on Gamesurge for helping me figure out that I need to set the working directory as above. This procedure has enabled me to run a listen server in debug mode under MSVC .NET 2003. I haven't tried it yet, but I'm sure the HL1 HLDS procedure is similar. Adam \amckern\ Mckern said: http://articles.thewavelength.net/382/ I hope it helps Adam --- Michael A. Hobson [EMAIL PROTECTED] wrote: Guys, I'm getting a crash whenever someone remotely connects over the internet the AHL:DC server, but no crash if they connect over a LAN. Attempting to debug this in MSVC using the steam.exe path and -applaunch 70, but MSVC seems to think nothing is happening at all, because the crash is not caught. I tried to use the hl.exe path, but launching a listen server that way came up with filesystem.dll not found. How the hell am I supposed to debug an HL 1 mod, please ? -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk 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 delate the email, and not respond in any way to it. __ Start your day with Yahoo! - Make it your home page! http://www.yahoo.com/r/hs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] collision boxes latency
No, It's network latency. If server-side lag compensation is enabled, then the server will be looking at where you were at the time your enemy fired at you *on his machine*, no where your client says you are right now *on your machine* (which is only a client-side prediction). The total latency between shot time and your client being notified is the enemy's one-way latency + the server's latency to you. This could be only 80-100 milliseconds if he has a fast uplink and you have a fast downlink. it could be 250-300 milliseconds or more worst case. Aditya Gaddam said: this has happened to me a lot of times in DoD. I get back behind cover but about half a second later, I die from magical bullets. It's probably NOT hacks. just messed up hitboxes or something. On 10/6/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I've have never normally witnessed hitbox lagging. Although occasionally someone gets me just after I've jumped into cover, or so it seems; perhaps I was still sticking out :P -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- http://www.pixelfaction.com AIM:ApeWithABrain ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sneaky Bastard! (Michael A. Hobson) mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam UI Update
Erik, Thank you and the rest of the guys at Valve. This new STEAM UI is really slick, IMO. Erik Johnson said: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The beta is available now for people to take a look at the update coming to Steam that changes the look and feel to accommodate more games. If your MOD is in the list, take a look at the text and screenshots, and then e-mail me directly if you'd like to make any changes. To run the beta, start Steam from a command prompt with a command line like this: steam -clientbeta betaui The beta period is going to be fairly short, so if you find any problems, head on over to the page on the VDC and add any bugs you find. You can get to that page here: http://developer.valvesoftware.com/wiki/UIBugs -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam UI Update - Minor Bug
Erik, Spotted a buglet already - 3rd Party Mod names are being truncated by one one character (last character is missing). Erik Johnson said: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The beta is available now for people to take a look at the update coming to Steam that changes the look and feel to accommodate more games. If your MOD is in the list, take a look at the text and screenshots, and then e-mail me directly if you'd like to make any changes. To run the beta, start Steam from a command prompt with a command line like this: steam -clientbeta betaui The beta period is going to be fairly short, so if you find any problems, head on over to the page on the VDC and add any bugs you find. You can get to that page here: http://developer.valvesoftware.com/wiki/UIBugs -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Michael A. Hobson mike (at) crusader (dash) services (dot) com -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] API for unique Server ID / IP Address Info
Hello again. Has anyone figured out how to get the server's unique STEAM ID or failing that, it's IP address and port ? I don't see any API's for this in the Engine Interface. Should I be looking at some other interface ? -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Animated VTF textures - VMT settings
Ok folks, Does anyone know what key/values to use to set the animation frame rate for an animated (multiple frame) VTF Texture? I can't seem to find this info anywhere. (Yes, I looked on the Source Wiki). If it is not actually adjustable at all, then what is the fixed frame rate these play at ? -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Animated VTF textures - VMT settings
Jay, Thank You! I certainly shall. Jay Stelly said: animatedTextureFrameRate look at src\cl_dll\baseanimatedtextureproxy.cpp to see how all of the variables are used or make changes. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael A. Hobson Sent: Friday, September 16, 2005 3:30 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Animated VTF textures - VMT settings Ok folks, Does anyone know what key/values to use to set the animation frame rate for an animated (multiple frame) VTF Texture? I can't seem to find this info anywhere. (Yes, I looked on the Source Wiki). If it is not actually adjustable at all, then what is the fixed frame rate these play at ? -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ 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 -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Client Content Detection
Jay, Alfred, Adrian? Any word on the problem with downloaded content not showing up until that client reconnects ? Is there any way to check whether a given player's client has a particular content file or not? This ability to do that might be useful for detecting some kind of cheats, but I need to know for other reasons. -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Downloaded Content Not Showing on Client Until Reconnect
[reposted as original had no subject] Jay or Alfred or some other Source Engine Hacker: Hi again! I'm sorry to be bothering you again, but I've about reached the end of my wits (some people here might say that is not very far). I'm working on a source engine server plugin. My plugin is able to add content (custom decals for spray painting) to the download list, and this works perfectly with the textures and materials being downloaded to the client, if they don't have those files. This is done in the plugin's LevelInit(), which does indeed happen before the game DLL's LevelInit() as per emperical testing and Alfred's assurance. I am precaching all these decals in the plugin's ServerActivate(), using the standard engine interface API for that. Decals can be painted with the standard engine interface API, provided that the content has already been downloaded. Here is the problem: If a client has to download these textures and materials in CS:S, then they cannot see the decals, until they reconnect to the server at map change (or manually). What am I doing wrong? How do I fix this? Thank you for your time. -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] (no subject)
Jay or Alfred or some other Source Engine Hacker: Hi again! I'm sorry to be bothering you again, but I've about reached the end of my wits (some people here might say that is not very far). I'm working on a source engine server plugin. My plugin is able to add content (custom decals for spray painting) to the download list, and this works perfectly with the textures and materials being downloaded to the client, if they don't have those files. This is done in the plugin's LevelInit(), which does indeed happen before the game DLL's LevelInit() as per emperical testing and Alfred's assurance. I am precaching all these decals in the plugin's ServerActivate(), using the standard engine interface API for that. Decals can be painted with the standard engine interface API, provided that the content has already been downloaded. Here is the problem: If a client has to download these textures and materials in CS:S, then they cannot see the decals, until they reconnect to the server at map change (or manually). What am I doing wrong? How do I fix this? Thank you for your time. -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Another Newbie modding question!
Kamran, It is not up to you or anyone of the other elitists to decide who can or cannot post to this list nor what conditions they may post under. This list belongs to and is run by *Valve Software* and is hosted on their servers. If someone with actual authority over this list demands that newbs not post questions to it, that will be an entirely different story; but, until then, all of you people trying to keep inexperienced mod developers from using this list as a learning resource can go to hell. Kamran said: It's a good idea to read through the entire Valve Developer Community wiki to get in the know and then try to experiment and solve problems by yourself. It should be a last resort to ask here... who knows, you may find a better way to accomplish a goal. [EMAIL PROTECTED] wrote: -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Server Plugins - Engine Callback Order
Alfred or Jay or other Knowledgable Valve person: This is definitely a Valve Question: Server plugins have a series of callbacks (IServerPluginCallbacks) registered with the game engine which correspond to identical callbacks in the game DLL (IServerGameClients and IServerGameDLL). There does not seem to be any documentation anywhere as to which plugin callbacks are performed PRE-Server DLL and which are POST-Server DLL and whether the order is guaranteed by the engine DLL Could we have that information on the Wiki please ? Could I have it here ? I specifically need to know this for LevelInit(), ServerActivate(), GameFrame() and ClientCommand() at the moment, but having this documented for all of the callbacks would be helpful and greatly appreciated. -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugins - Engine Callback Order
Jeffrey \botman\ Broome said: Michael A. Hobson wrote: Just FYI, you can determine this yourself by making your own mod game DLL and logging these calls to a text file and making a plugin to that same mod that logs these calls to the same text file (open and closing the text file with each write will insure that the data is flushed as it is written and output from different sources to the same file will be serialized properly). -- Jeffrey botman Broome Jeff, Do you think everyone else is an ignorant moron? I really want to know. Your recommendation is that I write a custom mod and custom server plugin, just to find out something that Valve staff can answer far quicker, as they have the codebase in front of them, and I don't? -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Server Plugins - Engine Callback Order
Alfred Reynolds said: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Plugin calls happen before the game dll calls. - Alfred Alfred, Thank you for the speedy reply (as usual). This is the case for each and every plugin callback ? (plugin callback first -- then game dll callback). The reason I ask, is that that would not make sense for LevelInit(), since map entity initialization is done in the game DLL. -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugins - Engine Callback Order
Skyler: I got my answer from Alfred in about 2 hours elapsed time from posting the question. Try not to be such a fanboy. Skyler York said: It's called finding the information for yourself, instead of being a jackass here about it. And FYI, in the time it took you to get the answer you really could have created a custom mod and plugin to find out for yourself. Unless that would take you around 15 hours to do, in which case I agree it would be far quicker to post here. -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ 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
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. Damien said: What really is VMPI ? Valve's Implementation of Local Area Multicomputer/ Message Passing Interface (LAM/MPI), a network API used in cluster-based parallel computing (especially on Linux clusters): http://www.lam-mpi.org Unfortunately, the license for LAM/MPI seems to be incompatible with the Source SDK Licensing: http://www.lam-mpi.org/community/license.php There is an Open MPI being developed with what looks like they intend to license it with better terms for Valve's (and other commercial vendor's) purposes: http://www.open-mpi.org/ About mysql licence, if I remember well, you need to pay if you sell your product with mysql in it (in the setup, in the zip, or on the cd...) Damien: 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 *If you are unsure, we recommend that you buy our cost effective commercial licenses. That is the safest solution. Licensing questions can submitted online for our advice, and we encourage you to refer to the Free Software Foundation or a lawyer as appropriate. -- Michael A. Hobson mike (at) crusader (dash) services (dot) com ___ 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
Zack: In order to get the right version of GCC as well as everything it depends upon, it's easier for him to just install an older Fedora Core. I'm pretty sure he set up Fedora Core 4 just for building Source on Linux, so it's not like he's going to lose anything but a little time. At 02:23 AM 7/14/2005, you wrote: He meant GCC, not your entire distro. On 7/13/05, Nick [EMAIL PROTECTED] wrote: On 7/13/05, Alfred Reynolds [EMAIL PROTECTED] wrote: 4.0 has not been tested, you should use the 3.4.x series. - Alfred - i will try to install fedora core 3 tonight and see how that works Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Do The Server and Plugin DLL's Get Reloaded At Map Changes ?
Alfred, Thanks for clearing that up. At 06:01 PM 7/5/2005, you wrote: When the game process returns control to the command prompt. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael A. Hobson Sent: Tuesday, July 05, 2005 5:53 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Do The Server and Plugin DLL's Get Reloaded At Map Changes ? Alfred, Please forgive me for being dense, but when you say the game exits, do you mean the server is shutdown or restarted ? Because I'm asking about Multiplayer and server plugins here - specifically for CS:S. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] BOTS HEALTH PLUGIN
Jeff: Bullshit. Maybe it can't be done with the server plugin interfaces supplied by Valve, but this is exactly the sort of hack people are doing with SourceMM. At 01:24 PM 7/1/2005, you wrote: Belcherman[BTC] wrote: Noone knows how to do this ive stumped the list :) Simple answer, can't be done. (Not though a Server Plugin anyhow.) -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1.1159 (20050630) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] BOTS HEALTH PLUGIN
Jeff, I'm sorry. I have stopped to re-read the original post on this thread which asked for a simple server plugin. There is certainly nothing simple about SourceMM or SourceMod. Again, I apologize. At 02:06 PM 7/1/2005, you wrote: Jeff, At 01:46 PM 7/1/2005, you wrote: Michael A. Hobson wrote: Jeff: Bullshit. Maybe it can't be done with the server plugin interfaces supplied by Valve, but this is exactly the sort of hack people are doing with SourceMM. Correct. Simple answer, it can't be done. :) -- Jeffrey botman Broome You simple answer was a falsehood. What's more, I have attached a copy of an earlier post of yours on similar topic which shows you *knew* it was a falsehood. Knowing falsehoods are *lies*. Please don't lie to people on this list. Delivered-To: [EMAIL PROTECTED] Received: (qmail 7047 invoked from network); 30 May 2005 10:16:03 - Received: from unknown (HELO list.valvesoftware.com) (207.173.176.202) by web.crusader-services.com with SMTP; 30 May 2005 10:16:03 - Received: from localhost ([127.0.0.1] helo=list.valvesoftware.com) by list.valvesoftware.com with esmtp (Exim 3.35 #1 (Debian)) id 1Dd6TX-AR-00; Tue, 31 May 2005 06:08:07 -0700 Received: from [66.194.172.7] (helo=gearboxsoftware.com) by list.valvesoftware.com with esmtp (Exim 3.35 #1 (Debian)) id 1Dd6SH-75-00 for hlcoders@list.valvesoftware.com; Tue, 31 May 2005 06:06:50 -0700 Received: (qmail 19885 invoked from network); 31 May 2005 13:10:58 - Received: from jeffb.gearboxsoftware.com (HELO ?172.16.10.142?) (172.16.10.142) by 0 with SMTP; 31 May 2005 13:10:58 - Message-ID: [EMAIL PROTECTED] From: Jeffrey \botman\ Broome [EMAIL PROTECTED] User-Agent: Mozilla Thunderbird 1.0 (Windows/20041206) X-Accept-Language: en-us, en MIME-Version: 1.0 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Bots Server Plugins Attn: Valve References: [EMAIL PROTECTED] In-Reply-To: [EMAIL PROTECTED] X-BitDefender-Scanner: Clean, Agent: BitDefender Qmail 1.6.0 on gbxemail.gearboxsoftware.com X-BD-X-BitDefender-Spam: No (2) content-transfer-encoding: 7bit content-type: text/plain; charset=ISO-8859-1; format=flowed Sender: [EMAIL PROTECTED] Errors-To: [EMAIL PROTECTED] X-BeenThere: hlcoders@list.valvesoftware.com X-Mailman-Version: 2.0.11 Precedence: bulk Reply-To: hlcoders@list.valvesoftware.com List-Help: mailto:[EMAIL PROTECTED] List-Post: mailto:hlcoders@list.valvesoftware.com List-Subscribe: http://list.valvesoftware.com/mailman/listinfo/hlcoders, mailto:[EMAIL PROTECTED] List-Id: Discussion of Half-Life Programming hlcoders.list.valvesoftware.com List-Unsubscribe: http://list.valvesoftware.com/mailman/listinfo/hlcoders, mailto:[EMAIL PROTECTED] List-Archive: http://list.valvesoftware.com/mailman/private/hlcoders/ X-Original-Date: Tue, 31 May 2005 08:11:06 -0500 Date: Tue, 31 May 2005 08:11:06 -0500 Jeremy Swigart wrote: I sent this once, but doesn't seem like it went through. It went through before but nobody responded. So I'm responding now just so you know that it went through. I suggest Source: Metamod for all your Source engine hacking needs... http://www.sourcemm.net/ zOMG HOW DO IR INSTALL THIS AND WHERE ARE MY PANTS :) -- Jeffrey botman Broome Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1.1159 (20050630) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Source SDK - Creating Map Entities - missing function?
Any Valve Programmer: In BASEENTITY at line #301, I see: // creates an entity and calls all the necessary spawn functions extern void SpawnEntityByName( const char *className, CEntityMapData *mapData = NULL ); Which library is this function contained in? I can't seem to find it anywhere. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Source SDK - Creating Map Entities - missing function?
Alfred, Thanks for the fast reply. Damn-it! I was hoping I could use this from a server plug-in to make map entities in their proper classes from entity strings. The API's in class IVEngineServer only know about raw edicts, and whilst there are utility functions to get a CBaseEntity pointer from an edict pointer, that doesn't help us at all with what I asked. Surely the engine DLL's maploader must have a similar function to the discontinued one? Could we please have that one added to one of the Engine Interfaces next SDK Update? Or is there some other way to do this from a plug-in with existing Valve-supported API's ? At 03:01 PM 6/16/2005, you wrote: That function has long been removed from the codebase. - Alfred -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael A. Hobson Sent: Thursday, June 16, 2005 2:49 PM To: HLCoders Subject: [hlcoders] Source SDK - Creating Map Entities - missing function? Any Valve Programmer: In BASEENTITY at line #301, I see: // creates an entity and calls all the necessary spawn functions extern void SpawnEntityByName( const char *className, CEntityMapData *mapData = NULL ); Which library is this function contained in? I can't seem to find it anywhere. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] People crying about changes to CS:S custom network protocol
At 11:47 PM 5/21/2005, Dagok wrote: So many people spreading misinformation. a) Plugin authors were given NO warning, ever, none whatsoever. Not to use network messaging protocol hacks for a mod they don't have the source code for ? The Source SDK codebase is *NOT THE CODEBASE FOR CS:SOURCE* b) It is documented in cl_dll/menu.cpp and this has been stated multiple times now. Nowhere in the Source SDK codebases for either Single Player, Multiplayer or HL2DM does it say CS:Source uses identical code to this. Only a newb coder or a complete moron would make such an assumption. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: People crying about changes to CS:S custom, network protocol (Michael A. Hobson)
Ratman2000: At 12:59 PM 5/22/2005, Ratman2000 wrote: Hello, but for what is UserMessageBegin ? User Messages are custom per-mod extensions to the basic Source Engine network protocol. Every mod may (and probably will) have it's own custom network protocol messages, which *are neither documented nor supported by Valve*. If plug-in authors can persuade mod teams to document their custom network protocol messages and to promise never to change them without notification to the plug-in community, well only then might they be depended upon. Persuasion is not accomplished by screaming, crying, whining and/or name-calling. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] People crying about changes to CS:S custom network protocol
First of all, No Server Plug-in author has now or ever had any business depending upon the network protocol for any mod they do not themselves control remaining unchanged over time. Secondly, I'll wager a few plugged nickels here that the vast majority of people pissing and moaning about the MenuSelect format change are not even server plug-in authors, but are instead server admins who were using somebody else's hack plug-in. If you aren't a programmer, you have no business posting to this list. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Creating Entities in a server plug-in
Alfred, et al., Hiya. Well, now that we have been reminded that it is bad juju to depend upon any undocumented interfaces, I need to ask the *right way* to do something which is not going to disappear on me later. Specifically, what engine interface should I be using to create a visible entity with arbitrary position and orientation in-game from a server plug-in? Can I create an entity with an arbitrary .MDL this way? Can I create a 2D sprite this way? What about a persistent texture decal ? I've been examining the plug-in codebase and it is unclear whether we can use arbitrary engine interfaces in server plugins and also unclear (to me at least), which one lets me add entities to the game from a plug-in (something that was pretty trivial to do with Metamod). Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ 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?
At 07:51 PM 5/18/2005, root 3:16 wrote: but it should reload faster though cause reloading is tick based ? Weird stuff... Not wierd at all. The server's clock is what determine's server tick rate and therefore the timing of Think() functions. Server alone decides when you have reloaded. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Ladder climbing
rootie, At 11:08 PM 5/16/2005, root 3:16 wrote: How would I be able to change it, so that it does not matter if the player is looking up or down the ladder. The Forward key would always move you up the ladder, and the Back key would always move you down the ladder? have a good look in the file: game_shared\hl2\hl_gamemovement.cpp the ladder movement code is in there. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: 3 round burst
root 3:16, At 07:16 PM 5/10/2005, you wrote: Not all weapons fire like that. Burst Mode on the M16A2 fires 3 rounds when you pull the trigger. Then fires another 3 rounds when you pull the trigger again. http://usmilitary.about.com/od/weapons/l/blm16a2.htm burst control device, that limits the number of rounds fired in the automatic mode to three per trigger pull, which increases accuracy while reducing ammunition expenditure You should know better than to expect to get accurate information about military weapons from anywhere but the manufacturer's site or a .MIL domain training- related site. According to the U.S. Marine Corp Basic School Weapons Handling and Safety Course student handout (B2200) notes for the M16 Family page 25 (top): NOTE: The burst cam is not self-indexing. If BURST is selected, the burst cam does not automatically reset to the first shot position of the 3-round burst unless the trigger is released before the cycle is complete. If the trigger is released during the burst, and the 3-round cycle is interrupted, the next pull of the trigger fires the rounds remaining in the interrupted cycle. You can grab the PDF version of that manual at URL: https://www.tbs.usmc.mil/Pages/Downloads/Student%20Handouts/Weapons/B2200%20Weapons%20Handling%20and%20Safety.pdf (if the list mailer mangles this link, reassemble it with copy/paste) Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: 3 round burst
root 3:16, Just for once, maybe you could stop pretending to be the all-knowing infallible font of knowledge you seem to think you are as demonstrated by at least half your posts to this list ? At 08:55 PM 5/10/2005, you wrote: 3 sites I went to .org's .mils have the same thing it fires 3 rounds automatically in burst mode. http://www.au.af.mil/au/awc/systems/dvic534.htm Link above is not to an actual training manual, wherein one might learn all the subtle nuances of the weapon. Are you suggesting that some random web pages are superior in authority to an actual scanned *US MARINE CLASS TRAINING MANUAL* ??? At any rate, I have shot the M16A2, when you pull and release it fires 3 rounds. Regardless if you pull and hold the trigger or just pull and release the trigger. Did you actually try to make it cut the bursts short ? Why do I find that hard to believe? I shall now quote from page 4 (top paragraph) of the M16A2 MILSPEC document for the M16A2 Assault Rifle: MIL-R-63997B(AR) MILITARY SPECIFICATION Rifle, 5.56mm: M16A2, which is available from Armalite (the AR in AR-15) at the following URL: http://www.ar15.com/content/manuals/m16a2milspec.pdf quote: ... When the selector is placed in the BURST position, it shall permit the automatic sear to engage the hammer, so that the rifle is capable of burst firing. (One, two, or three continuous shots the first time the trigger is pulled and held back. Three continuous shots on the second and each successive time the trigger is pulled and held back. One, two or three shots if the trigger is released before completion of the three shot cycle or all cartridges are expended before completion of the three shot cycle.) This is from the DoD manufacturing specification for the M16A2 dated 12 December 1986. Do you think you know more about this weapon than both the USMC and the DoD? Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] shareware?
Vyacheslav, You need to study the HL:Source SDK license carefully. If you use any Valve Software source code in your utility, you may not charge money for it at all, as far as I can tell. Not linking to Valve DLL's is not sufficient. I am not a lawyer, though. At 08:25 AM 5/7/2005, you wrote: Hello, I guess there won't be any legal issues if I'll get rid of using Source Engine's .dll for loading .vtf's? If I am not right, please correct me. -- Regards, Vyacheslav Dzhura Webmaster, Half-Life 2: Online Source http://www.hl2source.com [EMAIL PROTECTED] Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] code talk
Dominic, At 09:23 AM 5/6/2005, you wrote: look out i'm having a moment of madness and invading your mailing list again. it seems that the code that controls the end game screenshot features ie filename = mapname and the fact the screenshot is taken at the end of the map could be modified to take a demo at the start of a map and name it in the same way. any ideas on the code that would need changing? hope im closer to your interests this time, if not dont reply and i'll get the idea. cheers again, Dominic This has nothing to do with anybody's interests on this list. Counter-Strike mod, CS:Source mod and the game engines are all closed-source. That means only the Valve Software programming teams can change anything of the things you are asking. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] so no code talk
Dominic, At 06:48 PM 5/5/2005, Dominic Afonso wrote: ok guys i know this is probably the wrong place to ask but you clever folk are certainly the people who will know, so please spare me a minute. This is the wrong place, indeed. This list if for programmers developing mods, not for CounterStrike support. If any of us help you with your little problem, then they would be encouraging more non-programmer morons who know this is probably the wrong place, but insist on coming here to clutter up the list with garbage traffic like yours. Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Server Plug-in Loading Order
Jay, Yahn or Alfred: Does the engine load server plug-ins *before* or *after* a mod's game DLL and is this order guaranteed (even on Linux ) ? Michael A. Hobson email: [EMAIL PROTECTED] (310) 344-3585 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] SDK 2.3 builds on Linux
Howdy folks. I'm looking for a known-good port of the Half-Life SDK 2.3 to the current generation of GCC 3.xx for Linux. As-is, this version of the SDK will not build with a modern fully ANSI C++ standard compliant compiler. I am already aware of Botman's port of SDK *2.2* to ANSI C++, but that will not do, as the mod I'm working on (Wizard Wars) has been built from SDK 2.3. Anyone from Valve: Over a year ago, we were told that Valve would be putting out an SDK 2.4 that would be fully ANSI Compliant and build on the more recent generation of GCC. Is this actually going to happen? If so, what is the current estimated time frame? {OLD}Sneaky_Bastard! email: [EMAIL PROTECTED] Michael A. Hobson icq:#2186709 yahoo: warrior_mike2001 IRC: Gamesurge channel #wavelength ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VIS issues
So what is stopping you from using HINT BRUSHES to block VIS ? At 05:21 PM 1/11/2004 -0500, you wrote: Three years worth of trying... Because of the geometric shape of the map, I can see things thru entities that I really cant see. Manual PVS tweaking would solve the problem in one hour. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marco Leise Sent: Sunday, January 11, 2004 12:57 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] VIS issues Exactly !! I have a map called cs_port A ship port. It's BIG I want to get it below 3000 wpoly's in one spot of the map. Been working on it for three years now. I need to turn off far way rooms that do indeed have a line if sight. The player will never need to see then anyway. I assume the sky would show up rather than the inside of the room, if you looked thru a scoped riffle, which would be fine. Another map has leafs seen from other leafs that can not possible be seen at all. Need to fix it manually Wow, that is truly a lot. Natural Selection's guide lines only allow maps with 700 w_poly in 'eye candy' locations and below 500 in all other areas. Have you already tried to resize textures, change the -chop value or are there any places where you can replace detail by textures? Marco -- +++ GMX - die erste Adresse für Mail, Message, More +++ Neu: Preissenkung für MMS und FreeMMS! http://www.gmx.net ___ 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 Michael A. Hobson email: [EMAIL PROTECTED] (310) 649-0792 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Firewall blocked UDP packet from Valve Software Machine
[cc'd to HLCODERS list] Gabe, First of all, let me say that I am and was deeply sorry to hear of the attacks upon your company's machines and the theft of your highly valuable source code. I don't wish to add to your woes, but something bizarre just happened that I think you need to be made aware of: My firewall just blocked an attempt to send a UDP packet from port 1200 at friends3.valvesoftware.com to port 1072 on this machine. I think you may still have a compromised machine or two on the LAN over there. Attempt was logged 10/05/2003 22:34:40 my time (GMT-7). HLCODERS members: Check your firewall logs for traffic from 207.173.177.43 or any other machine on Valve's network and report it. Michael A. Hobson The Dolphin Speech Project [No, I don't work with dolphins. See my web site for info.] web:http://www.dolphin-speech.org email: [EMAIL PROTECTED] icq:#2186709 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Re: HL2 Source
List Members: Please stop feeding the troll. If everyone ignores this little twit, he will get tired of it and go away. At 07:03 PM 10/5/2003 +0100, Manip wrote: what is interesting about that? That is what I heard just after the news broke on Slashdot. Obviously it isn't accurate but it was so soon after the original post... {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
Re: [hlcoders] HL2 Source Leaked
Tom, There are about as many Integrated Development Environments (IDEs) for Linux as there are for Win-Blows. Metroworx Codewarrior for Linux is a commercial IDE that equals or exceeds Micro$haft Visual Studio in functionality and ease-of-use. ( http://www.metrowerks.com/MW/Develop/Desktop/Linux/Professional/Default.htm ) Kdevelop is a free open source IDE that is not far behind Codewarrior. ( http://www.kdevelop.org ) When you don't actually know, maybe you shouldn't post false information to a developer list, eh? At 08:06 PM 10/4/2003 +0200, you wrote: But under Linux there is no 'Visual Studio', and someone who comes from the win32 world doesn't want to miss this tool, although i think vi/emacs make is better than anything else. tom {OLD}Sneaky_Bastard! Michael A. Hobson icq:#2186709 email: [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam port collision.
Two Words: Server Browsers. At 10:35 PM 9/12/2003 -0400, you wrote: Most videoboards deal poorly with two 3D apps running anyhow.. I'm not sure I see this as an issue At 04:17 AM 9/13/2003 +0200, you wrote: If you play half-life you need steam to authenticate yourself. Apparently Steam uses the same port that QuakeWorld clients use (UDP 27001) . This means you can't run both at the same time. Read more here: http://www.fuhquake.net/forum/viewtopic.php?t=1706 Seems like Valve is triing to cybersquatter the port 27001 :D {OLD}Sneaky_Bastard! Michael A. Hobson icq:#2186709 email: [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Visual Studio .net
I have built the SDK with MSVC++ 7.0 (.NET) and that is all I use now. You must *not* make the SDK project into a Managed Code project using MIDL executables. If you simply open the existing workspace files, MSVC++ 7.0 will ask if you want to convert the workspace. Click on Yes and it will do so. The resulting new workspace will be a *native code* project. At 06:35 AM 9/4/2003 -1000, you wrote: Anyone have experience porting their code to .net to see what the differences in the Managed code are? Michael A. Hobson email: [EMAIL PROTECTED] (310) 649-0792 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder
ASP only runs on Micro$haft IIS -- the most remotely hacked web server on earth. Flexible in terms of the number of ways you can be 0wn3ed, maybe. At 09:18 PM 8/15/2003 -0400, you wrote: You are obviously biased. ;) With 14 years of professional development experience I can say hands down I find ASP (and more so .net) far more flexible and capable the PHP any day. However, it, like Perl, awk, sed, etc all have their place in the scheme of development ;) Michael A. Hobson email: [EMAIL PROTECTED] (310) 649-0792 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Actually, If development time (including debugging), maintainability (especially by other project members) and portability (to some other platform than the assembler code is written for) are my principle concerns, I certainly *can* compete with hand-crafted assembler. Also, the code generators of modern C and C++ compilers have a vary wide array of machine code optimization tricks and can achieve up to 99% of the theoretical maximum execution speed of hand-optimized code. Besides that, assembler optimizations have to be targeted to specific CPU's these days and the what is the ultimate performance hack on one x86 version processor may actually slow down another. At 12:48 PM 8/2/2003 -0700, Mike Foss wrote: yeah, but you can't compete with the raw speed of hand crafted assembler. {OLD}Sneaky_Bastard! Michael A. Hobson icq:#2186709 email: [EMAIL PROTECTED] ___ 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
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
Re: Re: [hlcoders] stencil buffer lives!
Shimms: The PFD in your example text does not request a stencil buffer. At 12:10 PM 7/27/2003 +1000, Shimms wrote: [ Converted text/html to text/plain ] 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. {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
Re: [hlcoders] (no subject)
Alfred: You don't appear to be a Valve employee. Please provide us with a copy of whatever communication you have from someone at Valve stating this: At 11:03 AM 7/18/2003 -0700, Alfred wrote: The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2. I suspect with a bit of tweaking you could use mingw in windows to compile the dlls as well. Michael A. Hobson email: [EMAIL PROTECTED] (310) 649-0792 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] (no subject)
Erik, Alfred: I'm sorry, I was just looking at Alfred's E-Mail headers and saw that it wasn't coming from valvesoftware.com. Well, that's very good news if the HL2 SDK will work with MSVC++ 6.0 and the latest GCC. At 02:37 PM 7/18/2003 -0700, you wrote: For now, we're going to keep Alfred around at Valve. -Original Message- From: Michael A. Hobson [mailto:[EMAIL PROTECTED] Sent: Friday, July 18, 2003 2:34 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] (no subject) Alfred: You don't appear to be a Valve employee. Please provide us with a copy of whatever communication you have from someone at Valve stating this: At 11:03 AM 7/18/2003 -0700, Alfred wrote: The HL2 SDK (when its released) will compile under msvc 6.0 and gcc 3.2. I suspect with a bit of tweaking you could use mingw in windows to compile the dlls as well. Michael A. Hobson email: [EMAIL PROTECTED] (310) 649-0792 Michael A. Hobson email: [EMAIL PROTECTED] (310) 649-0792 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
Paolo, My post may have seemed unnecessarily harsh. For that, I apologize. No disrespect was intended. Clearly, I mistook your intent. At 11:31 AM 5/31/2003 +0200, you wrote: You certainly have not conducted any sort of survey of most people to determine what their views are or what influenced them. ...and Michael, there's no way for you to back up the assertion that Paolo can't back up his assertion. Kind of a pointless argument, don't you think? :) Anyway, I'm sorry if that sounded arrogant. I should have added: most people I talked with about that. :) I've met lots of persons who think that script languages are toy languages, which is not justified by the current state of the art (http://home.pacbell.net/ouster/scripting.html). {OLD}Sneaky_Bastard! Michael A. Hobson icq:#2186709 email: [EMAIL PROTECTED] ___ 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
[Correction] This phrase: (algorithms + data = programs) Should be: (algorithms + data structures = programs) {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
Re: [hlcoders] Rescaling clipping problems (again!)
At 05:08 PM 2/21/2003 -0600, you wrote: jc wrote: where abouts did you set the values (remembering that im not much more than a dumb ass n00b) There are two ways that I know of, both in pm_shared, since I can't see any other way to get a pointer to the engine's models array (Botman - I tried GetModelPointer but it fails for brush models :) ) Try using the Studio Model Renderer API defined in cl_dll/r_studioint.h iEngineStudio.GetModelByIndex(1) is the world model corresponding to the WorldSpawn entity and so forth. The return value is a pointer to struct model_s (defined in common/com_model.h) {OLD}Sneaky_Bastard! Michael A. Hobson icq:#2186709 emial: a href=/faq.html#spam[EMAIL PROTECTED]/a ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: hlcoders digest, Vol 1 #464 - 9 msgs
Sebastian, Of course you can do PHP or Perl associative arrays or hashes (string indexed arrays) in C++! One uses the Standard Template Library map template for that. STL map lets you construct a container in which one type of thing is associated with another. BTW, It might be a good idea to learn C++ templates and STL, folks. The SDK source code uses C++ templates to power the macro LINK_ENTITY_TO_CLASS(mapClassName,DLLClassName) [util.h lines 84-94]. This macro invokes the templated function GetClassPtr( some_class ) which acts as a sort of universal constructor! At 08:05 AM 05/07/2002 -0700, you wrote: Message: 6 From: Sebastian Steinlechner [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: Re: Re[2]: [hlcoders] string to #define Date: Tue, 7 May 2002 13:56:16 +0200 Reply-To: [EMAIL PROTECTED] Actually, I guess he's trying to do something different, perhaps inspired from PHP or Perl. In these languages, you can do something like this: $foo = What a nice test!; $a = foo; echo $$a; Which then prints out What a nice test!. Another example of what is possible in PHP: $test['foo'] = bar; echo $test['foo']; But: this can only be done in scripting languages. Internally, the PHP interpreter will have to do much the same things you have already posted (setting up a hash-table, doing strcmps etc). Hope that helps (well, it does not help at all actually, it simply says it's not possible in C/C++). TheTinySteini Michael A. Hobson Web Programmer IBRC, Inc. email: [EMAIL PROTECTED] phone: (310) 338-9719 (home office - vm) (310) 560-9968 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: hlcoders digest, Vol 1 #464 - 9 msgs
Sebastian, I forgot to indicate where 'GetClassPtr()' can be found: The SDK source code uses C++ templates to power the macro LINK_ENTITY_TO_CLASS(mapClassName,DLLClassName) [util.h lines 84-94]. This macro invokes the templated function GetClassPtr( some_class ) [cbase.h lines 721-749] which acts as a sort of universal constructor! {OLD}Sneaky_Bastard! Michael A. Hobson icq:#2186709 emial: [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Anti-cheat code in mods
Botman: Actually, AHL Beta 5 and Desert Crisis both have API Hooking detection anti-cheat built-in and have had it since HL 1.1.0.8 / SDK 2.2. This code was developed by Ikkyo of Desert Crisis. I had some small technical input into version 2 of this code, which now uses an additional technique I devised called API Inventorying on the modules loaded into HL.EXE's process space. API Inventorying detects PE Images with duplicate exported API's, which is the signature of any DLL replacement API Hooking. This particular technique catchs all OPENGL32.DLL replacement cheat programs. At 09:59 AM 04/25/2002 -0700, Botman wrote: Valve has stated in the dedicated server e-mail lists that right now the only thing that is included in the anti-cheat is the blocking of client DLL hooking. OpenGL wall hacks and other non-client DLL cheats (scripts, etc.) will still work. Also Counter-Strike is the only MOD with anti-cheat protection built into it. Anti-cheats will be added to the other MODs in the near future. {OLD}Sneaky_Bastard! Michael A. Hobson email: [EMAIL PROTECTED] icq:#2186709 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: hlcoders digest, Vol 1 #441 - 14 msgs
James, I did not claim that API Inventorying catches all OPENGL hacks. I said it catches all DLL replacements. Version 1 of Ikkyo's anti-cheat already had IAT scanning. API Inventorying is an *additional* technique added in version 2. At 08:10 PM 04/25/2002 -0700, you wrote: From: James Mitchell [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Anti-cheat code in mods Date: Fri, 26 Apr 2002 13:23:04 +1000 Reply-To: [EMAIL PROTECTED] That method of detecting doesn't detect all opengl.dll hacks, etc That only detects wrappers, but you can hook functions using the IAT And not get detected with only that method.. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Michael A. Hobson Sent: Friday, 26 April 2002 4:40 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Anti-cheat code in mods This particular technique catchs all OPENGL32.DLL replacement cheat programs. Michael A. Hobson Web Programmer IBRC, Inc. email: [EMAIL PROTECTED] phone: (310) 338-9719 (home office - vm) (310) 560-9968 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: hlcoders digest, Vol 1 #441 - 14 msgs
James, IAT redirecting and hooking is not affected at all by encrypting the DLL file. It has to be decrypted to run. At that point, it must be vulnerable to IAT hooking. At 08:10 PM 04/25/2002 -0700, you wrote: From: James Mitchell [EMAIL PROTECTED] To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Anti-cheat code in mods Date: Fri, 26 Apr 2002 13:26:33 +1000 Reply-To: [EMAIL PROTECTED] Yes, but there is very minor detection in the engine dll(hw.dll, and sw.dll) that will detect a certain method of modification...Although the new PE Replacement is a standstill for cheating, and the methods being used of IAT Redirecting and hooking won't be used on the encrypted Pes, although they can still be used on non-encrypted dlls..but im sure that's soon to change.. Michael A. Hobson Web Programmer IBRC, Inc. email: [EMAIL PROTECTED] phone: (310) 338-9719 (home office - vm) (310) 560-9968 (cell) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders