[hlcoders] Re: Vectorized Aiming - Realism (Guns 101)

2006-02-06 Thread Michael A. Hobson

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



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[hlcoders] Re: Vectorized Aiming

2006-02-06 Thread Michael A. Hobson

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
--

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[hlcoders] Debugging HL 1 server DLL

2005-10-10 Thread Michael A. Hobson
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 ?

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Re: [hlcoders] Debugging HL 1 server DLL

2005-10-10 Thread Michael A. Hobson
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

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Re: [hlcoders] collision boxes latency

2005-10-06 Thread Michael A. Hobson
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
 --

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Re: [hlcoders] Steam UI Update

2005-10-06 Thread Michael A. Hobson
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


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Re: [hlcoders] Steam UI Update - Minor Bug

2005-10-06 Thread Michael A. Hobson
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


 --

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[hlcoders] API for unique Server ID / IP Address Info

2005-09-18 Thread Michael A. Hobson
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 ?

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[hlcoders] Animated VTF textures - VMT settings

2005-09-16 Thread Michael A. Hobson
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 ?

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RE: [hlcoders] Animated VTF textures - VMT settings

2005-09-16 Thread Michael A. Hobson
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

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[hlcoders] Client Content Detection

2005-09-08 Thread Michael A. Hobson
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.

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[hlcoders] Downloaded Content Not Showing on Client Until Reconnect

2005-09-06 Thread Michael A. Hobson
[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.


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[hlcoders] (no subject)

2005-09-06 Thread Michael A. Hobson
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

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Re: [hlcoders] Another Newbie modding question!

2005-08-27 Thread Michael A. Hobson
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:



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[hlcoders] Server Plugins - Engine Callback Order

2005-08-24 Thread Michael A. Hobson
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.


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Re: [hlcoders] Server Plugins - Engine Callback Order

2005-08-24 Thread Michael A. Hobson
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?

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RE: [hlcoders] Server Plugins - Engine Callback Order

2005-08-24 Thread Michael A. Hobson

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.

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Re: [hlcoders] Server Plugins - Engine Callback Order

2005-08-24 Thread Michael A. Hobson
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.
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Re: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Michael A. Hobson
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.

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Re: [hlcoders] help with ../dlls/./entityoutput.h:126: error: 'Vector' is not a template type

2005-07-14 Thread Michael A. Hobson

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)


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RE: [hlcoders] Do The Server and Plugin DLL's Get Reloaded At Map Changes ?

2005-07-05 Thread Michael A. Hobson

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
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Re: [hlcoders] BOTS HEALTH PLUGIN

2005-07-01 Thread Michael A. Hobson

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

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Re: [hlcoders] BOTS HEALTH PLUGIN

2005-07-01 Thread Michael A. Hobson

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.



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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
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[hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread Michael A. Hobson

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
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RE: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-16 Thread Michael A. Hobson

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)


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Re: [hlcoders] People crying about changes to CS:S custom network protocol

2005-05-22 Thread Michael A. Hobson

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)


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Re: [hlcoders] Re: People crying about changes to CS:S custom, network protocol (Michael A. Hobson)

2005-05-22 Thread 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
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(310) 344-3585 (cell)


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[hlcoders] People crying about changes to CS:S custom network protocol

2005-05-21 Thread Michael A. Hobson

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)


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[hlcoders] Creating Entities in a server plug-in

2005-05-20 Thread Michael A. Hobson
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)
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Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Michael A. Hobson
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]
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Re: [hlcoders] Ladder climbing

2005-05-17 Thread Michael A. Hobson
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)
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Re: [hlcoders] Re: 3 round burst

2005-05-10 Thread Michael A. Hobson
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)
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Re: [hlcoders] Re: 3 round burst

2005-05-10 Thread Michael A. Hobson
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)
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Re: [hlcoders] shareware?

2005-05-07 Thread Michael A. Hobson
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)
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RE: [hlcoders] code talk

2005-05-06 Thread Michael A. Hobson
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)
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RE: [hlcoders] so no code talk

2005-05-05 Thread Michael A. Hobson
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)
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[hlcoders] Server Plug-in Loading Order

2005-02-19 Thread Michael A. Hobson
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
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[hlcoders] SDK 2.3 builds on Linux

2004-09-24 Thread Michael A. Hobson
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
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RE: [hlcoders] VIS issues

2004-01-11 Thread Michael A. Hobson
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


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[hlcoders] Firewall blocked UDP packet from Valve Software Machine

2003-10-06 Thread Michael A. Hobson
[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
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Re: [hlcoders] Re: Re: HL2 Source

2003-10-05 Thread Michael A. Hobson
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]
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Re: [hlcoders] HL2 Source Leaked

2003-10-04 Thread Michael A. Hobson
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
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Re: [hlcoders] Steam port collision.

2003-09-12 Thread Michael A. Hobson
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

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Re: [hlcoders] Visual Studio .net

2003-09-04 Thread Michael A. Hobson
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
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Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-15 Thread Michael A. Hobson
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
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Re: [hlcoders] (no subject)

2003-08-02 Thread Michael A. Hobson
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.
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RE: [hlcoders] FW: Half-Life: fun with MODs

2003-07-30 Thread Michael A. Hobson
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


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Re: Re: [hlcoders] stencil buffer lives!

2003-07-26 Thread Michael A. Hobson
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.

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Re: [hlcoders] (no subject)

2003-07-18 Thread Michael A. Hobson
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
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RE: [hlcoders] (no subject)

2003-07-18 Thread Michael A. Hobson
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
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Re: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-05-31 Thread Michael A. Hobson
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!
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Re: [hlcoders] c++ vs. scripts

2003-05-28 Thread Michael A. Hobson
[Correction]

This phrase:

(algorithms + data = programs)

Should be:

(algorithms + data structures = programs)



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Re: [hlcoders] Rescaling clipping problems (again!)

2003-02-21 Thread Michael A. Hobson
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)


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[hlcoders] Re: hlcoders digest, Vol 1 #464 - 9 msgs

2002-05-07 Thread Michael A. Hobson

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)

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[hlcoders] Re: hlcoders digest, Vol 1 #464 - 9 msgs

2002-05-07 Thread Michael A. Hobson

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]

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[hlcoders] Anti-cheat code in mods

2002-04-25 Thread Michael A. Hobson

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]
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[hlcoders] Re: hlcoders digest, Vol 1 #441 - 14 msgs

2002-04-25 Thread Michael A. Hobson

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)

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[hlcoders] Re: hlcoders digest, Vol 1 #441 - 14 msgs

2002-04-25 Thread Michael A. Hobson

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)

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