Re: [hlcoders] 1000+ are nice?

2002-04-22 Thread leming

Why not release an entirely new HL on a new engine that is maybe
half-compatible with older mods, release SDK, allow mod authors to do a
total conversion, or allow those just starting to get working on a newer
engine? HL will go out (if it isnt already) if there isnt an engine
update.  People now have faster and better hardware and gpu's than years
ago, and they like games that use the hardware. -- Just my insight from
surveying around various discussions..
--
kevin

I have a vague theory about this, wildly speculative, but who cares?

Valve can effectively replace the entire engine, piece-by-piece. That way,
the game code is mature and stable, the renderer can be updated to current
tech, all while (and this is the important bit) *maintaining compatibility
with mods*

HL's single-player rasied the bar for all FPS games, but the mods are what
really made it. Allowing those mods to grow *with* the engine increases the
longevity enormously. HL2 and TF2 could just be content add-ons, effectively
mods.

I could be completely and utterly wrong. Then again, I could be right :)



- Original Message -
From: Sebastian Steinlechner [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, April 22, 2002 7:48 PM
Subject: Re: [hlcoders] 1000+ are nice?


   yeah i guess they are, but by the time CZ comes out Unreal2 with its
   5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be
   out too...
 
  Actually, you can't tell me there are really 100,000 polys on the screen.
  But it looks like. I guess the biggest thing why the HL engine is outdated
  is the fact that it does not support LOD. Take Serious Sam as an example.
  There you can define that e.g. stairs automagically reduce their poly
count
  when you move away from them. You don't really notice it, and it saves a
lot
  of polygons. Same with models. Though you can implement a simple lod for
  player models in HL (just as HolyWars did, IIRC).
  And HL still supports full software rendering. You can image that eats a
  hell lot of cpu time. Even if you are in hardware mode.
 
  I might be wrong with that, but that's how I see it.
 
  cya,
  TheTinySteini
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] liblist.gam and the hazard course

2002-02-24 Thread leming

The CS guys never had the training map produced and released, so that map
was never there, but from my experiences (those more experienced feel free
to prove me wrong) you need to do some client-side changes for that main
menu if you have a multiplayer mod and want the hazard course button there.
I have noticed before that the New Game and Hazard Course buttons are
disable if the mod is set to multiplayer, but as you said, singleplayer
mods have them available.. shouldnt be too hard to trace where its turning
on/off the buttons.. sorry I cant be of more help
--
Kevin

At 19:15 2/24/2002 +, you wrote:
mod cs
and yes just noticed that the training camp button was disabled
wasnt last time i looked
that might have been cs1.1 tho :/
soz
dpac.

- Original Message -
From: Kuja [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, February 24, 2002 6:38 PM
Subject: RE: [hlcoders] liblist.gam and the hazard course


  Is that retail cs or mod cs, anyway. I changed my liblist.gam, it now
  appears as such:
 
  game Digital Paintball
  url_info www.digitalpaintball.net
  url_dl 
  version Beta 1
  size 35282944
  svonly 0
  type multiplayer_only
  cldll 1
  hlversion 1108
  nomodels 1
  nohimodel 1
  mpentity info_paintball
  gamedll dlls\pb.dll
  gamedll_linux dlls/pb_i386.so
  trainmap harzad4
 
 
  but the hazard course button is still disabled. any ideas?
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]]On Behalf Of Deepak
  Manglani
  Sent: Sunday, February 24, 2002 1:12 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] liblist.gam and the hazard course
 
 
  CS has a training course and multiplayer only, here's their liblist.gam:
 
  game Counter-Strike
  url_info www.counter-strike.net
  url_dl 
  version 1.3
  size 18400
  svonly 0
  type multiplayer_only
  cldll 1
  hlversion 1108
  nomodels 1
  nohimodel 1
  mpentity info_player_start
  gamedll dlls\mp.dll
  gamedll_linux dlls/cs_i386.so
  trainmap tr_1
 
  dpac.
 
  - Original Message -
  From: Kuja [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Sunday, February 24, 2002 5:42 PM
  Subject: [hlcoders] liblist.gam and the hazard course
 
 
   I have a multiplayer mod, and I decided I want a hazard course. The
course
   is well underway, but it seems that I can t get it to show up in the
menu
   unless I set type to single in the liblist.gam. However, I do not want
   people starting new games, since it is a multiplayer mod. Is there some
   hidden setting I am missing?
  
   Jeff 'Kuja' Katz
   www.digitalpaintball.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
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] ogc required to play??

2002-01-06 Thread leming

3dsmax does have a hardware lock AND a serial code. But, thanks to the hard 
working crackers out there, we have both the hardware lock crack, and a 
serial key generator. And, btw, hardware locks arent all that hard to crack 
if the cracker in question has, say, an electronics engineering degree. 
Also it wouldnt be hard to crack a program with a hardware lock.. 
considering it has been done over and over to 3dsmax and other applications 
like Microstation. Its a good idea but it has to be taken into 
consideration that the production costs for this and implimentation all 
rely on valve and sierra. And considering how quickly that a hardware lock 
could be cracked, it isnt very feasible from my view.
--
leming

At 21:15 1/6/2002 +, you wrote:
yes it is :)

r3.1 had a dongle thingy on the serial port (I think anyway, telling from
the diagrams in the help of how to install this small blue bit of plastic).
It was called sential or something.


- Original Message -
From: Andrew Foss [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Sunday, January 06, 2002 8:16 PM
Subject: Re: [hlcoders] ogc required to play??


   3dsmax has a dongle didnt it?
  
   It worked well there!
 
  Is that supposed to be sarcastic? one of my friends had a cracked copy of
  3ds max that required no dongle.
 
  My suggestion is, is that HL passes a token to the dongle, the dongle
spits
  out another token, based on the algorithm used, plus the CDkey. that
  prevents the crackers from having a chance, because the token has to be
  authed at sierra's side. That opens the ability for the codelets to work.
  The codelets then check for cheating.so here's how it goes:
 
  1: user buys game, installs it
  2: user plugs in dongle
  3: User runs RegisterMachine, inserting CDkey into dongle and game
  executable
  ---now the fun begins---
  4: machine begins connection to server, sends wonID to Won.
  5: Won recieves ID, sends a  random token.
  6: HL passes token to Dongle, dongle crunches numbers for a couple
  miliseconds
  7: dongle spits authtoken back out.
  8: on the WON side, it is decoded to: WonID, Token Answer
  9: Won compares token with the list of token answers if it doesn't match,
  Won disallows client connect.
  10: if it matches, codelets are sent to machine to be run for anticheat
  detection.
 
  Of course, this is all well and good, but it can't be implemented until
TF2
  of HL2, whichever is first...
 
  Valve? Any comments?
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 

___
To unsubscribe, edit your list preferences, or view the list archives, 
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] ogc required to play??

2002-01-05 Thread leming

Just to expand a little on the idea, have it where something 
computer-independent (processor serial or similar) that every computer has, 
but is unique, have that be sent to WON in their auth sequence, and have 
WON reject authorization of that computer using any other WONID but the one 
they registered with to begin with. Have a timeout of the registration be 
maybe a month or two when WON would allow them to use another WONID... just 
a thought
--
leming

At 11:31 1/6/2002 +1100, you wrote:
Ahh, perhaps another good addition to this version would be tieing down 
WONID's to clients. How you could do this, I don't know. Hrmm, how do 
people (cheaters) change WONID's at the moment? Surely its not by guessing 
a new (valid) code alone is it?

Value adding the WONID to make it expensive to give up (as other posters 
have mentioned) is a good idea. Perhaps you can let game servers only 
allow people in above a certain WONID rank (or within a band). Then you 
could exclude new users/cheaters reusing id's

Nicolai Haehnle wrote:

Am Samstag, 5. Januar 2002 14:43 schrieben Sie:

You don't need to detect a cheat every time, only once and they are gone

:) This is where we have the advantage.
You assume that someone only has 1 or 2 WONids.  That's not true for many
cheaters, they have hundreds of WONids...

http://www.bowboard.f2s.com/cgi-bin/ikonboard.cgi?s=3c36fdcf2c26;act=ST
; f=1;t=278

You can also ban by IP address, but this will only be effective on static
IP cable modems and static IP xDSL connections.  Many cheaters will have
dynamic IP broadband connections or dynamic 56K dial-up connections.  You
may have to ban the same cheater hundreds of times to keep them off of the
server.
Banning by IP is definitely not an option, because cheater detection 
requires you to be able to ban a cheater forever. WON IDs are also a 
bad idea because of what you mentioned. Apart from that you risk banning 
innocent people by both those methods.
Anyway, another possible to the solution of the banning problem is to use 
a third-party authentication server based on e-mail addresses. Which may 
of course be more hassle for the users than it's worth because cheaters 
can just register new email-addresses (just like they can just create a 
new HL key using a key generator).
However, when you couple this authentication with a global ranking 
scheme, it may be worth it as a community effort. The notorious cheaters 
will always have to recreate their accounts, so that they will never be 
able to reach the top of the global ranking ladder.
cu,
Prefect
___
To unsubscribe, edit your list preferences, or view the list archives, 
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


--
Alfred Reynolds
[EMAIL PROTECTED]

___
To unsubscribe, edit your list preferences, or view the list archives, 
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] ogc required to play??

2002-01-05 Thread leming

My thought was that the unique id per computer would not be generated but 
rather be something burned in their hardware (and a piece of hardware that 
everyone has) such as their processor serial. But a bios switch (default 
set off) controlls whether or not the processor serial is available to 
apps.. feel free to correct me if I'm wrong. In response to Andrew, a usb 
dongle wouldnt be feasible for one big reason.. not that the hardware can 
be hacked, but that the hardware might not work for everyone. USB doesnt 
work with NT4, and I once used NT4 to play HL, and I have talked to quite a 
few others that use it still. Also controlling software would have to be 
multi-platform (meaning windows, linux, etc compatible) for those that use 
Wine to play to be able to go with it. Also, another flaw is the design and 
production costs of it. Many pieces of software use a parallel port key 
which looks and is no bigger than a gender changer, but the software that 
requires the key will not run without it in, and if it is removed, the 
application will cease functioning. Again, production costs are more than 
Sierra is probably wanting to put into a game that has hair turning gray.
--
leming

At 12:35 1/6/2002 +1100, you wrote:
The problem is how do you generate the unique id, and how do you force a 
client to stick to one ID... They could just hack the HL binary to report 
any ID they want... Or alter something about their machine to make the new 
id (the GID in windows can be generated from random numbers alone...).

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] ogc required to play??

2002-01-04 Thread leming

An idea might be that the half-life game itself (valve guy stuff) would do 
more of a security check on the mod being loaded. The game is provided 
the location of the .dll (or .so) to load, so why not do something like a 
CRC on the mod, compare it do a crc of the actual distributed file by the 
mod authors, and if it matches, let it load. If there is something in the 
way like  admin mod (or a hack), it wont load the game, or the client will 
report to the server that there is something in the way of the mod being 
loaded, and the server can then decide what to do. Of course I myself could 
make a list of the flaws of this idea, but its just a base of something 
that could be improved upon. Throw out some suggestions people, I know 
there are more people than myself that want to see cheating gone, or 
atleast controlled.
--
leming

At 02:33 1/5/2002 +0100, you wrote:
Am Samstag, 5. Januar 2002 02:22 schrieben Sie:
  Wallhack cheats wouldn't be possible if stuff on the other side of the wall
  isnt sent to the client :P
 
  -av

Which would immediately lead to problems if a lagged player walks around
corners because entities don't appear immediately. You can see this effect on
the TFC map well when you enter the flag room from the lower level of your
base, even if your ping isn't too high.

Normally, this doesn't happen because the PVS extends a bit around corners,
but it looks like this particular place in well has good visblocking ;)

cu,
Prefect
___
To unsubscribe, edit your list preferences, or view the list archives, 
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] ogc required to play??

2002-01-04 Thread leming

Executable code downloaded and run is a spawning pool for viruses, but good 
idea nonetheless. Maybe have my original idea of a checksum being used on 
the client dll that was loaded by the game client-side, and compare it to a 
checksum that the server the player is playing on had. If the checksums 
dont match, the client is intervening with the loading of the proper mod, 
and/or the server has things messed up. Also an idea would be to not only 
stop at checking the client dll being loaded, but to also do a check on the 
memory that the mod was loaded into. This would prevent client-side hacks 
from changing around the executable memory to do what they wanted to do. A 
little extra temporary overhead, but the process can be run low-profile on 
the system, thus consuming less processing power, leaving more for the game 
rendering etc etc (I wouldn't want to suggest something that would leave 
the kids losing 3 fps to check if they are cheating...)
--
leming

At 13:49 1/5/2002 +1100, you wrote:
hopefully Valve have some better ideas ;)
The client should be treated as untrusted and the server trusted (if the 
server is untrusted also then you are screwed :) So you just need to 
implement some checking on the client.
My idea would be to have executable code be downloaded from the server to 
the client to be run (ala PB), this make a hackers life hard. However, it 
can lead to vunerabilities in the client if the server does go bad :( 
Other models can use Valve (WON,Sierra,etc) as a trusted third party for 
the codelets, but it means more infrastructure for them...

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] ogc required to play??

2002-01-03 Thread leming

The idea is out there.. if anything is to be done, the main part of it has 
to be done server side. Anyone can break their client side software, but to 
break something server-side, the admin of the server (or account) is the 
one responsible, and if he isnt responsible, well, there are laws (in the 
US atleast) that will put those people off of computers for a good duration 
of time. But as far as any implimentation goes towards any methods used to 
stop things like ogc, it is my personal belief that Valve themselves are 
going to have to take a serious approach to stopping cheating. PunkBuster 
guys had a good idea, but there again was external client side software. 
Any decent programmer can not only program, but rip apart programs. Its all 
a big vicious loop of making a program work the way you want it to. And if 
the anti-cheat is all server side, the players cant do a whole lot in the 
way of breaking it, unless there are flaws in the server-side patch.
--
leming

At 23:04 1/3/2002 +, you wrote:
reply below..

- Original Message -
From: Nicolai Haehnle [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 03, 2002 3:31 PM
Subject: Re: [hlcoders] ogc required to play??


  Am Mittwoch, 2. Januar 2002 22:56 schrieben Sie:
   Then the hook only need to listen on the network and it will get the
   key...
  
   It won't do any good to get hold of the public key. That's the beauty of
   the public key system. You need both the private key and the public key
to
   decrypt the message. The private key is never sent over the network.
 
  Actually, that's no problem. Remember you're man in the middle? There's a
  tool (ettercap) that can automatically log all SSH sessions on a switched
(!)
  networked from an intruding PC.
 
  All that's required is that you're listening in the initial phase, so that
  you can replace the keys used. This is obviously the case for a cheater
proxy.
 
  Now you're all forgetting another problem with the HL protocol. Protocols
  like ssh, https, etc... are stream-oriented which is crucial for the
common
  advanced encryption algorithms. Because the internal state of the
algorithm
  changes with the data, it cannot be applied to a packet-oriented protocol
  like HL's - packets can be dropped or delivered out of order, which would
  obviously mess up the algorithm.

Game Programming Gems has a nice little section on network protocols and
gives a few ideas of how to deal with the out of order problem, as well as
getting around all but the most hardcore of packet sniffers by adding some
random data to the end of your network packets tomake it a varible lenght
and other handy stuff.


___
To unsubscribe, edit your list preferences, or view the list archives, 
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




Re: [hlcoders] Logitech mouse third button in HL (update)

2001-12-26 Thread leming

I'm with tom in that it can get more confusing trying to remember what you 
had a button (or key) bound to when you have more keys to deal with. 
Considering that hundreds, probably thousands of people get along without 
custom binding every peripheral in their possession to control a game, I 
think I'm safe in saying that you don't need to bind anything extra than 
the defaults. If it isn't working at all for you, say screw it and just 
play the game. Its about the game, not a contest to see who can have the 
most insane binds. Also to add onto what Tom said, if you set a button on 
your mouse to a function that isn't used in the game by default, you can 
just bind to that function instead of the button itself. I bound my mouse4 
to F12, and it works as my comm button for roger wilco. A whole lot easier 
than trying to hit F12 while playing the game, I'll tell ya that much =)

If you can't get it working by now, get someone on your computer who can 
get it working, or it would probably be best to just leave it as it is.

--
leming

At 15:31 12/25/2001 +, you wrote:
in the logitech setup, bind mouse4 to shift, and then in hl bind shift to 
whatever u want mouse 4 to be and it should work. IMHO the 4th button is 
useless though cos its hard to concentrate on 4 buttons let alone 3 whist 
shooting
- Original Message -
From: mailto:[EMAIL PROTECTED]Nathan Taylor
To: mailto:[EMAIL PROTECTED]HLCoders
Sent: Tuesday, December 25, 2001 2:26 PM
Subject: Re: [hlcoders] Logitech mouse third button in HL (update)

type bind mouse3  and see what shows up in console, also try bind mouse5

- Original Message -
From: Cortex
Sent: Tuesday, December 25, 2001 9:10 AM
To: mailto:[EMAIL PROTECTED][EMAIL PROTECTED]
Subject: Re: [hlcoders] Logitech mouse third button in HL (update)

I don't get these messages at the console...
- Original Message -
From: mailto:[EMAIL PROTECTED]Nathan Taylor
To: mailto:[EMAIL PROTECTED]HLCoders
Sent: Tuesday, December 25, 2001 1:50 PM
Subject: Re: [hlcoders] Logitech mouse third button in HL (update)

umm yea u can.   assuming that they are unbound start hl in -dev mode and 
when u click your mouse buttons other than mouse1 and mouse2 you will see 
it print in the up left corner mouse3 unbound mouse4 unbound mouse5 
unbound etc (I have 5 buttons)

-Lakario

- Original Message -
From: Cortex
Sent: Tuesday, December 25, 2001 7:48 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Logitech mouse third button in HL (update)

OK ;)

So, I can't use 4 buttons in HL but 3 :( There isn't any
forth button field in Logitech Mouseware :(

Thanks all :)
- Original Message -
From: mailto:[EMAIL PROTECTED]leming
To: mailto:[EMAIL PROTECTED][EMAIL PROTECTED]
Sent: Monday, December 24, 2001 4:51 AM
Subject: Re: [hlcoders] Logitech mouse third button in HL (update)

I presume that the logitech mice work similarly to the MS mice. I have the
optical explorer from ms, and in order for me (and you most likely) to be
able to use side buttons and the middle wheel button, those buttons CAN NOT
be set to perform another function in windows. In your mouseware software,
in the screen where you set the function for the buttons, I believe it is a
drop down list, and there should be something like Middle Button or
Button 3 or similar. You need that selected for HL to recognize it as
mouse3. This is so for my MS mouse, as my back side button is set for
nothing, thus it is mouse4, but my front side button is a double click (NOT
mouse5) and will not behave or be recognized as mouse5. As everyone has
said before me, but possibly not as clearly, the middle button CAN NOT BE
SET TO PASTE OR ANY OTHER FUNCTION PROVIDED BY THE MOUSEWARE SOFTWARE. You
must put the setting on to None, Middle Button or another similar
option. Once the actual OS is seeing it as a true middle button, it would
only be common sense that applications within that OS would also see it as
the middle button (other than the drivers controlling the mouse itself, of
course).

--
leming

At 15:47 12/23/2001 -0800, you wrote:
 As long as MouseWare supports 4-button mice, this should work.
 
 --- Cortex mailto:[EMAIL PROTECTED][EMAIL PROTECTED] wrote:
   Thanks
  
   However I'll reexplain my problem, because I'm not sure everybody
   has understood :( My english is not very good :(
  
   So, I want to use the third (wheel button) and the forth (side)
   button in HL. In mouseWare (lastest version), I can set a function to
   the two buttons. If I set them Third button, HL works fine with them
   but they have the same action ;( So, I wanted to set a Forth button
   to the side button, so as to have two different actions for the two
  buttons.
   Is this possible ?
  
   I hope you'll understand ;) If not, I'll re-reexplain :)
  
   
   Cortex
   HL Albator coder  mapper
   http://www.hlalbator.fr.st/www.hlalbator.fr.st